feat(ui): debug overlay + refined input controls
Adds the first on-screen HUD for the dev client plus today's mouse-control refinements. Also lands yesterday's scenery-alignment changes that were left uncommitted in the working tree. Overlay: - BitmapFont rasterizes a system TTF via StbTrueTypeSharp into a 512x512 R8 atlas at startup (Consolas on Windows, DejaVu/Menlo fallbacks) - TextRenderer batches 2D quads in screen-space with ortho projection; one shader + two draw calls (rect then text) for panel backgrounds under glyphs - DebugOverlay composes info / stats / compass / help panels on top of the 3D scene; toggles via F1/F4/F5/F6; transient toasts for key events - DebugLineRenderer and its shaders (carried over from the scenery work) are properly committed in this commit Controls: - Per-mode mouse sensitivity (Chase 0.15, Fly 1.0, Orbit 1.0); F8/F9 to adjust the active mode multiplicatively (x1.2) - Hold RMB to free-orbit the chase camera around the player; release stays at the new angle (no snap-back) - Mouse-wheel zooms chase distance between 2m and 40m - Chase pitch widened to [-0.7, 1.4] so mouse-Y tilts both ways from the default neutral angle Scenery alignment (carried from yesterday's session): - ShadowObjectRegistry AllEntriesForDebug + Scale field - SceneryGenerator uses ACViewer's OnRoad polygon test + baseLoc + set_heading rotation - BSPQuery dispatchers accept localToWorld so normals/offsets transform correctly per part - TransitionTypes.CylinderCollision rewritten with wall-slide + push-out - PhysicsDataCache caches visual-mesh AABB for scenery that lacks physics Setup bounds
This commit is contained in:
parent
6b4e7569a3
commit
ff325abd7b
20 changed files with 2734 additions and 268 deletions
|
|
@ -43,4 +43,16 @@ public sealed class WorldEntity
|
|||
/// Null for outdoor entities (stabs, scenery, live server spawns).
|
||||
/// </summary>
|
||||
public uint? ParentCellId { get; init; }
|
||||
|
||||
/// <summary>
|
||||
/// Uniform scale applied to this entity's mesh by the scenery pipeline.
|
||||
/// For scenery objects this is spawn.Scale (typically 0.8–1.3). For stabs
|
||||
/// and interior static objects this is 1.0 (no scaling).
|
||||
///
|
||||
/// Used by the collision registration path to scale CylSphere / Sphere /
|
||||
/// Setup.Radius shapes so they match the visually-scaled mesh. Without
|
||||
/// this, scaled scenery has a collision cylinder that's smaller than the
|
||||
/// visible trunk, producing "partial passthrough" bugs.
|
||||
/// </summary>
|
||||
public float Scale { get; init; } = 1.0f;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue