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

@ -135,7 +135,7 @@ public static class RenderBootstrap
var textureCache = new TextureCache(gl, dats, bindless);
// --- AnimLoader (GameWindow ~1240) ---
var animLoader = new AcDream.Core.Physics.DatCollectionLoader(dats);
var animLoader = new AcDream.Content.Vfx.RetailAnimationLoader(dats);
// --- WbMeshAdapter (GameWindow ~2286-2287) ---
var wbLogger = NullLogger<Wb.WbMeshAdapter>.Instance;