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:
Erik 2026-07-21 07:07:58 +02:00
parent c271383714
commit 047a4c83b5
19 changed files with 374 additions and 42 deletions

View file

@ -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);