acdream/src/AcDream.Runtime/Gameplay
Erik 670f307c84 fix(physics): keep remote placement and targeting in one world frame
CreateObject positions are landblock-local, but Runtime first-entry previously submitted remotes with a zero world offset. Runtime now owns the accepted local-player world-frame center and converts remote placements before SetPosition. The local physics host also publishes body.Position rather than CellPosition's landblock-local origin, so TargetManager no longer directs monsters toward a phantom player position. User gate: monster/static placement, chase, and attacks accepted outside Tusker Barracks.
2026-08-03 08:59:31 +02:00
..
InteractionState.cs refactor(runtime): own canonical action state 2026-07-26 10:44:09 +02:00
LocalPlayerOutboundController.cs refactor(runtime): own local movement and outbound cadence 2026-07-26 12:33:53 +02:00
PlayerMovementController.cs feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8) 2026-08-02 18:10:33 +02:00
PlayerPhysicsQuantumCapture.cs fix(physics): port retail slope landing stop 2026-07-31 09:10:53 +02:00
RuntimeActionState.cs feat(headless): complete deterministic bot command parity 2026-07-27 08:23:36 +02:00
RuntimeCharacterState.cs feat(runtime): bridge executor completion to the placement stream 2026-08-02 05:22:37 +02:00
RuntimeCombatAttackState.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeCombatModeState.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeCombatTargetState.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00
RuntimeCommunicationState.cs refactor(runtime): close canonical gameplay ownership 2026-07-26 09:48:51 +02:00
RuntimeGameplayOwnership.cs refactor(runtime): own local movement and outbound cadence 2026-07-26 12:33:53 +02:00
RuntimeHostileTargetQuery.cs feat(headless): complete deterministic bot command parity 2026-07-27 08:23:36 +02:00
RuntimeInteractionTransactionState.cs refactor(runtime): own interaction transactions 2026-07-26 11:13:09 +02:00
RuntimeInventoryState.cs refactor(runtime): close canonical gameplay ownership 2026-07-26 09:48:51 +02:00
RuntimeLocalPlayerFirstEntryState.cs feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8) 2026-08-02 18:10:33 +02:00
RuntimeLocalPlayerFrameController.cs feat(headless): complete deterministic bot command parity 2026-07-27 08:23:36 +02:00
RuntimeLocalPlayerIdentityState.cs refactor(runtime): compose canonical game runtime root 2026-07-26 18:51:17 +02:00
RuntimeLocalPlayerMovementState.cs feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8) 2026-08-02 18:10:33 +02:00
RuntimeLocalPlayerPhysicsPublicationState.cs fix(physics): keep remote placement and targeting in one world frame 2026-08-03 08:59:31 +02:00
RuntimeSpellCastState.cs refactor(runtime): own combat and magic intent 2026-07-26 11:56:40 +02:00