fix(anim): stop ACE echo from clobbering player's speedMod; synthesize sequencer velocity
Two related bugs in the motion/animation pipeline: 1. Player's local animation was getting reset to speedMod=1.0 every ~100ms. ACE's BroadcastMovement echoes the player's own motion back via UpdateMotion. When ACE's ForwardSpeed == 1.0, the ForwardSpeed flag is omitted (InterpretedMotionState.BuildMovementFlags), so our wire parser returns null and we default to speedMod=1.0 — clobbering the locally-authoritative 2.375 × runRate that UpdatePlayerAnimation just set. Legs would crank up to full cadence for one frame then get slammed back to walking rate. Fix: for the player's own guid, skip the wire-echo SetCycle entirely. UpdatePlayerAnimation is the authoritative driver for the local player's animation; the server echo is only useful for observers of other characters. User-confirmed: legs now hold their full cadence. 2. Remote entities teleported between UpdatePositions because the sequencer's CurrentVelocity was always zero (Humanoid dat ships every locomotion MotionData with Flags=0x00, so EnqueueMotionData leaves CurrentVelocity at Vector3.Zero). Dead-reckoning's Priority 1 (sequencer velocity) never triggered, falling through to EMA which has bootstrap lag + gets polluted by teleport-class server snaps. Fix: synthesize CurrentVelocity in SetCycle from the retail locomotion constants (WalkAnimSpeed=3.12, RunAnimSpeed=4.0, SidestepAnimSpeed=1.25) × speedMod, matching the decompiled get_state_velocity (FUN_00528960) which uses these same constants directly instead of MotionData.Velocity. The dat's HasVelocity field is reserved for non-locomotion motions (kick-off velocities, flying creatures, etc). Diag confirmed synthesis fires and DR picks it up with src=seq and correct magnitude. More visual polish may still be needed for the "lagging remote" symptom — see follow-up. Also adds `PlayerMovementController.BodyVelocity` utility getter for HUD/ debug use, and `ACDREAM_ANIM_SPEED_SCALE` env var as a tunable knob for visual pacing overrides. All 717 tests green. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -117,6 +117,9 @@ public sealed class PlayerMovementController
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/// </summary>
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public float VerticalVelocity => _body.Velocity.Z;
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/// <summary>Full 3D world-space velocity of the physics body. Exposed for diagnostic logging.</summary>
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public Vector3 BodyVelocity => _body.Velocity;
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// Jump charge state.
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private bool _jumpCharging;
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private float _jumpExtent;
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