Merge gravity-fog-precision-and-jitter
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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commit
49e8ea58e1
13 changed files with 129 additions and 22 deletions
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@ -1849,7 +1849,6 @@ public abstract class Entity
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var velocityBefore = Velocity;
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LimitClamp = float2(0, 0);
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var hullData = ItemManager.GetData(Hull) as HullData;
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// Mining Cut 3: a chunk target is lost the moment this entity can no longer see it -- the lost-track rule
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// through the chunk path. One check of the one slot per tick, not a detection loop over chunks.
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@ -1969,12 +1968,16 @@ public abstract class Entity
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Position = Parent.Position;
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Velocity = Parent.Velocity;
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}
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else Position.y = Zone.GetHeight(Position.xz) + hullData.GridOffset;
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else Position.y = RideHeight(Position.xz);
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Acceleration = delta > 0f ? (Velocity + LimitClamp - velocityBefore) / delta : float2(0, 0);
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Manoeuvre.Observe(Acceleration, delta, ItemManager.GameplaySettings.SolutionWindow);
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}
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// Where an unparented entity sits on the field at a planar point: the zone's height there plus the hull's grid offset.
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// The step puts the entity here at its own xz, and the presenter at its drawn xz (DrawAhead).
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public float RideHeight(float2 planar) => Zone.GetHeight(planar) + (ItemManager.GetData(Hull) as HullData).GridOffset;
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private void UpdateTemperature(float delta)
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{
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var hullData = ItemManager.GetData(Hull) as HullData;
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