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Describe the bug
Animations are cancelled after one tick of playing, they should continue to play to the end.
To Reproduce
Steps to reproduce the behavior:
Run an emote such as "Jump for joy", you will notice it doesn't complete
If you spam-click the animation button, the emote will complete
Expected behavior
The emote should run to its finish.
Additional context
I was able to fix this locally by going into player-sync-task.ts and changing the updateFlags.animation !== undefined checks to updateFlags.animation !== undefined && updateFlags.animation !== null.
The issue is that the "Reset animation" part is being called every tick, thus setting the animation back to -1.
Possibly we can just remove the undefined check entirely, and only check against null.
The text was updated successfully, but these errors were encountered:
Describe the bug
Animations are cancelled after one tick of playing, they should continue to play to the end.
To Reproduce
Steps to reproduce the behavior:
Expected behavior
The emote should run to its finish.
Additional context
I was able to fix this locally by going into
player-sync-task.ts
and changing theupdateFlags.animation !== undefined
checks toupdateFlags.animation !== undefined && updateFlags.animation !== null
.The issue is that the "Reset animation" part is being called every tick, thus setting the animation back to -1.
Possibly we can just remove the
undefined
check entirely, and only check againstnull
.The text was updated successfully, but these errors were encountered: