Commit Graph

5 Commits

Author SHA1 Message Date
Aaron Kimbrell
a269ce0cc7 fix: a simple physics construction keeps pending changes for the update
LWOSimplePhysicsComponent::Deserialize (0x00be4b00) reads the velocity
and the motion state each behind its own flag bit. DLU cleared both dirty
flags when it wrote a construction, which goes only to the client the
object came into range of, so the clients already watching it never got
a change that was waiting for the next update.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-10 14:26:46 -06:00
Aaron Kimbrell
6ac2faf55a fix: the scene lookup and the angular velocity handlers main added are defined after the merge
Zone::GetScene and SimplePhysicsComponent's Get/SetAngularVelocity handlers were declared and used but their
definitions were lost where the merge kept this branch's side of the file.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-10 11:37:31 -06:00
Aaron Kimbrell
b466c08ee2 Merge origin/main into experimental: behaviors, raw terrain scene lookups, property model fixes, player count
Main's model behaviors (every rotation, DoDamage, OnTimer, OnStartup, MoveBackToStart, moves along the model's
local axes), raw terrain reading with scene lookups and scene tools, property model and brick by brick fixes and the
chat server's player count fix, merged onto this branch's structures:

- game messages stay structs; the angular velocity messages join them and the handler sets a message's target
- strips own their speed again and the block names, moves and rotations stay in the shared action table
  (PropertyBehaviorActions, which the dashboard's behavior player reads; it now lists rotations too)
- the zone keeps reading its file through ZoneFile and takes the boundaries from it, then loads the raw terrain as main
  does; the old dNavigation terrain reader is gone
- the show all response stays a struct and logs a player count mismatch as main does
- the property management component tells models who sent a chat message

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-10 10:57:45 -06:00
Aaron Kimbrell
260e6cb1b1 refactor(entity): each component type has an allocator, as the client
DoObjectComponentLoad walks the client's load order and calls the type's
allocator from a table, like ObjectLoader2, instead of one 76-case switch.
Components with rules of their own have a static Allocator (the client's
LWOxComponent::Allocator); the rest share a registry allocator. The load
state moves to ObjectLoadState.h so the allocators can take it.

Construction bytes are identical for all 15,962 LOTs.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-02 08:11:58 -05:00
Aaron Kimbrell
9a464ac35f refactor(component): group the component files by the client's families
Physics/, Activity/ (activity, scripted activity, shooting gallery,
quickbuild, minigame control, racing control base, racing control, gate rush),
Vendor/, Character/ (what the client makes with a character, plus ghost,
minifig and mission), Sound/ and Property/; the rest stays where it was.
File moves only; DLU_COMPONENT_INCLUDE_DIRS gives every target the folders.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-01 15:37:45 -05:00