fix(physics): #32 L.2c precipice edge-slide context
Port the first retail precipice-slide slice from named retail/ACE: terrain and BSP walkable hits now preserve polygon vertices, failed step-down edges back-probe to rediscover the walkable polygon, and edge-slide can run precipice/cliff slide instead of only hard-stopping. Adds pseudocode anchors plus regression coverage for terrain polygon context and loaded-terrain boundary edge-slide. Co-authored-by: Codex <codex@openai.com>
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@ -62,5 +62,13 @@ InputDispatcher / PlayerMovementController
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- 2026-04-30: L.2c edge-slide plumbing. User live-tested wall-adjacent slide as
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acceptable. Local player and remote dead-reckoning now pass retail-default
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`ObjectInfoState.EdgeSlide`; `ACDREAM_DUMP_EDGE_SLIDE=1` logs failed
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step-down edge cases so the next slice can distinguish missing walkable
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polygon context from cliff-slide/NegPolyHit gaps.
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step-down edge cases and now reports whether walkable polygon context is
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present before cliff/precipice handling.
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- 2026-04-30: L.2c precipice-slide context. Named retail
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`SPHEREPATH::precipice_slide` and ACE `Polygon.find_crossed_edge` are now
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captured in `docs/research/2026-04-30-precipice-slide-pseudocode.md`.
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Terrain supplies exact walkable triangle vertices, BSP step-down/find-walkable
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stores world-space walkable vertices for static object tops, and failed
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step-down edge cases run the retail back-probe before precipice slide.
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`cliff_slide` has a first port, but `NegPolyHit`, `CELLARRAY`, full
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`cell_bsp`, and real-DAT building portal conformance remain open L.2 work.
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