acdream/src/AcDream.App
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
..
Audio feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
Input fix(phys): #106 gate-2 — bogus-indoor-claim recovery + spawn-ground entry hold 2026-06-09 23:47:11 +02:00
Net refactor(app): extract LiveSessionController for network-side session lifecycle (Step 2) 2026-05-17 16:15:57 +02:00
Plugins feat(core): add IGameState, IEvents, WorldEvents with replay-on-subscribe 2026-04-10 20:29:29 +02:00
Rendering fix(phys): #111 - snap the player ENTITY at login entry, parity with the teleport-arrival path 2026-06-10 14:28:29 +02:00
Streaming fix(render): quiesce dat readers before teardown — kill the shutdown AccessViolation 2026-06-09 21:27:22 +02:00
UI feat(retail): Commit B — retail-faithful AP cadence + screen-rect picker 2026-05-16 13:56:08 +02:00
AcDream.App.csproj feat(O-T7): drop WB project references; complete extraction 2026-05-21 17:17:33 +02:00
Program.cs refactor(app): extract typed RuntimeOptions for startup env vars (Step 1) 2026-05-17 09:16:55 +02:00
RuntimeOptions.cs chore(render): Phase A8.F — strip ACDREAM_A8_DIAG_* step-disable flags (keep PROBE_VIS) 2026-05-29 11:25:00 +02:00