The particle library moves particles by their velocity times a tick's time at each tick; between ticks, the adapter (ModelInstance::render's call to ParticleSystem::render, redirected after checking it) draws them moved on by their velocity times the time since, then moves each back by its own velocity: ParticleSystem::render sorts them by distance, reordering them in memory, so restoring saved positions in order scrambled them. Like ParticleSystem::render, it only reads particles when there's a group (the library throws without one, which crashed the client). Co-Authored-By: Claude Opus 5.5 <[email protected]>
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@@ -9,6 +9,8 @@
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// - ModelInstance::render's call to updateCalSkeleton, which poses the model before it's drawn: between ticks, the
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// model is posed at the time between them (its animations' times moved on by the fraction of a frame since the
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// tick; Cal3D poses between keyframes), then its animations are put back as they were.
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// - ModelInstance::render's call to ParticleSystem::render: between ticks, particles drawn moved on by their velocity
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// times the time since the tick (as the particle library moves them at each tick), then put back.
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// - CameraController::getCameraTransform (its exported vtable): between ticks, the camera where its easing toward its
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// target has brought it since the tick.
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