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AAEmu / AAEmu / 23951802116 / 1
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DEFAULT BRANCH: develop
Ran 03 Apr 2026 03:36PM UTC
Files 2061
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03 Apr 2026 03:34PM UTC coverage: 4.902% (-0.06%) from 4.966%
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feat(game): full ship physics implementation (#1402)

* feat(physics): ship movement and steering improvements part 3

* Fix ship side-contact: tune hull damage threshold and separation for ship-ship SAT

* visualize real Jitter hull box + add runtime tuning

* physics ship-shore tune

* physics ship-shore tune final

* physics all tune final

* cleanup tuning-debug 1-5

* optimization mat1

* Description of ship physics parameters for tuning

* Broadcast ship collision damage as SCEnvDamagePacket (Collision) targeting the damaged ship

* Use JVector.ToVector() in ShipTuningDebug instead of duplicate phys→game helpers

* Extract ReplicationSmoothing from ShipController into ReplicationSmoothing.cs

* Remove unused waterLevel / _waterLevel from ShipController

* Remove unused MinSteerVelAsDegPerSec from ShipController

* Avoid double _shipControllers lookup in physics tick

* Log ShipTuningDebug.TickShip failures at Debug level (no silent swallow)

* Defer loot doodad deletion via TaskManager and make Doodad.Delete() idempotent

* Continue multi-item DoodadFuncLootItem groups when one roll fails (DoFunc return)

* Preserve damped lateral hull velocity on open water (ship motion feels less rail‑locked

* Simplify isOnLand check in ApplyOnLandPhysics (remove redundant depth condition

* Remove redundant ThrottleRequest/SteeringRequest resets in beached control clear

* Use short ShipTuningDebug

* ShipTuningDebug.DespawnAll from RemoveShip to clear static debug state

* makeup

* RemoveShip: take ships off Jitter only on the physics thread; clear _shipControllers

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