The aim/pick ray was the active RENDER EYE's view direction, which made a
mech unable to aim at a distant enemy:
(a) it inherited the mech BODY pitch -- on a slope the body tilts ~8 deg to
conform to terrain, so the boresight pointed that far DOWN and the pick
ray hit the ground ~50-100m short of the target (groundPicks, never
mechPicks); and
(b) in CHASE view (the default) it was the elevated behind-the-shoulder
camera, so the ray started over the mech's shoulder and flew high.
Fix (L4VIDRND DPLEyeRenderable::Execute, the BTSetAimCamera publish):
- LEVEL the boresight: drop the view-direction pitch and rebuild an upright
basis (world +Y up) -- the guns fire along the mech's gyro-stabilized
HORIZONTAL heading, not the terrain-pitched body. Reticle X still carries
the torso twist (BTTwistToReticleX); reticle Y any elevation.
- ANCHOR the ray origin at the mech's TORSO (myEntity->localToWorld
translation + ~5) instead of the render eye, so it is correct in BOTH the
chase (default) and cockpit views.
Verified end-to-end: solo, enemy 120m ahead, BOTH chase and cockpit view ->
[target] "MECH under boresight ... mechPicks=59 groundPicks=0" -> beam ->
*** DESTROYED. Also proved PickRayHit resolves a REPLICANT when aimed at it
(hit=1 at 757m, 2-node run).
mech4: BT_GOTO="enemy" test aid now chases the nearest peer of ANY instance
(solo dummy OR replicant), not just replicants.
Still open (locomotion, not aim/MP): BT_GOTO/BT_AUTODRIVE stall short of the
enemy, so an AUTOMATED 2-node kill via the real beam isn't demonstrated yet
(the FORCE_DMG hook still is). A human can now aim correctly in the default
view. Solo un-regressed; build clean; KB validator clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>