EIREXE
7beb22cdfe
Fix some bugs and all that shit
CI / build-and-test (pull_request) Failing after 8m25s
CI / production-build (pull_request) Failing after 9m3s
2026-10-04 11:24:01 +02:00
EIREXE
6c0d266daf
Add live hitbox viewer
2026-10-03 13:16:23 +02:00
EIREXE
02d444f749
Implement invulnerability/intangibility and sakurai angle ( #78 )
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CI / build-and-test (push) Successful in 1m22s
CI / production-build (push) Successful in 11m48s
Reviewed-on: #78
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-10-03 10:47:00 +00:00
EIREXE
aca3886113
Rework input buffer to match HDR closer ( #79 )
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CI / build-and-test (push) Successful in 1m24s
CI / production-build (push) Successful in 11m47s
## Summary
- Preserve distinct same-action bindings in rollback input frames.
- Add independent command lifetimes with tap and state-scoped hold buffering.
- Detect second shield bindings and consume shield commands for air dodge.
- Fix duplicate keyboard mappings being overwritten.
Reviewed-on: #79
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-10-03 09:20:56 +00:00
EIREXE
adf83ba03f
Fix match state remaining mutable after and of match and implement initial work on aerials ( #77 )
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CI / build-and-test (push) Successful in 2m7s
CI / production-build (push) Successful in 11m36s
Reviewed-on: #77
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-29 12:40:14 +00:00
EIREXE
3af36c4bc8
Add pulsing effect when invulnerable/intangible, make airdodge make the player intangible. ( #75 )
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CI / build-and-test (push) Successful in 2m3s
CI / production-build (push) Successful in 15m42s
Reviewed-on: #75
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-28 15:44:50 +00:00
EIREXE
ccf2657d29
Fix various minor issues ( #74 )
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CI / production-build (push) Canceled after 0s
CI / build-and-test (push) Canceled after 29s
Reviewed-on: #74
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-28 15:08:39 +00:00
EIREXE
e02dff58e5
Fix bone resampling breaking hitbox interpolation ( #73 )
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CI / build-and-test (push) Successful in 1m57s
CI / production-build (push) Successful in 11m37s
Reviewed-on: #73
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-27 15:52:42 +00:00
EIREXE
6f1d8a7706
Add the ability to respawn and improve controller port mapping ( #72 )
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CI / build-and-test (push) Successful in 2m2s
CI / production-build (push) Successful in 12m18s
Reviewed-on: #72
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-27 11:54:08 +00:00
EIREXE
0d1b98d406
Implement filled gizmos ( #70 )
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CI / production-build (push) Canceled after 0s
CI / build-and-test (push) Canceled after 1m57s
Reviewed-on: #70
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-26 17:55:35 +00:00
EIREXE
94e292026e
Fix fighter visuals after landing snap ( #67 )
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CI / build-and-test (push) Successful in 1m47s
CI / production-build (push) Successful in 11m8s
## 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 >
2026-09-26 15:54:25 +00:00
EIREXE
a58b5eeec7
Allow airborne fighters to pass through platforms while holding down ( #65 )
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CI / build-and-test (push) Successful in 1m50s
CI / production-build (push) Canceled after 18s
## Summary
- Ignore soft-platform collision while an airborne fighter holds down.
- Preserve existing momentum and collision with solid floors.
- Add regression coverage for soft and solid platform behavior.
Reviewed-on: #65
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-26 12:07:38 +00:00
EIREXE
615872f29c
Implement being able to drop through soft platforms ( #64 )
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CI / build-and-test (push) Successful in 1m47s
CI / production-build (push) Successful in 10m53s
Reviewed-on: #64
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-26 10:38:51 +00:00
EIREXE
66a817cd05
Add mechanism to ignore platforms ( #63 )
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CI / build-and-test (push) Successful in 1m30s
CI / production-build (push) Successful in 10m48s
Reviewed-on: #63
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-25 21:43:49 +00:00
EIREXE
946bbc4cbd
Implement crouching ( #62 )
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CI / build-and-test (push) Successful in 1m29s
CI / production-build (push) Successful in 10m48s
Reviewed-on: #62
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-25 18:14:09 +00:00
EIREXE
84e731fbc8
Fix various runtime shenanigans
CI / build-and-test (pull_request) Successful in 1m32s
CI / production-build (pull_request) Successful in 10m22s
2026-09-25 16:29:11 +02:00
EIREXE
65727ed04f
Remove gizmo shenanigans
2026-09-25 16:00:21 +02:00
EIREXE
0cb81ec2e9
Add shifting ECB based on bone positions (melee-like)
CI / build-and-test (pull_request) Successful in 1m33s
CI / production-build (pull_request) Successful in 10m48s
2026-09-25 15:45:55 +02:00
EIREXE
d521461625
Add authoritative fighter surface state ( #60 )
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CI / build-and-test (push) Successful in 1m28s
CI / production-build (push) Successful in 11m59s
## Summary
- add a rollback-tracked `FighterSurfaceState` as the single source of truth for stage contact
- move active stage line ownership out of individual grounded fighter states
- update landing, airborne motion, ledge departure, hit reactions, and debug save states to maintain surface contact
- add tests for contact lifecycle, connected-segment traversal, and ledge departure
Reviewed-on: #60
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-25 10:45:27 +00:00
EIREXE
1ba29b817b
Implement .blend asset processor ( #56 )
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CI / build-and-test (push) Successful in 1m51s
CI / production-build (push) Successful in 12m11s
Reviewed-on: #56
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-24 10:47:19 +00:00
EIREXE
85236c4e0f
Optimize rollback hot paths ( #53 )
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CI / build-and-test (push) Successful in 1m16s
CI / production-build (push) Successful in 9m36s
## Summary
Fixes #20 .
- Reuse fighter animation scratch and output buffers across rollback frames.
- Select air-collision hits in one pass without candidate allocations or sorting.
- Index contiguous replay input frames directly and binary-search checksums.
- Add regression tests for buffer reuse and replay lookup/validation.
Reviewed-on: #53
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-20 12:41:13 +00:00
EIREXE
0dc5d0392d
Add production build pipeline ( #46 )
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CI / build-and-test (push) Successful in 1m8s
CI / production-build (push) Successful in 4m39s
## Summary
- split development dynamic linking from production builds
- add headless processed-asset generation
- add a separate production CI cache and static Bevy/Rust linkage verification
- keep custom debug features enabled for production builds behind a feature gate
Reviewed-on: #46
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-19 17:04:18 +00:00
EIREXE
804e5e37e0
Implement damage UI, damage and stale moves. ( #45 )
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CI / build-and-test (push) Successful in 1m30s
Reviewed-on: #45
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-19 15:40:44 +00:00
EIREXE
7269a1cb49
Implement fast falling ( #44 )
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CI / build-and-test (push) Successful in 1m17s
Reviewed-on: #44
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-18 22:23:03 +00:00
EIREXE
9f51207f48
Implement directional influence ( #43 )
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CI / build-and-test (push) Successful in 1m9s
Reviewed-on: #43
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-18 20:43:41 +00:00
EIREXE
2b5af49e15
Implement hitstop shake ( #42 )
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CI / build-and-test (push) Successful in 1m22s
Reviewed-on: #42
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-18 11:56:53 +00:00
EIREXE
b9f1a52bbc
Specify ground to air transitions and thresholds ( #41 )
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CI / build-and-test (push) Successful in 1m10s
Reviewed-on: #41
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-17 17:57:57 +00:00
EIREXE
0454ca9e8a
Split baked animation modules ( #38 )
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CI / build-and-test (push) Successful in 1m15s
Fixes #19
Splits the baked animation implementation into focused fixed-transform, runtime, visual-binding, and asset-baking modules behind the existing public facade. Preserves public APIs, serialized field order, TypePath, plugin registration, schedules, and runtime behavior.
Reviewed-on: #38
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-17 14:03:09 +00:00
EIREXE
ff78847512
Fix run direction not being taken into account when accelerating ( Fixes #11 ) ( #35 )
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CI / build-and-test (push) Successful in 10m58s
Reviewed-on: #35
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-16 19:17:40 +00:00
EIREXE
ae8f7b5850
Deduplicate fighter state lifecycle policies ( #36 )
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CI / build-and-test (push) Failing after 10m51s
Fixes #22
Extracts shared grounded collision/friction and airborne movement/landing policies while preserving state-specific behavior. Running fighters now pass `can_walk_off = true` so they can run off platform edges. Includes grounded and airborne hitstun call sites.
Reviewed-on: #36
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-16 18:30:53 +00:00
EIREXE
43ee6d8153
Make combat reaction state rollback-safe ( #34 )
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CI / build-and-test (push) Successful in 13m10s
## Summary
- replace the per-fighter received-attack inbox with a typed rollback-registered pending-hit resource
- split combat reaction resolution into its own attack module
- remap entity references during rollback and include pending hits in debug save states
Fixes #21
Reviewed-on: #34
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-16 17:50:40 +00:00
EIREXE
352c6fcb6c
Stop using manual hashing for dash state ( #31 )
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CI / build-and-test (push) Successful in 11m2s
Reviewed-on: #31
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-15 20:21:28 +00:00
EIREXE
b8b65e60e9
Spread state context architecture ( Fixes #18 ) ( #30 )
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CI / build-and-test (push) Canceled after 0s
Reviewed-on: #30
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-15 17:59:03 +00:00
EIREXE
504f63be54
Add support for split .gltf and .bin files ( #3 )
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CI / build-and-test (push) Canceled after 15s
Reviewed-on: #3
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-14 13:19:29 +00:00
EIREXE
30477254e5
Add build and test CI ( #1 )
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CI / build-and-test (push) Successful in 11m30s
Reviewed-on: #1
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-14 12:02:24 +00:00
eirexe-test
4570860d64
Implement hitstun and knockback.
2026-09-13 23:01:25 +02:00
eirexe-test
811578af2f
Make dashback configurable, fix movement bugs, add double jump forward and back.
2026-09-13 01:00:15 +02:00
eirexe-test
531ecc1aec
Moar fixes and optimizations
2026-09-12 17:10:20 +02:00
eirexe-test
df18ffa1a7
Fix all warnings
2026-09-12 17:01:15 +02:00
eirexe-test
50f0371b54
Improve hitbox determinisim and performance.
2026-09-12 16:48:16 +02:00
eirexe-test
6e01147125
Some other bullshit
2026-09-12 14:55:40 +02:00
eirexe-test
f3701bd8b0
Formatting
2026-09-11 22:01:03 +02:00
eirexe-test
1be4b470c6
More CSS work
2026-09-11 19:03:05 +02:00
eirexe-test
3dbda96d31
Initial work on menus
2026-09-10 23:26:17 +02:00
eirexe-test
71820a25dd
initial work on hitbox and hurtbox collisions
2026-09-08 11:49:58 +02:00
eirexe-test
7c7f9a2762
Fix various minor issues
2026-09-03 18:50:38 +02:00
eirexe-test
31cc9cfa15
Add affine transformations for capsules.
2026-09-03 16:40:41 +02:00
eirexe-test
06d221936b
Hurtbox & changing game speed
2026-09-02 18:07:00 +02:00
eirexe-test
b2da4a737d
Make the baked animation system drive the character animations
2026-09-01 21:07:53 +02:00
eirexe-test
89eeb6a868
Initial work on attack and hitbox interpolation
2026-09-01 19:41:41 +02:00