From 0e66078e57f66a09339077d3e49c34ccf4bab0c4 Mon Sep 17 00:00:00 2001 From: Erik Date: Mon, 13 Apr 2026 00:54:19 +0200 Subject: [PATCH] chore: leave ANIM-DIAG logging for next session MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Turn-left / strafe-left / walk-backward animations still not playing despite the left→right fallback. Diagnostic logging added to UpdatePlayerAnimation to capture exactly what happens when these commands fire. Next session: check the log output, the issue may be that UpdatePlayerAnimation is never called for these commands (the priority logic skips turn when forward is active, etc.). Co-Authored-By: Claude Opus 4.6 (1M context) --- src/AcDream.App/Rendering/GameWindow.cs | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index cd3cd00..4a4e966 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -2079,7 +2079,13 @@ public sealed class GameWindow : IDisposable } } - if (cycle is null || cycle.Framerate == 0f || cycle.HighFrame <= cycle.LowFrame) return; + if (cycle is null || cycle.Framerate == 0f || cycle.HighFrame <= cycle.LowFrame) + { + Console.WriteLine($"[ANIM-DIAG] FAILED: animCmd=0x{animCommand:X8} resolved=0x{resolvedCommand:X8} cmdOverride=0x{cmdOverride:X4} cycle={cycle is not null} fr={cycle?.Framerate} lo={cycle?.LowFrame} hi={cycle?.HighFrame}"); + return; + } + + Console.WriteLine($"[ANIM-DIAG] OK: animCmd=0x{animCommand:X8} resolved=0x{resolvedCommand:X8} hasSeq={ae.Sequencer is not null} fr={cycle.Framerate} lo={cycle.LowFrame} hi={cycle.HighFrame}"); // If the entity has a sequencer, use SetCycle for transition-link-aware // motion switching. Pass the RESOLVED command (after left→right fallback)