Just a quick update, I'm changing the animation system to support something more similar to what the sims 1 uses for walking (blended animations). Here's how it works, as far as I can guess:
Walk full at 1.5x speed, 0.5 weight
Walk half at 1.5x speed, 0.5 weight
Standing is blended in at the start and end of walking to keep stop any ugly jittering happening. Simantics doesn't use any blending apart from the carry animation overwriting the hand/arm bone, so object interactions will use only the first animation slot.
Shoo logic is almost working correctly, now shoo will only be called on people not already being shooed (interaction or tree). Still need to add both a wait timeout and a retry limit, though I still need to decide what kind of obstruction counts as a "retry" and which don't matter (hitting into someone stationary and walking by?)
New networking is functional, 100% credit to ddfczm, and actually interconnects with the real game up to the avatar search in the city as part of the new design. Still some work to be done til it's ready, client is a bit behind and the data service is broken. More on this later, but heres a screenshot from the real game running on the server. Again, all credit to ddfczm, all of the new network code is stunning.
(avatar would be there if data service was working)