FakeFishGames / Barotrauma

A 2D online multiplayer game taking place in a submarine travelling through the icy depths of Jupiter's moon Europa.
http://www.barotraumagame.com/
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Issues with overrided characters' animations when enabling and disabling a mod #7467

Closed TheNinjaScout closed 6 months ago

TheNinjaScout commented 3 years ago

Description When disabling a mod which overrides a character, said character will keep using the animations from the now disabled mod when tested in the character editor or spawned in game (both singleplayer and multiplayer).

If the character is loaded in-game or in the character editor prior to enabling the mod, then, after enabling the mod, the character will keep using the unmodded animations. The outcome seems to vary depending on whether the character is a humanoid or not.

Version 0.15.13.0 Windows

Additional information This is the mod I've used to test this issue. It contains an overrided human and crawler which have the same ragdolls as normal but have modified walking and running animations.

Danielkaas94 commented 2 years ago

I think I have the same problem, it is very noticeable when walking with a flashlight without aiming it or using ladders 🔦

itchyOwl commented 7 months ago

Might have been fixed by the latest changes to the animation loading and caching. Moving to QA.

NilanthAnimosus commented 6 months ago

Tested against release/summer-update commit https://github.com/FakeFishGames/Barotrauma-development/commit/61e5eeddabf6ffcfa9e4e8ad54d7d086b0640d7f on Release build. no issues found.

overriding characters and their animation files appears to work perfectly fine now, before or after using the character editor with that character, and when enabling or disabling the mod when looking in the character editor. same should occur in game too.

Overrides with mods when enabling and disabling content does not appear to cause any lingering effects anymore.