Erik
0bc9fda9de
refactor(streaming): extract the update frame
2026-07-22 01:01:04 +02:00
Erik
4e4aac2c5a
refactor(runtime): extract the live object frame
2026-07-22 00:42:26 +02:00
Erik
aa90c64666
refactor(world): extract live entity network updates
...
Move Position, Vector, State, Movement, and equal-generation CreateObject routing out of GameWindow while preserving per-channel authority, ForcePosition acknowledgement, and motion-runtime ownership. Add adversarial authority and exact-wire coverage so reentrant updates and GUID reuse cannot publish stale state.
2026-07-21 19:11:49 +02:00
Erik
f38822c490
refactor(world): extract live entity teardown
2026-07-21 18:25:59 +02:00
Erik
fe5514967c
refactor(world): extract live appearance and parenting
...
Move ObjDesc, Parent, Pickup, child-ready, and retained projection recovery into LiveEntityHydrationController while preserving retail timestamp and leave-world semantics. Pin ready publication to exact projection authority and restore attached descendant chains synchronously.
2026-07-21 18:10:07 +02:00
Erik
d10c5f2d54
refactor(world): extract live entity hydration
2026-07-21 17:32:45 +02:00
Erik
69a2ca0c6d
refactor(world): extract live projection mechanics
...
Move appearance rebinding, collision construction, default-pose resolution, local shadow ownership, and exact leave-world presentation into focused owners. Preserve retail parent ordering with staged validation, committed recovery, recursive attached-subtree withdrawal, and retryable exact teardown across parent, pickup, position, unwield, and pose-loss edges.
Co-Authored-By: OpenAI Codex <codex@openai.com>
2026-07-21 16:17:03 +02:00