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>
This commit is contained in:
Erik 2026-04-14 00:12:11 +02:00
parent e08a06ac5b
commit 157ed9d974
4 changed files with 68 additions and 31 deletions

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# Rendering Rebuild from ACME
# Rendering Rebuild from ACME — COMPLETE
Port ACME's rendering pipeline to acdream. Each step produces a
visually testable result. The animation system stays unchanged (ACME
has none — ours is ported from the decompiled client).
**Status:** All 5 steps shipped 2026-04-13.
## Step 1: Port StaticObject shader + instanced rendering
The biggest performance win. Replace per-entity DrawElements with