chore(#170): strip the temp probes, close the issue (user visual gate PASSED)
Gate result: user side-by-side vs retail — "looks good, as close to retail now as I can see". Telemetry from the gate session (launch-170-gate2.log): BeginMoveForward ~1:1 with MoveToObject arms for every chasing creature (pre-fix capture was 16:1), ZERO "SERVERVEL skips UseTime while armed" occurrences, pending_motions depth 1 at last sample. Stripped per the #170 close-out plan: s_mvtoDiag + all [mvto] prints (MoveToManager), s_drainDiag + [drain]/[drainq] (MotionInterpreter), the [npc-tick] branch prints and the "UM actions" inbound-action dump (GameWindow). The durable ACDREAM_DUMP_MOTION family stays. The RemoteChaseEndToEndHarnessTests + RemoteChaseDrainBisectTests conformance suites stay as the permanent regression net for this pipeline. ISSUES: #170 -> DONE + Recently-closed entry (fix SHAs427332ac,d2ccc80e,1051fc83). Memory topic + index flipped to CLOSED. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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## #170 — Remote creature chase+attack renders wrong vs retail (glide, over-frequency, uniform attack anims)
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**Status:** OPEN — **residual fix landed 2026-07-04 ("sustain the run" — SERVERVEL
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starvation); AWAITING VISUAL GATE.** Fix #1 (`427332ac`): the per-frame
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**Status:** DONE (2026-07-04) — **user visual gate PASSED** ("looks good, as close
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to retail now as I can see"). Fixes: `427332ac` (per-frame re-dispatch flood) +
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`d2ccc80e` (velocity refresh) + `1051fc83` (armed moveto always ticks UseTime — the
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SERVERVEL starvation) + probe strip. Gate telemetry (launch-170-gate2.log): run
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installs ≈ 1:1 with arms for every chasing creature (was 16:1), zero
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armed-moveto UseTime skips, queue depth 1. (Move to Recently closed on next
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ISSUES tidy.) History below. Fix #1 (`427332ac`): the per-frame
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`apply_current_movement` re-dispatch flooded `pending_motions` to ~1.3M → deleted;
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flood 1.3M→~1, "stuck attack" gone (user-confirmed), run installs 1→10. Fix #2 (this
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session): **the "slow Ready drain" framing was WRONG** — a full-stack offline harness
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@ -5967,6 +5972,26 @@ outdoors at the angle that previously erased it.
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# Recently closed
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## #170 — Remote creature chase+attack renders wrong vs retail (glide, run not sustained)
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**Status:** DONE (2026-07-04, user visual gate passed — "as close to retail now as
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I can see"). Three-fix arc: `427332ac` deleted the per-frame
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`apply_current_movement` re-dispatch that flooded `pending_motions` to ~1.3M
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(chase turn permanently blocked → slide); `d2ccc80e` refreshed remote body
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velocity from `get_state_velocity`; `1051fc83` fixed the residual — the
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SERVERVEL per-tick branch skipped `MoveToManager.UseTime` for any UP-receiving
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NPC, starving the armed moveto for the whole server-side chase (funnel 16 arms →
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1 run install; retail runs `MovementManager::UseTime` unconditionally,
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`UpdateObjectInternal` 0x005156b0 @0x00515998) — an armed moveto now always takes
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the MOVETO leg. The intermediate "Ready drain too slow" hypothesis was DISPROVEN
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by the full-stack offline harness (`RemoteChaseEndToEndHarnessTests` +
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`RemoteChaseDrainBisectTests`, kept as conformance). Register: TS-41 narrowed,
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TS-42 added (one-frame drain-order divergence, R6). Gate telemetry
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(launch-170-gate2.log): installs ≈ arms for every creature, zero armed-moveto
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UseTime skips, queue depth 1. Probes stripped in the closing commit. The full
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investigation record stays in the OPEN-section body (moves here on next tidy) +
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`docs/research/2026-07-04-170-creature-run-handoff.md`.
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## #163 — Strip the R4-V5 stall-investigation diagnostics
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**Status:** DONE (2026-07-03, `5ebe2be3`) — removed `[autowalk-gate]` (+
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