acdream/src
Erik b609b5ea6e feat(net): handle 0xF74E VectorUpdate so remote players' jumps render
Remote-player jumps were silently dropped — we never parsed the
VectorUpdate broadcast that carries the jump launch velocity, so
the remote body's Z velocity stayed at 0 and the jump animation
showed without any vertical motion.

ACE Player.cs:954 enqueues GameMessageVectorUpdate (opcode 0xF74E)
on every jump in addition to the bracketing UpdateMotion. Wire
layout (GameMessageVectorUpdate.cs):

  u32 opcode (= 0xF74E)
  u32 objectGuid
  3xf32 velocity (world-space, post-rotation)
  3xf32 omega
  u16 instanceSequence
  u16 vectorSequence

This commit:

1. Adds VectorUpdate.TryParse + VectorUpdated session event.
2. WorldSession.ProcessDatagram dispatches 0xF74E.
3. GameWindow subscribes via OnLiveVectorUpdated:
   - Sets remote PhysicsBody.Velocity from the wire vector.
   - When velocity.Z > 0.5 m/s, marks the remote as Airborne,
     clears Contact + OnWalkable bits, and enables the Gravity
     state flag — so calc_acceleration returns (0, 0, -9.8) and
     UpdatePhysicsInternal produces a parabolic arc.
4. The per-tick remote update (TickAnimations remote-physics
   block) now SKIPS the "force OnWalkable + apply_current_movement"
   step when Airborne. Otherwise that path stomps the +Z velocity
   each frame — same shape as the bug the local jump hit before
   K-fix7.
5. ResolveWithTransition for remotes now passes
   isOnGround: !rm.Airborne. Mirrors K-fix7's local-player gate —
   airborne resolves must NOT pre-seed the ContactPlane,
   otherwise AdjustOffset's snap-to-plane branch zeroes the
   upward offset.
6. UpdatePosition handler clears the airborne flag and restores
   ground-contact bits, so the server's authoritative re-grounding
   ends the arc cleanly at the new ground location.

ACDREAM_DUMP_MOTION=1 logs each VectorUpdate as
"VU guid=0x... vel=(...) airborne=...".

Tests stay 1222 green. Live verification pending — watch a remote
character jump.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 17:38:32 +02:00
..
AcDream.App feat(net): handle 0xF74E VectorUpdate so remote players' jumps render 2026-04-26 17:38:32 +02:00
AcDream.Cli feat(vfx): Phase E.3 particle system + hook wiring + registry 2026-04-18 16:48:17 +02:00
AcDream.Core fix(physics): jump arc was zero — stop pre-seeding ContactPlane while airborne 2026-04-26 17:17:13 +02:00
AcDream.Core.Net feat(net): handle 0xF74E VectorUpdate so remote players' jumps render 2026-04-26 17:38:32 +02:00
AcDream.Plugin.Abstractions feat(core): add IGameState, IEvents, WorldEvents with replay-on-subscribe 2026-04-10 20:29:29 +02:00
AcDream.Plugins.Smoke feat(app): wire IGameState+IEvents into Program and SmokePlugin 2026-04-10 20:31:50 +02:00
AcDream.UI.Abstractions fix(ui): Phase K live-test fixes pt4 — collision wires default OFF, refresh DebugPanel cheat-sheet 2026-04-26 14:53:16 +02:00
AcDream.UI.ImGui feat(ui): #25 Phase K.3 — Settings panel + click-to-rebind + Phase K shipped 2026-04-26 09:44:56 +02:00