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>
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3 changed files with 17 additions and 2 deletions
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@ -958,6 +958,12 @@ via `PlayerMovementController.ApplyServerRunRate`) or from
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- `ACDREAM_PROBE_FLAP=1` — capture probe for indoor visibility
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decisions at frame boundaries. Used to converge the U.4c flap fix
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(root indoor visibility at player's cell, not eye).
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- `ACDREAM_PROBE_STICKY=1` — per-guid sticky-melee timeline: `[sticky]`
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lifecycle lines (STICK/UNSTICK/LEASE-EXPIRE/TARGET-status teardown),
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per-armed-tick steer lines (signed gap dist, applied delta, heading
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delta), `[sticky-snap-skip]` at the suppressed NPC UP-snap site.
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Heavy while a pack is stuck (~60 Hz × stuck count). Converged the
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#171 residuals (the deep-overlap sign pin AP-82).
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- `ACDREAM_CAPTURE_RESOLVE=<path>` — live capture of every player-side
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`PhysicsEngine.ResolveWithTransition` call. Each call appends one
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JSON Lines record with full inputs, PhysicsBody snapshot before AND
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