feat(vfx): port retail hidden and teleport presentation
Preserve canonical live-object ownership across Hidden transitions and remote teleport placement so effects, collision, streaming, and targeting remain synchronized.
This commit is contained in:
parent
a51ebc66e9
commit
1e98d81448
46 changed files with 4883 additions and 127 deletions
|
|
@ -517,6 +517,7 @@ behavior. Estimated 17–26 days focused work, 3–5 weeks calendar.
|
|||
|
||||
- **Missile/portal VFX campaign Step 6 implemented and independently reviewed 2026-07-14.** Pure Core now owns the retail projectile clock/integration/sweep primitive: 0.2-second catch-up quanta, 50-unit/second clamp, final-state acceleration, world-space omega, complete 3-D AlignPath, scaled Setup-local collision spheres, terrain/BSP/object continuous sweeps, exact `OBJECTINFO::missile_ignore`, self-shadow rejection, elastic/inelastic response, and correct full-cell rebasing across loaded landblocks. App live ownership and authoritative corrections remain Step 7. TS-2 is retired; ordinary missiles add PathClipped but not PerfectClip, so AP-83/AP-91 remain dormant.
|
||||
- **Missile/portal VFX campaign Step 7 implemented and independently reviewed 2026-07-14.** `ProjectileController` now attaches the Step 6 body to the canonical `LiveEntityRecord` after materialization and advances arrows, bolts, and spell missiles without another GUID map, renderer registration, or stale-spawn reconstruction. It commits predicted frames through `WorldEntity.SetPosition`, republishes static effect roots, and keeps collision shadows plus canonical full-cell buckets synchronized. A predicted crossing into an unloaded bucket suspends the body and shadow in that same quantum; pending/pickup residence retains the shadow registration for exact re-entry, and hydration plus the 96-unit retail activity gate restart at the current clock without backlog. Fresh State/Vector/Position/Movement packets correct or stop the same body after retail timestamp gates; SetState reaches the canonical body before optional projectile acquisition, and a non-finite local receipt clock cannot consume first classification. Removing Missile retains ordinary active-body physics (delegating to MovementManager when present), while both owners share the body and incarnation-scoped live-record cell. CreateObject vectors are installed only at body construction, never replayed by later SetState. Delete, reset, and GUID reuse use normal logical teardown; ACE remains authoritative for impact, damage, effects, and deletion.
|
||||
- **Missile/portal VFX campaign Step 8 implemented and independently reviewed 2026-07-14.** `LiveEntityRuntime` now distinguishes raw server PhysicsState from retail's side-effect-derived final state, beginning from constructor state `0x00400C08` and applying `set_state` in Lighting → NoDraw → Hidden order. `LiveEntityPresentationController` keeps Hidden objects logically alive while suppressing root mesh, collision, picking, radar, status, and new target acquisition; typed `PS_Hidden`/`PS_UnHide` plays remain DAT-driven, direct equipped children inherit NoDraw, particles/lights survive, and repeated/stale state cannot replay a transition. A normal visible CreateObject never fabricates UnHide. Effect-owner preparation is separate from pending F754/F755 replay so construction-state effects always run first. Remote fresh-teleport/cell-less placement now executes the exact ordered `teleport_hook` action bundle and a full-cell hard placement before contact/airborne routing, preventing an airborne correction from restoring the old location. Projectile Hidden state pauses the retained body without consuming its active identity or accumulating a clock backlog. TS-43 is retired; AP-69 remains because the separate 25-second/384-metre liveness cull is still unported.
|
||||
|
||||
**Reference docs:** `docs/research/retail-ui/00-master-synthesis.md` + slices 01-06. Every AC-specific behavior has a decompiled FUN_ / DAT_ citation.
|
||||
|
||||
|
|
|
|||
|
|
@ -471,8 +471,8 @@ include dungeons.
|
|||
`PlayerDescription.Options1` preserves retail's player secure-trade
|
||||
preference. See
|
||||
`docs/research/2026-07-13-retail-give-item-pseudocode.md` and issue #216.
|
||||
- **M2/M3 missile, effect, and portal presentation campaign (Steps 0–7
|
||||
implemented and independently reviewed 2026-07-14)** — named-retail projectile and
|
||||
- **M2/M3 missile, effect, and portal presentation campaign (Steps 0–8
|
||||
independently reviewed 2026-07-14)** — named-retail projectile and
|
||||
physics-script behavior is pinned in one oracle, the complete `PhysicsDesc`
|
||||
and F754/F755 wire surfaces are parsed with retail timestamp gates, and
|
||||
`LiveEntityRuntime` now separates logical lifetime from spatial rebucketing.
|
||||
|
|
@ -526,8 +526,15 @@ include dungeons.
|
|||
if Missile classification changes while pending; static missile effect
|
||||
roots follow every predicted frame, and materialized rehydration never uses a
|
||||
stale spawn cell. No impact, damage, effect, or delete event is synthesized
|
||||
client-side. The remaining steps port
|
||||
Hidden/UnHide portal presentation and run final hardening/visual gates.
|
||||
client-side. Step 8 ports retail's constructor-state → PhysicsDesc
|
||||
transition, ordered Lighting/NoDraw/Hidden state side effects, DAT-driven
|
||||
typed Hidden/UnHide effects, direct-child NoDraw propagation, retained
|
||||
particles/lights, mesh/collision/interaction suppression, and exact remote
|
||||
`teleport_hook` teardown followed by a placement snap before the airborne
|
||||
gate. Ordinary visible CreateObject does not fabricate UnHide; pending
|
||||
F754/F755 packets replay only after construction-state effects. TS-43 is
|
||||
retired. The remaining Step 9 is final hardening plus the two-client visual
|
||||
gate.
|
||||
- **L.1c local attack receive path (implemented 2026-07-11; live gate pending)** —
|
||||
local non-autonomous mt-0 UpdateMotion now uses retail's wholesale interpreted
|
||||
funnel and action-stamp gate, so ACE's server-selected melee/missile action
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue