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

View file

@ -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