fix(physics): #265/#166 - stop zeroing grounded residual velocity, wire GroundNormal
Capture bisect (docs/research/2026-07-30-265-capture-bisect.md, mined from artifacts/matrix-session2-resolve.jsonl records 3415-3434) traced #265's lost roof slides / permanent landing freeze and #166's missing downhill sled to a pre-existing (2026-07-20, ten days before Campaign P - not a regression) mechanism in PlayerMovementController.cs's grounded quantum block: it hand-zeroed Velocity.X/Y to exactly zero every tick once OnWalkable whenever animation root motion drives the walk (the production graphical local-player path), discarding any residual horizontal momentum a fall left on the body before calc_friction (AP-7/AD-55, already correctly ported) or PhysicsBody. UpdatePhysicsInternal's Euler integrator ever got a chance to act on it. Two changes: 1. PhysicsEngine.cs now syncs body.GroundNormal (the vector calc_friction dots velocity against, per retail CPhysicsObj::calc_friction 0x0050ee70's `contact_plane.Normal` read) from the committed ContactPlane.Normal at the same commit point that already publishes ContactPlane. GroundNormal had zero production writers before this and silently defaulted to Vector3.UnitZ forever - even surviving velocity would have been tested against a fake flat-ground normal on any real slope. Core-level, so player, remote, ordinary, and projectile movers all benefit uniformly. 2. PlayerMovementController.cs's grounded block no longer reconstructs Velocity at all for the animation-root-motion case (only the headless/test-controller get_state_velocity fallback still does, unchanged). Root motion continues to fully own commanded locomotion; this only stops destroying whatever Velocity already holds, letting it compose with root motion through the same ResolveWithTransition sweep exactly as retail's CPhysicsObj::UpdatePositionInternal composes both channels. Symptom (a), the uphill-jump bounce, traces to a SEPARATE, byte-exact (re-verified against acclient_2013_pseudo_c.txt:282647-282760), already-closed retail mechanism (AD-25, PhysicsObjUpdate. HandleAllCollisions's shouldReflect gate) - confirmed orthogonal to this fix, not addressed here (see the research doc's as-fixed addendum §9.5). Issue265SteepSlopeCaptureBisectTests.cs gains a composed harness (ReplayRealRoofLandingComposed) mirroring PlayerMovementController.cs's per-tick composition against Core types only, proving: the old model reproduces the mined freeze exactly; the new model survives the landing and slides continuously (the real captured geometry glides at constant velocity per retail's own dot>=0.25 early-return - AP-7); a synthetic dot<0.25 case shows genuine exponential decay via calc_friction; and a synthetic uphill-bounce case proves the fix changes nothing about HandleAllCollisions's reflection decision. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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5 changed files with 673 additions and 36 deletions
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@ -502,19 +502,29 @@ public sealed class PhysicsBodyTests
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{
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// Campaign P Slice P2 research finding: the reverted 2026-04-30 L.3c
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// regression (forward locomotion 3 -> 0.16 m/s) cannot reproduce on
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// the production graphical local-player path post-R6, because
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// PlayerMovementController zeroes Velocity.X/Y to exactly zero every
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// tick BEFORE UpdatePhysicsInternal/calc_friction runs whenever
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// animation root motion drives the walk (walking displacement comes
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// from the animation Frame delta applied directly to Position, not
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// from integrating Velocity). This test pins that specific state at
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// the PhysicsBody level (the only file this slice may change):
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// Velocity.XY == 0 on flat ground is IDENTICAL after calc_friction
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// whether the threshold is the old 0.0 or the new retail 0.25 --
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// friction has nothing to hammer because there is no horizontal
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// velocity for it to act on. Only the residual vertical (gravity)
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// component may be affected by the normal-removal step, exactly as
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// retail's own contact handling expects.
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// the production graphical local-player path post-R6, because ordinary
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// root-motion-driven walking (no fall/collision in flight) never puts
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// real horizontal speed into Velocity in the first place -- walking
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// displacement comes from the animation Frame delta applied directly
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// to Position, not from integrating Velocity, and nothing else writes
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// Velocity.XY during ordinary grounded locomotion. This test pins that
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// specific state at the PhysicsBody level (the only file this slice
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// may change): Velocity.XY == 0 on flat ground is IDENTICAL after
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// calc_friction whether the threshold is the old 0.0 or the new
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// retail 0.25 -- friction has nothing to hammer because there is no
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// horizontal velocity for it to act on. Only the residual vertical
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// (gravity) component may be affected by the normal-removal step,
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// exactly as retail's own contact handling expects.
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//
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// #265/#166 (2026-07-30): PlayerMovementController.cs USED TO also
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// hand-zero Velocity.X/Y to exactly zero every grounded tick for the
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// animation-root-motion case (belt-and-suspenders on top of the "walk
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// speed never writes it" fact above) -- that zero is now REMOVED (see
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// docs/research/2026-07-30-265-capture-bisect.md §9), because it also
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// discarded real residual landing momentum a fall left behind. This
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// test's own premise (Velocity.XY already 0, no walk speed in it) is
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// unaffected either way -- it exercises calc_friction in isolation and
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// never depended on the removed zero.
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var body = MakeGrounded();
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body.GroundNormal = Vector3.UnitZ;
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body.Friction = 0.95f;
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