MP live-play wave: collision economy, missiles, radar transform, panel polarity, comm ticker
The interactive 2-node playtest wave -- every fix decomp-grounded and live-verified: COLLISION ECONOMY (the ram one-shot): StaticBounce mutates worldLinearVelocity per contact and ProcessCollisionList walks EVERY touched solid per frame; with 2007 terrain-as-solids the reflections compounded x4-x40 within one frame and a walking bump one-shot a pristine mech for 112,375 pts (62-pt authentic economy). Fix: frameEntryWorldVelocity restore per contact (damage always priced at the real approach speed -- all the binary's physics ever saw); Mech::Reset zeroes the mover motion (respawn = teleport); [collide-tx]/[mp-hdlr] telemetry. Gotcha #16 (engine-facility drift class). MISSILES: peer-visible salvos (the launcher record extension carries a salvo counter + aim point; ForceUpdate actually enqueues it -- the dirty flag alone never serialized), the authentic arc (authored MuzzleVelocity vector + the Seeker's 200m/0.1/300 loft + gain-4 steering, decoded from @004beae4/@004bef78), world-impact bursts (rounds detonate on cave geometry instead of phasing through), contact-only damage (flight-cap expiry = fizzle, no more teleport damage), live re-lead, and ballistic (unguided) shells for autocannons. projweap's stale BTPushProjectile extern (the /FORCE signature trap, gotcha #6 corollary) crashed the Avatar's first AFC100 shot -- fixed + sweep rule recorded. RADAR: two transcription bugs made the scope permanently empty -- FUN_0040b244 is the affine INVERSE (not a copy) and FUN_0040adec writes ONLY the 3x3 rotation (never the translation); worldToView now Invert(view) built rotation-first. CulturalIcons sorted out of the moving grid (the phantom red pips were map props), visible-radius culls on all three draw passes, live pip verified at |delta| x ppm px. Gotcha #17 (verify the FUN_ body, not its call shape). WEAPON PANELS (the frozen-dial hunt): the binary's *(subsystem+0x40) means FAILED -- the recon's 'operating' name was backwards, inverting the destroyed-X lamps, the panel look, the children enable and the ready-lamp gate (which had NEVER executed). Polarity chain corrected end-to-end (failedState, fed by real damage saturation). Root cause of the freezes: MFD page-mode gating -- the dev composite shows ALL pages at once, so off-page dials legitimately stopped; under BT_DEV_GAUGES the 15 page-plane bits stay active (the exclusive secondary trio untouched). The SEH gauge guard now names its kills; repaint-heal resets the incremental arc after panel repaints; [panel]/[arc] probes added. COMM/SCORE: MessageBoard LIVE (the engine already shipped the whole Player__StatusMessage queue; wired the binary's one producer -- the kill branch, victim's name, 6s -- plus the consumer bridge and a lazy source bind); MP DEATHS counted via the observed-death tally (each node scores every pilot from locally observed events, the same model as the KILLS credit) and the -2/-1 engine seed clamped for display. DEV UX: node-tagged window titles (-net port), gauge panel reworked (1320x480, true 4:3 MFD cells, the portrait secondary UNROTATED upright, linear filtering, BT_GAUGE_SCALE), fixed close spawns via BT_SPAWN_XZ, Boreas flies an Avatar (first second-chassis live outing). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
parent
dd27238ceb
commit
bb795e2805
@@ -3628,15 +3628,24 @@ void
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// Radar contacts are the DYNAMIC vehicles (mechs), not the props/terrain/
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// projectiles that AllEntityIterator would flood the grid with -- iterate the
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// dynamic masters (the local + AI/dummy vehicles) plus the dynamic replicants
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// (peer vehicles in multiplayer). Static beacons/props (a separate
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// classification) are left for a follow-up.
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// (peer vehicles in multiplayer).
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// CLASSIFICATION (the phantom-red-pip fix, 2026-07-12): the dynamic
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// iterators ALSO surface non-Mover world entities (the map's CulturalIcon
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// props, class 0x5E, register dynamic on this port) -- unsorted, they drew
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// through the radar's MOVING loop as RED contacts ("multiple pips with one
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// player"). Sort by Mover derivation: vehicles into the moving grid (red
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// pips), everything else into the static grid (the dim silhouette layer
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// DrawStatic draws) -- the follow-up the old note deferred.
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{
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HostManager::DynamicMasterEntityIterator master_iterator(host_manager);
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master_iterator.First();
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Entity *entity;
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while ((entity = master_iterator.ReadAndNext()) != NULL)
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{
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movingEntities.Add(entity);
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if (entity->IsDerivedFrom(*Mover::GetClassDerivations()))
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movingEntities.Add(entity);
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else
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staticEntities.Add(entity);
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}
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}
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{
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@@ -3645,7 +3654,10 @@ void
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Entity *entity;
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while ((entity = replicant_iterator.ReadAndNext()) != NULL)
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{
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movingEntities.Add(entity);
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if (entity->IsDerivedFrom(*Mover::GetClassDerivations()))
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movingEntities.Add(entity);
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else
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staticEntities.Add(entity);
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}
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}
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Check_Fpu();
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@@ -3665,6 +3677,22 @@ void
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Check(application->GetModeManager());
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ModeMask
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current_mode_mask = application->GetModeManager()->GetModeMask();
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// DEV-COMPOSITE (2026-07-12, the frozen-dial fix): page-gated gauges (mode
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// = their MFD page bit) freeze when their page isn't mode-active -- on the
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// pod you FLIP pages, but the dev window shows every page surface at once,
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// so six of seven weapon dials sat frozen on screen (user-hit; the arcs
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// executed exactly 8 times at startup then never again). Under
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// BT_DEV_GAUGES force the 15 MFD page-plane bits (BTL4 mode bits 0..14 =
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// MFD1/2/3 Quad+Eng1-4) active so every visible page runs. The secondary
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// trio (bits 18-20) stays authentic -- those views SHARE pixels and are
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// exclusive by design.
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{
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static int s_devAllPages = -1;
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if (s_devAllPages < 0)
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s_devAllPages = (getenv("BT_DEV_GAUGES") != NULL) ? 1 : 0;
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if (s_devAllPages)
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current_mode_mask |= (ModeMask)0x7FFF;
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}
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ModeMask
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previous_mode_mask = application->GetModeManager()->GetPreviousModeMask();
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ModeMask
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