docs(#171): close the issue — user visual gate PASSED ("Looks good, ship it")

Three slices: 5bd2b8bc (R5-V3 sticky binding + real radii) + 7a823176
(NPC UP-snap suppression while stuck, TS-44) + 69966950 (deep-overlap
back-off sign pin, AP-82). ISSUES entry marked DONE; r5-wiring-handoff
V3 status = gate passed; ACDREAM_PROBE_STICKY documented in CLAUDE.md's
diagnostic env-var list (kept as permanent gated diagnostics — the
PhysicsDiagnostics probe-family pattern, off by default).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-05 09:55:35 +02:00
parent 699669502c
commit 0b998db713
3 changed files with 17 additions and 2 deletions

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@ -958,6 +958,12 @@ via `PlayerMovementController.ApplyServerRunRate`) or from
- `ACDREAM_PROBE_FLAP=1` — capture probe for indoor visibility
decisions at frame boundaries. Used to converge the U.4c flap fix
(root indoor visibility at player's cell, not eye).
- `ACDREAM_PROBE_STICKY=1` — per-guid sticky-melee timeline: `[sticky]`
lifecycle lines (STICK/UNSTICK/LEASE-EXPIRE/TARGET-status teardown),
per-armed-tick steer lines (signed gap dist, applied delta, heading
delta), `[sticky-snap-skip]` at the suppressed NPC UP-snap site.
Heavy while a pack is stuck (~60 Hz × stuck count). Converged the
#171 residuals (the deep-overlap sign pin AP-82).
- `ACDREAM_CAPTURE_RESOLVE=<path>` — live capture of every player-side
`PhysicsEngine.ResolveWithTransition` call. Each call appends one
JSON Lines record with full inputs, PhysicsBody snapshot before AND

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@ -48,7 +48,14 @@ Copy this block when adding a new issue:
## #171 — Group melee: monsters interpenetrate + facing drifts (sticky melee unbound, arrival radii = 0)
**Status:** FIX LANDED (2026-07-04, R5-V3) — awaiting user visual gate. StickyManager/
**Status:** DONE (2026-07-04) — **user visual gate PASSED** ("Looks good, ship it")
after three slices: `5bd2b8bc` (R5-V3 sticky binding + real radii) + `7a823176`
(NPC UP-snap suppression while stuck — TS-44) + `69966950` (sticky deep-overlap
back-off sign pin — AP-82; ACE's literal decode steered INTO the target when the
overlap exceeded one tick's step; 1661-tick probe capture refuted it against the
retail oracle). `ACDREAM_PROBE_STICKY=1` stays as permanent gated diagnostics
(PhysicsDiagnostics family). (Move to Recently closed on next ISSUES tidy.)
History below. Original landing note: StickyManager/
PositionManager (ported R5-V1) now BOUND: `StickTo`/`Unstick`/`UnstickFromObject`
seams → the host's `PositionManager` (remote + player), `AdjustOffset` composed
at the retail `UpdatePositionInternal` slot before the collision sweep,

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@ -85,7 +85,9 @@ but note it.
### V3 — wire PositionManager (sticky), retire TS-39, apply mt-0 flags
> **STATUS 2026-07-04: SHIPPED (as the #171 fix), awaiting the visual gate**
> **STATUS 2026-07-04: SHIPPED + visual gate PASSED** ("Looks good, ship it";
> three slices: `5bd2b8bc` binding+radii, `7a823176` UP-snap suppression while
> stuck TS-44, `69966950` deep-overlap sign pin AP-82)
> — sticky seams bound (StickTo/Unstick/UnstickFromObject, remote + player),
> AdjustOffset at the UpdatePositionInternal slot (combiner chained as the
> interp stage in the remote-player branch; pre-sweep compose in the NPC