acdream/src/AcDream.App/Rendering
Erik 0ecd4f34ae fix(anim): Phase K live-test fixes pt5 — backward + strafe animation cycle scales with Run
User report: when running backward (X) or strafing (Z/C) at run
speed, the visual moves faster but the animation cycle continues
playing at walk pace, looking disjointed.

Root cause: GameWindow's player-anim driver fed the sequencer's
SetCycle speed from result.ForwardSpeed, but PlayerMovementController
intentionally pins ForwardSpeed = 1.0 for WalkBackward (ACE expects
this for the auto-upgrade) and SidestepSpeed isn't used by the anim
path at all. So Forward+Run played the RunForward cycle at runRate ×
(correct), but Backward+Run + Strafe+Run used speedMod = 1.0 even
though the body was moving at runRate × velocity.

Fix: split the visual-pacing field from the wire-correctness field.
Added MovementResult.LocalAnimationSpeed — runRate when any
directional input is held with Run, else 1.0. GameWindow's
SetCycle path now uses this instead of ForwardSpeed. The wire
output stays unchanged; only the local animation cycle pace
shifts.

Effect:
  - Forward+Run:  runRate × cycle pace (unchanged behavior).
  - Backward+Run: runRate × cycle pace (was 1×; now matches
                  velocity).
  - Strafe+Run:   runRate × cycle pace (was 1×; now matches
                  velocity).
  - Anything not in Run: 1× (unchanged).

Tests stay 1222 green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 14:59:35 +02:00
..
Shaders sky(phase-8): retail-faithful night sky + README refresh 2026-04-24 20:34:36 +02:00
Sky sky(phase-8.1): CLAMP_TO_EDGE on static sky meshes 2026-04-24 20:42:59 +02:00
BitmapFont.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
CameraController.cs feat(app): Phase B.2 — CameraController chase mode 2026-04-12 14:29:47 +02:00
CellVisibility.cs feat(render): portal-based EnvCell visibility (Step 4) 2026-04-13 22:20:52 +02:00
ChaseCamera.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
DebugLineRenderer.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
FlyCamera.cs feat(app): slow default fly speed and add Shift-boost 2026-04-11 19:19:12 +02:00
FrustumCuller.cs feat(app): Phase A.2 — FrustumCuller + FrustumPlanes (Gribb-Hartmann) 2026-04-12 08:49:17 +02:00
GameWindow.cs fix(anim): Phase K live-test fixes pt5 — backward + strafe animation cycle scales with Run 2026-04-26 14:59:35 +02:00
ICamera.cs feat(app): extract ICamera interface from OrbitCamera 2026-04-10 20:24:29 +02:00
InstancedMeshRenderer.cs feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration 2026-04-19 10:39:48 +02:00
OrbitCamera.cs feat(app): extract ICamera interface from OrbitCamera 2026-04-10 20:24:29 +02:00
ParticleRenderer.cs feat(render): Phase G.1 — billboard particle renderer for weather + spells 2026-04-19 10:42:05 +02:00
SceneLightingUboBinding.cs feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration 2026-04-19 10:39:48 +02:00
Shader.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
StaticMeshRenderer.cs fix(app): multi-point Z sampling + never-cull player landblock 2026-04-12 21:29:54 +02:00
TerrainAtlas.cs feat(core+app): per-cell terrain texture blending (Phase 3c.4) 2026-04-11 14:02:15 +02:00
TerrainChunkRenderer.cs feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration 2026-04-19 10:39:48 +02:00
TerrainRenderer.cs perf(terrain): single shared VAO/VBO/EBO for all landblocks 2026-04-13 21:30:43 +02:00
TextRenderer.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
TextureCache.cs sky(phase-8): retail-faithful night sky + README refresh 2026-04-24 20:34:36 +02:00