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				synced 2024-08-15 00:43:45 +00:00 
			
		
		
		
	texture recaching issue fix
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					 7 changed files with 79 additions and 35 deletions
				
			
		
										
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			@ -24,46 +24,51 @@
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					</li>
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				</loopOptions>
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			</li>
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			<!--
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			<li Class="Rimworld_Animations.AnimationStage_Branch">
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				<paths>
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					<li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance">
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						<loops>10</loops>
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						<animationOptions>
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						<loopOptions>
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							<li>
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								<probability>3</probability>
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								<li>Pawn1_Stage2_Variant1</li>
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								<li>Pawn2_Stage2_Variant1</li>
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								<animationDefs>
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									<li>TestAnimation1</li>
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									<li>TestAnimation1</li>
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								</animationDefs>
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							</li>
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							<li>
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								<probability>1</probability>
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								<li>Pawn1_Stage2_Variant2</li>
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								<li>Pawn2_Stage2_Variant2</li>
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								<animationDefs>
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									<li>TestAnimation1</li>
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									<li>TestAnimation1</li>
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								</animationDefs>
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							</li>
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						</animationOptions>
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						</loopOptions>
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					</li>
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					<li Class="Rimworld_Animations.AnimationStage_LoopRandomSelectChance">
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						<loops>10</loops>
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						<animationOptions>
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						<loopOptions>
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							<li>
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								<probability>3</probability>
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								<li>Pawn1_Stage2_Variant1</li>
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								<li>Pawn2_Stage2_Variant1</li>
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								<animationDefs>
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									<li>TestAnimation2</li>
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									<li>TestAnimation2</li>
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								</animationDefs>
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							</li>
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							<li>
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								<probability>1</probability>
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								<li>Pawn1_Stage2_Variant2</li>
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								<li>Pawn2_Stage2_Variant2</li>
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								<animationDefs>
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									<li>TestAnimation2</li>
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									<li>TestAnimation2</li>
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								</animationDefs>
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							</li>
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						</animationOptions>
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						</loopOptions>
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					</li>
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				</paths>
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			</li>
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			-->
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		</animationStages>
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		<contexts>
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			@ -35,3 +35,4 @@
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		</raceOffsets>
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	</Rimworld_Animations.OffsetDef>
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</Defs>
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			@ -26,6 +26,7 @@ namespace Rimworld_Animations
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        //use extendedkeyframes to determine addon facing
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        public Rot4 facingAtTick(int tick)
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        {
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            //if ticks are < first keyframe tick, just be stuck to first keyframe rot
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            if (tick <= this.part.keyframes[0].tick) {
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			@ -64,8 +65,6 @@ namespace Rimworld_Animations
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            return (keyframe as ExtendedKeyframe).rotation;
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        }
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        public bool visibleAtTick(int tick)
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        {
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            //if ticks are < first keyframe tick, just be stuck to first keyframe rot
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			@ -110,5 +109,15 @@ namespace Rimworld_Animations
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        }
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        public bool shouldRecache(int tick)
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        {
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            if (facingAtTick(tick) != facingAtTick(tick - 1) || visibleAtTick(tick) != visibleAtTick(tick - 1))
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            {
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                return true;
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            }
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            return true;
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        }
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    }
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}
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			@ -14,6 +14,8 @@ namespace Rimworld_Animations {
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        // CompExtendedAnimator
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        // Helps manage AnimationQueue, AbsolutePosition
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        //ticks of current animation
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        private int animationTicks;
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        private List<AnimationDef> animationQueue;
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        private BaseExtendedAnimatorAnchor anchor;
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			@ -41,8 +43,6 @@ namespace Rimworld_Animations {
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            return anchor.getDrawPos();
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        }
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        //ticks of current animation
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        private int animationTicks;
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        public override void CompTick()
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        {
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			@ -111,20 +111,24 @@ namespace Rimworld_Animations {
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        public void PlayGroupAnimation(List<AnimationDef> groupAnimation, BaseExtendedAnimatorAnchor anchor)
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        {
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            this.anchor = anchor;
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            animationQueue = groupAnimation;
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            PlayNextAnimation();
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            PlayGroupAnimation(groupAnimation);
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        }
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        public override void PostExposeData()
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        {
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            base.PostExposeData();
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            Scribe_Values.Look<bool>(ref this.isAnimating, "animations_isAnimating", false);
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            Scribe_Values.Look<int>(ref this.animationTicks, "animations_ticks", 0);
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            Scribe_Collections.Look<AnimationDef>(ref animationQueue, "animations_queue");
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            Scribe_Deep.Look<BaseExtendedAnimatorAnchor>(ref this.anchor, "animations_anchor");
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        }
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        public static void CheckRecacheNecessary(int anim)
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        {
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        }
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        private Pawn pawn => base.parent as Pawn;
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    }
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			@ -21,24 +21,14 @@ namespace Rimworld_Animations
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                // ADJUST FACING get rotated textures
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                // compare the previous tick to the current tick; if the current tick rotation is different, recache
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                parms.facing = extendedAnimWorker.facingAtTick(__instance.tree.AnimationTick);
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                Rot4 animFacing = extendedAnimWorker.facingAtTick(__instance.tree.AnimationTick);
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                if (extendedAnimWorker.facingAtTick(__instance.tree.AnimationTick - 1) != extendedAnimWorker.facingAtTick(__instance.tree.AnimationTick))
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                {
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                    __instance.requestRecache = true;
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                    parms.facing = animFacing;
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                }
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                //INVIS IF ANIM CALLS FOR IT
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                //replace maybe?
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                //cheaper call now comparing prev tick to cur tick
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                if (extendedAnimWorker.visibleAtTick(__instance.tree.AnimationTick - 1) != extendedAnimWorker.visibleAtTick(__instance.tree.AnimationTick))
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                {
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                    __instance.requestRecache = true;
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                    return extendedAnimWorker.visibleAtTick(__instance.tree.AnimationTick);
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                }
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                return extendedAnimWorker.visibleAtTick(__instance.tree.AnimationTick);
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            }
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			@ -33,4 +33,39 @@ namespace Rimworld_Animations
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            }
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        }
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    }
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    [HarmonyPatch(typeof(PawnRenderTree), "AdjustParms")]
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    public class HarmonyPatch_PawnRenderTree2
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    {
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        public static void Prefix(PawnRenderTree __instance, ref PawnDrawParms parms)
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        {
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            int animationTick = __instance.AnimationTick;
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            if (__instance.rootNode.AnimationWorker is AnimationWorker_KeyframesExtended rootAnimWorkerExtended)
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            {
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                //recache during facing turn
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                if (rootAnimWorkerExtended.shouldRecache(animationTick))
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                {
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                    __instance.rootNode.requestRecache = true;
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                }
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            }
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            foreach (PawnRenderNode node in __instance.rootNode.children)
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            {
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                if (node.AnimationWorker is AnimationWorker_KeyframesExtended animWorkerExtended)
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                {
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                    //recache during facing turn
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                    if (animWorkerExtended.shouldRecache(animationTick))
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                    {
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                        node.requestRecache = true;
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                    }
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                }
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            }
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        }
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    }
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}
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