Files
Server/src
MagicBotandClaude Opus 5.5 bb76596a9a Store Building, Mob and NPC rotation as a client-order quaternion
AbstractWorldObject.rot (a Vector3f holding one quaternion part) becomes a
Quaternion. Building drops its separate w field; Mob and NPC serialize
through AbstractCharacter.getClientYaw. DB columns are unchanged and are
converted at load and save: building (w, rotY) map to the quaternion's w and
y, npc_rotation (cos of half the yaw) becomes fromYaw(2 acos(value)).

Wire values are meant to be unchanged; a parity run follows. Behaviour kept
on purpose:
- mob_rotation is still not loaded, so every mob defaults to yaw pi as before
- the slot rotation still reads the product's sin as a cos
- /rotate on NPCs and mobs still treats its input as cos of half the yaw

Value changes: building serializer writes the quaternion's x and z instead
of literal zeros (both are 0 for every building); /info "Rot" for NPCs and
mobs prints the quaternion y (sin of half the yaw) instead of the stored cos.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-27 06:40:59 -04:00
..
2026-07-26 19:08:44 -04:00