docs(issues): close #61 in ISSUES.md (closed by 9f069e1)

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>
This commit is contained in:
Erik 2026-05-18 15:16:50 +02:00
parent 9f069e14c9
commit d9c8b5762b

View file

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