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lewisD115 avatar lewisD115 commented on May 27, 2024 1

Apologies, I was being an idiot, it was a small change in the runtime. Closing the ticket.

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badlogic avatar badlogic commented on May 27, 2024

@lewisD115 could you elaborate what you mean with "it was a small change in the runtime"? Do you mean you modified the runtime? If so, I'm always happy to hear why folks modify the runtime. Your changes may be worthwhile to be included in the official runtimes.

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lewisD115 avatar lewisD115 commented on May 27, 2024

@badlogic I was just messing around making use of rotation, so that you could configure bones to rotate to follow the curser, and in doing so I added another state.apply(skeleton) when advancing the time. So something like:

state.update(time * timeScale);
state.apply(skeleton);
skeleton.updateWorldTransform();
this.rotateBones();
state.apply(skeleton);

The last line caused the issue.

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badlogic avatar badlogic commented on May 27, 2024

Oh,.whoopsies :) Thanks for taking the time to reply!

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