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2 commits

Author SHA1 Message Date
Erik
4873c10673 fix(runtime/camera) #429: presented player and chase camera share the object clock
Two halves of the felt run-hitch (the visible one-frame player lurch):

- The presentation lerp normalized the pending object-clock time by the
  fixed 30 Hz MinQuantum, but retail's object clock simulates
  VARIABLE-length quanta (CPhysicsObj::update_object 0x00515D10: capped
  at MaxQuantum, everything above MinQuantum runs as ONE step). After a
  long frame the view froze for the quantum and then fast-replayed it.
  ComputeRenderPosition now spans the ACTUAL last quantum
  (_lastQuantumSeconds), and PresentedDeltaSeconds accounts continuous
  presented time across quantum boundaries.

- The chase camera damped toward the presented player using wall dt
  while the player presents on the object clock, so a long frame
  stepped the camera far past the under-advanced player — measured up
  to ~1 m of camera/player decoherence in a single frame. Retail ties
  camera update to the physics-update callback
  (SmartBox::PlayerPhysicsUpdatedCallback 0x00452d60), i.e. the same
  clock as the body; both chase cameras now integrate
  PresentedDeltaSeconds. Manual zoom/pitch adjustment stays on wall dt
  (a user-input rate, not target chasing).

Owner gate: camera-vs-player boom-length change fell from ~1 m spikes
to 0.2-1.2 cm median on long frames; teleports settle clean. Two
Runtime tests updated to pin the continuous-rate contract. The
temporary PlayerPresentationProbe apparatus that measured this is
retired with the fix.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 09:16:41 +02:00
Erik
947c61d2d7 refactor(camera): extract the update frame
Move fly/chase publication, combat target tracking, and local player projection behind typed runtime owners. Preserve the inbound-created projection/reconcile barrier while removing GameWindow callbacks and duplicate shadow helpers.
2026-07-22 03:08:58 +02:00