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NPCs only ever resolved es_weapon_hand/es_shield_hand; es_chest, es_head, es_feet and es_forearms were ignored, so Elddim's Legionnaire guards (whose [aspect][textures] authors just the skin) drew in the bare citizen body. Feed the template + instance [inventory][equipment] slots through the player's EquipmentResolver: chest armor swaps body slot 1 to b_c_pos_*, helm/boots/gauntlets draw as shared skinned layers posed with the body's clip. Companion paperdoll swaps refresh the armor too. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> (cherry picked from commit 805ae51984439dfc24f72f6586eab95872f65fd6)
The first pass drew helm/boot/gauntlet layers and swapped body slot 1 to b_c_pos_a1_<style>, but the chest texture was drawn on the template's thin pos_a1 body, where Legionnaire plate (armor_type a3) reads as a plain shirt - the guards still looked like townsfolk. DS1 picks the body mesh from the chest item's armor_type: plate is drawn on m_c_gah_fb_pos_a3 with b_c_pos_a3_<style>. ActorSpawner now spawns plain (non-hero) actors on the armored body when their worn es_chest names another aN body type and that mesh ships; the chest texture and boot/gauntlet subtypes resolve against the body actually drawn. The hero spawn opts out (his armor stays a live texture swap on the picked body). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> (cherry picked from commit 8a064a49bb0bfb15cd1a18b9be24f71fab02f53b)
Zabar Treseck (Elddim, multiplayer_world) stood rigid at the anvil. His chore_default (a_c_gbn_bs_fs2_ds) is a single 0.08 s frame; the hammering is his chore_fidget (fs2_dsf, whose note drives the blacksmith_hammer sfx trigger). DS1 never shows the frozen frame: with actor_auto_fidgets the fidget job re-queues chore_fidget on every WE_ANIM_DONE, so the fidget loop is the idle. Nearly every shipped chore_default is such a one-frame stance. Two things kept him on it. The spawner only ever picked an idle other than chore_default from an authored initial_chore. And even that idle lost: infinite_loop asks for index 0 the moment chore_default starts, and CurrentClipIndex only fell back to IdleClipIndex before that first dispatch (or for an awakened burrower). Now an actor with no initial_chore idles in chore_fidget when its default is static, its fidget moves, and its mind doesn't turn auto-fidgeting off; and the idle clip wins over a skrit-driven 0 (an explicit override of clip 0 still shows). The hero keeps slot 0 as before. Host and client spawn through the same path, so both show it. The SP Stonebridge and Glacern blacksmiths share the template base and were frozen the same way. region spawn prints which actors idle in something other than chore_default. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> (cherry picked from commit e6492a9c253f300ad9abf2a48b9922c40088a18f)
The door stitcher's slot-starved fallback wires an ExtraLinks hop between every pair of near-door local components that are not already adjacent, picking the nearest centroid pair with only a 1.0u Y gate. A wooden fence piece (t_grs01_fence_generic_wood-*) has a floor strip on each side of its Ignored boards; its strips weld to the neighbouring tiles, so every door off it fell through to the fallback and tied one side of the fence to the other. In multiplayer_world town_center (the co-op start in Elddim) that was 30 of 31 fence floor-pair crossings — players walked straight through the pig-pen fence, and through blacksmith/house walls (4-6u hops). Each candidate hop is now tested, best-first, against the Ignored nav edges of both door snodes and their door neighbours; an edge standing 0.25..2.0u above the hop at the crossing is a barrier. A hop with no barrier-free pair is deferred and only restored when dropping it would split the mesh, so connectivity is unchanged: raw component counts and biggest-component sizes are identical before/after on all 81 World.dsmap and 70 MpWorld.dsmap regions, while ~15.5k / ~16.5k redundant barrier-crossing hops are dropped. Host and client build the same mesh, so both are fixed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> (cherry picked from commit 048d7dc61819877a29d9dfdfa9c8e7275da8ac86)
…facing
The blacksmith hammered in silence: nothing posted DS1's we_anim_sfx when a
clip crossed a sound note, so his blacksmith_hammer trigger (sparks plus
s_e_env_hammer_anvil) never ran. Non-hero actors now dispatch each note
once per loop. Trigger rows match the note number in
receive_world_message("we_anim_sfx",n) and only queue messages they listen
for, so a looping clip no longer floods a row's inbox. An effect offset
without its own target now uses the owner's facing and live position: the
sparks land on the anvil instead of 0.8 m behind him (world +Z).
`prs info` lists each clip's notes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
(cherry picked from commit a6f0871992242fb3e7436f4673edb57c15adb5fc)
…hread The LAN keepalive (and EOS callbacks) raise PeerDisconnected from a pool thread. MpSession ran OnPeerGone there, so OnPlayerLeft removed the remote avatar from RenderHost._actors while the render loop enumerated it: the host crashed with "Collection was modified" when a client timed out. The session now queues the leave and drains it at the start of Tick. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Contributor
|
I recommend smaller PRs. This PR looks like it could be 5 PRs. |
This was referenced Nov 8, 2026
Contributor
Author
|
Thanks for the review — split into one PR per fix, rebased on current main (v0.5.2):
Closing this one in their favour. |
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Fixes found while play-testing co-op on
multiplayer_world(Elddim). None of them is co-op-only except the last one; the same NPCs, fences and sounds were wrong in the single-player campaign.NPCs wear their armor.
ResolveNpcEquippedGearonly handledes_weapon_hand/es_shield_hand, so a guard's[inventory][equipment]chest, helm, boots and gauntlets never showed and Legionnaire guards looked like townsfolk.EquipmentResolver.Resolveas the hero: chest armor swaps body texture slot 1, helm/boots/gauntlets are shared skinned layers posed with the body's clip.armor_typealso picks the body mesh: plate (a3) spawns onm_c_gah_fb_pos_a3withb_c_pos_a3_*, instead of drawing the plate texture on the thinpos_a1body where it reads as a shirt. The hero keeps his live texture swap (DressArmoredBodiesoff for him).Idle actors fidget. Almost every shipped
chore_defaultis a one-frame pose; in DS1 it never shows becauseactor_auto_fidgetsre-queueschore_fidgetafter every anim. SiegeFX idled on clip 0, so e.g. the blacksmith stood rigid at his anvil.ActorIdle.PickIdleChore: an authoredinitial_chorewins; otherwise an actor whosechore_defaultis static and whose fidget moves idles inchore_fidget(unlessactor_auto_fidgets = false).Actor.CurrentClipIndex(now the testableResolveClipIndex) keeps the idle clip when the default skrit asks for index 0. This affects most NPCs and monsters; it is also what makes the existinginitial_choreidles visible.Fences and walls block walking.
StitchSnoDoorSeams's fallback linked any nearby unconnected walkable patches by nearest centroid with only a height gate, so the two floor strips of at_grs01_fence_generic_wood-*tile (and house walls) got linked straight through the boards.World.dsmapand 70MpWorld.dsmapregions; ~15.5k (SP) / ~16.5k (MP) wall- and fence-crossing links drop; Elddim's pig-pen fence goes from 30 crossings to 0.Animation sound notes. Nothing posted DS1's
we_anim_sfxwhen a clip crossed a sound note, so the blacksmith'sblacksmith_hammertrigger (sparks +s_e_env_hammer_anvil) never ran.receive_world_message("we_anim_sfx",n)and only queue messages they listen for, so a looping clip can't flood a row's 4-slot inbox.prs infolists each clip's notes.Co-op: a dropped peer no longer crashes the host. The LAN keepalive raises
PeerDisconnectedon a pool thread;OnPlayerLeftthen removed the remote avatar from_actorswhile the render loop enumerated it (Collection was modified).MpSessionnow queues leaves and drains them at the start ofTick;NetSelfTestticks the host after its disconnect.Checks
dotnet build SiegeFX.sln -c Release -warnaserror: clean.dotnet test: 158/158, including newNpcArmorTests,ActorIdleTests,NavFenceSeamTests,AnimSfxTests,SfxOwnerFacingTests,MpDisconnectTests(all data-free).tools/receipts.sh: all PASS; parity ledger better (template-fields 397 -> 401,animation-skrit-api 17 -> 18), no regressions.multiplayer_worldtown_center in a co-op development branch carrying these commits: guards in full plate, blacksmith hammering with sound and sparks on the anvil, the pig-pen fence blocks, a client timing out no longer takes the host down.🤖 Generated with Claude Code