- An honest correction first: the previous snapshot's message announced the
owned skinning lane, but the code itself missed that snapshot by minutes —
two sessions landed at once and the export carried the older tree. The
skinning lane actually ships here, together with its follow-up.
- The follow-up is the bone-entity collapse. A creature's ~75-bone skeleton
existed as ~75 world entities, each paying transform propagation and
bookkeeping every frame, to serve the ~5 bones anything actually hangs off
(held weapons, glow emitters, the mount seat, overhead markers). A rig's pose
now lives in plain arrays on the model itself; only the consumer anchor
points remain as entities. At the crowded dungeon spot ~59,000 entities
became ~28,000 anchors (80k total → 50k), palette uploads coalesce into a
handful of writes, and another ~3 CPU ms came off the frame.
- The movement echo the server sends about your own character is applied now,
the way the original client always applied it — groundwork that GM flight
cashes in later today.
- The capture harness pins its clock per frame now, not just its frame count —
a slow run used to drift every animation out from under a golden image.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>