..
AnimationCommandRouter.cs
fix(anim): Phase L.1b route motion commands
2026-04-28 10:46:22 +02:00
AnimationHookRouter.cs
feat(anim): Phase E.1 hook router + GameWindow wiring
2026-04-18 16:30:23 +02:00
AnimationSequencer.cs
fix(animation): close #61 + smooth stop from backward/sidestep-left/turn-left
2026-05-18 15:16:20 +02:00
BSPQuery.cs
T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED ( closes #99 )
2026-06-11 14:37:50 +02:00
BuildingPhysics.cs
T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED ( closes #99 )
2026-06-11 14:37:50 +02:00
CellArray.cs
feat(physics): Stage 1 — CellArray ordered/deduped cell collection (retail CELLARRAY)
2026-06-03 08:54:45 +02:00
CellDump.cs
feat(phys): A6.P3 #98 Step 2 — cell-dump probe + roundtrip test
2026-05-23 15:16:56 +02:00
CellSurface.cs
fix(phys): #111 - ground the validated claim via PHYSICS walkable polygons, not the CellSurface triangle soup
2026-06-10 14:21:59 +02:00
CellTransit.cs
#112 ROOT CAUSE: outdoor-seed pick lacked retail's growing-array walk - threshold tick-skip became absorbing
2026-06-12 11:35:52 +02:00
CollisionExemption.cs
fix(phys L.2g slice 1b): widen CollisionExemption to ETHEREAL alone
2026-05-13 18:27:06 +02:00
CollisionPrimitives.cs
feat(physics): port 9 collision primitives from acclient.exe (chunk_00530000.c)
2026-04-12 23:53:47 +02:00
EntityCollisionFlags.cs
feat(physics): live-entity collision plumbing (Commit A)
2026-04-29 13:12:56 +02:00
GfxObjDump.cs
feat(phys): A6.P3 #98 — GfxObj dump infrastructure (ACDREAM_DUMP_GFXOBJS)
2026-05-23 20:24:26 +02:00
IAnimationHookSink.cs
feat(anim): Phase E.1 hook router + GameWindow wiring
2026-04-18 16:30:23 +02:00
InterpolationManager.cs
feat(motion): L.3 M1 — fresh InterpolationManager port + retail spec
2026-05-05 14:56:42 +02:00
LandDefs.cs
fix(phys): #106 — outdoor membership crosses landblock boundaries (LandDefs global-lcoord port)
2026-06-09 23:10:59 +02:00
MotionCommandResolver.cs
feat(anim): Phase L.1c select combat maneuvers
2026-04-28 11:44:17 +02:00
MotionInterpreter.cs
UN-2 RESOLVED: GetMaxSpeed x4 is byte-verified retail; doc-comment was the misread
2026-06-12 13:17:50 +02:00
PhysicsBody.cs
fix(phys): A6.P7 — retail-binary cyl-vs-BSP dispatch (HAS_PHYSICS_BSP_PS gate)
2026-05-25 16:35:32 +02:00
PhysicsDataCache.cs
T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED ( closes #99 )
2026-06-11 14:37:50 +02:00
PhysicsDiagnostics.cs
test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation
2026-06-02 15:20:24 +02:00
PhysicsEngine.cs
fix(G.3a): validated-claim placement keeps the claim's landblock prefix ( #133 )
2026-06-13 18:27:45 +02:00
PhysicsResolveCapture.cs
test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation
2026-06-02 15:20:24 +02:00
PlayerWeenie.cs
feat(physics): PlayerWeenie with retail Run/Jump formulas
2026-04-13 23:15:25 +02:00
PortalInfo.cs
feat(physics): Phase 2 — wire CellBSP + Portals into CellPhysics
2026-05-19 16:52:20 +02:00
PortalPlane.cs
fix(core): Phase B.3 — add centroid + radius bounds to PortalPlane crossing test
2026-04-12 19:08:46 +02:00
PositionManager.cs
fix(motion): project anim root motion onto terrain plane (slope staircase)
2026-05-05 21:37:42 +02:00
RemoteMoveToDriver.cs
fix(retail): rotation rate, useability gate, retail toast strings
2026-05-16 12:17:54 +02:00
ResolveResult.cs
feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks)
2026-06-05 11:10:32 +02:00
ServerControlledLocomotion.cs
fix(anim): Phase L.1c match MoveTo run speed
2026-04-28 20:58:22 +02:00
ShadowObjectRegistry.cs
T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED ( closes #99 )
2026-06-11 14:37:50 +02:00
ShadowShape.cs
feat(phys): add ShadowShape record (no callers yet)
2026-05-24 15:07:40 +02:00
ShadowShapeBuilder.cs
feat(phys): ShadowShapeBuilder.FromSetup
2026-05-24 15:12:56 +02:00
TerrainSurface.cs
fix(scenery): #49 9×9 loop, per-spawn building check, triangle slope
2026-05-07 21:15:11 +02:00
TransitionTypes.cs
fix #116 (partial, Ghidra-confirmed): slide_sphere degenerate guard uses F_EPSILON, not EpsilonSq
2026-06-13 10:21:51 +02:00
WalkMissDiagnostic.cs
feat(physics): WalkMissDiagnostic aggregator for ISSUES #83 probe spike
2026-05-20 10:31:39 +02:00