acdream/src/AcDream.App
Erik bfb4b26dff fix(world): retire motion links at hidden transitions
Port CPhysicsObj::set_hidden's PartArray HandleEnterWorld boundary on both Hidden and UnHide. This strips linked recall/casting animations and aborts their pending completions before cell visibility changes, preventing spell-recall tails after portal travel without arrival resets or action classifiers.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
2026-07-16 07:39:34 +02:00
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Audio feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
Combat fix(gameplay): reconcile wield ownership and target facing 2026-07-15 08:19:23 +02:00
Diagnostics fix(pipeline): MP0 - profiler toggle-path hygiene + Max() seed (review follow-up) 2026-07-05 19:26:28 +02:00
Input fix(world): complete recall before teleport hide 2026-07-16 06:37:29 +02:00
Net refactor(app): extract LiveSessionController for network-side session lifecycle (Step 2) 2026-05-17 16:15:57 +02:00
Physics test(vfx): harden live missile and effect lifetimes 2026-07-14 15:47:00 +02:00
Plugins feat(ui): centralize retail selection state 2026-07-11 00:51:20 +02:00
Rendering fix(world): retire motion links at hidden transitions 2026-07-16 07:39:34 +02:00
Spells fix(spells): load complete retail DAT catalog 2026-07-15 21:17:13 +02:00
Streaming fix(world): remove non-retail portal exit fade 2026-07-15 23:20:52 +02:00
Studio fix(ui): restore radar, retail wield switching, and protection meshes 2026-07-14 20:52:45 +02:00
UI fix(spells): load complete retail DAT catalog 2026-07-15 21:17:13 +02:00
World fix(world): retire motion links at hidden transitions 2026-07-16 07:39:34 +02:00
AcDream.App.csproj fix(spells): load complete retail DAT catalog 2026-07-15 21:17:13 +02:00
Program.cs feat(ui): centralize retail selection state 2026-07-11 00:51:20 +02:00
RuntimeOptions.cs feat(ui): D.2b item interaction + retail cursors + live character sheet 2026-07-03 09:18:43 +02:00