acdream/src/AcDream.App/Rendering
Erik 5154a3eae1 fix(motion): heading + jump bugs in InterpolationManager path (L.3.1)
Visual verification (Task 7) revealed two bugs in the new env-var
gated path:

1. Heading locked at login direction. Cause: AdjustOffset returns
   position delta only; the dist≤96 enqueue branch never updated
   body.Orientation. Fix: apply orientation unconditionally on every
   UpdatePosition (snap-on-receipt). Position lerps via queue.

2. Endless jumping. Cause: (a) body.Velocity persisted forever
   after arc landed because apply_current_movement no longer ran;
   (b) UpdatePositions during the arc were enqueued, fighting the
   gravity sim. Fix: skip enqueue when rm.Airborne (mirrors retail
   MoveOrTeleport has_contact=false → no-op); zero non-airborne
   body.Velocity each tick (mirrors legacy apply_current_movement);
   detect landed when receiving UpdatePosition while airborne with
   no/zero velocity.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-03 08:08:23 +02:00
..
Shaders feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
Sky refactor(sky): replace per-frame wrap-mode mutation with persistent samplers 2026-04-29 08:08:26 +02:00
BitmapFont.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
CameraController.cs feat(app): Phase B.2 — CameraController chase mode 2026-04-12 14:29:47 +02:00
CellVisibility.cs feat(render): portal-based EnvCell visibility (Step 4) 2026-04-13 22:20:52 +02:00
ChaseCamera.cs fix(camera): pin chase-camera Z to last-grounded while airborne 2026-04-26 18:23:02 +02:00
DebugLineRenderer.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
FlyCamera.cs feat(app): slow default fly speed and add Shift-boost 2026-04-11 19:19:12 +02:00
FrustumCuller.cs feat(app): Phase A.2 — FrustumCuller + FrustumPlanes (Gribb-Hartmann) 2026-04-12 08:49:17 +02:00
GameWindow.cs fix(motion): heading + jump bugs in InterpolationManager path (L.3.1) 2026-05-03 08:08:23 +02:00
ICamera.cs feat(app): extract ICamera interface from OrbitCamera 2026-04-10 20:24:29 +02:00
InstancedMeshRenderer.cs docs(issues): #37 humanoid coat doesn't extend up to neck (env-var diagnostics committed) 2026-05-01 16:05:33 +02:00
OrbitCamera.cs feat(app): extract ICamera interface from OrbitCamera 2026-04-10 20:24:29 +02:00
ParticleRenderer.cs feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
SamplerCache.cs refactor(sky): replace per-frame wrap-mode mutation with persistent samplers 2026-04-29 08:08:26 +02:00
SceneLightingUboBinding.cs feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration 2026-04-19 10:39:48 +02:00
Shader.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
StaticMeshRenderer.cs fix(app): multi-point Z sampling + never-cull player landblock 2026-04-12 21:29:54 +02:00
TerrainAtlas.cs feat(core+app): per-cell terrain texture blending (Phase 3c.4) 2026-04-11 14:02:15 +02:00
TerrainChunkRenderer.cs feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration 2026-04-19 10:39:48 +02:00
TerrainRenderer.cs perf(terrain): single shared VAO/VBO/EBO for all landblocks 2026-04-13 21:30:43 +02:00
TextRenderer.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
TextureCache.cs feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00