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Correctly resets StateMachine opacity when a node is played or renamed
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@ -163,6 +163,7 @@ void AnimationNodeStateMachineEditor::_state_machine_gui_input(const Ref<InputEv
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selected_transition_to = StringName();
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selected_transition_index = -1;
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selected_node = StringName();
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connected_nodes.clear();
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for (int i = node_rects.size() - 1; i >= 0; i--) { //inverse to draw order
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if (node_rects[i].play.has_point(mb->get_position())) { //edit name
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