Commit Graph

3 Commits

Author SHA1 Message Date
NotEvil
355e2936c9 Refactor V2 animation, furniture, and GLTF rendering
Broad consolidation of the V2 bondage-item, furniture-entity, and
client-side GLTF pipeline.

Parsing and rendering
  - Shared GLB parsing helpers consolidated into GlbParserUtils
    (accessor reads, weight normalization, joint-index clamping,
    coordinate-space conversion, animation parse, primitive loop).
  - Grow-on-demand Matrix4f[] scratch pool in GltfSkinningEngine and
    GltfLiveBoneReader — removes per-frame joint-matrix allocation
    from the render hot path.
  - emitVertex helper dedups three parallel loops in GltfMeshRenderer.
  - TintColorResolver.resolve has a zero-alloc path when the item
    declares no tint channels.
  - itemAnimCache bounded to 256 entries (access-order LRU) with
    atomic get-or-compute under the map's monitor.

Animation correctness
  - First-in-joint-order wins when body and torso both map to the
    same PlayerAnimator slot; duplicate writes log a single WARN.
  - Multi-item composites honor the FullX / FullHeadX opt-in that
    the single-item path already recognized.
  - Seat transforms converted to Minecraft model-def space so
    asymmetric furniture renders passengers at the correct offset.
  - GlbValidator: IBM count / type / presence, JOINTS_0 presence,
    animation channel target validation, multi-skin support.

Furniture correctness and anti-exploit
  - Seat assignment synced via SynchedEntityData (server is
    authoritative; eliminates client-server divergence on multi-seat).
  - Force-mount authorization requires same dimension and a free
    seat; cross-dimension distance checks rejected.
  - Reconnection on login checks for seat takeover before re-mount
    and force-loads the target chunk for cross-dimension cases.
  - tiedup_furniture_lockpick_ctx carries a session UUID nonce so
    stale context can't misroute a body-item lockpick.
  - tiedup_locked_furniture survives death without keepInventory
    (Forge 1.20.1 does not auto-copy persistent data on respawn).

Lifecycle and memory
  - EntityCleanupHandler fans EntityLeaveLevelEvent out to every
    per-entity state map on the client.
  - DogPoseRenderHandler re-keyed by UUID (stable across dimension
    change; entity int ids are recycled).
  - PetBedRenderHandler, PlayerArmHideEventHandler, and
    HeldItemHideHandler use receiveCanceled + sentinel sets so
    Pre-time mutations are restored even when a downstream handler
    cancels the render.

Tests
  - JUnit harness with 76+ tests across GlbParserUtils, GltfPoseConverter,
    FurnitureSeatGeometry, and FurnitureAuthPredicate.
2026-04-18 17:34:03 +02:00
NotEvil
371a138b71 fix(P1+P2): swarm review — UX fixes + V1 dead code cleanup
P1 — UX visible:
- Add 4 missing translations (leather_mittens, ball_gag_3d, taser, debug_wand)
- Fix earplugs resistance bucket: "blindfold" → "earplug"
- Split mixin config: core (require=1) + compat MCA (require=0)
- Bump PROTOCOL_VERSION from "1" to "2"
- Add debug_wand item model (no texture — debug only)
- Fix 3 display_name inconsistencies (chain, vine_seed, shock_collar_auto)

P2 — Dead code cleanup:
- Delete IHas3DModelConfig + Model3DConfig (zero imports)
- Remove MovementStyleResolver.resolveV1Fallback() + V1Fallback record + V1 constants
- Remove AnimationTickHandler V1 fallback block + buildAnimationId()
- Document PlayerEquipment.equipInRegion() bypass as intentional (force-equip paths)
2026-04-16 10:58:44 +02:00
NotEvil
f6466360b6 Clean repo for open source release
Remove build artifacts, dev tool configs, unused dependencies,
and third-party source dumps. Add proper README, update .gitignore,
clean up Makefile.
2026-04-12 00:51:22 +02:00