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Idle actors fidget when their default chore is a one-frame pose - #48
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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)
This was referenced Nov 8, 2026
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Split out of #36 (one fix per PR, as suggested there).
Almost every shipped
chore_defaultis a one-frame pose; in DS1 it never shows becauseactor_auto_fidgetsre-queueschore_fidgetafter every anim. SiegeFX idled on clip 0, so e.g. the blacksmith stood rigid at his anvil.ActorIdle.PickIdleChore: an authoredinitial_chorewins; otherwise an actor whosechore_defaultis static and whose fidget moves idles inchore_fidget(unlessactor_auto_fidgets = false).Actor.CurrentClipIndex(now the testableResolveClipIndex) keeps the idle clip when the default skrit asks for index 0. This affects most NPCs and monsters; it is also what makes the existinginitial_choreidles visible.Checks: rebased on
main(bef1f38);dotnet build SiegeFX.sln -c Release -warnaserrorclean;dotnet testpasses (newActorIdleTests, data-free). Play-tested: the blacksmith hammers at his anvil.🤖 Generated with Claude Code