Commit graph

107 commits

Author SHA1 Message Date
Erik
fc96f1b7e3 chore: strip debug logging from collision diagnostics
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 12:16:57 +02:00
Erik
14b0a6e2b8 feat(physics): CylSphere collision for trees, rocks, NPCs
Most scenery objects (trees, rocks) use CylSphere collision from
their Setup, not PhysicsBSP. Register these in ShadowObjectRegistry
with a Cylinder collision type. FindObjCollisions now handles both:
- BSP: full polygon collision via BSPQuery (buildings, stabs)
- Cylinder: radial + vertical cylinder-sphere test (trees, NPCs)

Diagnostics showed 170 CylSphere entities vs 278 BSP entities in
the Holtburg landblock alone — this roughly doubles collision coverage.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 12:14:28 +02:00
Erik
e12d255d2e feat(physics): port full CTransition collision response from pseudocode
Replace simplified push-out with retail-faithful SlideSphere and
AdjustOffset from transition_pseudocode.md. Crease-projection between
collision normal and contact plane produces smooth wall-sliding.
Object collision uses proper rotation transform to object-local space.

SlideSphere (section 6): computes crease direction via cross product
of collision normal and contact plane normal, projects displacement
onto the crease, then applies the correction offset. Handles three
cases: crease exists, parallel same-direction, parallel opposing.

AdjustOffset (section 6): adds safety check to keep sphere above
contact plane by computing signed distance and pushing up along Z
when the sphere dips below.

FindObjCollisions: removes ad-hoc penetration push-out, now calls
SlideSphere after BSP hit detection for proper wall-slide behavior.

Also fixes: ShadowEntry gains Rotation field, tests updated to match
Register signature, unused variables removed from GameWindow.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 11:17:45 +02:00
Erik
e2f0c8580e feat(physics): cell-based ShadowObject collision
Register static entities into terrain cells during streaming.
Transition system queries nearby objects and runs BSP collision.
Player can no longer walk through trees and buildings.

- ShadowObjectRegistry: 24m×24m cell index, Register/Deregister/
  RemoveLandblock/GetNearbyObjects matching retail AC's approach
- PhysicsEngine: ShadowObjects property + DataCache wiring point;
  RemoveLandblock now also clears shadow objects; TryGetLandblockContext
  helper lets Transition resolve landblock id+offset for a world pos
- Transition.FindObjCollisions: queries registry, broad-phase sphere test,
  narrow-phase BSPQuery.SphereIntersectsPoly in object-local space,
  returns Slid on hit to redirect movement along the surface
- GameWindow.ApplyLoadedTerrainLocked: registers each static entity after
  physics BSP data is cached; selects radius from BSP bounding sphere or
  Setup.Radius; wires PhysicsDataCache into engine on OnLoad
- 16 new ShadowObjectRegistry unit tests, all 361 tests green

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-14 11:05:09 +02:00
Erik
6523c7199b fix(movement): correct facing direction quaternion convention
AC heading convention: 0=West, 90=North, 180=East, 270=South.
Our internal yaw: 0=+X (East), PI/2=+Y (North).
Conversion: heading_deg = 180 - yaw_degrees, then holtburger's
from_heading formula: theta=(450-heading).toRad, w=cos(θ/2), z=sin(θ/2).

Previously sent raw Yaw as axis-angle rotation which was ~90° off.
Other clients now see correct facing direction.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 10:42:19 +02:00
Erik
5634e7114b feat(movement): send jump packet to server (opcode 0xF61B)
Build and send GameAction(Jump) with extent + world-space launch
velocity + sequence counters. Wire format from holtburger
JumpActionData::pack. Server can now validate and replicate jumps
to nearby clients.

Also compute RunRate locally via PlayerWeenie.InqRunRate when
running (server doesn't echo UpdateMotion ForwardSpeed to sender).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 10:23:52 +02:00
Erik
bb7eced168 fix(movement): jump works locally (airborne velocity preserved)
Two fixes for jump physics:
- Skip ground-snap when velocity Z > 0 (prevents immediate re-landing
  at high framerates where per-frame Z delta < 0.05 snap threshold)
- Guard apply_current_movement velocity write behind OnWalkable check
  (prevents MotionInterpreter.DoMotion from zeroing jump velocity on
  every frame while airborne)
- Guard PlayerMovementController velocity replacement behind OnWalkable
  (preserves momentum during airborne flight)

Also fix run speed: compute RunRate locally via PlayerWeenie.InqRunRate
instead of waiting for server UpdateMotion echo (server doesn't echo
to sender). With Run skill 200, run speed is now 9.5 m/s instead of
4.0 m/s.

Strip all diagnostic logging from previous debug sessions.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 10:17:59 +02:00
Erik
31cd5480dc fix(physics): jump apex velocity zeroing bug
SmallVelocity threshold (0.25 m/s) in UpdatePhysicsInternal was zeroing
velocity every frame while airborne at the jump apex. With vel~0.01 m/s
and gravity adding only 0.012/frame, the zeroing won every frame and
the character got stuck at peak height forever.

Fix: only apply small-velocity zeroing when OnWalkable (grounded).
While airborne, gravity must accumulate freely through the zero-crossing.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 10:13:27 +02:00
Erik
874d267117 feat(physics): PhysicsDataCache + BSP sphere query
Load PhysicsBSP and PhysicsPolygons from GfxObj dats during streaming.
BSPQuery.SphereIntersectsPoly traverses the tree for collision detection.
Ported from decompiled FUN_00539270, cross-ref ACE BSPNode.sphere_intersects_poly.

- PhysicsDataCache: thread-safe ConcurrentDictionary-backed cache of GfxObjPhysics
  (BSP tree + polygon dict + vertex array) and SetupPhysics (capsule dimensions).
  CacheGfxObj/CacheSetup are idempotent — safe to call at every dat load site.
- BSPQuery.SphereIntersectsPoly: recursive BSP descent with bounding-sphere broad
  phase, leaf polygon test via existing CollisionPrimitives.SphereIntersectsPoly
  (FUN_00539500), and splitting-plane classification for internal nodes.
- GameWindow: _physicsDataCache populated at all GfxObj/Setup dat load sites
  (streaming worker path, live-spawn path, ApplyLoadedTerrain render-thread path).
- 6 new unit tests covering null node, bounding-sphere miss, leaf hit, no-contact,
  internal node recursion, and empty cache behaviour. All 447 tests green.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-13 23:28:39 +02:00
Erik
0bec5d5296 feat(movement): spacebar charged jump with skill-based height
Hold spacebar to charge (0→1 over 1s), release to jump. Height from
GetJumpHeight formula using Jump skill via PlayerWeenie. Jump physics
use MotionInterpreter.jump() → LeaveGround() → get_leave_ground_velocity().

JumpExtent is returned in MovementResult (non-null when jump fires this
frame) so GameWindow can log and eventually send the server jump packet.
Double-jump is prevented by jump_is_allowed() checking Contact+OnWalkable
flags before allowing another jump. Tests updated to use charge-then-release
pattern matching the new input model.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-13 23:20:52 +02:00
Erik
c7fa1d36fb feat(movement): wire server RunRate into player MotionInterpreter
Parse ForwardSpeed from UpdateMotion (0xF74C) InterpretedMotionState.
Feed server-echoed RunRate into the player's MotionInterpreter so
get_state_velocity produces the correct speed. Previously hardcoded
at 1.0 (4.0 m/s), now matches character's Run skill.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-13 23:11:49 +02:00
Erik
cffc3ee343 feat(render): portal-based EnvCell visibility (Step 4)
Port ACME's EnvCellManager portal visibility system:

- New CellVisibility class: BFS portal traversal from camera cell,
  portal-side clip-plane test, FindCameraCell with grace period
- LoadedCell data populated during streaming (portals, clip planes,
  world/inverse transforms, local AABB from CellStruct vertices)
- WorldEntity.ParentCellId tags interior entities for filtering
- InstancedMeshRenderer.Draw accepts optional visibleCellIds set —
  interior entities whose parent cell isn't visible are skipped
- Conditional depth clear between terrain and static mesh when
  camera is inside a cell (ACME GameScene.cs pattern)

When camera is outdoors, all interiors render (visibleCellIds=null).
When camera enters a building, only BFS-reachable cells render.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 22:20:52 +02:00
Erik
31d3a4678f fix(lighting): port ACME lighting constants replacing guessed values
Replace guessed sun direction (0.5, 0.4, 0.6) with ACME's verified
value (0.5, 0.3, -0.3) from GameScene.cs:238. Replace hardcoded
ambient/diffuse (0.25/0.75) with ACME's ambient intensity 0.45 from
LandscapeEditorSettings.cs:108.

Terrain shaders now match ACME Landscape.vert/frag pattern:
- Vertex shader computes Lambert term with xLightDirection uniform
- Fragment shader applies: color * (clamp(lambert, 0, 1) + xAmbient)

Static object shader matches ACME StaticObject.vert:
- LightingFactor = max(dot(N, -L), 0) + ambient
- Removed separate uDiffuseIntensity (ACME doesn't have one)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 22:01:28 +02:00
Erik
1b3387f991 refactor(terrain): chunk-based TerrainChunkRenderer matching ACME architecture
Replace the single-giant-buffer TerrainRenderer with TerrainChunkRenderer
that groups landblocks into 16×16 chunks, each with its own VAO/VBO/EBO.
Matches ACME's ChunkMetrics/ChunkRenderData/TerrainGPUResourceManager
pattern:

- Pre-allocated max-size VBO (~3.75MB) + EBO per chunk with DynamicDraw
- Incremental glBufferSubData uploads per landblock slot (no full rebuild)
- Fixed slot layout: slot = (localX * 16 + localY), vertBase = slot * 384
- EBO contains only indices for occupied slots → tight draw calls
- One DrawElements per chunk with chunk-level AABB frustum culling
- Empty chunks auto-dispose GPU resources

Streaming-friendly: add/remove a single landblock touches only its slot
in the chunk buffer, not the entire terrain.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 21:50:40 +02:00
Erik
d35e4b6de7 perf(terrain): single shared VAO/VBO/EBO for all landblocks
Replace 25 per-landblock VAOs with one shared buffer set. Vertex positions
are now baked in world space during AddLandblock (worldOrigin added to each
vertex), so uModel is eliminated from terrain.vert entirely. Buffer rebuild
happens on the cold path (landblock load/unload) via RebuildGpuBuffers.

Draw loop: bind VAO once, then one glDrawElements per visible landblock
into its sub-range of the shared EBO — same frustum-cull logic, no
VAO/VBO rebind overhead per landblock.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-13 21:30:43 +02:00
Erik
787e0f0aff fix(render): skip empty groups in instanced draw to prevent crash on Tab
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 18:55:29 +02:00
Erik
6a55838a10 perf(rendering): true DrawElementsInstanced — one draw call per (GfxObj × sub-mesh)
Replaces the per-entity glUniform uModel path with a shared instance VBO and
DrawElementsInstanced. All instance model matrices are uploaded to GPU once per
frame; the VAO's per-instance attribute pointers (locations 3–6, divisor=1) are
updated with a byte-offset re-point per group so a single VBO serves all groups
without requiring DrawElementsInstancedBaseInstance (not in Silk.NET 2.23).

Changes:
- InstancedMeshRenderer: add _instanceVbo, _instanceBuffer scratch; EnsureUploaded
  sets up mat4 instance attrs (locs 3–6) from the shared VBO; Draw builds the flat
  float[] of all instance matrices once then calls DrawElementsInstanced per sub-mesh.
  Drops the unused uint TerrainLayer attribute (loc 3 from vertex VBO) — mesh shaders
  never used it. Adds InstanceGroup helper to track per-group buffer offsets.
- mesh_instanced.frag: replace sampler2DArray+uTextureLayer with sampler2D uDiffuse,
  matching the existing TextureCache / individual-texture pipeline.
- mesh_instanced.vert+frag: track as committed files (were untracked).
- Shader.cs: add SetVec3 helper needed for uLightDirection uniform.
- GameWindow.cs: switch mesh shader load from mesh.vert/.frag to
  mesh_instanced.vert/.frag.

Visual output is identical: same entities, same textures, same lighting constants
(SUN_DIR=(0.5,0.4,0.6), AMBIENT=0.25, DIFFUSE=0.75 — moved from frag to vert).
Build: clean. Tests: 431/431 green.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-13 18:51:49 +02:00
Erik
b5099e2b21 refactor(rendering): introduce InstancedMeshRenderer with GfxObj grouping
Groups all (entity, meshRef) pairs by GfxObjId before drawing so each
GfxObj's sub-meshes are processed as a contiguous batch.  Still uses
per-entity uniform uModel — visual output is identical to the old
StaticMeshRenderer — but the _groups dict is the structural prerequisite
for swapping to DrawElementsInstanced in the follow-up commit.

Key changes:
- New InstancedMeshRenderer.cs with CollectGroups() that fills
  _groups[gfxObjId] = List<InstanceEntry> each frame, reusing the
  inner List<> objects to avoid per-frame allocation.
- Same two-pass (opaque+clipmap first, translucent second) draw logic
  from StaticMeshRenderer, now iterating over groups rather than raw
  entity/meshRef pairs.
- GameWindow.cs: field and constructor swapped from StaticMeshRenderer
  to InstancedMeshRenderer — public API is identical.
- 431 tests green, 0 warnings.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-13 18:46:20 +02:00
Erik
08e309c357 fix(streaming): relocate player entity to current landblock every frame
TWO root causes for "character disappears when walking far":

1. MarkPersistent stored SERVER GUID but RemoveLandblock checked LOCAL
   entity.Id — different namespaces, never matched. Fixed by adding
   WorldEntity.ServerGuid field and checking it in RemoveLandblock.

2. Even with rescue working, the player entity stays in its SPAWN
   landblock's entity list forever. When the player walks to a new
   landblock and the spawn landblock gets frustum-culled, the entity
   disappears because neverCullLandblockId is computed from the
   player's current position (new landblock) but the entity is stored
   in the old landblock.

   Fixed by calling GpuWorldState.RelocateEntity every frame in the
   player-mode update loop. This moves the entity from whatever
   landblock it's currently in to the one matching its actual position.
   The scan is O(entities) but only runs for one entity per frame.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 15:28:32 +02:00
Erik
c32cef7e87 fix(streaming): player entity no longer disappears on landblock unload
ROOT CAUSE: MarkPersistent(chosen.Id) stored the SERVER GUID (e.g.
0x5000000A) but RemoveLandblock checked entity.Id which is the LOCAL
sequential counter (e.g. 42). Different number spaces → never matched
→ persistent rescue never triggered → player entity lost on unload.

Fix:
- Added WorldEntity.ServerGuid field (0 for dat-hydrated scenery)
- Live entity spawn sets ServerGuid = spawn.Guid
- RemoveLandblock checks entity.ServerGuid against _persistentGuids
- MarkPersistent still stores the server GUID (correct)

This bug has been reported across multiple sessions as "character
disappears when walking far." The neverCullLandblockId fix only
prevented frustum culling but didn't prevent the entity from being
removed from the render list entirely.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 15:04:46 +02:00
Erik
11974c2099 feat(net): track + echo movement sequence counters
Sprint 1a of the audit remediation plan.

Extracts the 4 movement sequence counters from inbound server messages
and echoes them in outbound MoveToState + AutonomousPosition instead
of hardcoded zeros:

- instanceSequence (slot 8 in CreateObject PhysicsData timestamps)
- teleportSequence (slot 4, also from PlayerTeleport 0xF751)
- serverControlSequence (slot 5)
- forcePositionSequence (slot 6, also from UpdatePosition 0xF748)

Source: holtburger player/types.rs:237-245, mutations.rs:182-706.
The server uses these to detect stale/reordered movement packets.
Previously all zeros → server couldn't distinguish epoch boundaries.

Changes:
- CreateObject.Parsed: +4 sequence fields extracted from timestamps
- UpdatePosition.Parsed: +3 sequence fields from trailing u16s
- WorldSession: tracks 4 counters, updates from CreateObject/
  UpdatePosition/PlayerTeleport for the player's own GUID
- GameWindow: passes tracked values to MoveToState.Build and
  AutonomousPosition.Build

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 13:45:39 +02:00
Erik
a57c5ccb76 feat(anim): carefully integrate AnimationSequencer into TickAnimations
Rewritten AnimationSequencer from the decompiled pseudocode, then
carefully integrated into GameWindow using the same surgical approach:
only replace the frame interpolation source, keep the transform
composition pipeline (scale → rotate → translate → entity scale →
MeshRef) UNTOUCHED.

Key differences from the reverted attempt (e4dae3d):
- Sequencer returns raw PartTransform (Origin, Orientation) — NOT
  pre-composed matrices. The existing transform pipeline consumes
  these identically to the legacy slerp output.
- Legacy slerp path is kept as explicit fallback for entities
  without a MotionTable.
- SetCycle called from both UpdatePlayerAnimation and
  OnLiveMotionUpdated — adjust_motion handles left→right remapping
  internally with negative framerate.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 13:02:54 +02:00
Erik
8402aee703 research: full animation pseudocode from decompiled acclient.exe
Complete pseudocode translation of the retail AC client's animation
system, extracted from chunk_00520000.c. Covers:

- Sequence::update_internal (1021 bytes, the core frame advance loop)
- Sequence::advance_to_next_animation (node transitions)
- Sequence::append_animation (queue management)
- MotionTableManager::PerformMovement (1878 bytes, full state machine)
- AddAnimationsToSequence (transition link → sequence nodes)
- GetStartFramePosition / GetEndFramePosition (reverse playback support)
- AdjustNodeSpeed (negative speed = swapped start/end frames)

Key findings:
- framePosition is a 64-bit DOUBLE, not float
- Negative speedScale swaps startFrame↔endFrame at the node level
- update_internal handles both forward and reverse in one loop
- Frame triggers fire at every integer boundary crossing
- The keyframe slerp lives in the renderer, not the sequencer

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 12:43:44 +02:00
Erik
67b51a3e6f fix(anim): implement adjust_motion — TurnLeft/SideStepLeft play backward
ROOT CAUSE FIX for missing left-side animations.

The AC client's MotionTable has NO cycles for TurnLeft (0x000E),
SideStepLeft (0x0010), or WalkBackward (0x0006). The real client
calls adjust_motion() which remaps these to their right-side
equivalents with NEGATIVE speed before looking up the cycle. Then
multiply_framerate() swaps LowFrame↔HighFrame so the animation
plays backward.

Source: ACE MotionInterp.cs:394-428, decompiled FUN_005267E0.

Changes:
- AnimationSequencer.SetCycle: adds adjust_motion block that remaps
  left→right with speed *= -1 (TurnLeft, SideStepLeft) or
  speed *= -0.65 (WalkBackward = BackwardsFactor)
- LoadAnimNode: when framerate < 0, swaps Low↔High (matching the
  decompiled multiply_framerate)
- GameWindow.UpdatePlayerAnimation: passes original animCommand to
  SetCycle (sequencer handles remapping internally), keeps legacy
  fallback for non-sequencer entities

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 12:17:26 +02:00
Erik
0e66078e57 chore: leave ANIM-DIAG logging for next session
Turn-left / strafe-left / walk-backward animations still not playing
despite the left→right fallback. Diagnostic logging added to
UpdatePlayerAnimation to capture exactly what happens when these
commands fire. Next session: check the log output, the issue may be
that UpdatePlayerAnimation is never called for these commands (the
priority logic skips turn when forward is active, etc.).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 00:54:19 +02:00
Erik
1b4fdac13c fix(anim): pass resolved command (not original) to sequencer SetCycle
The left→right fallback resolved the cycle correctly but still passed
the original TurnLeft/SideStepLeft command to the sequencer. The
sequencer did its own internal cycle lookup with the left-side command
and found nothing → no animation played.

Fix: track which command actually resolved (after fallback) and pass
that to SetCycle so the sequencer's internal lookup matches.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 00:51:39 +02:00
Erik
0868849b3d fix(anim): left-side motion fallback to right-side animation
AC MotionTables typically define cycles for TurnRight and SideStepRight
but not TurnLeft/SideStepLeft — the left variants reuse the right-side
animation played in reverse. When the left-side command doesn't resolve
to a cycle, fall back to the right-side equivalent so the player isn't
stuck in idle pose.

Fallback map:
  TurnLeft (0x000E) → TurnRight (0x000D)
  SideStepLeft (0x0010) → SideStepRight (0x000F)
  WalkBackward (0x0006) → WalkForward (0x0005)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 00:49:47 +02:00
Erik
e77dc1a0e8 fix(anim): call Sequencer.SetCycle on motion changes
The sequencer was initialized at spawn but never notified when the
player started walking/running/turning. UpdatePlayerAnimation and
OnLiveMotionUpdated both updated the legacy slerp fields but the
sequencer path in TickAnimations reads from Sequencer.Advance(dt),
which stayed at the initial idle cycle.

Fix: both methods now call ae.Sequencer.SetCycle(style, motion) when
the sequencer exists, alongside the legacy field updates (which serve
as fallback for entities without a sequencer).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 00:44:38 +02:00
Erik
ed37f0969b feat(anim): carefully integrate AnimationSequencer into TickAnimations
Surgical integration that ONLY replaces the frame interpolation path,
preserving the exact transform composition pipeline that builds MeshRefs.

The key insight from the reverted attempt: the sequencer's Advance(dt)
returns raw (Origin, Orientation) per part — these feed into the SAME
transform composition as before:
  CreateScale(defaultScale) * CreateFromQuat(orientation) * CreateTranslation(origin)
  then * scaleMat for entity ObjScale
  then → MeshRef with template GfxObjId + SurfaceOverrides

What changed:
- AnimatedEntity gains optional Sequencer field
- DatCollectionLoader created once at dat-open time
- Entity registration creates sequencer when MotionTable is loadable
- TickAnimations: if sequencer exists, Advance(dt) produces per-part
  transforms; otherwise falls back to Phase 6.5 manual slerp
- Transform composition + MeshRef building is UNCHANGED

What was NOT changed (the previous attempt broke these):
- Per-part defaultScale application
- Entity ObjScale (scaleMat) multiplication
- PartTemplate GfxObjId + SurfaceOverrides forwarding
- The entire MeshRef construction block

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 00:40:52 +02:00
Erik
53a4bf4225 Revert "feat(anim): integrate AnimationSequencer into GameWindow rendering loop"
This reverts commit e4dae3d217.
2026-04-13 00:30:25 +02:00
Erik
e4dae3d217 feat(anim): integrate AnimationSequencer into GameWindow rendering loop
Wire the new AnimationSequencer into per-entity animation playback:

- Added `Sequencer` field to `AnimatedEntity`; populated at spawn time
  by loading the entity's MotionTable and calling SetCycle on the resolved
  idle (style, motion) so playback starts immediately.
- Added `_animLoader` (DatCollectionLoader) initialized alongside `_dats`
  so sequencer instances share a single animation loader.
- `TickAnimations`: when an entity has a sequencer, calls `seq.Advance(dt)`
  and reads back `PartTransform[]` instead of doing manual frame-index math
  and Quaternion.Slerp. Falls back to the Phase 6.5 manual slerp for entities
  whose MotionTable couldn't be loaded (missing dat / offline mode).
- `OnLiveMotionUpdated`: calls `sequencer.SetCycle(style, motion)` when
  available so motion changes prepend transition-link frames for smooth blending.
- `UpdatePlayerAnimation`: same — calls `sequencer.SetCycle(NonCombatStyleFull, cmd)`
  on motion changes; also creates a sequencer when the player entity is
  lazy-registered for the first time.

The existing manual-slerp fallback is kept verbatim so behavior is unchanged
for any entity that can't be backed by a sequencer. Build clean, 426 tests green.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-13 00:27:11 +02:00
Erik
9d4967a461 fix(core): ACME cross-check fixes — normals, placement, scenery
Four fixes from the ACME StaticObjectManager cross-reference:

1. GfxObjMesh: normalize vertex normals (1d). Dat normals may not be
   unit-length; without normalization, lighting is wrong per-vertex.

2. SetupMesh: add third-fallback placement frame (2a). If neither
   Resting nor Default exists, use the first available frame from
   PlacementFrames. Matches ACME's GetDefaultPlacementFrame.

3. SceneryGenerator: building cell exclusion (4d). Compute which
   terrain vertices have buildings (from LandBlockInfo.Objects +
   Buildings), skip scenery spawns in those cells. Prevents trees
   from spawning inside building footprints.

4. SceneryGenerator: slope filter (4e). Compute terrain normal Z at
   each displaced position and check against ObjectDesc.MinSlope /
   MaxSlope bounds. Prevents trees from spawning on cliff faces.

Also confirmed 4f (scenery Z=0) is NOT a bug — GameWindow's hydrator
lifts scenery to terrain Z at line 1213. The Z=0 in SceneryGenerator
is a placeholder correctly overridden at render time.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 22:52:08 +02:00
Erik
c5de445e5c fix(core): AC2D render split formula + triangle-aware Z sampling
Two fundamental terrain fixes based on the AC2D + holtburger deep dive:

1. Terrain split formula: replaced WorldBuilder's physics-path formula
   (214614067/1813693831) with AC2D's render-path formula (0x0CCAC033,
   0x421BE3BD, 0x6C1AC587, 0x519B8F25). The two produce different splits
   for some cells. Since the render mesh uses this formula, the physics
   Z sampler must match it to avoid misalignment on slopes.

2. Triangle-aware Z: replaced bilinear interpolation in TerrainSurface
   with per-triangle barycentric interpolation. Each cell is split into
   two triangles (using the same AC2D formula). SampleZ determines which
   triangle the query point falls in, then interpolates within that
   triangle. This produces Z values that exactly match the visual terrain
   mesh — no more slope clipping.

Removes the multi-point Z sampling hack from PlayerMovementController
(no longer needed with exact triangle Z).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 22:08:42 +02:00
Erik
29fe0c0714 fix(app): terrain cull exempt + yaw preservation on Tab toggle
1. Terrain culling: TerrainRenderer.Draw now accepts neverCullLandblockId,
   matching StaticMeshRenderer. Both renderers skip frustum-culling the
   player's current landblock. Previously only entities were exempt but
   the terrain under the player still disappeared when looking away.

2. Yaw drift on Tab toggle: render loop stores rotation as Yaw - PI/2
   (AC model facing offset), but yaw extraction on re-entering player
   mode didn't compensate. Each Tab cycle rotated the player 90 degrees.
   Now adds PI/2 back when extracting from the quaternion.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 21:35:40 +02:00
Erik
a3b389603d fix(app): multi-point Z sampling + never-cull player landblock
1. Slope clipping: replaced single foot-forward Z sample with 4-point
   sampling (forward, back, left, right at 0.7 units). Takes the max Z
   across all samples so both uphill and downhill slopes keep feet above
   the terrain mesh surface. Removed the +0.1 Z bias entirely.

2. Player culling: replaced per-entity scan (alwaysVisibleEntityId) with
   per-landblock skip (neverCullLandblockId). The player's current
   landblock is computed from _playerController.Position and passed to
   the renderer. Simpler, faster, and more reliable.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 21:29:54 +02:00
Erik
6f05c298cf fix(app+core): Phase B.3 — streaming follows player, AC jump physics
Three fixes for user-reported movement bugs:

1. Character disappears far from spawn: streaming observer now computed
   from _playerController.Position when player mode is active, instead
   of _lastLivePlayerLandblockId which only updates from server echoes
   (never for autonomous moves). The 5x5 streaming window now follows
   the player as they walk.

2. Jump physics from ACE: JumpImpulse=5.0 and GravityAccel=9.8
   matching AC's formula: velocity_z = sqrt(height * 19.6) where
   height = BurdenMod * (JumpSkill / (JumpSkill + 1300) * 22.2 + 0.05)
   For a new char (skill=100, burden=50%): height≈1.31, vz≈5.07.

3. Gravity reduced from 20 to 9.8 (AC's F_GRAVITY constant).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 21:06:42 +02:00
Erik
192e066182 fix(app+core): Phase B.3 — player cull-exempt, jump height, slope Z
Three user-reported movement fixes:

1. Player disappears when facing away: StaticMeshRenderer now accepts
   an alwaysVisibleEntityId. When a culled landblock contains the
   player entity, it is still drawn. Prevents the frustum culler from
   hiding the player character when they walk far from their spawn
   landblock.

2. Jump too high: JumpImpulse reduced from 10.0 to 3.5 (placeholder;
   retail scales by Jump skill value from the server).

3. Slope Z alignment: replaced the frame-delta slope bias with a
   foot-forward sampling approach — sample terrain Z at 1 unit ahead
   in the walk direction and use max(center, foot) as the ground Z.
   Handles multi-grade slopes where the terrain rises faster than a
   single-point sample tracks.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 19:24:50 +02:00
Erik
dc0341e85a fix(core): Phase B.3 — add centroid + radius bounds to PortalPlane crossing test
Two targeted fixes for user-reported movement bugs:

1. Wall bounce: PortalPlane.FromVertices now accepts ALL polygon vertices
   (not just 3) for accurate centroid + bounding radius. IsCrossing uses
   2D (XY) distance check with tight radius (no multiplier) to prevent
   wall faces from triggering false indoor transitions. Walking along a
   building wall no longer launches the player into the air.

2. Slope alignment: PlayerMovementController adds a slope-proportional
   Z bias when walking uphill (up to +0.8 on steep slopes, grounded
   only). Prevents feet from sinking into the visual terrain mesh on
   slopes where the physics sample point lags the render surface.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 19:08:46 +02:00
Erik
41013ce3e3 fix(core+app): Phase B.3 — Setup.StepUpHeight + scenery road exclusion
Four targeted fixes for user-reported movement/visual bugs:

1. Player entity disappearing: GpuWorldState now supports persistent
   entities (MarkPersistent/DrainRescued). The player character survives
   landblock unloads and gets re-injected into the streaming window at
   the current center landblock.

2. Feet sinking into terrain: +0.15 Z bias in PlayerMovementController
   keeps the character model above terrain z-fighting edge cases.

3. Camera after portal teleport: ChaseCamera.Update now called
   immediately after teleport snap so the camera recenters on the new
   position instead of lingering at the pre-teleport location.

4. Scenery on roads: SceneryGenerator now checks road status at the
   final displaced position (not just the origin vertex), catching
   objects that drift from non-road vertices onto road cells.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 18:56:45 +02:00
Erik
ae06f9c0ff feat(net+app): Phase B.3 — portal-space state machine for teleports
PlayerTeleport (0xF751) is a standalone GameMessage (u16 sequence,
align-4). When received, WorldSession fires TeleportStarted(uint sequence).

GameWindow subscribes: OnTeleportStarted sets PlayerMovementController.State
= PortalSpace, freezing all WASD/physics input. OnLivePositionUpdated
detects arrival (different landblock or >100 unit jump on our character guid),
recenters the streaming origin, resolves physics for ground Z, snaps the
player entity + controller, returns State to InWorld, and sends
GameActionLoginComplete directly (matching holtburger's PlayerTeleport
handler: send_login_complete on every portal transition).

PlayerMovementController gains PlayerState enum + early-return guard: if
State == PortalSpace, Update() returns a zero-movement result immediately
so no MoveToState / AutonomousPosition messages are emitted during transit.

WorldSession gains ResetLoginComplete() for callers that need to re-arm
the latch (documented; not called by the teleport path since we send
LoginComplete directly rather than through the PlayerCreate latch).

Opcode source: holtburger/crates/holtburger-protocol/src/opcodes.rs:84
Wire layout: holtburger/crates/.../movement/messages/teleport.rs

Build: 0 errors. Tests: 283 passed, 0 failed.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-12 18:32:41 +02:00
Erik
768a9a0619 fix(app+core): Phase B.3 — Setup.StepUpHeight + scenery road exclusion
StepUpHeight: when Tab enters player mode, read Setup.StepUpHeight from the
player entity's dat and apply it to the controller (fallback 2f for non-Setup
entities or when the dat value is zero). Previously hardcoded to 5.0 which
made step-up too permissive.

Road exclusion: SceneryGenerator now skips terrain vertices where bits 0-1 of
the raw terrain word are non-zero. These bits encode the road type (GetRoad()
in ACViewer's Landblock.cs). Trees, rocks and bushes will no longer be placed
on road surfaces.

Added SceneryGenerator.IsRoadVertex(ushort) public helper + 9 unit tests
(theory + fact) verifying the road-bit convention matches TerrainInfo.Road.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-12 18:27:36 +02:00
Erik
8252523b8b feat(core): Phase B.3 — CellPortal-based indoor/outdoor transitions in PhysicsEngine
Replace the disabled if(false) outdoor→indoor branch with real portal-plane
crossing logic. LandblockPhysics now carries IReadOnlyList<PortalPlane> Portals
(populated at load time; GameWindow passes Array.Empty for now until Task 3).

Resolve logic:
- Outdoor player: tests all portals where TargetCellId==0xFFFF (outside-facing);
  crossing enters the portal's OwnerCellId.
- Indoor player: tests portals where OwnerCellId==currentCell; crossing to
  TargetCellId==0xFFFF exits to terrain, otherwise transitions room-to-room.
- Landblock boundary crossing: unchanged — candidatePos landblock lookup already
  picks the adjacent block's terrain naturally.

Tests: renamed disabled test → Resolve_OutdoorThroughPortal_TransitionsToIndoor;
added Resolve_IndoorThroughExitPortal_TransitionsToOutdoor and
Resolve_LandblockBoundary_PicksAdjacentTerrain. 274 tests green.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-12 18:22:55 +02:00
Erik
228eecbb31 chore(app): Phase B.2 — strip diagnostic logging + fix indoor-transition test
Removes all [PLAYER], [PLAYER-INIT], [PLAYER-ANIM] diagnostic dump
lines now that walking, camera, and animation are verified working.

Updates PhysicsEngineTests.Resolve_EnterIndoorCell to match the new
behavior (outdoor→indoor transition disabled in the B.2 MVP): the
test now asserts the player stays outdoor at terrain Z instead of
transitioning to the indoor cell.

265 tests green.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 15:27:49 +02:00
Erik
980e79dae9 fix(app): Phase B.2 — fix camera rotation offset + pass server MotionTableId to walk animation
Two fixes:

1. Camera side-view: AC character models face +Y in their default
   orientation, but our yaw convention has +X at yaw=0. Added a
   -PI/2 offset to the character's rotation so the model faces
   the actual walk direction. Camera was already correct — it was
   the model rotation that was 90 degrees off.

2. No walk animation: UpdatePlayerAnimation loaded the Setup
   directly from dats, but Setup.DefaultMotionTable is 0 for human
   characters — the real motion table comes from the server's
   PhysicsDescriptionFlag.MTable field in CreateObject. Without
   the override, GetIdleCycle returned null for every command.
   Now stores _playerMotionTableId from the spawn event and
   passes it as motionTableIdOverride to GetIdleCycle.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 15:17:55 +02:00
Erik
b341193cfe fix(app+core): Phase B.2 — increase step height + resolve initial Z from terrain
Two fixes for the "position never changes when walking" bug:

1. StepUpHeight was 1.0 units — too tight. The player started at
   Z=92.2 (ACE relocation from previous session) but terrain Z was
   ~94, so every movement attempt had a Z delta of 1.8 which
   exceeded the limit. Increased to 5.0 (forgiving for MVP; AC
   default for humans is ~2 from Setup.StepUpHeight).

2. Initial position now resolves through PhysicsEngine with a huge
   step height (100) to snap to the correct terrain Z regardless
   of where the server-sent Z currently is. With indoor transitions
   disabled, this always produces the outdoor terrain height.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 15:11:50 +02:00
Erik
97c17c5bc3 fix(app): Phase B.2 — use server position directly, fix yaw wrap + turn spam
Three more fixes from the diagnostic dump:

1. Initial position: PhysicsEngine.Resolve was mapping the player
   into an indoor EnvCell (foundry at Z=66) when they're standing
   on outdoor terrain at Z=93+. The cell-containment check was too
   aggressive for initial placement. Now uses the server-sent
   position directly — the server already gave us a valid position.

2. Yaw unbounded: mouse delta accumulated without wrapping, growing
   to 24+ radians. Now wraps to [-PI, PI] after every turn.

3. Turn command spam: MouseDeltaX > 0.5 threshold was too low for
   raw pixel deltas. Any mouse jitter triggered turnCmd flips every
   frame → stateChanged=True → MoveToState flood to the server.
   Mouse turning now only affects yaw directly; turn COMMANDS only
   come from A/D keyboard (matching retail client behavior where
   mouse-look doesn't generate a TurnRight/TurnLeft command).

265 tests still green.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 14:58:25 +02:00
Erik
6202c5d153 fix(app): Phase B.2 — three first-run bugs in player movement mode
1. Underground on Tab: SetPosition used a hardcoded cell ID (0x0001)
   and the entity's raw world position without physics resolution.
   Now runs PhysicsEngine.Resolve with zero delta to snap the
   initial position to the correct terrain Z before the first frame.

2. No animation: UpdatePlayerAnimation required the player entity
   to already be in _animatedEntities, but post-spawn UpdateMotion
   could have removed it (Phase 6.8 pattern). Now re-registers the
   entity with a fresh Setup + PartTemplate if it's missing from
   the animated set, so walk/run/turn cycles always resolve.

3. Side view (no turning): OnCameraModeChanged only set CursorMode.Raw
   for isFlyMode=true, so entering chase mode (isFlyMode=false) put
   the cursor in Normal mode and mouse deltas weren't captured. Now
   sets Raw cursor for both fly AND player mode.

Also derives the initial yaw from the player entity's server-sent
rotation quaternion instead of hardcoding PI/2, so the camera starts
facing the direction the character was facing when Tab was pressed.

265 tests still green.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 14:44:11 +02:00
Erik
4ce7b65ee8 feat(app): Phase B.2 — wire player movement into GameWindow
Tab toggles between fly mode and player-controlled ground movement
when a live session is in-world. WASD walks/runs, A/D + mouse X
turns the character, Z/X strafes, Shift runs. PhysicsEngine resolves
positions against terrain each frame.

MoveToState sent on motion state changes (start/stop walking,
direction change, speed change). AutonomousPosition heartbeat sent
every ~200ms while moving. Walk/run/turn/idle animations resolved
locally via MotionResolver and played through the existing
TickAnimations path. ChaseCamera follows in third-person, mouse Y
adjusts camera pitch.

Tab on Escape also exits player mode gracefully. Mouse delta is
accumulated in the mouse-move callback and consumed+reset each
OnUpdate frame (no accumulation drift).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-12 14:33:53 +02:00
Erik
e5e1245efb feat(app): Phase B.2 — CameraController chase mode
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 14:29:47 +02:00
Erik
84d7d06008 feat(app): Phase B.2 — ChaseCamera (third-person follow camera)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 14:26:20 +02:00