fix(movement+anim+session): clothing dedup, motion wire format, jump-skill default
Three separate fixes landed today, each addressing a specific bug the
user observed during live play:
1. NPC clothing changes by camera angle (InstancedMeshRenderer)
- Group key was (GfxObjId) only, so every humanoid NPC using the
same body mesh piled into one instance group; only the first
instance's texture was used for the entire DrawInstanced batch,
so which NPC's palette "won" changed as frustum culling and
iteration order shuffled entries.
- Now keyed by (GfxObjId, PaletteHash ^ SurfaceOverridesHash)
so only compatible instances batch; each unique appearance gets
its own draw call. Perf hit is small (humanoid NPCs each emit
one more draw call); visually every NPC is now stable.
2. GpuWorldState dedup on respawn
- Server re-sends CreateObject for the same guid on visibility
refresh / landblock crossing / appearance update. AppendLiveEntity
was blindly appending each time, so GpuWorldState accumulated
multiple copies of the same entity, each with its own
PaletteOverride / MeshRefs. That alone wasn't the clothing bug
(that was #1) but it would have caused other overlap problems
downstream.
- Added RemoveEntityByServerGuid + WorldGameState.RemoveById;
OnLiveEntitySpawnedLocked calls both before creating the new
entity so respawns replace cleanly.
3. Motion wire format — run animation sync with retail observers
- ACE's MovementData constructor only computes interpState.ForwardSpeed
on the WalkForward/WalkBackwards branch; every other ForwardCommand
falls into `else` and passes through WITHOUT speed set, giving
observers speed=0. Sending RunForward directly meant retail
clients saw us "run in place" while position drifted forward.
- Wire: always WalkForward + HoldKey.Run for running. ACE
auto-upgrades to RunForward with creature.GetRunRate() for
broadcast — correct command + correct speed at observers.
- Added per-axis FORWARD_HOLD_KEY / SIDE_STEP_HOLD_KEY /
TURN_HOLD_KEY so every active axis carries HoldKey.Run when
running (matches holtburger's build_motion_state_raw_motion_state).
- Added LocalAnimationCommand to MovementResult so our own
client still plays the RunForward cycle locally while the wire
stays WalkForward. Wire vs. local animation command are now
decoupled.
- Walk-backward wire command changed from WalkForward@-0.65 to
WalkBackward@1.0 (holtburger pattern).
- Strafe speed changed from 0.5 to 1.0 on wire AND local physics
(matches retail sidestep pace).
4. Jump height default + env-var tuning
- Default jumpSkill bumped from 100 → 200 (jump ≈ 3m at full
charge, closer to retail feel for a mid-level character).
- ACDREAM_RUN_SKILL and ACDREAM_JUMP_SKILL env vars now override
the defaults so the user can tune per-character until we parse
PlayerDescription and plumb real skill values through.
5. JustLanded signal on MovementResult
- Tracks airborne→grounded transition so future animation code
can fire the landing cycle when we land. Just a bool flag for
now — no consumer yet (the proper action-queue path will use it).
Not in this commit: jump animation itself. An earlier attempt to
SetCycle(Jump=0x2500003b) fed an Action-type motion into the SubState
cycle resolver, which produced a "torso" mis-render. Reverted. The
proper fix is porting the retail motion action-queue semantics into
AnimationSequencer — see docs/research/deepdives/r03-motion-animation.md
for the spec. That's the next session's work.
470 tests pass, build clean.
This commit is contained in:
parent
d951304875
commit
3308cddda7
6 changed files with 272 additions and 31 deletions
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@ -90,7 +90,10 @@ public static class MoveToState
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ushort serverControlSequence,
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ushort teleportSequence,
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ushort forcePositionSequence,
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byte contactLongJump = 1)
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byte contactLongJump = 1,
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uint? forwardHoldKey = null,
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uint? sidestepHoldKey = null,
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uint? turnHoldKey = null)
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{
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var w = new PacketWriter(128);
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@ -101,14 +104,24 @@ public static class MoveToState
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// --- RawMotionState ---
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// Build the flags word. Command list length (bits 11-31) is always 0.
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// Field order matches holtburger's RawMotionState::pack — for any axis
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// where we send a COMMAND + SPEED, retail expects the matching
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// *_HOLD_KEY to accompany them (see holtburger's
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// build_motion_state_raw_motion_state). Without the per-axis hold
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// keys the server gets the flags but can't classify the input as a
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// continuously-held key, so other players see the character sliding
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// forward without an animation cycle.
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uint flags = 0u;
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if (holdKey.HasValue) flags |= FlagCurrentHoldKey;
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if (forwardCommand.HasValue) flags |= FlagForwardCommand;
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if (forwardSpeed.HasValue) flags |= FlagForwardSpeed;
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if (holdKey.HasValue) flags |= FlagCurrentHoldKey;
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if (forwardCommand.HasValue) flags |= FlagForwardCommand;
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if (forwardHoldKey.HasValue) flags |= FlagForwardHoldKey;
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if (forwardSpeed.HasValue) flags |= FlagForwardSpeed;
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if (sidestepCommand.HasValue) flags |= FlagSidestepCommand;
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if (sidestepSpeed.HasValue) flags |= FlagSidestepSpeed;
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if (turnCommand.HasValue) flags |= FlagTurnCommand;
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if (turnSpeed.HasValue) flags |= FlagTurnSpeed;
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if (sidestepHoldKey.HasValue) flags |= FlagSidestepHoldKey;
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if (sidestepSpeed.HasValue) flags |= FlagSidestepSpeed;
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if (turnCommand.HasValue) flags |= FlagTurnCommand;
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if (turnHoldKey.HasValue) flags |= FlagTurnHoldKey;
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if (turnSpeed.HasValue) flags |= FlagTurnSpeed;
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w.WriteUInt32(flags); // bits 0-10 = flags, bits 11-31 = 0 (no command list)
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@ -116,13 +129,13 @@ public static class MoveToState
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if (holdKey.HasValue) w.WriteUInt32(holdKey.Value);
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// FlagCurrentStyle (0x2): not sent — we don't track stance changes here
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if (forwardCommand.HasValue) w.WriteUInt32(forwardCommand.Value);
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// FlagForwardHoldKey (0x8): not sent
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if (forwardHoldKey.HasValue) w.WriteUInt32(forwardHoldKey.Value);
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if (forwardSpeed.HasValue) w.WriteFloat(forwardSpeed.Value);
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if (sidestepCommand.HasValue) w.WriteUInt32(sidestepCommand.Value);
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// FlagSidestepHoldKey (0x40): not sent
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if (sidestepHoldKey.HasValue) w.WriteUInt32(sidestepHoldKey.Value);
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if (sidestepSpeed.HasValue) w.WriteFloat(sidestepSpeed.Value);
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if (turnCommand.HasValue) w.WriteUInt32(turnCommand.Value);
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// FlagTurnHoldKey (0x200): not sent
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if (turnHoldKey.HasValue) w.WriteUInt32(turnHoldKey.Value);
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if (turnSpeed.HasValue) w.WriteFloat(turnSpeed.Value);
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// --- WorldPosition (32 bytes) ---
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