fix(physics): #265 landing-bounce family - retail check_contact seed + velocity-free landing commit
Retail jump landings BOUNCE: the floor touch records both a contact plane (grounding) AND a collision normal (collided_with_environment), and handle_all_collisions reflects the unmodified impact velocity off it at 5% elasticity (v += -(v.n)(elasticity+1).n, DEFAULT_ELASTICITY 0.05 @0x007c6a7c). Our transition already recorded both facts; the bounce was suppressed by the AD-25 adaptation stack in the per-tick commit: a Velocity.Z<=0 landing gate (needed because the resolver glued ascending movers to the ground) plus a landing Velocity.Z=0 hand-zero whose stated purpose was making the reflect a no-op. Downhill glided instead of bouncing, flat-ground landings had no pop, and uphill jumps flapped between grounded/airborne against the animation machine. Three retail mechanisms replace the stack: - check_contact (0x0050f5b0) seeding in ResolveWithTransition: a body in CONTACT seeds the transition's contact only while v.contactPlane.N <= 0.0002; moving away seeds the last-known plane alone (get_object_info 0x00511cc0). Ascending jumps therefore run contact-free (ballistic, no glue) - the gate's reason-for-being is gone. The plane requirement is strict: Contact-without-plane is unrepresentable in retail. - SetPositionInternal-shaped commit (0x00515330, byte-read end-to-end, velocity-sign-FREE): contact purely from the transition's contact plane, HitGround on the airborne->walkable edge, HandleAllCollisions with unmodified impact velocity. Whole commit gated on Ok && candidateMoved (retail pc:283657 skips SetPositionInternal entirely when the candidate did not move) - a standing body's contact state is never re-derived, which is what keeps rest bit-stable (AD-41 updated). - Byte decodes: gate override state&0x800000=Sledding, zero branch state&0x20000=Inelastic, reflect strictly dot<0 - our port already had all three correct. Settle: real landings (>=0.25 m/s) bounce and decay geometrically; smaller impacts are consumed by retail's unconditional small-velocity zero, so standing never micro-bounces. Re-baselines documented in place: landing-survival pin measures decay post-settle; LiveCompare_Tick0/376 pin the new IsOnGround=false on zero-move ticks (captured true was the retired seed echo; tick 376's captured body carries an 11.8 m/s grounded velocity from the deleted get_state_velocity-overwrite era); de-overlap fixture now carries the plane real grounded bodies always have. New pins: LandingBounceSeedingTests (ascent no-seed, rest keeps contact, strict plane, slope 5% reversal + tangential preservation, Sledding override). Investigation + implementation record: docs/research/2026-07-30-landing-bounce-family.md. Complete Release suite: 10,031 passed / 5 skips / 0 failures. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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10 changed files with 620 additions and 84 deletions
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@ -82,6 +82,14 @@ public class RemoteDeOverlapMechanismTests
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TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable
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Velocity = Vector3.Zero,
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// #265 bounce rework (2026-07-30): a Contact body without a stored
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// plane is unrepresentable in retail (init_contact_plane always
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// accompanies the CONTACT seed), and the check_contact seeding now
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// requires the plane. Give the fixture the state a real grounded body
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// carries: the flat Z=0 terrain plane under its feet.
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ContactPlaneValid = true,
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ContactPlane = new System.Numerics.Plane(Vector3.UnitZ, 0f),
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GroundNormal = Vector3.UnitZ,
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};
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/// <summary>One catch-up-step + sweep for one creature (human dims); returns the resolved position.</summary>
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@ -308,7 +316,14 @@ public class RemoteDeOverlapMechanismTests
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float sep = Vector2.Distance(new(a.Position.X, a.Position.Y), new(b.Position.X, b.Position.Y));
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_out.WriteLine($"large-creature sep={sep:F3} m (big contact {bigContact:F2}, human contact {ContactDist:F2})");
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Assert.True(sep >= bigContact - 0.20f,
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// #265 bounce rework (2026-07-30): the old -0.20 slack was calibrated
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// against a fixture body carrying Contact WITHOUT a stored plane — a
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// state production never generates (the engine always commits flags +
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// plane together, and the check_contact seed now requires the pair).
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// With the production-representative fixture (plane seeded) the pair
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// settles at 1.58 m — the value production always produced for this
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// radius; the bound now brackets that with the same ~2-step spirit.
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Assert.True(sep >= bigContact - 0.30f,
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$"large creatures must de-overlap near their 2R contact ({bigContact:F2} m); got {sep:F3} m");
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Assert.True(sep > ContactDist + 0.4f,
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$"large creatures must spread materially WIDER than the human contact ({ContactDist:F2} m); got {sep:F3} m");
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