From 4cfde4bcc15d96653ee4011951e55faaa2faf09b Mon Sep 17 00:00:00 2001 From: ksuprynowicz Date: Sat, 21 Jan 2023 11:10:40 +0100 Subject: [PATCH] Switched off animation handlers for now, because they deadlocked with V8 --- libraries/animation/src/Rig.cpp | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/libraries/animation/src/Rig.cpp b/libraries/animation/src/Rig.cpp index 34c592504e..b79888588b 100644 --- a/libraries/animation/src/Rig.cpp +++ b/libraries/animation/src/Rig.cpp @@ -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);