fix: complete retail parity stability pass
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131 changed files with 7765 additions and 1190 deletions
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@ -43,6 +43,9 @@ namespace AcDream.App.Rendering;
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/// </summary>
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internal sealed class SkyPesFrameController
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{
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private static readonly Matrix4x4[] IdentityPartPose =
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[Matrix4x4.Identity];
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private readonly record struct SkyPesKey(
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int ObjectIndex,
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uint GfxObjId,
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@ -122,12 +125,23 @@ internal sealed class SkyPesFrameController
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? ParticleRenderPass.SkyPostScene
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: ParticleRenderPass.SkyPreScene;
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_particles.SetEntityRenderPass(ownerId, renderPass);
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// The sky cell follows the viewer. Keep the script dispatch
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// anchor on that same current-frame pose: SoundTweaked hooks in
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// the Rainy carriers are ordinary world sounds, and a stale
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// creation-time anchor falls beyond retail's audible radius as
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// soon as login/teleport/movement displaces the camera.
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_scripts.SetOwnerAnchor(ownerId, cameraWorldPosition);
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Quaternion rotation = Rotation(skyObject, dayFraction);
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_poses.Publish(
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ownerId,
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Matrix4x4.CreateFromQuaternion(rotation)
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* Matrix4x4.CreateTranslation(cameraWorldPosition),
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Array.Empty<Matrix4x4>(),
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// Dereth's scripted sky carriers (including lightning Setup
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// 0x02000BA6) are one-part dummy anchors whose default part-0
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// frame is identity. Their CreateParticle hooks target part
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// 0, not the -1 root sentinel, so a root-only synthetic pose
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// makes a live carrier look pose-less to ParticleHookSink.
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IdentityPartPose,
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cellId: 0u);
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if (_active.Contains(key) || _missing.Contains(key))
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