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:
Erik 2026-07-14 14:59:48 +02:00
parent a51ebc66e9
commit 1e98d81448
46 changed files with 4883 additions and 127 deletions

View file

@ -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 07
implemented and independently reviewed 2026-07-14)** — named-retail projectile and
- **M2/M3 missile, effect, and portal presentation campaign (Steps 08
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