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Idle actors fidget when their default chore is a one-frame pose - #48

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codingncaffeine merged 1 commit into
codingncaffeine:mainfrom
qwerin:fix/idle-fidget
Nov 9, 2026
Merged

codingncaffeine merged 1 commit into
codingncaffeine:mainfrom
qwerin:fix/idle-fidget

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@qwerin

@qwerin qwerin commented Nov 8, 2026

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Split out of #36 (one fix per PR, as suggested there).

Almost every shipped chore_default is a one-frame pose; in DS1 it never shows because actor_auto_fidgets re-queues chore_fidget after every anim. SiegeFX idled on clip 0, so e.g. the blacksmith stood rigid at his anvil.

  • New ActorIdle.PickIdleChore: an authored initial_chore wins; otherwise an actor whose chore_default is static and whose fidget moves idles in chore_fidget (unless actor_auto_fidgets = false).
  • Actor.CurrentClipIndex (now the testable ResolveClipIndex) keeps the idle clip when the default skrit asks for index 0. This affects most NPCs and monsters; it is also what makes the existing initial_chore idles visible.
  • Only the first fidget variant loops (DS1 picks a random one each time).

Checks: rebased on main (bef1f38); dotnet build SiegeFX.sln -c Release -warnaserror clean; dotnet test passes (new ActorIdleTests, data-free). Play-tested: the blacksmith hammers at his anvil.

🤖 Generated with Claude Code

Zabar Treseck (Elddim, multiplayer_world) stood rigid at the anvil. His
chore_default (a_c_gbn_bs_fs2_ds) is a single 0.08 s frame; the hammering
is his chore_fidget (fs2_dsf, whose note drives the blacksmith_hammer
sfx trigger). DS1 never shows the frozen frame: with actor_auto_fidgets
the fidget job re-queues chore_fidget on every WE_ANIM_DONE, so the
fidget loop is the idle. Nearly every shipped chore_default is such a
one-frame stance.

Two things kept him on it. The spawner only ever picked an idle other
than chore_default from an authored initial_chore. And even that idle
lost: infinite_loop asks for index 0 the moment chore_default starts,
and CurrentClipIndex only fell back to IdleClipIndex before that first
dispatch (or for an awakened burrower).

Now an actor with no initial_chore idles in chore_fidget when its
default is static, its fidget moves, and its mind doesn't turn
auto-fidgeting off; and the idle clip wins over a skrit-driven 0 (an
explicit override of clip 0 still shows). The hero keeps slot 0 as
before. Host and client spawn through the same path, so both show it.
The SP Stonebridge and Glacern blacksmiths share the template base and
were frozen the same way.

region spawn prints which actors idle in something other than
chore_default.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
(cherry picked from commit e6492a9c253f300ad9abf2a48b9922c40088a18f)
@codingncaffeine
codingncaffeine merged commit 188f2e4 into codingncaffeine:main Nov 9, 2026
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2 participants