acdream/src/AcDream.App/Physics
Erik f24532adf3 fix(vfx): bind effects after canonical placement
C3c created graphical effect, projectile, and static-animation sidecars before Runtime finished the entity's first SetPosition. One-shot F754/F755 packets could be discarded, projectiles could adopt a cell-less body, and animated statics could compete for body ownership. Keep effects behind an exact-incarnation presentation barrier, retry projectile/static binding on the committed visibility edge, and keep effect cells synchronized with canonical rebuckets. User verified spell, recall, arrow, projectile, portal, and static presentation; 90 focused App tests and the Release build pass.
2026-08-03 12:10:21 +02:00
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DeferredLiveEntityMotionRuntimeBindings.cs fix(physics): TS-46 - seed the sweep from the Setup's own sphere list 2026-07-30 09:05:44 +02:00
EntityPhysicsHostComposition.cs refactor(runtime): own per-session physics simulation 2026-07-26 13:39:57 +02:00
ILocalPlayerLandblockSource.cs refactor(streaming): extract the update frame 2026-07-22 01:01:04 +02:00
InboundInterpretedMotionFactory.cs fix(combat): apply server attack motions locally 2026-07-11 13:34:55 +02:00
LiveCollisionAssetPublisher.cs refactor(physics): remove parsed collision graphs 2026-07-25 18:21:19 +02:00
LiveEntityCollisionBuilder.cs refactor(physics): remove parsed collision graphs 2026-07-25 18:21:19 +02:00
LiveEntityDefaultPoseResolver.cs refactor(world): extract live projection mechanics 2026-07-21 16:17:03 +02:00
LiveEntityInboundAuthorityGate.cs fix(interaction): restore retail loot placement and world-drop projection 2026-07-27 00:03:15 +02:00
LiveEntityMotionRuntimeController.cs fix(interaction): restore distant use after runtime cutover 2026-08-03 09:36:53 +02:00
LiveEntityNetworkUpdateController.cs feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8) 2026-08-02 18:10:33 +02:00
LiveEntityOrdinaryPhysicsUpdater.cs fix(physics): TS-23 - plumb real PK/PKLite/Impenetrable mover flags 2026-07-30 09:52:55 +02:00
LiveEntityShadowPublisher.cs refactor(runtime): close simulation ownership 2026-07-26 15:53:31 +02:00
LiveEntityVectorRoute.cs refactor(world): extract live entity network updates 2026-07-21 19:11:49 +02:00
LocalForcePositionTransaction.cs refactor(world): extract live entity network updates 2026-07-21 19:11:49 +02:00
LocalPlayerShadowState.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
LocalPlayerShadowSynchronizer.cs refactor(runtime): extract local teleport and player mode 2026-07-22 02:50:15 +02:00
ProjectileController.cs fix(vfx): bind effects after canonical placement 2026-08-03 12:10:21 +02:00
RemoteInboundMotionDispatcher.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RemoteMovementObservationTracker.cs refactor(app): key live projections by runtime identity 2026-07-25 21:50:58 +02:00
RemotePhysicsUpdater.cs fix(physics): TS-23 - plumb real PK/PKLite/Impenetrable mover flags 2026-07-30 09:52:55 +02:00
RemoteServerControlledVelocityCycle.cs refactor(world): extract live entity network updates 2026-07-21 19:11:49 +02:00
RemoteShadowPlacementSynchronizer.cs refactor(update): cut over the frame orchestrator 2026-07-22 03:31:38 +02:00
RemoteTeleportController.cs fix(physics): TS-23 - plumb real PK/PKLite/Impenetrable mover flags 2026-07-30 09:52:55 +02:00
RemoteTeleportHook.cs feat(core): adopt retail's full WeenieError code table 2026-07-29 07:33:27 +02:00
RemoteTeleportPlacement.cs refactor(runtime): close simulation ownership 2026-07-26 15:53:31 +02:00