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Fix Sigma ladder door camera handoff in independent co-op - #139

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mstan merged 1 commit into
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fix/sigma-ladder-camera
Oct 22, 2026
Merged

mstan merged 1 commit into
mainfrom
fix/sigma-ladder-camera

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@mstan mstan commented Oct 22, 2026 •

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When the remote player reaches Sigma 1's upper ladder door, the native script takes that player but retains the lower world actor's camera and limits. Gameplay freezes with the camera at y=1280 and the door never scrolls.

Transfer the entrant's existing independent view and authored limits before changing the world anchor. Native door movement and partner transport then proceed normally. Offline/shared views and the existing world actor retain their current behavior.

Validation: the reporter's original 2.3.0 segments 47 and 49 match every recorded checkpoint. A ROM-backed regression uses the unmodified pre-door checkpoint and all 600 recorded Saber input pairs, with both seat assignments: native scroll reaches x=4096/y=256, the distant partner returns, both players walk, and save/restore replay is byte-identical. Combined with the Zero head-contact fix in #138: Windows native block and independent-world boot checks pass, the full applicable CTest suite passes, and the tagged Windows ZIP passes clean-install and gameplay checks. Linux release runtime validation remains in progress before publication.

Refs #110, specifically #110 (comment).

@mstan mstan mentioned this pull request Oct 22, 2026
@mstan
mstan changed the base branch from fix/zero-head-crush-contact to main October 22, 2026 00:56
@mstan
mstan marked this pull request as ready for review October 22, 2026 00:56
@mstan
mstan merged commit ba7acee into main Oct 22, 2026
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