Fix fighter visuals after landing snap (#67)
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## Summary

- Mark landing position corrections as presentation discontinuities.
- Render and frame fighters from the current position for the snap frame.
- Keep previous translation history unchanged for gameplay collision and attack logic.

Reviewed-on: #67
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #67.
This commit is contained in:
2026-09-26 15:54:25 +00:00
committed by EIREXE
parent 62aa598324
commit 94e292026e
6 changed files with 69 additions and 8 deletions
+4
View File
@@ -376,6 +376,7 @@ mod tests {
right: FGVec2::lit("0.5", "0.0"),
};
let previous_ecb = FighterPreviousECB::from(ecb);
let mut presentation_snap = crate::fighter::FighterPresentationSnap::default();
let mut context = CollisionContext {
translation: &mut translation,
prev_translation: &previous_translation,
@@ -386,6 +387,7 @@ mod tests {
prev_ecb: &previous_ecb,
stage_collision: &stage_collision,
leave_ground_ecb_lock_duration: 10,
presentation_snap: &mut presentation_snap,
downward_stick_threshold: FGi32::ONE,
};
@@ -429,6 +431,7 @@ mod tests {
right: FGVec2::lit("0.5", "0.0"),
};
let previous_ecb = FighterPreviousECB::from(ecb);
let mut presentation_snap = crate::fighter::FighterPresentationSnap::default();
let mut context = CollisionContext {
translation: &mut translation,
prev_translation: &previous_translation,
@@ -439,6 +442,7 @@ mod tests {
prev_ecb: &previous_ecb,
stage_collision: &stage_collision,
leave_ground_ecb_lock_duration: 10,
presentation_snap: &mut presentation_snap,
downward_stick_threshold: FGi32::ONE,
};