Commit Graph
11 Commits
Author SHA1 Message Date
EIREXE f53e67d8ad Fix ledge transitions and root motion loops (#91)
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)
CI / build-and-test (push) Successful in 2m15s
CI / production-build (push) Successful in 12m24s
Reviewed-on: #90
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-12 20:58:27 +00:00
EIREXE a1595d841a Fix determinism being broken due to bone matrix shenanigans (#87)
CI / build-and-test (push) Successful in 5m27s
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)
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 7a9adbd6a4 Implement animation root motion deltas (#84)
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 04aceb05a9 Implement hitbox viewer (#81)
CI / build-and-test (push) Successful in 1m26s
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 e02dff58e5 Fix bone resampling breaking hitbox interpolation (#73)
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 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 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 85236c4e0f Optimize rollback hot paths (#53)
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 0454ca9e8a Split baked animation modules (#38)
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