{ "user_observation": "Buffer did not eliminate shakiness. Strafing appears steadier even while turning the view.", "finding": "Owner body-local camera is reconstructed with independently replicated proxy body rotation. A phase error injects both aim and eye-offset error. This is a confirmed composition dependency; its share of real gameplay shake is not yet measured.", "change": "Preserve owner-sampled world orientation and world-axis eye offset; anchor translation only to proxy body origin. Existing bounded buffer, scope sampling, validation, relay authorization, input and head hiding remain unchanged.", "validation": { "test_observer_view_anchor.py": "PASS: actual Encode/Decode with independent rotations, roll, large coordinates, translation and a synthetic 150ms stream-phase mismatch. Turning root baseline maximum injected angle 0.179326 radians and eye error 0.0447714m; corrected numerical error only. Fixed root baseline also stable. These are synthetic geometry results, not measured game jitter.", "other_passed": [ "test_observer_view_buffer.py", "test_observer_view_relay.py", "test_observer_scope.py", "test_observer_head_visibility.py", "test_spectator_recovery.py" ], "native_compile": { "result": "compiled", "cleanup": { "cleanup_confirmed": true, "idle_verified": true, "errors": [], "orphan_cleanup": { "attempted": true, "report": { "scope": "/tmp/erri-headless-compat/pfx", "candidates": [], "term_sent": [], "kill_sent": [], "cleared": true } } } } }, "limitations": "No live multiplayer camera test. Independent proxy translation and weapon animation remain native and may still contribute to shake or visual alignment. No Workshop publish or live server restart.", "sha256": { "addons/core/Scripts/Game/ERR/00_Core/ERR_ObserverPlayerView.c": "83cdb308c43d261cf7fdf6961ffe8fa35dc1ea10a0456546f2d7a6da82462f22", "tests/test_observer_view_anchor.py": "4fe66e78aa8f2ddcb46dc77762be4b1385647e9b93855fb71a345b5aa1adee61" } }