fix(physics): keep remote placement and targeting in one world frame

CreateObject positions are landblock-local, but Runtime first-entry previously submitted remotes with a zero world offset. Runtime now owns the accepted local-player world-frame center and converts remote placements before SetPosition. The local physics host also publishes body.Position rather than CellPosition's landblock-local origin, so TargetManager no longer directs monsters toward a phantom player position. User gate: monster/static placement, chase, and attacks accepted outside Tusker Barracks.
This commit is contained in:
Erik 2026-08-03 08:59:31 +02:00
parent 01f4791e95
commit 670f307c84
7 changed files with 140 additions and 12 deletions

View file

@ -57,7 +57,8 @@ internal readonly record struct RuntimeSetPositionMoverPreparation(
uint ScatterAttempts = 0u,
float ShadowWorldOffsetX = 0f,
float ShadowWorldOffsetY = 0f,
RuntimePortalPlacementAuthority Portal = default);
RuntimePortalPlacementAuthority Portal = default,
bool ResolveWorldOffsetFromRuntimeFrame = false);
/// <summary>
/// Pure preparation port of the mover inputs consumed by retail