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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Erik 2026-07-30 17:04:34 +02:00
parent a8a7d64b47
commit 355c13c273
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@ -98,6 +98,62 @@ Copy this block when adding a new issue:
---
## #267 — Vitae does not update the character panel's skills/attributes display
**Status:** OPEN
**Severity:** MEDIUM (matrix live gate 2026-07-30)
**Component:** retained UI / character window / vitae
**Symptom (user report):** with 5% vitae active, the skills and attributes
values in the character window do not change; retail shows the CURRENT
(vitae-reduced) value and, on click/detail, the current level with the
vitae reduction in parentheses (e.g. "(-100)"). The P1 movement chain
consumes vitae correctly (EnchantSkill for run/jump); the character
window presentation does not.
---
## #266 — Local player faster than a comparable retail character
**Status:** OPEN — needs a controlled comparison capture
**Severity:** HIGH (matrix live gate 2026-07-30; core speed parity)
**Component:** movement / stat chain (Campaign P P1) / outbound speed
**Symptom (user report):** side-by-side, the acdream character runs
visibly faster than a character on retail. Confounds to rule out first:
(a) unequal run skills/vitae between the two characters; (b) whether the
comparison retail char had buffs. Diagnosis plan: log both chars' run
skill + vitae + computed runRate; capture our GetRunRate inputs
(effective skill after EnchantSkill, burden) at the moment of comparison;
verify ACE's echoed ForwardSpeed matches what we apply locally
(ApplyServerRunRate) and what retail applies for the same skill. Suspect
list: effective-skill vitae application on the LOCAL run path,
run-rate-cap difference, or an uneven comparison.
---
## #265 — Steep-slope response set: uphill-jump bounce, roof slides lost, edge wedge (TS-4 removal fallout — REVERTED)
**Status:** OPEN — the TS-4 removal is reverted (`2e27d066`+`a8a7d64b`);
re-test confirms expected. The underlying oracle work is re-opened.
**Severity:** HIGH (matrix live gate 2026-07-30, scenarios 4/5)
**Component:** physics — steep-poly response (BSPQuery Path-6 family)
**Symptoms (user report, on the shortcut-removed build):** (a) bouncing
when jumping INTO an uphill slope — retail does not; (b) house-roof
slides no longer happen ("as I used to"); (c) occasionally stuck sliding
on an edge — the historical wedge, live, refuting the oracle plan's
"pure-vertical degenerate only" convergence claim. The fixture-gated
removal under-modeled real trajectories. DO-NOT-RETRY the removal
without a live-capture-driven rework of the oracle plan §7 analysis
(capture a real roof-slide + uphill-jump trajectory with
ACDREAM_CAPTURE_RESOLVE and replay them as the gate). Note: the
downhill-landing sled remains #166 (pre-existing, unfixed — the cos(10°)
constant is necessary but not sufficient; the Sledding state never
engages).
---
## #263 — Drudge Scrying Orb still occludes its particles after the composite-translucency fix
**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:
Remaining for the user session: scenarios 1-10 (feel/visual) + the
manual halves of 11-12.
## User matrix session 1 results (2026-07-30, partial)
- Scenario 4/5 (cliff/sled): **FAIL** on the TS-4-removed build — uphill
jump-in bounces (non-retail), roof slides lost, occasional edge wedge.
→ TS-4 removal REVERTED (`2e27d066`+`a8a7d64b`), row re-opened with
live evidence; downhill sled remains #166. Re-test pending.
- Speed parity: **FAIL/SUSPECT** — local char faster than retail
comparison → #266 (controlled capture needed).
- Vitae panel display: **FAIL** (UI, not physics) → #267.
- Squeeze-through at the townhall building: **FAIL** → recorded under
scenario 12; needs a dedicated capture (suspect list: TS-46 sphere-list
threading at a specific site, or the #116 head-sphere change — both
P3/final-slice deltas).
- Other scenarios: not yet reported.