Implement AvatarManager profile-related world state, BVH/animation assets, AnimationTrack/Player, AnimeshManager, joint poses, skeleton transforms, attachment rigs, and skinning.
Deliverables
Preserve keyframe decode/interpolation, loop/ease timing, priorities, bone hierarchy, matrix order, scales, skin weights, animation start/stop, and event behavior.
Use deterministic clocks and generated skeleton data.
Bound mesh/joint counts and validate indices.
Validation
Avatar/animesh/animation/skinning tests pass with original tolerances.
No update task leaks after player/manager drop.
Golden poses and transforms match the reference.
Prerequisite
Networking/client lifecycle and all foundational implementation milestones are complete; mapped APIs and translated tests are fixed.
Project constraints
New native Rust behavior only; no bridge or C# fallback.
Preserve mapped public APIs and exact translated assertions; use completed transport/data layers rather than duplicating them.
Bound resources, avoid locks across await/callbacks, and update docs/coverage with focused and workspace evidence.
## Objective
Implement AvatarManager profile-related world state, BVH/animation assets, AnimationTrack/Player, AnimeshManager, joint poses, skeleton transforms, attachment rigs, and skinning.
## Deliverables
- Preserve keyframe decode/interpolation, loop/ease timing, priorities, bone hierarchy, matrix order, scales, skin weights, animation start/stop, and event behavior.
- Use deterministic clocks and generated skeleton data.
- Bound mesh/joint counts and validate indices.
## Validation
- Avatar/animesh/animation/skinning tests pass with original tolerances.
- No update task leaks after player/manager drop.
- Golden poses and transforms match the reference.
## Prerequisite
Networking/client lifecycle and all foundational implementation milestones are complete; mapped APIs and translated tests are fixed.
## Project constraints
- New native Rust behavior only; no bridge or C# fallback.
- Preserve mapped public APIs and exact translated assertions; use completed transport/data layers rather than duplicating them.
- Bound resources, avoid locks across await/callbacks, and update docs/coverage with focused and workspace evidence.
hugo
added this to the 09 - World vertical slices milestone 2026-08-08 08:20:48 +00:00
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Objective
Implement AvatarManager profile-related world state, BVH/animation assets, AnimationTrack/Player, AnimeshManager, joint poses, skeleton transforms, attachment rigs, and skinning.
Deliverables
Validation
Prerequisite
Networking/client lifecycle and all foundational implementation milestones are complete; mapped APIs and translated tests are fixed.
Project constraints
Implemented in commit
ed516a1and pushed to main.What changed:
Issue-scoped validation: