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Multiple timeline keys with same time


loodakrawa

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Hi, I found a scenario where some of the timeline keys get doubled. For example:
 

  <entity id="0" name="entity_000">        <obj_info name="bone_001" type="bone" w="718.421" h="10"/>        <animation id="0" name="Idle" length="1000" interval="100">            <mainline>                <key id="0">                    <bone_ref id="0" timeline="0" key="0"/>                    <object_ref id="0" parent="0" timeline="1" key="1" z_index="0"/>                </key>                <key id="1" time="500">                    <bone_ref id="0" timeline="0" key="0"/>                    <object_ref id="0" parent="0" timeline="1" key="3" z_index="0"/>                </key>            </mainline>            <timeline id="0" obj="0" name="bone_001" object_type="bone">                <key id="0" spin="0">                    <bone x="363.157895" y="5.263158" angle="180"/>                </key>            </timeline>            <timeline id="1" name="torso-armor">                <key id="0" spin="0">                    <object folder="0" file="2" x="388.164529" y="7.931817" angle="180"/>                </key>                <key id="1" spin="0">                    <object folder="0" file="2" x="-57.894737" y="-67.105263" angle="180"/>                </key>                <key id="2" time="500" spin="0">                    <object folder="0" file="2" x="-57.895" y="-67.105144" pivot_x="0.947577" pivot_y="0.701754" angle="180"/>                </key>                <key id="3" time="500" spin="0">                    <object folder="0" file="2" x="388.164266" y="7.931936" pivot_x="0.506371" pivot_y="0.537199" angle="180"/>                </key>            </timeline>        </animation>    </entity>

The object_ref references the keys 1 and 3 only but the timeline actually has 4 keys, two at 0 time and two at 500 time. Is this a bug or did I miss something in the documentation? If this is not a bug, how to handle it in the implementation?

Steps to reproduce:
1. Create a bone

2. Add a sprite and attach it to the bone

3. Create a new keyframe

4. Move the pivot point of the sprite in the new keyframe

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