Mark #61 DONE inline with the resolution writeup, including the widened scope note that the same link→cycle boundary bug also caused the local-player run-stop twitch the user observed during the M2 anim-pass session. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -665,9 +665,19 @@ int animFrame0Parts = ae.Animation?.PartFrames.Count > 0
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## #61 — AnimationSequencer link→cycle boundary flash on one-shot motion (door swing)
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## #61 — [DONE 2026-05-18 · `9f069e1`] AnimationSequencer link→cycle boundary flash on one-shot motion (door swing)
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**Status:** DONE — fixed by `9f069e1` (also widened scope: same bug
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manifested as the local-player run-stop twitch — user-observed during
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the M2 anim-pass session). Root cause was `BuildBlendedFrame` wrapping
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`nextIdx` to `rangeLo` unconditionally at the high-frame boundary —
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correct for looping cycles (idle/run/walk loops), wrong for one-shot
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links. During the ~30 ms fractional tail of any link, the renderer
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blended `frame[end]` with `frame[0]`, producing the flash through the
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anim's starting pose. Fix: gate the wrap on `curr.IsLooping`. Pinned by
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the new `Advance_LinkTailDoesNotBlendIntoLinkFrame0` regression test.
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Visual-verified by the user end-to-end on 2026-05-18.
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**Status:** OPEN
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**Severity:** LOW (visual polish — animation works, brief one-frame flash through prior pose at end of swing)
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**Severity:** LOW (visual polish — animation works, brief one-frame flash through prior pose at end of swing)
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**Filed:** 2026-05-13 (visual test of B.4c)
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**Filed:** 2026-05-13 (visual test of B.4c)
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**Component:** animation / `AcDream.Core.Physics.AnimationSequencer` link+cycle transition
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**Component:** animation / `AcDream.Core.Physics.AnimationSequencer` link+cycle transition
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