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Switched off animation handlers for now, because they deadlocked with V8
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1 changed files with 5 additions and 2 deletions
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@ -1693,7 +1693,9 @@ void Rig::updateAnimationStateHandlers() { // called on avatar update thread (wh
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// Gather results in (likely from an earlier update).
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// Gather results in (likely from an earlier update).
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// Note: the behavior is undefined if a handler (re-)sets a trigger. Scripts should not be doing that.
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// Note: the behavior is undefined if a handler (re-)sets a trigger. Scripts should not be doing that.
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_animVars.copyVariantsFrom(value.results); // If multiple handlers write the same anim var, the last registgered wins. (_map preserves order).
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// V8TODO: This causes a deadlock right now, and in any case will cause stutters. Probably should be done on script thread instead
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_animVars.copyVariantsFrom(value.results); // If multiple handlers write the same anim var, the last registered wins. (_map preserves order).
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}
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}
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}
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}
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@ -1708,7 +1710,8 @@ void Rig::updateAnimations(float deltaTime, const glm::mat4& rootTransform, cons
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++_evaluationCount;
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++_evaluationCount;
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updateAnimationStateHandlers();
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// V8TODO: this causes a deadlock right now
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//updateAnimationStateHandlers();
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_animVars.setRigToGeometryTransform(_rigToGeometryTransform);
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_animVars.setRigToGeometryTransform(_rigToGeometryTransform);
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if (_networkNode) {
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if (_networkNode) {
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_networkVars.setRigToGeometryTransform(_rigToGeometryTransform);
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_networkVars.setRigToGeometryTransform(_rigToGeometryTransform);
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