Ryan Kistner

Results 38 comments of Ryan Kistner

This is a result of the state machine in sdk-go completing an activity and concurrently a cancel request also issuing a cancel for the same activity. In temporal-server, `HasActivityFinishEvent` is...

I have created a sample that shows this issue. Here is the worker: https://gist.github.com/azuisleet/e136167e54b92b33ea45f5d3f21ac7ea And a command to dispatch the workflow, and then cancel it at the same time as...

Should activities be allowed to complete if a `WorkflowExecutionCancelRequested` has already been persisted in the workflow history? (`mutableState.IsCancelRequested()` being true). It seems like this isn't allowed given that the mutable...

(Edited, my mistake) this issue occurred for me pre-1.10.0. Cancelling a workflow concurrently with an activity completion creates an invalid state: The go state machine is trying cancel everything, even...

My mistake, I didn't check the version of the SDK when I was testing. I think the issue was actually mitigated with #504 When I upgrade to 1.11.0 and temporal...

This is an old issue, but depending on if these mods use legacy animation or CMultiPlayerAnimState, there might be some obvious causes. Some pose parameters like the eye position may...

Another thing that would be helpful in diagnosing this would be if your local player model is also jittery in third person, because of the localplayer/nonlocalplayer split in the datatable...

The OC guys got in contact with me, and it seems like the issue is with the "body_yaw" pose parameter on the player. If you're using CHL2MPPlayerAnimState (correction: CMultiPlayerAnimState uses...

Yes, so we were able to investigate this further. For the pose parameters that aren't being actively set, their values are static, but end up accumulating a bunch of errors...

The OC guys had a chance to test the change to Lerp_Hermite. It sounds like it was sufficient to prevent the issue without introducing any visual artifacts. Here's an example...