fix(physics): port retail slope landing stop
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13 changed files with 870 additions and 103 deletions
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@ -2,9 +2,10 @@
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## Phase
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Active phase: **L.2 - Movement & Collision Conformance**.
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Active phase: **Campaign P — Physics Retail-Feel Parity** (the L.2/R6
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foundation is shipped).
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Plan: `docs/plans/2026-04-29-movement-collision-conformance.md`.
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Plan: `docs/plans/2026-07-29-physics-parity-campaign.md`.
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Roadmap: `docs/plans/2026-04-11-roadmap.md`.
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@ -78,3 +79,11 @@ InputDispatcher / PlayerMovementController
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re-test the adjusted `CheckPos`), not returned to `ValidateTransition`; the
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outer validator treats non-OK as a collision and restores `CurPos`, making
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edges feel like hard stops even when the tangent was computed.
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- 2026-07-31: Campaign P #269 slope-stop parity. A 2,184-quantum live
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capture proved the 5% landing reflect and `calc_friction` were correct,
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but `ValidateTransition` restored `LastKnownContactPlane` without retail's
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preceding `OBJECTINFO::kill_velocity`. Retail consumes that plane only on
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a non-OK recovery and overwrites last-known validity from the final contact
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plane. Both rules are now ported; focused/full tests and the user's repeated
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slope-jump gate pass. See
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`docs/research/2026-07-31-269-slope-stop-capture.md`.
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