EIREXE
74be2ca00e
Fix unit tests (part 2)
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2026-10-13 13:52:52 +02:00
EIREXE
ea2756201e
Rename semantics, fix save states and fix regrab count not being reset on respawn.
CI / production-build (pull_request) Successful in 11m16s
CI / build-and-test (pull_request) Failing after 1m44s
2026-10-13 12:24:44 +02:00
EIREXE
2af462dedd
Fix unit tests not passing
2026-10-13 12:19:56 +02:00
EIREXE
7819b95bc6
Add ledge getup, ledge intangibility limit & fix walk-off velocity
CI / build-and-test (pull_request) Failing after 1m50s
CI / production-build (pull_request) Canceled after 9m14s
2026-10-13 12:14:12 +02:00
EIREXE
4fe1b24b1a
Fix fighter material not removing the original material. ( #92 )
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Reviewed-on: #92
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-10-13 08:24:45 +00:00
EIREXE
f53e67d8ad
Fix ledge transitions and root motion loops ( #91 )
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CI / production-build (push) Successful in 12m8s
CI / build-and-test (push) Successful in 1m39s
## Summary
- resolve each ledge action to the walkable segment on the stage-interior side
- preserve repeating root-motion displacement across every animation cycle
- add regression coverage for left/right ledge segments and multiple root-motion wraps
- Implement ledge intangibility
Reviewed-on: #91
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-10-12 21:38:23 +00:00
EIREXE
9b974d0dd6
Initial work on ledge & improved baking of root motion. ( #90 )
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Reviewed-on: #90
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-10-12 20:58:27 +00:00
EIREXE
0642a9234b
Fix one frame visual transform delay ( #89 )
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Reviewed-on: #89
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-10-12 20:21:11 +00:00
EIREXE
97f2fe7065
Implement up smash, dacus and further improve input system. ( #88 )
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CI / production-build (push) Successful in 13m1s
Reviewed-on: #88
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-10-09 09:15:18 +00:00
EIREXE
a1595d841a
Fix determinism being broken due to bone matrix shenanigans ( #87 )
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CI / production-build (push) Successful in 22m11s
Reviewed-on: #87
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-10-07 19:31:01 +00:00
EIREXE
3dfe2fa000
Optimize rollback sync-test performance ( #86 )
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CI / build-and-test (push) Successful in 2m11s
CI / production-build (push) Successful in 11m44s
## Summary
- remove immutable stage geometry and derived animation/collision data from rollback snapshots
- avoid a duplicate full skeletal hierarchy traversal during root-motion sampling
- cache root-motion cycle deltas per animation clip
- optimize the game crate in development builds
- make Tracy profiling opt-in via the `tracy` feature
Reviewed-on: #86
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-10-07 15:50:45 +00:00
EIREXE
259dada54f
Implement grounded fighter pushing ( #85 )
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CI / production-build (push) Successful in 11m7s
Reviewed-on: #85
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-10-07 07:29:02 +00:00
EIREXE
7a9adbd6a4
Implement animation root motion deltas ( #84 )
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CI / build-and-test (push) Successful in 1m33s
CI / production-build (push) Successful in 12m5s
Implements root motion and adds a dash attack.
Reviewed-on: #84
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-10-05 20:04:35 +00:00
EIREXE
5c277a00f0
Implement tap jump and clean some fluff ( #83 )
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CI / production-build (push) Successful in 11m45s
Reviewed-on: #83
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-10-05 15:01:31 +00:00
EIREXE
d2d649b059
Attack system revamp ( #82 )
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- Add crouch cancelling
- Add IASA for aerial attacks
- Add scaffolding for autocancel
- Add hitbox group system
- Add new ergonomic features for attack scripting
- Add more information to the hitbox viewer
- Improve the looks of debug capsules
Reviewed-on: #82
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-10-04 18:57:29 +00:00
EIREXE
04aceb05a9
Implement hitbox viewer ( #81 )
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CI / production-build (push) Successful in 12m55s
Reviewed-on: #81
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-10-04 11:32:28 +00:00
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 / 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
47f7ae1e69
Disable GameCube adapter on Windows ( #80 )
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## Summary
- add a feature flag for the GameCube adapter driver
- keep the driver enabled by default on supported platforms
- exclude the adapter dependency and polling systems on Windows
Reviewed-on: #80
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-10-02 11:19:01 +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 / 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
88ad9ed951
Implement post-match screen and match finishing. ( #76 )
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CI / build-and-test (push) Failing after 2m8s
CI / production-build (push) Successful in 11m40s
Reviewed-on: #76
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-28 18:29:01 +00:00
EIREXE
3af36c4bc8
Add pulsing effect when invulnerable/intangible, make airdodge make the player intangible. ( #75 )
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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 / 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 / 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
bb238d2cbc
Add spawn points ( #71 )
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CI / production-build (push) Successful in 11m33s
Reviewed-on: #71
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-27 10:06:55 +00:00
EIREXE
ce00af0809
Add the ability to debug draw blastzones & update blastzone formatting ( #69 )
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CI / production-build (push) Successful in 11m22s
Reviewed-on: #69
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-26 18:05:10 +00:00
EIREXE
0d1b98d406
Implement filled gizmos ( #70 )
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Reviewed-on: #70
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-26 17:55:35 +00:00
EIREXE
90412fa80d
Add the ability to pause singleplayer matches ( #68 )
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CI / build-and-test (push) Successful in 1m54s
CI / production-build (push) Successful in 11m11s
Reviewed-on: #68
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-26 16:25:36 +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
62aa598324
Make triggers be bound to airdodge on non-gamecube controllers ( #66 )
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CI / production-build (push) Successful in 11m10s
Reviewed-on: #66
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-26 13:07:11 +00:00
EIREXE
a58b5eeec7
Allow airborne fighters to pass through platforms while holding down ( #65 )
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## 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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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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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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Reviewed-on: #62
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-25 18:14:09 +00:00
EIREXE
b56b7b0421
Merge pull request 'Add shifting ECB based on bone positions (melee-like)' ( #61 ) from ecb into master
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Reviewed-on: #61
2026-09-25 14:42:54 +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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## 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
3daf8f2e21
Fix GameCube poll thread shutdown and error backoff ( #55 )
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CI / build-and-test (push) Successful in 1m42s
CI / production-build (push) Successful in 10m57s
## Summary
- signal GameCube poll thread shutdown unconditionally when the snapshot is dropped
- retain and join the poll thread during resource cleanup
- add bounded, shutdown-aware backoff for recoverable parse and short-read errors
- add unit coverage for backoff capping and shutdown-aware waits
Fixes #25
Reviewed-on: #55
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-25 08:04:35 +00:00
EIREXE
aea1cf35ff
Merge pull request 'Fix debug UI not working at all' ( #59 ) from ui_fix into master
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Reviewed-on: #59
2026-09-24 20:56:45 +00:00
EIREXE
2e06cbb4b7
Fix debug UI not working at all
CI / build-and-test (pull_request) Successful in 1m30s
CI / production-build (pull_request) Successful in 10m51s
2026-09-24 22:29:34 +02:00
EIREXE
9a3a1383ff
Pin Blender for CI asset processing ( #58 )
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CI / production-build (push) Successful in 13m8s
CI / build-and-test (push) Successful in 1m31s
Reviewed-on: #58
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-24 14:45:37 +00:00
EIREXE
1ba29b817b
Implement .blend asset processor ( #56 )
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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
2874d496ee
Integrate lore CI ( #57 )
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CI / build-and-test (push) Canceled after 0s
CI / production-build (push) Canceled after 0s
Reviewed-on: #57
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-24 10:30:02 +00:00
EIREXE
f7bb8cc345
Remove UI multi cam setup ( #54 )
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CI / production-build (push) Successful in 9m38s
Reviewed-on: #54
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-20 17:34:11 +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
bcf1e114ef
Add script to debug fixed point numbers in lldb
CI / build-and-test (push) Successful in 1m33s
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2026-09-20 13:35:43 +02:00
EIREXE
15f07edaaf
Add stocks UI ( #52 )
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CI / build-and-test (push) Successful in 1m16s
CI / production-build (push) Successful in 9m38s
Reviewed-on: #52
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe >
2026-09-20 11:34:45 +00:00