Restores PositionManager.ComputeOffset call in TickAnimations player-
remote branch. M2 was queue-only (body chases server but stops between
UPs after head reached); M3 adds the retail REPLACE behavior:
- Queue active and not reached → catch-up vector (REPLACES anim).
- Queue empty or head reached → anim root motion (seqVel × dt rotated
by body.Orientation) drives translation between UPs.
- Blip-to-tail still fires on fail_count > 3.
Mirrors retail UpdatePositionInternal @ 0x00512c30 per
docs/research/2026-05-04-l3-port/05-position-manager-and-partarray.md
§ 6: PositionManager::adjust_offset OVERWRITES local frame's origin
with catch-up when active; otherwise no-op (anim root motion stands).
User-verified 2026-05-05: "Best implementation we have had so far.
Running works, walking works, strafing works."
Closes #40 (env-var path regression — replaced wholesale).
Files #41 for residual sub-decimeter blips: velocity-synthesis magnitude
(RunAnimSpeed × adjustedSpeed) overshoots server pace slightly, queue
walks it back every UP. Within retail's DesiredDistance / MinDistance
tolerances; not a correctness bug. Fix path requires porting
add_motion @ 0x005224b0 and cdb-tracing retail's actual
CSequence::velocity magnitude.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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| architecture | ||
| audit | ||
| plans | ||
| research | ||
| superpowers | ||
| bugs.md | ||
| ISSUES.md | ||