..
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
fix(phys): A6.P4 door — pos_hits_sphere records near-miss polygon
2026-05-25 11:05:04 +02:00
BuildingPhysics.cs
refactor(physics): Phase 2 — code-review polish on BuildingPhysics commit
2026-05-19 18:01:44 +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
feat(core): Phase B.3 — CellSurface (indoor floor polygon projection)
2026-04-12 09:51:22 +02:00
CellTransit.cs
fix(phys): A6.P5 — unconditional outdoor expansion in CellTransit BFS
2026-05-25 12:53:31 +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
MotionCommandResolver.cs
feat(anim): Phase L.1c select combat maneuvers
2026-04-28 11:44:17 +02:00
MotionInterpreter.cs
fix(motion): retail-faithful remote tick — clear body.Velocity, drive via seqVel
2026-05-03 16:23:57 +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
fix(physics): #101 — suppress mesh-aabb-fallback for phantom GfxObj stabs
2026-05-25 19:51:45 +02:00
PhysicsDiagnostics.cs
diag(phys): A6.P5 [cellset-build] probe — log BuildCellSetAndPickContaining output
2026-05-25 12:40:58 +02:00
PhysicsEngine.cs
test(phys): A6.P3 #98 — live ResolveWithTransition capture apparatus
2026-05-23 19:41:11 +02:00
PhysicsResolveCapture.cs
test(phys): A6.P3 #98 — live ResolveWithTransition capture apparatus
2026-05-23 19:41:11 +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(physics): L.3a — wall-bounce velocity reflection on airborne hits
2026-04-30 09:41:04 +02:00
ServerControlledLocomotion.cs
fix(anim): Phase L.1c match MoveTo run speed
2026-04-28 20:58:22 +02:00
ShadowObjectRegistry.cs
fix(phys): GetNearbyObjects dedup-by-entityId silently drops multi-part shadows
2026-05-24 18:47:04 +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(physics): Phase A8.F — viewer sweeps bypass the 30-step cap (retail-faithful)
2026-05-29 20:35:26 +02:00
WalkMissDiagnostic.cs
feat(physics): WalkMissDiagnostic aggregator for ISSUES #83 probe spike
2026-05-20 10:31:39 +02:00