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 - `ACDREAM_PROBE_FLAP=1` — capture probe for indoor visibility
decisions at frame boundaries. Used to converge the U.4c flap fix decisions at frame boundaries. Used to converge the U.4c flap fix
(root indoor visibility at player's cell, not eye). (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 - `ACDREAM_CAPTURE_RESOLVE=<path>` — live capture of every player-side
`PhysicsEngine.ResolveWithTransition` call. Each call appends one `PhysicsEngine.ResolveWithTransition` call. Each call appends one
JSON Lines record with full inputs, PhysicsBody snapshot before AND JSON Lines record with full inputs, PhysicsBody snapshot before AND

View file

@ -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) ## #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` PositionManager (ported R5-V1) now BOUND: `StickTo`/`Unstick`/`UnstickFromObject`
seams → the host's `PositionManager` (remote + player), `AdjustOffset` composed seams → the host's `PositionManager` (remote + player), `AdjustOffset` composed
at the retail `UpdatePositionInternal` slot before the collision sweep, at the retail `UpdatePositionInternal` slot before the collision sweep,

View file

@ -85,7 +85,9 @@ but note it.
### V3 — wire PositionManager (sticky), retire TS-39, apply mt-0 flags ### 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), > — sticky seams bound (StickTo/Unstick/UnstickFromObject, remote + player),
> AdjustOffset at the UpdatePositionInternal slot (combiner chained as the > AdjustOffset at the UpdatePositionInternal slot (combiner chained as the
> interp stage in the remote-player branch; pre-sweep compose in the NPC > interp stage in the remote-player branch; pre-sweep compose in the NPC