test(physics): #116 shape-2 — un-skip D4 airborne wall hard-stop pin
Per docs/research/2026-07-30-ts4-116-oracle-plan.md §3, §3.3 step 1. Test-only change with zero production code in this commit: TS-4's retirement (5e2be19b, the previous commit) is what actually unblocks this test's routing. The plan's confirming instrumentation (probes added in5e2be19b: which BSPQuery.cs path fires, whether Path 4's FindWalkableInternal finds a walkable candidate) traced D4's tall-vertical-wall scenario: Path 6 fires (SetCollide, no reposition, Adjusted) -> the retry routes to Path 4 (find_walkable), which finds NO candidate for this sheer wall (changed=false, confirmed) -> Path 4 returns OK -> TransitionalInsert's Phase 3 sp.Collide block runs (reachable now that Phase 1/2 both return OK): ContactPlaneValid is false (first airborne contact) so the reset branch fires, LastKnownContactPlaneValid is false too (first frame), so SetCollisionNormal(sp.StepUpNormal) runs and the function returns Collided -- a hard stop, in place, with the wall's real normal. This exactly reproduces the test's original (pre-Skip) expectation, confirming the oracle plan's §3.1/§3.2 structural finding without a live cdb trace. Full AcDream.Core.Tests suite: 4061 passed / 1 skipped (the remaining skip is the unrelated Pvs_CottageInterior_MatchesRetailCellDrawList), no regressions. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -549,18 +549,33 @@ public class BSPStepUpTests
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/// does this with transient_state bit 2 + InitSlidingNormal. Without that,
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/// does this with transient_state bit 2 + InitSlidingNormal. Without that,
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/// every frame replays the same hard stop and the character hangs in falling
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/// every frame replays the same hard stop and the character hangs in falling
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/// animation until another correction breaks the loop.
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/// animation until another correction breaks the loop.
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///
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/// <para>
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/// #116 shape-2 RESOLVED (Campaign P final physics slice, 2026-07-30;
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/// docs/research/2026-07-30-ts4-116-oracle-plan.md §3, §3.3 step 1). This
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/// pin was `Skip`-tagged because the engine slid IN-FRAME to Z=1.92 on
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/// the first airborne wall frame instead of hard-stopping at Z=2.0. The
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/// confirming instrumentation (a probe on which BSPQuery.cs path fires
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/// and whether Path 4's FindWalkableInternal finds a candidate) showed:
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/// Path 6 fires (`SetCollide`, no reposition, `Adjusted`) → the retry
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/// routes to Path 4 (`find_walkable`), which finds NO candidate for this
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/// sheer vertical wall (`changed=false`, confirmed) → Path 4 returns `OK`
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/// → TransitionalInsert's Phase 3 `sp.Collide` block runs (finally
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/// reachable since Phase 1/2 both returned OK): `ContactPlaneValid` is
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/// false (first airborne contact), so the reset branch fires,
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/// `LastKnownContactPlaneValid` is false too (first frame), so
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/// `SetCollisionNormal(sp.StepUpNormal)` runs and the function returns
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/// `Collided` — a hard stop, in place, with the wall's real normal. This
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/// exactly matches this test's ORIGINAL (pre-Skip) expectation. Un-skipped
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/// as a test-only change (landed one commit after TS-4's own retirement,
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/// 5e2be19b, which is what actually unblocks Path 6's faithful
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/// `SetCollide` for a single-sphere mover on a steep/vertical wall):
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/// the routing this test now pins was already correct in
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/// `BSPQuery.cs`/`TransitionTypes.cs`; only the now-deleted shortcut was
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/// masking it.
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/// </para>
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/// </summary>
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/// </summary>
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[Fact(Skip = "Issue #116 shape-2 — the engine slides IN-FRAME to Z=1.92 " +
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[Fact]
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"on the first airborne wall frame; this pin expects an L.2c hard stop " +
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"at Z=2.0. Ghidra (2026-06-12) confirms retail CSphere::slide_sphere " +
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"(0x00537440) applies the slide IN-FRAME (add_offset_to_check_pos → " +
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"SLID_TS), so our 1.92 is faithful TO slide_sphere and the Z=2.0 " +
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"expectation is the SUSPECT half — but whether retail's first " +
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"airborne frame REACHES slide_sphere (→1.92) or hard-stops upstream " +
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"(collide_with_environment dispatch / no last-known plane) needs a " +
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"cdb trace of an airborne wall hit before flipping the assertion. The " +
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"#116 threshold fix (EpsilonSq→F_EPSILON) did NOT change this — the D4 " +
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"offset is a real slide, not degenerate. See docs/ISSUES.md #116.")]
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public void D4_AirborneMover_TallWall_PersistsSlidingNormalAcrossFrames()
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public void D4_AirborneMover_TallWall_PersistsSlidingNormalAcrossFrames()
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{
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{
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var (root, resolved) = BSPStepUpFixtures.TallWall();
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var (root, resolved) = BSPStepUpFixtures.TallWall();
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