..
Motion
feat(vfx): port retail hidden and teleport presentation
2026-07-14 14:59:48 +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(runtime): align portal and movement presentation
2026-07-17 08:48:27 +02:00
BSPQuery.cs
fix #180 (root): retail adjust_to_plane - PathClipped stops now resolve to the contact point, not a step boundary
2026-07-06 17:20:46 +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(physics): Stage 1 — CellArray ordered/deduped cell collection (retail CELLARRAY)
2026-06-03 08:54:45 +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
fix(phys): #111 - ground the validated claim via PHYSICS walkable polygons, not the CellSurface triangle soup
2026-06-10 14:21:59 +02:00
CellTransit.cs
chore: strip world-load deep-dive diagnostic probes
2026-06-23 00:23:15 +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
EntityCollisionFlags.cs
feat(physics): port retail projectile integration
2026-07-14 11:43:11 +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(motion): L.3 M1 — fresh InterpolationManager port + retail spec
2026-05-05 14:56:42 +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(gameplay): reconcile wield ownership and target facing
2026-07-15 08:19:23 +02:00
PhysicsBody.cs
fix(portal): synchronize destination presentation state
2026-07-16 21:17:13 +02:00
PhysicsDataCache.cs
fix(physics): D8 — RemoveCellsForLandblock; cell transforms rebase per apply
2026-06-24 19:34:16 +02:00
PhysicsDiagnostics.cs
fix( #171 ): gate NPC UP hard-snaps while stuck — the sticky/snap tug-of-war (gate-1 residuals)
2026-07-05 09:34:25 +02:00
PhysicsEngine.cs
fix(portal): synchronize destination presentation state
2026-07-16 21:17:13 +02:00
PhysicsObjUpdate.cs
feat(vfx): port retail hidden and teleport presentation
2026-07-14 14:59:48 +02:00
PhysicsResolveCapture.cs
test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation
2026-06-02 15:20:24 +02:00
PhysicsTimestampGate.cs
feat(net): port retail physics spawn and event timestamps
2026-07-14 00:22:17 +02:00
PlayerWeenie.cs
feat(R3-W3): verbatim jump family — charge gates, jump_is_allowed chain, epsilon fixes; StandingLongJump misattribution retired (closes J5, J6, J7-interp-side, J16-epsilons)
2026-07-02 22:37:07 +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): integrate live projectile runtime
2026-07-14 12:51:42 +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
fix(runtime): align portal and movement presentation
2026-07-17 08:48:27 +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
feat(vfx): port retail hidden and teleport presentation
2026-07-14 14:59:48 +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
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
ShadowObjectRegistry.cs
fix(portal): synchronize destination presentation state
2026-07-16 21:17:13 +02:00
ShadowShape.cs
feat(phys): add ShadowShape record (no callers yet)
2026-05-24 15:07:40 +02:00
ShadowShapeBuilder.cs
fix( #185 ): landblock collision part-id uint32 overflow dropped stair steps
2026-07-08 10:07:50 +02:00
TerrainSurface.cs
perf(vfx): port retail particle visibility degradation
2026-07-17 15:27:36 +02:00
TransitionTypes.cs
feat(physics): port retail projectile integration
2026-07-14 11:43:11 +02:00
WalkMissDiagnostic.cs
feat(physics): WalkMissDiagnostic aggregator for ISSUES #83 probe spike
2026-05-20 10:31:39 +02:00