fix(interaction): bind selection to live incarnations
Carry local WorldEntity identity through render hits, lighting pulses, and deferred movement actions so GUID reuse cannot target a replacement. Reset all session-owned selection and ItemHolder state and prevent combat auto-target during teardown.
This commit is contained in:
parent
c271383714
commit
047a4c83b5
19 changed files with 374 additions and 42 deletions
|
|
@ -1527,7 +1527,10 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
|
|||
// bounding sphere — camera-INDEPENDENT (minimize_object_lighting).
|
||||
ComputeEntityLightSet(entity);
|
||||
_currentEntitySelectionLighting =
|
||||
_selectionLighting?.TryGetLighting(entity.ServerGuid, out var lighting) == true
|
||||
_selectionLighting?.TryGetLighting(
|
||||
entity.ServerGuid,
|
||||
entity.Id,
|
||||
out var lighting) == true
|
||||
? new Vector2(lighting.Luminosity, lighting.Diffuse)
|
||||
: new Vector2(0f, 1f);
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue