fix(core+app): Phase B.3 — Setup.StepUpHeight + scenery road exclusion

Four targeted fixes for user-reported movement/visual bugs:

1. Player entity disappearing: GpuWorldState now supports persistent
   entities (MarkPersistent/DrainRescued). The player character survives
   landblock unloads and gets re-injected into the streaming window at
   the current center landblock.

2. Feet sinking into terrain: +0.15 Z bias in PlayerMovementController
   keeps the character model above terrain z-fighting edge cases.

3. Camera after portal teleport: ChaseCamera.Update now called
   immediately after teleport snap so the camera recenters on the new
   position instead of lingering at the pre-teleport location.

4. Scenery on roads: SceneryGenerator now checks road status at the
   final displaced position (not just the origin vertex), catching
   objects that drift from non-road vertices onto road cells.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-12 18:56:45 +02:00
parent 9dbb2cbd5c
commit 41013ce3e3
5 changed files with 71 additions and 8 deletions

View file

@ -136,7 +136,8 @@ public class PlayerMovementControllerTests
controller.Update(0.05f, new MovementInput());
Assert.False(controller.IsAirborne, "Should have landed");
Assert.Equal(50f, controller.Position.Z, precision: 1);
// +0.15 Z bias keeps feet above terrain surface (prevents z-fighting).
Assert.Equal(50.15f, controller.Position.Z, precision: 1);
}
[Fact]
@ -176,6 +177,6 @@ public class PlayerMovementControllerTests
controller.Update(0.05f, new MovementInput(Forward: true));
Assert.False(controller.IsAirborne, "Player should have landed");
Assert.Equal(20f, controller.Position.Z, precision: 1);
Assert.Equal(20.15f, controller.Position.Z, precision: 1);
}
}