fix(camera): #38 render-interpolate player motion
Keep local physics authoritative at the retail 30 Hz MinQuantum, but expose a render-only position that lerps between completed physics ticks for the player mesh and chase-camera target. Network outbound continues to use the discrete physics position. Also make the visually confirmed #47 humanoid close-detail DIDDegrade path default-on, with ACDREAM_RETAIL_CLOSE_DEGRADES=0 left as a diagnostic opt-out. Verification: dotnet build AcDream.slnx -c Debug; focused #38 interpolation tests passed; visual confirmed smooth 2026-05-06. Full dotnet test AcDream.slnx -c Debug --no-build still has the known 8 AcDream.Core.Tests baseline failures. Co-authored-by: Codex <codex@openai.com>
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5 changed files with 218 additions and 16 deletions
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@ -643,11 +643,13 @@ primary motion + collision resolution.
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- Verification: side-by-side vs legacy default in 2-client setup,
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identical visible behavior.
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## #38 — Chase camera + player feel "30 fps" since L.5 physics-tick gate
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## #38 — [DONE 2026-05-06 · (this commit)] Chase camera + player feel "30 fps" since L.5 physics-tick gate
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**Status:** OPEN
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**Status:** DONE
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**Severity:** MEDIUM (gameplay-feel regression; not a correctness bug)
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**Filed:** 2026-05-01
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**Closed:** 2026-05-06
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**Commit:** `(this commit)`
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**Component:** rendering / physics / camera
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**Description:** User reports that running around in third-person /
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@ -704,7 +706,8 @@ collision fixes.)
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**Acceptance:**
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- Chase-camera run-around at 60+ FPS feels as smooth as render rate
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suggests (no perceptual stepping)
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suggests (no perceptual stepping) — user visually confirmed
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2026-05-06.
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- Network outbound (MoveToState / AutonomousPosition cadence + values)
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unchanged from current behavior
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- Collision behavior unchanged (the L.5 wedge / steep-roof scenarios
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@ -1360,10 +1363,11 @@ If hypothesis (a) is correct, this issue effectively rolls into **#28** — the
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---
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## #47 — [DONE 2026-05-06] Humanoid Setup 0x02000001 renders bulky / lacks shape detail vs retail
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## #47 — [DONE 2026-05-06 · 0bd9b96] Humanoid Setup 0x02000001 renders bulky / lacks shape detail vs retail
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**Status:** DONE (commit pending)
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**Status:** DONE
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**Closed:** 2026-05-06
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**Commit:** `0bd9b96`
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**Severity:** MEDIUM (cosmetic — characters readable but visibly different from retail)
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**Filed:** 2026-05-06
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**Component:** rendering / mesh / character animation
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@ -1382,10 +1386,10 @@ Concrete swaps the resolver now performs:
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- Heritage variants: `0x010004BF → 0x010017A8`, `0x010004BD → 0x010017A7`,
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`0x010004B7 → 0x0100179A`, etc.
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Fix landed as `GfxObjDegradeResolver`, gated behind
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`ACDREAM_RETAIL_CLOSE_DEGRADES=1` and scoped to humanoid setups
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(34-part with ≥8 null-sentinel attachment slots). User confirmed
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visually 2026-05-06.
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Fix landed as `GfxObjDegradeResolver`, default-on and scoped to humanoid
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setups (34-part with ≥8 null-sentinel attachment slots). Set
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`ACDREAM_RETAIL_CLOSE_DEGRADES=0` only for diagnostic before/after
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comparisons. User confirmed visually 2026-05-06.
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Files: `src/AcDream.Core/Meshing/GfxObjDegradeResolver.cs`,
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`src/AcDream.App/Rendering/GameWindow.cs` (wiring), 5 unit tests in
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