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Stop hardcoding skeleton type to flex #3397

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garrettjoecox
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@garrettjoecox garrettjoecox commented Nov 14, 2023

For an unknown reason, since the introduction of custom models we had hardcoded their skeleton type to SkeletonType::Flex.

This seemingly did not cause any issues, because regardless of skeleton type the actor files had inline draw calls that determined how the skeleton should be drawn.

This was changed in 8.0.0 #2979 in which all actors now ensure to check the skeleton type before attempting to draw. This change now meant that all custom models were now rendered as SkeletonType::Flex, whether their exported type was flex or not, leading to unknown behavior and/or crashes with all models that aren't specifically meant to be using SkeletonType::Flex.

This PR also removes the hardcoding of LimbType, it doesn't seem like fast64 exports this for now, but if/when we want it to this should account for it.

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}

skel->type = SkeletonType::Flex;
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The diff might make it hard to see, but this was the issue, we were parsing the SkeletonType, then just re-setting it afterwards
Screenshot 2023-11-14 at 9 46 05 AM

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@briaguya-ai briaguya-ai left a comment

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:shipit:

@briaguya-ai briaguya-ai merged commit bf31f2b into HarbourMasters:develop-macready Nov 14, 2023
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@garrettjoecox garrettjoecox deleted the stop-hardcoding-skeleton-type branch March 4, 2024 15:30
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2 participants