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Divine Staff of Archangel: put the glints along the staff, not across the wearer - #522

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openmubr:pr/divine-staff-glow
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Ignies:mainfrom
openmubr:pr/divine-staff-glow

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@openmubr openmubr commented Nov 8, 2026

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The Divine Staff of Archangel model has a single bone and comes without a skeleton: the bone's rest transform (turned -90/-90 and moved off the root) is stored on the mesh nodes instead. The lights of BoneTransform[0] were parented to the model root, without that rotation, so the row of ten glints came out sideways and crossed the character.

Without a skeleton, bone 0 now uses the mesh's own frame. A node is created for it only when that frame is not the identity, and it is disposed with the sprites. A model with a skeleton, or with its mesh on the root, is unchanged.

Tests: a new case in weaponSprites.test.ts builds a turned one-bone model and checks the glints lie along the shaft (it fails without the change). vitest on src/controllers/actors passes (24 files, 207 tests); tsc shows only the existing install/cli errors.

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openmubr requested a review from Ignies as a code owner November 8, 2026 14:39
@openmubr
openmubr force-pushed the pr/divine-staff-glow branch from 6cb8da6 to e3c6993 Compare November 8, 2026 14:43
Without a skeleton, bone 0 now uses the mesh's own frame (a node created
only when that frame is not the identity, and disposed with the sprites).
A model with a skeleton, or with its mesh on the root, is unchanged.

The test builds a turned one-bone model and checks the glints lie along
the shaft; it fails without the change.
@openmubr
openmubr force-pushed the pr/divine-staff-glow branch from e3c6993 to cea7ae6 Compare November 8, 2026 14:43
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