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11 changes: 4 additions & 7 deletions rokit.toml
Original file line number Diff line number Diff line change
@@ -1,9 +1,6 @@
[tools]
rojo = "rojo-rbx/rojo@7.5.1"
rojo = "rojo-rbx/rojo@7.6.1"
wally = "UpliftGames/wally@0.3.2"
stylua = "JohnnyMorganz/StyLua@2.1.0"
luaulsp = "JohnnyMorganz/luau-lsp@1.56.0"

# TODO: Create Lute type definitions & switch away from Lune
# TODO: Do Lute FFI & Roblox package & switch away from Lune
lune = "lune-org/lune@0.9.4"
stylua = "JohnnyMorganz/StyLua@2.3.1"
luaulsp = "JohnnyMorganz/luau-lsp@1.57.1"
lune = "lune-org/lune@0.10.4"
4 changes: 2 additions & 2 deletions src/animation_solver.luau
Original file line number Diff line number Diff line change
Expand Up @@ -120,8 +120,8 @@ local function animation_solver(
local time_after = pose_time_after
local pointer = animation.keyframe_holes[index]
and animation.keyframe_holes[index][high + 1]
if pointer then
local right_pose_pointer = pointer[2]
local right_pose_pointer = pointer and pointer[2]
if right_pose_pointer then
right_pose = animation.keyframe_poses[right_pose_pointer][index]
time_after = keyframe_times[right_pose_pointer]
end
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30 changes: 14 additions & 16 deletions src/roblox/animation_asset.luau
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ export type PoseNode = {
}

--- [1] = previous keyframe index
--- [2] = next keyframe index
--- [2] = (next keyframe index)?
export type KeyframeHole = { number }
export type Poses = { PoseNode }

Expand Down Expand Up @@ -124,22 +124,20 @@ function animation_asset.load_keyframe_sequence(
end
future_right[limb_index] = true

-- if this is nil, the limb does not have any future keyframes
if right_pointer then
local hole = {
left_pointer,
right_pointer,
}

local limb_holes = keframe_holes[limb_index]
if limb_holes == nil then
limb_holes = {}
keframe_holes[limb_index] = limb_holes
end
local hole = {
left_pointer,
right_pointer,
}

for fill_in = left_pointer + 1, right_pointer do
limb_holes[fill_in] = hole
end
local limb_holes = keframe_holes[limb_index]
if limb_holes == nil then
limb_holes = {}
keframe_holes[limb_index] = limb_holes
end

-- if left_pointer, the limb does not have any future keyframes
for fill_in = left_pointer + 1, (right_pointer or #keyframe_nodes) do
limb_holes[fill_in] = hole
end
end
end
Expand Down