Merge gravity-fog-precision-and-jitter

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Meta Vens 2026-10-15 19:52:55 +02:00
commit 49e8ea58e1
13 changed files with 129 additions and 22 deletions

View file

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