acdream/src/AcDream.Core/Meshing
Erik ab6d96d113 feat(combat): port retail held weapon parenting
Select the default combat mode from ordered equipped objects so bows request missile stance. Parse CreateObject parent metadata and ParentEvent, then render held objects as separate children composed from setup holding locations and placement frames each animation tick.
2026-07-11 13:02:26 +02:00
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CellMesh.cs feat(net): Phase 6.6 — parse UpdateMotion (0xF74C) into MotionUpdated event 2026-04-11 20:33:26 +02:00
EntityHydrationRules.cs fix(#79/#93): mesh-empty hydration gate was dropping light-only fixtures 2026-07-09 11:11:16 +02:00
EquippedChildAttachment.cs feat(combat): port retail held weapon parenting 2026-07-11 13:02:26 +02:00
GfxObjBounds.cs #119: entity bounds from dat vertex data - works for every case, not just multi-part 2026-06-11 22:39:05 +02:00
GfxObjDegradeResolver.cs fix(render): hide editor-only placement markers in dungeons — port retail's degrade-to-nothing (#136) 2026-06-14 19:03:08 +02:00
GfxObjMesh.cs feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
GfxObjSubMesh.cs feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
MotionResolver.cs fix(core+app): Phase 6.8 — keep NPCs animated when post-spawn motion update is unmappable 2026-04-12 00:05:23 +02:00
SetupMesh.cs fix(core): ACME cross-check fixes — normals, placement, scenery 2026-04-12 22:52:08 +02:00
SetupPartTransforms.cs feat(vfx #C.1.5b): SetupPartTransforms helper for per-part anchor transforms 2026-05-11 23:54:33 +02:00
TranslucencyKind.cs feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00