Don't mark idle animations as bad when blocking them

pull/3227/head
Evil Eye 2 years ago
parent bbec296891
commit 55d32432b9

@ -117,6 +117,7 @@
Bug #6711: Log time differs from real time
Bug #6717: Broken script causes interpreter stack corruption
Bug #6718: Throwable weapons cause arrow enchantment effect to be applied to the whole body
Bug #6730: LoopGroup stalls animation after playing :Stop frame until another animation is played
Feature #890: OpenMW-CS: Column filtering
Feature #1465: "Reset" argument for AI functions
Feature #2491: Ability to make OpenMW "portable"

@ -2457,7 +2457,7 @@ bool CharacterController::playGroup(const std::string &groupname, int mode, int
// We should not interrupt persistent animations by non-persistent ones
if (isPersistentAnimPlaying() && !persist)
return false;
return true;
// If this animation is a looped animation (has a "loop start" key) that is already playing
// and has not yet reached the end of the loop, allow it to continue animating with its existing loop count

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