fix(anim): instant-engage Falling cycle on jump start (skip transition link)

User reported transition from running to jumping looked
slow -- the character stood still for ~100 ms at the start
of the jump before the legs folded into Falling.

Root cause: AnimationSequencer.SetCycle resolves a
transition link (e.g. RunForward -> Falling) from the
motion table and enqueues those non-looping link frames
BEFORE the Falling cycle. The link is the "stop running,
prepare to fall" anim -- a few frames of standing-style
pose. While it drained, the character looked frozen.

Fix: SetCycle gains a skipTransitionLink parameter. When
true, the GetLink call is bypassed AND the entire queue is
cleared (so any in-flight non-cyclic frames from a
previous transition don't continue draining). Only the
target cycle gets enqueued, cursor goes straight to its
start.

Both call sites pass true for Falling:
  - OnLiveVectorUpdated (remote-jump VectorUpdate handler)
  - UpdatePlayerAnimation (local airborne path) when
    animCommand == Falling. Other transitions
    (Walk -> Run, Run -> Ready, etc.) keep the link --
    smooth transitions stay smooth, only the jump start
    is hard-cut.

Tests stay 1222 green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-26 22:16:59 +02:00
parent ff504e9ec1
commit b86e77e837
2 changed files with 48 additions and 12 deletions

View file

@ -2427,12 +2427,14 @@ public sealed class GameWindow : IDisposable
// K-fix10 (2026-04-26): force the Falling animation cycle on
// the remote so the legs match the arc. Mirrors the local
// player's UpdatePlayerAnimation path which sets
// animCommand = Falling whenever !IsOnGround. Without this,
// the remote's existing locomotion cycle (RunForward,
// Ready, etc.) keeps playing through the jump — body goes
// up but legs stay running. Style is the sequencer's
// current style (NonCombat 0x8000003D for humanoids); cycle
// pace = 1.0 (Falling animation has its own baked rate).
// animCommand = Falling whenever !IsOnGround.
//
// K-fix18 (2026-04-26): pass skipTransitionLink:true so the
// RunForward→Falling transition frames don't play first.
// Without that flag the remote stood still for ~100 ms at
// the start of the jump while the link drained, then
// folded into Falling. Skipping the link makes the pose
// engage immediately on jump start.
if (_entitiesByServerGuid.TryGetValue(update.Guid, out var ent)
&& _animatedEntities.TryGetValue(ent.Id, out var ae)
&& ae.Sequencer is not null)
@ -2440,7 +2442,8 @@ public sealed class GameWindow : IDisposable
uint style = ae.Sequencer.CurrentStyle != 0
? ae.Sequencer.CurrentStyle
: 0x8000003Du; // NonCombat default
ae.Sequencer.SetCycle(style, AcDream.Core.Physics.MotionCommand.Falling, 1.0f);
ae.Sequencer.SetCycle(style, AcDream.Core.Physics.MotionCommand.Falling, 1.0f,
skipTransitionLink: true);
}
}
@ -5067,7 +5070,16 @@ public sealed class GameWindow : IDisposable
{
animScale = s;
}
ae.Sequencer.SetCycle(fullStyle, animCommand, animSpeed * animScale);
// K-fix18 (2026-04-26): when transitioning into Falling
// (jump start), skip the link so the legs engage Falling
// immediately. Without this the local player visibly
// stood still for ~100 ms at the start of every jump
// while the RunForward→Falling transition link drained.
// For everything else (Walk → Run, Run → Ready, etc.) we
// keep the link so transitions stay smooth.
bool skipLink = animCommand == AcDream.Core.Physics.MotionCommand.Falling;
ae.Sequencer.SetCycle(fullStyle, animCommand, animSpeed * animScale,
skipTransitionLink: skipLink);
}
// Legacy path: update the manual slerp fields (for entities without sequencer)

View file

@ -322,7 +322,15 @@ public sealed class AnimationSequencer
/// <param name="style">MotionCommand style / stance (e.g. NonCombat 0x003D0000).</param>
/// <param name="motion">Target motion command (e.g. WalkForward 0x45000005).</param>
/// <param name="speedMod">Speed multiplier applied to framerates (1.0 = normal).</param>
public void SetCycle(uint style, uint motion, float speedMod = 1f)
/// <param name="skipTransitionLink">K-fix18 (2026-04-26): when true, do
/// NOT enqueue the transition-link frames between the previous and
/// new cycle. Used when the caller wants the new cycle to engage
/// instantly — e.g. swapping to Falling on a jump start, where the
/// RunForward→Falling link is a short "stop running" pose that
/// makes the jump look delayed (legs stand still for ~100 ms while
/// the link drains, then fold into Falling). Defaults to false to
/// preserve normal smooth transitions for everything else.</param>
public void SetCycle(uint style, uint motion, float speedMod = 1f, bool skipTransitionLink = false)
{
// ── adjust_motion: remap left→right / backward→forward variants ───
// ACE MotionInterp.cs:394-428. The MotionTable never stores TurnLeft,
@ -372,9 +380,12 @@ public sealed class AnimationSequencer
// CurrentSpeedMod defaults to 1.0 (positive) on a fresh sequencer,
// so a Ready → WalkBackward transition correctly enters GetLink's
// negative-speed (reversed-key) branch.
MotionData? linkData = CurrentMotion != 0
? GetLink(style, CurrentMotion, CurrentSpeedMod, adjustedMotion, adjustedSpeed)
: null;
// K-fix18: when the caller asked to skip the transition link
// (instant-engage cases like Falling on jump start), force
// linkData to null so only the cycle gets enqueued.
MotionData? linkData = (skipTransitionLink || CurrentMotion == 0)
? null
: GetLink(style, CurrentMotion, CurrentSpeedMod, adjustedMotion, adjustedSpeed);
// Resolve target cycle using the ADJUSTED motion (TurnRight not TurnLeft).
int cycleKey = (int)(((style & 0xFFFFu) << 16) | (adjustedMotion & 0xFFFFFFu));
@ -384,6 +395,19 @@ public sealed class AnimationSequencer
// been played yet (ACE behaviour: non-cyclic anims drain naturally).
ClearCyclicTail();
// K-fix18: when the caller asked for instant-engage, ALSO drain
// any in-flight non-cyclic transition frames from the previous
// cycle. Without this, the old RunForward → ??? link would
// continue draining for ~100 ms before the new Falling cycle
// starts, defeating the "skip the link" intent.
if (skipTransitionLink)
{
_queue.Clear();
_currNode = null;
_firstCyclic = null;
_framePosition = 0.0;
}
// Clear sequence-wide physics before the rebuild. Retail's
// GetObjectSequence calls sequence.clear_physics() before each
// add_motion chain (MotionTable.cs L100-L101, L152-L153).