docs: matrix session 1 results - file #265/#266/#267; TS-4 removal reverted on live evidence
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -98,6 +98,62 @@ Copy this block when adding a new issue:
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---
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## #267 — Vitae does not update the character panel's skills/attributes display
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**Status:** OPEN
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**Severity:** MEDIUM (matrix live gate 2026-07-30)
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**Component:** retained UI / character window / vitae
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**Symptom (user report):** with 5% vitae active, the skills and attributes
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values in the character window do not change; retail shows the CURRENT
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(vitae-reduced) value and, on click/detail, the current level with the
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vitae reduction in parentheses (e.g. "(-100)"). The P1 movement chain
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consumes vitae correctly (EnchantSkill for run/jump); the character
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window presentation does not.
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---
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## #266 — Local player faster than a comparable retail character
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**Status:** OPEN — needs a controlled comparison capture
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**Severity:** HIGH (matrix live gate 2026-07-30; core speed parity)
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**Component:** movement / stat chain (Campaign P P1) / outbound speed
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**Symptom (user report):** side-by-side, the acdream character runs
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visibly faster than a character on retail. Confounds to rule out first:
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(a) unequal run skills/vitae between the two characters; (b) whether the
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comparison retail char had buffs. Diagnosis plan: log both chars' run
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skill + vitae + computed runRate; capture our GetRunRate inputs
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(effective skill after EnchantSkill, burden) at the moment of comparison;
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verify ACE's echoed ForwardSpeed matches what we apply locally
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(ApplyServerRunRate) and what retail applies for the same skill. Suspect
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list: effective-skill vitae application on the LOCAL run path,
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run-rate-cap difference, or an uneven comparison.
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---
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## #265 — Steep-slope response set: uphill-jump bounce, roof slides lost, edge wedge (TS-4 removal fallout — REVERTED)
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**Status:** OPEN — the TS-4 removal is reverted (`2e27d066`+`a8a7d64b`);
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re-test confirms expected. The underlying oracle work is re-opened.
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**Severity:** HIGH (matrix live gate 2026-07-30, scenarios 4/5)
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**Component:** physics — steep-poly response (BSPQuery Path-6 family)
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**Symptoms (user report, on the shortcut-removed build):** (a) bouncing
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when jumping INTO an uphill slope — retail does not; (b) house-roof
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slides no longer happen ("as I used to"); (c) occasionally stuck sliding
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on an edge — the historical wedge, live, refuting the oracle plan's
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"pure-vertical degenerate only" convergence claim. The fixture-gated
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removal under-modeled real trajectories. DO-NOT-RETRY the removal
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without a live-capture-driven rework of the oracle plan §7 analysis
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(capture a real roof-slide + uphill-jump trajectory with
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ACDREAM_CAPTURE_RESOLVE and replay them as the gate). Note: the
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downhill-landing sled remains #166 (pre-existing, unfixed — the cos(10°)
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constant is necessary but not sufficient; the Sledding state never
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engages).
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---
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## #263 — Drudge Scrying Orb still occludes its particles after the composite-translucency fix
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**Status:** OPEN (deferred by user 2026-07-29)
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@ -57,3 +57,18 @@ Run on the final tree (post all Campaign P slices), local ACE:
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Remaining for the user session: scenarios 1-10 (feel/visual) + the
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manual halves of 11-12.
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## User matrix session 1 results (2026-07-30, partial)
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- Scenario 4/5 (cliff/sled): **FAIL** on the TS-4-removed build — uphill
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jump-in bounces (non-retail), roof slides lost, occasional edge wedge.
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→ TS-4 removal REVERTED (`2e27d066`+`a8a7d64b`), row re-opened with
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live evidence; downhill sled remains #166. Re-test pending.
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- Speed parity: **FAIL/SUSPECT** — local char faster than retail
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comparison → #266 (controlled capture needed).
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- Vitae panel display: **FAIL** (UI, not physics) → #267.
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- Squeeze-through at the townhall building: **FAIL** → recorded under
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scenario 12; needs a dedicated capture (suspect list: TS-46 sphere-list
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threading at a specific site, or the #116 head-sphere change — both
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P3/final-slice deltas).
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- Other scenarios: not yet reported.
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