The title sums it up. I've been putting together animations for one of my projects over the past week. I have all different kinds of animations in this file, running, attacking, jumping, crawling, etc. Today I was working on a sprinting animation where the character would have to be leaning forward. I noticed that rotating the hips (not the root) of the character would also tip it on the other frames of the animation. This was convenient for me. Until all of the rotations started applying to all the frames, making any tweaks worthless as it would apply the pose of a bone to all the other keyframes. I just found out that it wasn't only applying the transformations to all the keyframes in the animation I was working on, it was applying the transformations to all keyframes of ALL my animations. This is absolutely devastating. The recovery didn't help, my entire project is ruined and it will take hours of work to get it back to where it was.
Does anyone know why this happened? Is there a button I accidentally hit? What setting is this? It absolutely was not doing this before. As I said, I have over 20 animations in this file, many of them also used the hip bone and none of them applied the transform to all the other animations. It isn't just the hip bone either, any bone that I modify gets modified in all other animations on all of their keyframes.
EDIT: My other blender files don't have this issue. It'd be completely nonsensical that animators wouldn't be allowed to touch core bones while animating. I'm fairly positive that this is a settings issue. I've somehow turned on a setting that applies the rotations of specific bones to all keyframes of all animations.
Video: https://www.youtube.com/watch?v=I1pn5VH0p7Q&feature=youtu.be