Animation cycles are not synchronized when multiple views are displayed
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- Rust
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Description
In rx 0.4.0, while editing a copy of an animation to put a cute little winter hat on a bird for an alternate-level variation, I noticed that the animation cycles of the original and the variant were out of sync, despite having the same number of frames and rx not supporting different animation delays for different views in the same editing session as far as I can tell.
I'd say that, minor as this is, it's still a bug since you might want to be previewing something like a bunch of disparate soldier sprites who are supposed to be marching in lockstep and this would make it more difficult to get an accurate impression of them.
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