Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Resolved miscellaneous issues preventing some pose panels from showing up-to-date state #1416

Merged
merged 1 commit into from
Dec 20, 2024

Conversation

ergoxiv
Copy link
Contributor

@ergoxiv ergoxiv commented Dec 20, 2024

This pull request contains the following changes:

  • Added a delay to the brio spawn action to compensate for the actor's model object not being available right after spawn. This is a workaround and should ideally be removed in the future if a better solution is found.
  • Added a check to the HasPreDTFace property so that actors outside of gpose return true. This will prompt the disabled pose panels to show the bone nodes for Dawntrail skeletons when the user is outside of gpose.
  • Cleaned up and simplified some of the code.

this.RaisePropertyChanged(nameof(SkeletonVisual3d.HasEquipmentBones));
this.RaisePropertyChanged(nameof(SkeletonVisual3d.HasWeaponBones));

if (!GposeService.Instance.IsGpose)
Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This check is a duplicate. There's an identical one at the start of the method.

Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Could be a relict of "Make sure no very unfortunate gpose leaving causes issues." Probably not but better to keep in mind it was here once just in case.

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

If you feel strongly about it, I can revert this change. However, the deleted gpose check is not very useful in my opinion. It is placed after the skeleton object is already populated with bones, the bones will just not be linked, which I would consier a malformed skeleton object.

Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Nah its fine, likelyhood of it mattering is small but I just wanted to comment on it for the record, probably wouldnt have had you not said anything and just made a mental note lol.

@StoiaCode StoiaCode merged commit 64d0af1 into imchillin:testing Dec 20, 2024
@ergoxiv ergoxiv deleted the hotfix/misc-pose-panels-issues branch December 20, 2024 16:30
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants