acdream/src
Erik 2735695a6b fix(phys): #111 - snap the player ENTITY at login entry, parity with the teleport-arrival path
The entry snap set only the controller (physics stood on the grounded floor)
while the renderer kept drawing the entity at the server-restored height -
the user's "spawned 2 meters in the air" screenshot over a fully-correct
interior. The teleport-arrival path already does entity.SetPosition +
ParentCellId (GameWindow.cs:4914); the login path now matches.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 14:28:29 +02:00
..
AcDream.App fix(phys): #111 - snap the player ENTITY at login entry, parity with the teleport-arrival path 2026-06-10 14:28:29 +02:00
AcDream.Cli feat(vfx): Phase E.3 particle system + hook wiring + registry 2026-04-18 16:48:17 +02:00
AcDream.Core fix(phys): #111 - ground the validated claim via PHYSICS walkable polygons, not the CellSurface triangle soup 2026-06-10 14:21:59 +02:00
AcDream.Core.Net fix(physics): close #77 — auto-walk honors ACE CanCharge bit; zero velocity in turn-in-place 2026-05-18 09:33:33 +02:00
AcDream.Plugin.Abstractions feat(core): add IGameState, IEvents, WorldEvents with replay-on-subscribe 2026-04-10 20:29:29 +02:00
AcDream.Plugins.Smoke feat(app): wire IGameState+IEvents into Program and SmokePlugin 2026-04-10 20:31:50 +02:00
AcDream.UI.Abstractions feat(render): Phase A8 — RenderingDiagnostics.ProbeVisibilityEnabled 2026-05-26 07:47:56 +02:00
AcDream.UI.ImGui fix(ui): scope title-bar-only-drag absorber to BeginChild — Settings tabs work 2026-04-26 23:04:10 +02:00