acdream/src/AcDream.App/Rendering
Erik 5b84b0785d fix(anim): 3 motion bugs — remote anim dropped, walk->run not resent, wrong class byte
Bug 1: remote chars never animate, just teleport.
Root cause: when OnLiveMotionUpdated transitions a remote entity from
Ready to a locomotion cycle (cmd=0x0007 RunForward), the
_remoteLastMove timestamp is still pegged to the last position update
from BEFORE the motion change (often >300ms old). On the very next
TickAnimations, stop-detection signal 1 immediately fires
(now - last.Time > 300ms), and the sequencer is flipped straight back
to Ready. Result: the run cycle flashes for one frame and is gone.
Fix: when we enter a locomotion cycle from a non-locomotion one, stamp
_remoteLastMove[guid].Time = now and drState.LastServerPosTime = now
so the stop-timer starts a fresh 300ms window from the transition.

Bug 2 + 3: Our own player's walk/run toggle not broadcast when only
Shift toggles mid-move.
Root cause: PlayerMovementController's motion-state-change detection
compared only (ForwardCommand, SidestepCommand, TurnCommand). When
the user walks (W) then adds Shift mid-stride, ForwardCommand stays
WalkForward but outForwardSpeed jumps 1.0 -> runRate and localAnimCmd
swaps Walk -> Run. 'changed' stayed false, no MoveToState broadcast,
server still thought we were walking. Retail observers saw walking.
Fix: extend the diff to include outForwardSpeed, input.Run (hold-key),
and localAnimCmd. Any of them flipping forces a new MoveToState.

Bug 4: Wrong MotionCommand class byte reconstruction.
Root cause: OnLiveMotionUpdated's heuristic OR'd the sequencer's
current-motion class byte with the wire-received low 16 bits, producing
values like 0x41000007 for RunForward (actual retail value is
0x44000007). Cycle key lookup uses only low 24 bits so the animation
mostly-worked, but the wrong class byte broke stance-aware code paths
and any downstream consumer that keys off the class.
Fix: route ForwardCommand through MotionCommandResolver.ReconstructFullCommand
(same path already used for Commands[] items) — retail-exact class
byte recovery via a reflection-built enum lookup table.

Build + 711 tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 14:40:26 +02:00
..
Shaders fix(render): shader reserved-word + defensive SkyRenderer dat reads 2026-04-19 11:00:34 +02:00
Sky fix(render): shader reserved-word + defensive SkyRenderer dat reads 2026-04-19 11:00:34 +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 feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
DebugLineRenderer.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
DebugOverlay.cs feat(net+ui): Phase G.1 — server time sync + debug controls 2026-04-19 10:51:03 +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(anim): 3 motion bugs — remote anim dropped, walk->run not resent, wrong class byte 2026-04-19 14:40:26 +02:00
ICamera.cs feat(app): extract ICamera interface from OrbitCamera 2026-04-10 20:24:29 +02:00
InstancedMeshRenderer.cs feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration 2026-04-19 10:39:48 +02:00
OrbitCamera.cs feat(app): extract ICamera interface from OrbitCamera 2026-04-10 20:24:29 +02:00
ParticleRenderer.cs feat(render): Phase G.1 — billboard particle renderer for weather + spells 2026-04-19 10:42:05 +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(net+app): SubPalette overlays applied to palette-indexed textures (Phase 5b) 2026-04-11 16:30:08 +02:00