fix #203: preserve animation on appearance updates

This commit is contained in:
Erik 2026-07-11 00:25:29 +02:00
parent ff06aa3107
commit c7607f019c
9 changed files with 237 additions and 22 deletions

View file

@ -292,6 +292,13 @@ Target state: every entity in the world — player, NPC, monster, lifestone,
door, chest — becomes a `GameEntity`. The renderer iterates them and draws.
The plugin API exposes them as `WorldEntitySnapshot`. GameWindow becomes thin.
Lifecycle invariant in both the current split model and the target `GameEntity`:
an `ObjDescEvent` changes appearance in place. It may replace resolved meshes,
palette ranges, part overrides, and visual bounds, but it must preserve entity
identity plus animation, motion, physics, collision, selection, and
dead-reckoning owners. Only a real delete/despawn tears those owners down. This
matches retail's `CPhysicsObj::DoObjDescChangesFromDefault` behavior.
---
## Per-Frame Update Order (current runtime)