In previous C runtime versions skeletons always stayed in the exact same state (I mean bones transformations, etc..) they were left after their animation(s) has ended. And that was pretty useful (i.e. I could call setAnimation a few updates later, and not right away upon getting "complete" event, and during that time - picture on the screen stays consistent).
After the recent update though skeletons started to reset themselves right after track ends it's last animation. And I don't even sure if that was an intended change in the logic.
It was also useful in cases where I need to set animation timeline to its end and take the final bones positions or some other info. Now I have to set trackTime to trackEnd * 0.99 (which is not entirely correct) instead of 1.0, otherwise I get wrong values;