fix(movement): jump works locally (airborne velocity preserved)
Two fixes for jump physics: - Skip ground-snap when velocity Z > 0 (prevents immediate re-landing at high framerates where per-frame Z delta < 0.05 snap threshold) - Guard apply_current_movement velocity write behind OnWalkable check (prevents MotionInterpreter.DoMotion from zeroing jump velocity on every frame while airborne) - Guard PlayerMovementController velocity replacement behind OnWalkable (preserves momentum during airborne flight) Jump works locally but server packet not yet sent (BUG-002). Facing direction mismatch logged as BUG-003. RunRate not verified as BUG-004. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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# Rendering Rebuild from ACME
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# Rendering Rebuild from ACME — COMPLETE
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Port ACME's rendering pipeline to acdream. Each step produces a
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visually testable result. The animation system stays unchanged (ACME
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has none — ours is ported from the decompiled client).
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**Status:** All 5 steps shipped 2026-04-13.
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## Step 1: Port StaticObject shader + instanced rendering
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The biggest performance win. Replace per-entity DrawElements with
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