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>