CC Package and Physics

This commit is contained in:
2026-06-02 08:56:26 -07:00
parent a5af81c8a8
commit 2ee30c01fd
37 changed files with 1295 additions and 142 deletions
@@ -10,7 +10,7 @@ namespace ProjectM.Simulation
/// AbilityRef / CharacterStatsRef) with its replicated StatModifier buffer into the
/// EffectiveAbilityStats / EffectiveCharacterStats components - every predicted tick, on both worlds.
///
/// Runs at the head of the predicted group (UpdateBefore PlayerAimSystem and PlayerMoveSystem;
/// Runs at the head of the predicted group (UpdateBefore PlayerAimSystem;
/// AbilityFireSystem runs after PlayerAimSystem, so it sees fresh values too). Recompute is
/// unconditional every tick: it is a pure function of (blob base + replicated buffer), both of which
/// are restored on rollback, so predicted and server results always agree. A dirty-flag / change
@@ -19,7 +19,6 @@ namespace ProjectM.Simulation
/// </summary>
[UpdateInGroup(typeof(PredictedSimulationSystemGroup))]
[UpdateBefore(typeof(PlayerAimSystem))]
[UpdateBefore(typeof(PlayerMoveSystem))]
[BurstCompile]
public partial struct StatRecomputeSystem : ISystem
{