Merge main into claude/strange-ardinghelli-d810cd
Brings in #38 render-interpolation camera work before testing #48 diagnostic dump. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
commit
c1bb43ab89
5 changed files with 218 additions and 16 deletions
|
|
@ -173,15 +173,15 @@ public sealed class GameWindow : IDisposable
|
|||
private static readonly int s_hidePartIndex =
|
||||
int.TryParse(Environment.GetEnvironmentVariable("ACDREAM_HIDE_PART"), out var hp) ? hp : -1;
|
||||
|
||||
// Issue #47 — opt in to retail's close-detail GfxObj selection on
|
||||
// Issue #47 — use retail's close-detail GfxObj selection on
|
||||
// humanoid setups. When enabled, every per-part GfxObj id (after
|
||||
// server AnimPartChanges are applied) is replaced with Degrades[0]
|
||||
// from its DIDDegrade table when present. See GfxObjDegradeResolver
|
||||
// for the full retail-decomp citation. Off by default while the fix
|
||||
// bakes; flip to default-on once we've confirmed no scenery/setup
|
||||
// regressions.
|
||||
// for the full retail-decomp citation. Default-on after visual
|
||||
// confirmation; set ACDREAM_RETAIL_CLOSE_DEGRADES=0 only for
|
||||
// diagnostic before/after comparisons.
|
||||
private static readonly bool s_retailCloseDegrades =
|
||||
string.Equals(Environment.GetEnvironmentVariable("ACDREAM_RETAIL_CLOSE_DEGRADES"), "1", StringComparison.Ordinal);
|
||||
!string.Equals(Environment.GetEnvironmentVariable("ACDREAM_RETAIL_CLOSE_DEGRADES"), "0", StringComparison.Ordinal);
|
||||
|
||||
// Issue #48 diagnostic — dump per-scenery-spawn placement evidence
|
||||
// (rendered gfx id, sample source physics-vs-bilinear, ground/baseLoc/finalZ,
|
||||
|
|
@ -5790,7 +5790,7 @@ public sealed class GameWindow : IDisposable
|
|||
// the physics-resolved location each frame.
|
||||
if (_entitiesByServerGuid.TryGetValue(_playerServerGuid, out var pe))
|
||||
{
|
||||
pe.Position = result.Position;
|
||||
pe.Position = result.RenderPosition;
|
||||
pe.Rotation = System.Numerics.Quaternion.CreateFromAxisAngle(
|
||||
System.Numerics.Vector3.UnitZ, _playerController.Yaw - MathF.PI / 2f);
|
||||
|
||||
|
|
@ -5812,7 +5812,7 @@ public sealed class GameWindow : IDisposable
|
|||
// position never changes. With the pin: player visibly
|
||||
// rises above the camera, matching retail "you can see
|
||||
// yourself jump" feedback.
|
||||
_chaseCamera.Update(result.Position, _playerController.Yaw,
|
||||
_chaseCamera.Update(result.RenderPosition, _playerController.Yaw,
|
||||
isOnGround: result.IsOnGround,
|
||||
dt: (float)dt);
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue