docs(physics): close Campaign P visual matrix

This commit is contained in:
Erik 2026-07-31 10:20:48 +02:00
parent d6e8b60303
commit 4dd40ad8fe
5 changed files with 94 additions and 9 deletions

View file

@ -35,11 +35,12 @@ What does NOT go here:
[`docs/architecture/code-structure.md`](architecture/code-structure.md).
- **Active M4 prelude:** resume
[`plans/2026-07-23-world-interaction-completion.md`](plans/2026-07-23-world-interaction-completion.md).
Slices 13, including the complete assessment surface, are user-accepted.
Equipped-child picking and vendor browse/transactions remain Slices 46.
Slices 14, including equipped-child picking, are user-accepted. Vendor
browsing and authoritative transactions remain Slices 56.
- **Separate rendering gate:** `#225`, lifestone/particle alpha ordering. Its
connected performance, lifetime, and unattended portal routes pass.
- **Carried behavior debt:** `#116` slide response (Campaign P P2 scope;
- **Carried behavior debt:** `#116` slide response, `#273` tight-gap
collision clearance, and deferred restricted-house gate `#274`;
`#153` closed 2026-07-30 on the AD-30 hold + arrival StopCompletely +
canonical outbound + reveal-barrier evidence chain). TS-50/TS-51/TS-53 are
tracked in the divergence register.
@ -98,6 +99,55 @@ Copy this block when adding a new issue:
---
## #274 — Restricted/barred-house entry needs a connected retail comparison
**Status:** OPEN — explicitly deferred by the user on 2026-07-31
**Severity:** LOW (validation debt; no confirmed failure)
**Filed:** 2026-07-31
**Component:** physics / EnvCell entry restrictions
**Description:** Campaign P ported retail
`CObjCell::check_entry_restrictions` and retired AP-71, but the final
connected barred-house scenario was not run. The user requested that this
gate be deferred and retained as an issue rather than block current work.
**Acceptance:** at a known restricted house, use equivalent characters in
retail and acdream. Both must reject an unauthorized character at the same
threshold, while an owner/guest enters normally. Record the house/cell,
character access state, and result before closing.
---
## #273 — ACDream can squeeze through tight world gaps that block retail
**Status:** OPEN — live mismatch confirmed 2026-07-31; exact location/capture
still required
**Severity:** MEDIUM (world traversal differs from retail)
**Filed:** 2026-07-31
**Component:** physics / player collision shape and cell collision
**Symptom:** in some tight world-geometry passages, acdream can pass through
a gap that blocks the retail client. The Campaign P wall/corner slide,
crowd, remote movement, door, portal, and general collision checks otherwise
passed.
**Scope:** this is not folded into #116, which tracks a specific
near-perpendicular slide-response/fixture family. The new symptom is
under-blocking or clearance divergence and may involve the active player
sphere list, scale/pose, candidate-cell collision set, or a missing
world-collision primitive.
**Next evidence:** record one exact reproducible location, heading, movement
input, character scale/equipment, and cell ID in both clients. Capture the
acdream transition path and active Setup-derived sphere list before changing
collision math.
**Acceptance:** the captured tight gap blocks or permits traversal at the same
clearance as retail without regressing normal doorways, stairs, wall grazing,
or crowd movement.
---
## #272 — Strength enchantments do not invalidate burden
**Status:** DONE — 2026-07-31 (implementation, automated gates, and user live