Files
TeslaRel410/dpl3-revive/patha
CydandClaude Fable 5 d88d9212c0 Aim pipeline: all-LODs raycast, always-answer picks, own-mech exclusion
The stale-aim saga, root-caused live with the operator:

- The device raycast walked only lod[0] of each object; BT content is
  authored ADDITIVE_LODS (arena wall = posts lod + panel lod), so the
  aim ray flew BETWEEN the skeleton pieces of whatever was targeted --
  94% miss rate (pick stats now log this).
- Misses fell back to a plain frame ack carrying no sect data, so the
  game kept a seconds-old target: "aim updates every few seconds",
  stationary shots stale. The pick is now answered EVERY armed frame;
  a miss is a valid all-zero reply that clears targetEntity (aiming at
  open sky un-targets -- authentic misfire, not stale fire).
- Raycast walks ALL lod children; own-articulation exclusion via the
  CAM backchannel 7th field (vehicle root DCS) stops mid-volley picks
  of the player's own muzzle flash / arms.

Renderer: same ADDITIVE_LODS fix -- when every LOD switch window is
the degenerate (0,1e9) fallback, draw the union of all lods. The
arena wall ring (user-confirmed live) went from floating post slivers
to the full textured wall. Bridge reports its wire backlog.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 14:33:50 -05:00
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