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@@ -857,6 +857,22 @@ $exe = Join-Path $env:TEMP 'godot-4.6.1-openwc\Godot_v4.6.1-stable_win64.exe'
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- Coordinate contract version 2, renderer radii, cache formats and visual
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quality profiles are unchanged.
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## 2026-07-13 Golden Server Spawn Renderer Evidence
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- The pinned AzerothCore Human Warrior start at server position
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`(-8949.95, -132.493, 83.5312)` maps through `CoordinateMapper` to Godot
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`(17199.159666667, 83.5312, 26016.616666667)`, ADT `(32,48)` and MCNK `(3,12)`.
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- `server_spawn_render_manifest.json` drives the ordinary Eastern Kingdoms
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checkpoint capture pipeline at that location; no live database or production
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spawn entity is introduced.
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- A renderer-native emissive marker starts at the exact mapped origin and keeps
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depth testing enabled so GUI evidence exposes its relationship to terrain.
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- `verify_server_spawn_renderer.gd` rejects drift between the pinned fixture,
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manifest target/player coordinates and expected ADT ownership. The unified
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renderer baseline runs this contract check before capture.
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- This closes a coordinate/renderer integration criterion only. It does not
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claim TrinityCore row equivalence or visual parity with the original client.
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## Practical Rule For Future Work
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If something improves quality but creates visible hitch, it is not done. Move it to bake/cache/background work, split finalization over frames, or prewarm it before the player can see it.
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