v0.1.4 — Agents Moving Again
One line. That's all it was. In MovementSystem.batchProcessVelocity(), velocity was
being divided by 1000 twice — once implicitly (the game loop already passes deltaTime
in seconds) and once explicitly in a comment that said "convert ms to seconds." The result: every
entity in the world moved at 1/1000th of intended speed. Agents appeared completely frozen.
Animals barely drifted. And since no agent ever reached social interaction range, no one spoke.
A playtest report from a human tester caught it. Root cause analysis traced it to the SoA
(Structure of Arrays) batch path in the movement system — the scalar path was correct, but the
optimized batch path had picked up the extra division during a refactor. The fix is 0044fddf.
Agents move. Speech resumes. The village lives again.
This release also ships 21 new unit tests for the LoreExportCollector wiki pipeline, improving confidence in the lore export system that feeds the in-game wiki.
Fixes
-
Critical Fix — MUL-2839, MUL-2840
Velocity integration 1000x too slow —
batchProcessVelocitydividedctx.deltaTimeby 1000 twice. Agents now move at intended speed and speech resumes.
Tests
- Tests 21 unit tests added for LoreExportCollector wiki pipeline.