Fix flickering turrets in techroom#7527
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wookieejedi merged 1 commit intoJun 15, 2026
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Turrets with initial animations flip animation angles every frame in the techroom. The commit returns TriStateBool from model_get_cached_ui_render_instance specifically so callers can run setup only when a new instance is created, but only `render_tech_model` (the Lua path) actually checks it. Since the instance is cached and persists across frames, every frame re-runs clearShipData + initial-animation start on an already-animated instance, re-applying the initial animations relative to the current (already-animated) pose. This is what seems to produces the per-frame flip/jitter. This PR caches it to prevent this, and fixes scp-fs2open#7526. Tests confirm it works as expected.
Goober5000
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Jun 14, 2026
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Looks good, and covers all call sites
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Turrets with initial animations flip animation angles every frame in the techroom. The commit returns TriStateBool from model_get_cached_ui_render_instance specifically so callers can run setup only when a new instance is created, but only
render_tech_model(the Lua path) actually checks it.Since the instance is cached and persists across frames, every frame re-runs clearShipData + initial-animation start on an already-animated instance, re-applying the initial animations relative to the current (already-animated) pose. This is what seems to produces the per-frame flip/jitter.
This PR caches it to prevent this, and fixes #7526. Tests confirm it works as expected.
Happy to edit or use a different method if folks would prefer!