T6 visual gate found three issues; probe pinned the roots. - StreamingController.DrainAndApply: the priority hunt + outbox drain were gated behind 'if (budget <= 0) return;' AFTER the deferred-buffer drain. During a dungeon-exit expand (~600 completions) the buffer is always >= budget, so the hunt never ran and the destination never priority-applied (APPLY stalled ~5s; dest built +265ms but applied +6s). Restructured: priority hunt runs FIRST and unconditionally. Indoor (single-LB collapse) was unaffected, which is why only outdoor exits broke. - Teleport timeout was a 600-FRAME count; the empty-world exit hold renders at ~1000fps so it fired in ~0.6s and force-placed into the skybox before the expand finished. Now wall-clock (10s) — worldReady wins the race. - Arrival facing: synced _playerController.Yaw to the server orientation via the exact inverse of YawToAcQuaternion (ExtractYawFromQuaternion has a 270deg offset vs our yaw). Previously only the render mesh got the rotation → camera/movement faced the stale pre-teleport direction. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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| .. | ||
| Audio | ||
| Input | ||
| Net | ||
| Plugins | ||
| Rendering | ||
| Streaming | ||
| UI | ||
| AcDream.App.csproj | ||
| Program.cs | ||
| RuntimeOptions.cs | ||