acdream/src/AcDream.App/Physics
Erik 20df9d155d refactor(runtime): own combat and magic intent
Move attack build/repeat state, combat-mode policy, authoritative auto-target transitions, and spell-cast intent beneath RuntimeActionState. Keep App as the input, world-query, DAT-policy, transport, and presentation adapter while preserving retail request and busy ordering. Add direct/graphical parity, reset, failure, and instance-isolation coverage.

Co-authored-by: Codex <noreply@openai.com>
2026-07-26 11:56:40 +02:00
..
DeferredLiveEntityMotionRuntimeBindings.cs refactor(app): compose live presentation startup 2026-07-22 17:55:15 +02:00
EntityPhysicsHost.cs refactor(runtime): extract local teleport and player mode 2026-07-22 02:50:15 +02:00
ILocalPlayerLandblockSource.cs refactor(streaming): extract the update frame 2026-07-22 01:01:04 +02:00
InboundInterpretedMotionFactory.cs fix(combat): apply server attack motions locally 2026-07-11 13:34:55 +02:00
LiveCollisionAssetPublisher.cs refactor(physics): remove parsed collision graphs 2026-07-25 18:21:19 +02:00
LiveEntityCollisionBuilder.cs refactor(physics): remove parsed collision graphs 2026-07-25 18:21:19 +02:00
LiveEntityDefaultPoseResolver.cs refactor(world): extract live projection mechanics 2026-07-21 16:17:03 +02:00
LiveEntityInboundAuthorityGate.cs refactor(runtime): move accepted entity wire state 2026-07-25 19:52:29 +02:00
LiveEntityMotionRuntimeController.cs refactor(app): key live projections by runtime identity 2026-07-25 21:50:58 +02:00
LiveEntityNetworkUpdateController.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
LiveEntityOrdinaryPhysicsUpdater.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
LiveEntityShadowPublisher.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
LiveEntityVectorRoute.cs refactor(world): extract live entity network updates 2026-07-21 19:11:49 +02:00
LocalForcePositionTransaction.cs refactor(world): extract live entity network updates 2026-07-21 19:11:49 +02:00
LocalPlayerShadowState.cs refactor(world): extract live projection mechanics 2026-07-21 16:17:03 +02:00
LocalPlayerShadowSynchronizer.cs refactor(runtime): extract local teleport and player mode 2026-07-22 02:50:15 +02:00
ProjectileController.cs refactor(runtime): extract the live object frame 2026-07-22 00:42:26 +02:00
RemoteInboundMotionDispatcher.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RemoteMotion.cs refactor(world): canonicalize live physics host ownership 2026-07-21 14:05:34 +02:00
RemoteMovementObservationTracker.cs refactor(app): key live projections by runtime identity 2026-07-25 21:50:58 +02:00
RemotePhysicsBodyInitializer.cs feat(physics): integrate live projectile runtime 2026-07-14 12:51:42 +02:00
RemotePhysicsUpdater.cs refactor(world): extract live entity network updates 2026-07-21 19:11:49 +02:00
RemoteServerControlledVelocityCycle.cs refactor(world): extract live entity network updates 2026-07-21 19:11:49 +02:00
RemoteShadowPlacementSynchronizer.cs refactor(update): cut over the frame orchestrator 2026-07-22 03:31:38 +02:00
RemoteTeleportController.cs refactor(app): key live projections by runtime identity 2026-07-25 21:50:58 +02:00
RemoteTeleportHook.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RemoteTeleportPlacement.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
ShadowPositionSynchronizer.cs fix(combat): escape occupied login positions 2026-07-12 22:20:17 +02:00