docs: update bugs.md — close BUG-002/003/004, add BUG-005/006/007
Closed: jump server packet (002), facing direction (003), run speed (004). New: collision penetration (005), corner stuck (006), missing trees (007). All collision bugs stem from static-overlap detection instead of swept-sphere — needs Transition restructure to use FindTimeOfCollision. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@ -18,39 +18,50 @@ the "Fixed" section with the commit hash that resolved it.
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or the CreaturePalette pipeline in `InstancedMeshRenderer`.
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- **Phase:** Unassigned (investigate after rendering rebuild Step 5).
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### BUG-002: Jump not visible from retail client
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### BUG-005: Collision penetration — body enters objects before blocking
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- **Observed:** 2026-04-14
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- **Description:** Jump works locally (player rises and falls) but no
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jump packet is sent to the server. Other clients don't see the jump.
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- **Repro:** Jump in acdream, observe from retail client — no jump visible.
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- **Likely area:** GameWindow.cs jump packet sending (currently a TODO
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Console.WriteLine). Need to research jump packet format from holtburger.
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- **Phase:** B.2 (movement completion)
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- **Description:** Player walks partway into boulders, trees, and walls
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before collision is detected. Root cause: static overlap detection
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instead of swept-sphere. Retail uses FindTimeOfCollision to compute
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the exact contact point BEFORE moving the sphere. Our system moves
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first, detects overlap, then tries to push out.
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- **Repro:** Walk into a boulder at any speed — body clips into it.
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- **Fix required:** Restructure Transition loop to compute collision
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time before advancing position. Use CollisionPrimitives.FindTimeOfCollision
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(already ported from FUN_00539BA0).
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- **Phase:** B.3 (collision completion)
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### BUG-003: Facing direction mismatch with server
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### BUG-006: Getting stuck at object corners and tight spaces
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- **Observed:** 2026-04-14
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- **Description:** Character facing direction in acdream doesn't match
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what other clients see. Our quaternion convention for outbound
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MoveToState/AutonomousPosition packets is wrong.
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AC convention: heading 0 = West, 90 = North, 180 = East, 270 = South.
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Our convention: Yaw 0 = +X (East in AC terms). The wireRot quaternion
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needs to use holtburger's `from_heading` formula:
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`theta = (450 - degrees).to_radians()`, `w=cos(theta/2)`, `z=sin(theta/2)`.
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- **Repro:** Walk in acdream, observe from retail client — character faces
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wrong direction.
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- **Likely area:** GameWindow.cs wireRot computation (line ~1899).
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- **Phase:** B.2 (movement completion)
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- **Description:** Player gets permanently stuck when walking into
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building corners or between objects. The SlideSphere crease projection
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degenerates when two collision normals are nearly parallel or the
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sphere is already penetrating.
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- **Repro:** Run along a building wall and hit a corner.
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- **Fix required:** Pre-move collision prevents penetration (fixes
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BUG-005), which eliminates the degenerate crease case. Also need
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stuck detection + push-out as a safety valve.
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- **Phase:** B.3 (collision completion)
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### BUG-004: Run speed not verified working
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### BUG-007: Some trees don't have collision
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- **Observed:** 2026-04-14
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- **Description:** RunRate wiring exists (Task 1) but user reported no
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speed change. Either the server's UpdateMotion ForwardSpeed isn't being
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received, or it's not propagating to the velocity computation. Need to
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add diagnostic logging to verify the UpdateMotion path fires.
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- **Phase:** B.2 (movement completion)
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- **Description:** Some scenery trees/objects pass through despite
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CylSphere collision being implemented. Likely missing CylSphere
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data in their Setup, or the Setup isn't cached in PhysicsDataCache.
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- **Repro:** Walk through certain trees near Holtburg.
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- **Phase:** B.3 (collision completion)
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---
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## Fixed
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_(none yet)_
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### BUG-002: Jump not visible from retail client
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- **Fixed:** 5634e71 — Jump packet (opcode 0xF61B) now sent to server.
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### BUG-003: Facing direction mismatch with server
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- **Fixed:** 6523c71 — YawToAcQuaternion converts from our yaw convention
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to AC heading (0=West, 90=North) using holtburger's from_heading formula.
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### BUG-004: Run speed not verified working
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- **Fixed:** bb7eced — Server doesn't echo UpdateMotion to sender. Compute
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RunRate locally via PlayerWeenie.InqRunRate (Run skill 200 → 9.5 m/s).
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