..
Motion
fix(physics): P5 commit 3 - retire TS-35, close #167 (ConstraintManager leash)
2026-07-30 12:12:29 +02:00
AceModernCommandCatalog.cs
feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance
2026-06-30 22:13:36 +02:00
AnimationCommandRouter.cs
fix(anim): Phase L.1b route motion commands
2026-04-28 10:46:22 +02:00
AnimationHookRouter.cs
feat(anim): Phase E.1 hook router + GameWindow wiring
2026-04-18 16:30:23 +02:00
AnimationSequencer.cs
fix(animation): harden presentation phase handoffs
2026-07-21 10:01:25 +02:00
BSPQuery.cs
fix(physics): restore retail path-6 collision response
2026-07-31 13:44:55 +02:00
BuildingPhysics.cs
T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED ( closes #99 )
2026-06-11 14:37:50 +02:00
CellArray.cs
feat(runtime): seal dormant SetPosition evaluations
2026-08-01 11:31:58 +02:00
CellDump.cs
feat(phys): A6.P3 #98 Step 2 — cell-dump probe + roundtrip test
2026-05-23 15:16:56 +02:00
CellSurface.cs
refactor(physics): remove parsed collision graphs
2026-07-25 18:21:19 +02:00
CellTransit.cs
feat(runtime): seal dormant SetPosition evaluations
2026-08-01 11:31:58 +02:00
CollisionExemption.cs
fix(physics): #137 Task 3 — port obstruction_ethereal verbatim; retire AD-7 shim
2026-06-24 19:20:02 +02:00
CollisionPrimitives.cs
feat(physics): Task 2 — true sphere collision primitive (CSphere::intersects_sphere)
2026-06-24 19:08:53 +02:00
CollisionShadowVerifier.cs
perf(physics): cut production traversal to flat assets
2026-07-25 17:00:04 +02:00
CollisionTraversal.cs
fix(physics): validate retail cell containment roots
2026-07-31 14:48:26 +02:00
CollisionWorldState.cs
wip(physics): collision O(changed) delta-commit (O1-O3) - ON HOLD, feel-test failed
2026-08-02 20:06:59 +02:00
EncumbranceSystem.cs
feat(physics): Campaign P P1 - stat-coupled movement (burden/stamina/vitae)
2026-07-30 08:18:06 +02:00
EntityCollisionFlags.cs
fix(physics): AP-71 - port check_entry_restrictions at the head of indoor FindEnvCollisions
2026-07-30 10:30:45 +02:00
FlatBspQuery.cs
fix(physics): restore retail path-6 collision response
2026-07-31 13:44:55 +02:00
FlatCollisionAssetBuilder.cs
feat(content): bake and read flat collision assets
2026-07-25 15:22:08 +02:00
FlatCollisionAssets.cs
perf(physics): cut production traversal to flat assets
2026-07-25 17:00:04 +02:00
GfxObjDump.cs
feat(phys): A6.P3 #98 — GfxObj dump infrastructure (ACDREAM_DUMP_GFXOBJS)
2026-05-23 20:24:26 +02:00
IAnimationHookSink.cs
feat( #188 ): fading-wall + sliding-door translucency; hold open past animation settle
2026-07-09 09:17:50 +02:00
IMotionCommandCatalog.cs
feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance
2026-06-30 22:13:36 +02:00
InterpolationManager.cs
feat(physics): port retail complete object frame pipeline
2026-07-20 09:10:31 +02:00
InterpretedMotionFunnel.cs
fix(R4-V5): moveto wedge - StopCompletely's missing animation dispatch orphaned pending_motions; + the P1 autonomous store family
2026-07-03 14:15:36 +02:00
LandDefs.cs
feat(physics #145 ): Slice 1 — Position/Frame types + LandDefs.GetBlockOffset (0x0043e630)
2026-06-21 10:30:20 +02:00
MotionCommandResolver.cs
feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance
2026-06-30 22:13:36 +02:00
MotionInterpreter.cs
fix #270 closeout: strip investigation probes; close the issue
2026-07-31 07:26:57 +02:00
MovementSystem.cs
fix #266 : retail run-rate 800 branch is exact-equality sentinel, not a cap
2026-07-30 19:22:41 +02:00
ObjectRangeMath.cs
fix(items): use retail cylinder range for loot windows
2026-07-17 20:32:34 +02:00
PhysicsBody.cs
feat(runtime): commit dormant SetPosition activation
2026-08-01 14:25:02 +02:00
PhysicsDataCache.cs
wip(physics): collision O(changed) delta-commit (O1-O3) - ON HOLD, feel-test failed
2026-08-02 20:06:59 +02:00
PhysicsDiagnostics.cs
fix #270 : fire ReportExhaustion on the stamina-exhaustion edge only, not every stats tick
2026-07-30 22:11:20 +02:00
PhysicsEngine.cs
wip(physics): collision O(changed) delta-commit (O1-O3) - ON HOLD, feel-test failed
2026-08-02 20:06:59 +02:00
PhysicsObjUpdate.cs
feat(runtime): commit dormant SetPosition activation
2026-08-01 14:25:02 +02:00
PhysicsResolveCapture.cs
test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation
2026-06-02 15:20:24 +02:00
PhysicsSetPosition.cs
feat(runtime): seal dormant SetPosition evaluations
2026-08-01 11:31:58 +02:00
PhysicsTimestampGate.cs
feat(runtime): own initial create residence transaction
2026-08-01 19:35:08 +02:00
PlayerWeenie.cs
fix #266 : retail run-rate 800 branch is exact-equality sentinel, not a cap
2026-07-30 19:22:41 +02:00
PortalInfo.cs
feat(physics): Phase 2 — wire CellBSP + Portals into CellPhysics
2026-05-19 16:52:20 +02:00
PortalPlane.cs
fix(core): Phase B.3 — add centroid + radius bounds to PortalPlane crossing test
2026-04-12 19:08:46 +02:00
Position.cs
refactor(physics #145 ): Slice 1 — rename Frame->CellFrame to avoid DatReaderWriter.Types.Frame collision
2026-06-21 10:34:36 +02:00
PositionFrameValidation.cs
feat(net): port retail physics spawn and event timestamps
2026-07-14 00:22:17 +02:00
ProjectilePhysicsStepper.cs
feat(physics): port retail complete object frame pipeline
2026-07-20 09:10:31 +02:00
RawMotionState.cs
feat(R3-W1): retail state completion — action FIFOs, MovementParameters, MotionNode, WeenieError renumber (closes J2, J16-codes)
2026-07-02 22:12:33 +02:00
RemoteMotionCombiner.cs
feat(physics): port retail complete object frame pipeline
2026-07-20 09:10:31 +02:00
RemoteWeenie.cs
fix(R4-V5): #160 remote run movetos in slow motion - remote interps had no weenie, so retail's run-rate chain never reached my_run_rate
2026-07-03 16:18:40 +02:00
ResolveResult.cs
refactor(runtime): own local movement and outbound cadence
2026-07-26 12:33:53 +02:00
Retail2013CommandCatalog.cs
feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance
2026-06-30 22:13:36 +02:00
RetailFrameMath.cs
feat(physics): port retail projectile integration
2026-07-14 11:43:11 +02:00
RetailObjectActivityGate.cs
feat(physics): port retail complete object frame pipeline
2026-07-20 09:10:31 +02:00
RetailObjectManagerTail.cs
feat(physics): port retail complete object frame pipeline
2026-07-20 09:10:31 +02:00
RetailObjectQuantumClock.cs
feat(physics): port retail complete object frame pipeline
2026-07-20 09:10:31 +02:00
RetailPhysicsStateTransition.cs
feat(vfx): port retail hidden and teleport presentation
2026-07-14 14:59:48 +02:00
ServerControlledLocomotion.cs
fix(combat): persist death and retarget on kill
2026-07-12 09:19:38 +02:00
ShadowEntrySnapshot.cs
perf(physics): pool collision cell snapshots
2026-07-23 06:12:34 +02:00
ShadowObjectRegistry.cs
wip(physics): collision O(changed) delta-commit (O1-O3) - ON HOLD, feel-test failed
2026-08-02 20:06:59 +02:00
ShadowShape.cs
feat(phys): add ShadowShape record (no callers yet)
2026-05-24 15:07:40 +02:00
ShadowShapeBuilder.cs
perf(physics): cut production traversal to flat assets
2026-07-25 17:00:04 +02:00
SpawnPlacementSettler.cs
feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8)
2026-08-02 18:10:33 +02:00
TerrainSurface.cs
fix(physics): AP-10 - restore retail's 0.1m dry-corner water sink-in; wire WATER_CONTACT_TS
2026-07-30 10:52:39 +02:00
TransitionScratchArena.cs
perf(physics): reuse reset-complete transition scratch
2026-07-25 14:37:02 +02:00
TransitionTypes.cs
feat(runtime): seal dormant SetPosition evaluations
2026-08-01 11:31:58 +02:00
WalkMissDiagnostic.cs
feat(physics): WalkMissDiagnostic aggregator for ISSUES #83 probe spike
2026-05-20 10:31:39 +02:00
WeenieError.cs
feat(core): adopt retail's full WeenieError code table
2026-07-29 07:33:27 +02:00