feat(vfx): decode retail hooks and typed tables

Replace the incomplete package path with one DatCollection-backed compatibility seam for PhysicsScripts and Animations. Preserve CreateBlockingParticle's inherited payload and following cursor, route every production and audit consumer through the corrected loaders, and apply retail's post-UnPack StartTime ordering.

Add exact stored-order PhysicsScriptTable upper-threshold resolution, high-byte DID and embedded-ID validation, plus live effect profiles with Setup-to-PhysicsDesc precedence across top-level and attached entity lifetimes. Keep blocking execution deferred and narrow TS-11 accordingly.

Pin synthetic malformed/cursor/order fixtures, installed-DAT blocking and recall audits, high-index IDs, IEEE boundaries, profile teardown, and ordinary decoder parity; synchronize architecture, inventory, milestones, roadmap, research, and memory.

Co-Authored-By: Codex <noreply@openai.com>
This commit is contained in:
Erik 2026-07-14 08:17:44 +02:00
parent 8dd996053d
commit 363e046112
31 changed files with 1102 additions and 73 deletions

View file

@ -101,6 +101,18 @@ behavior change, no divergence-register row.
running with no GL context, so baked pak output and live-client output stay
byte-identical.
**Retail VFX hook compatibility seam (2026-07-14).** Chorizite.DatReaderWriter
2.1.7 models `CreateBlockingParticleHook` as the common hook header only, while
retail inherits the complete `CreateParticleHook` payload. The narrow readers in
`src/AcDream.Content/Vfx/` read raw bytes through the existing `DatCollection`
database, delegate every ordinary hook to the package, and substitute only the
retail blocking-particle shape. Both live animation playback and PhysicsScript
loading use those cached readers; `MeshExtractor` uses the same PhysicsScript
loader when preloading emitter meshes. This is not a second DAT reader:
`DatCollection` remains the sole database owner and access path. Retail anchors:
`CreateBlockingParticleHook::Execute` `0x00526EF0` and
`ParticleManager::CreateBlockingParticleEmitter` `0x0051B8A0`.
**Workflow:** Before re-implementing any AC-specific rendering or dat-handling
algorithm, **check this inventory first**. If we already extracted it (🟢
sections), it's in `src/AcDream.App/Rendering/Wb/` — use our copy. If WB has