docs: R2-R4 visual pass PASSED (user-verified) - file #165 wall-swallow + #166 slope-landing sled; next entry R5
All four visual-pass items confirmed by the user's eyes (jump/ledge momentum, run-in-circles blend, stop settle, retail-observer view of +Acdream). Two observations filed from the pass: - #165: retail movers observed from acdream penetrate walls a bit ("swallowed") instead of stopping flush - remote-DR collision class, PROBE_RESOLVE capture is the first investigative step. - #166: downhill-jump landing glide+bounce (retail sled) absent - the register predicted this exact gap (AD-25 risk column) - composite of AD-25 + AP-7 + TS-4, retire together post-R6 per the user's "polish later" call. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -71,6 +71,72 @@ actually steps at (Player_Move.cs / Creature GetRunRate usage).
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**Where:** GameWindow `TickRemoteMoveTo` + the L.3 M2 queue chase vs
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`MotionTableDispatchSink` dispatch speed. Related: TS-33 cadence rows.
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## #165 — Remote entities penetrate walls ("swallowed a bit") before stopping
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**Status:** OPEN
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**Severity:** MEDIUM (visual-only, remote view)
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**Filed:** 2026-07-03 (user observation during the R2-R4 visual pass)
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**Component:** physics, remote dead-reckoning
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**Description:** Observing a retail-client mover from acdream: when the
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mover runs into a wall, the observed remote runs INTO the wall a bit —
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"they get swallowed a bit by the wall" — instead of stopping flush at it
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like the mover does on their own screen. The mover's client stops them at
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the wall; ACE's UP stream reports at-the-wall positions; the acdream-side
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remote body ends up partially inside the geometry.
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**Root cause / status:** Unknown — candidates, in suspicion order:
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(1) dead-reckoning overshoot: between UPs the DR tick advances the body
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along its velocity; if that segment's collision resolve doesn't stop at
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the wall (or runs with a start position already server-snapped into
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contact), the body tunnels until the next UP pulls it back; (2) the L.3
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M2 queue-chase walking toward a waypoint AT the wall with the remote's
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cylinder ignoring the wall plane (check which resolve path the chase
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uses and whether it carries the remote's ShadowEntry exclusions only —
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#42 — or accidentally broader exclusions); (3) retail remotes collide via
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the same per-cell shadow lists as the player (see
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feedback_retail_per_cell_shadow_list) — verify our remote resolve
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consults building/EnvCell geometry at all in the observed cells.
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NOTE: capture first — ACDREAM_PROBE_RESOLVE on the remote's guid at a
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wall shows whether the resolver reports Collided-but-position-inside or
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never sees the wall.
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**Where:** GameWindow remote DR tick (`TickAnimations` player-remote
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pipeline + queue chase), `PhysicsEngine.ResolveWithTransition` remote
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callers.
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**Acceptance:** a retail mover pressed against a wall shows flush at the
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wall from acdream, matching the retail-observer view side-by-side.
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## #166 — Slope-landing glide + bounce absent (retail "sled" on downhill jumps)
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**Status:** OPEN (post-R6 polish — user: "we could polish later")
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**Severity:** LOW (feel/polish)
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**Filed:** 2026-07-03 (user observation during the R2-R4 visual pass)
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**Component:** physics, landing
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**Description:** In retail, jumping down a hill often lands with a short
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glide (sled) and a bounce before settling; acdream lands clean and dead.
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The user explicitly classified this as later polish — "a bit deeper
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physics than this."
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**Root cause / status:** This is the REGISTER-PREDICTED composite of
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three known deferred deviations: **AD-25** (landing wall-bounce velocity
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reflection suppressed — its risk column literally names "slope-landing
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momentum won't reproduce"), **AP-7** (`calc_friction` threshold 0.0
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without retail's 0.25-with-state-gate — sled deceleration differs), and
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**TS-4** (Path-6 steep-poly slide-tangent shortcut — airborne-steep
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contact chain diverges). Retiring those three rows IS this issue; do them
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together against a retail cdb capture of a downhill jump (velocity +
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contact-plane trace at landing).
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**Where:** `PlayerMovementController.cs:874` (AD-25 suppression),
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`PhysicsBody.cs:307` (AP-7), `BSPQuery.cs:2001` (TS-4).
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**Acceptance:** side-by-side downhill jump: acdream glides/bounces like
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retail; flat-ground landings unchanged; no micro-bounce death spiral
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(the reason AD-25 exists) reintroduced.
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## #164 — UM action-replay dispatches drop the per-action Autonomous bit
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**Status:** OPEN (2026-07-03, filed during #161)
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@ -61,11 +61,16 @@ whole gate state — it is how both wedges were pinned.
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3. ~~**#163 — strip the TEMPORARY diagnostics**~~ **DONE 2026-07-03**
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(`[autowalk-gate]` + clock, `[autowalk-feed]`, and the short-lived
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`[MOVETO-CANCEL]` probe; the durable ProbeAutoWalk family stays).
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4. Then the **combined R2+R3+R4 visual-pass remainder** (jump/ledge
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momentum, run-in-circles blend, stop settle, retail-observer view of
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+Acdream) and **R5** (MovementManager facade + StickyManager +
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ConstraintManager + full TargetManager — retires TS-39 + AP-79's
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adapter).
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4. ~~Combined R2+R3+R4 visual-pass remainder~~ **PASSED 2026-07-03,
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user-verified** (jump/ledge momentum, run-in-circles blend, stop
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settle, retail-observer view of +Acdream — all four "looks good").
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Two observations filed from the pass: **#165** (remote movers get
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"swallowed" into walls a bit instead of stopping flush — remote-DR
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collision, capture with PROBE_RESOLVE first) and **#166**
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(slope-landing glide+bounce polish — the AD-25 + AP-7 + TS-4
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composite, post-R6 by user's call). NEXT SESSION ENTERS AT **R5**
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(MovementManager facade + StickyManager + ConstraintManager + full
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TargetManager — retires TS-39 + AP-79's adapter).
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## Session gotchas worth keeping
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