Switched off animation handlers for now, because they deadlocked with V8

This commit is contained in:
ksuprynowicz 2023-01-21 11:10:40 +01:00
parent de91769e2f
commit 4cfde4bcc1

View file

@ -1693,7 +1693,9 @@ void Rig::updateAnimationStateHandlers() { // called on avatar update thread (wh
// Gather results in (likely from an earlier update).
// Note: the behavior is undefined if a handler (re-)sets a trigger. Scripts should not be doing that.
_animVars.copyVariantsFrom(value.results); // If multiple handlers write the same anim var, the last registgered wins. (_map preserves order).
// V8TODO: This causes a deadlock right now, and in any case will cause stutters. Probably should be done on script thread instead
_animVars.copyVariantsFrom(value.results); // If multiple handlers write the same anim var, the last registered wins. (_map preserves order).
}
}
@ -1708,7 +1710,8 @@ void Rig::updateAnimations(float deltaTime, const glm::mat4& rootTransform, cons
++_evaluationCount;
updateAnimationStateHandlers();
// V8TODO: this causes a deadlock right now
//updateAnimationStateHandlers();
_animVars.setRigToGeometryTransform(_rigToGeometryTransform);
if (_networkNode) {
_networkVars.setRigToGeometryTransform(_rigToGeometryTransform);