fix(physics): restore retail path-6 collision response
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@ -236,12 +236,12 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
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| ~~AP-127~~ | **RETIRED 2026-07-31 (#268).** `PlayerSkillMath` now owns retail `CACQualities::InqSkill` ordering for both panel values and Runtime run/jump prediction: intrinsic + positive 0x16D all-skills + the exact +10 category switch, then `EnchantSkill`, then 0x146 Jack of All Trades +5 and specialized-only `2 × 0x158`. Live player PropertyInt changes refresh the immutable Runtime augmentation snapshot. The separately described current-stamina local-copy nuance was re-audited: the query reads current stamina, but ordinary max-vital buffs target the max-secondary key and do not create stamina when current is zero; no independently observable residual remains. | `src/AcDream.Core/Player/PlayerSkillMath.cs`; `src/AcDream.Core/Player/LocalPlayerState.cs`; `src/AcDream.Runtime/Gameplay/RuntimeCharacterState.cs`; `src/AcDream.Runtime/Session/LiveSessionEventRouter.cs` | — | — | `CACQualities::InqSkill @ 0x00592660`; `CACQualities::InqRunRate @ 0x00592800`; `CEnchantmentRegistry::EnchantSkill @ 0x005947B0` |
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| AP-128 | **PK-timer jump-cost clock basis unconfirmed** (filed at the P3 Opus review, 2026-07-30): `PlayerWeenie.JumpStaminaCost` evaluates retail's 20-second PK-recency window (`LastPkAttackTimestamp` PropertyFloat 0x91 + 20.0 >= now) against `Environment.TickCount64` process-uptime seconds. The magnitude argument is sound (a 32-bit float cannot hold a Unix epoch with sub-second precision — a conformance test caught the ±128 s swallow), but the wire timestamp's own basis is the SERVER's, so a cross-base compare is latent. INERT today: ACE models neither property, so `_lastPkAttackTimestamp` is never pushed and the branch never fires. | `src/AcDream.Core/Physics/PlayerWeenie.cs` (`JumpStaminaCost` remarks) | Branch unreachable against every ACE-family server; non-PK cost is bit-identical to pre-P3. The basis question is cdb-answerable (`Timer::cur_time` epoch) if a PK server is ever targeted. | Against a hypothetical server that sends PropertyFloat 0x91, the PK cost bump fires arbitrarily (always/never) instead of on the 20-second window. | `CACQualities::JumpStaminaCost 0x00591b90` pc 412934-412968; `Timer::cur_time`; stat-coupled pseudocode doc §12b |
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## 4. Temporary stopgap (TS) — 34 active rows (TS-8 retired 2026-07-31 — live 0x02C2 carries its complete StatMod through the canonical enchantment record and updates effective stats immediately; Campaign P P7 2026-07-30: TS-25 retired — outbound stance has shipped via RawState.CurrentStyle since #219; TS-24 re-argued to AD-57; TS-40 re-argued to AD-58; TS-35 retired at P5; earlier same campaign: TS-1/TS-4/TS-5/TS-23/TS-46 retired by ports — ZERO goal-enumerated physics stopgaps remain; TS-23 retired 2026-07-30 at Campaign P Slice P3 — every mover-flags call site (local player world-entry ×2, remote DR sweep ×2, remote teleport, ordinary movers) now ORs in the mover's real PK/PKLite/Impenetrable `ObjectInfoState` bits via the new `ClientObjectTable`-backed `EntityCollisionFlagsExt.ResolveMoverPvpState`, and `PlayerWeenie.JumpStaminaCost`'s `pk` parameter reads the real `PlayerKillerStatus`/`LastPkAttackTimestamp` pair against a 20-second window instead of a hardcoded `false`; the non-PK invariant (every ACE default-created character) is bit-identical to the pre-P3 value since `ResolveMoverPvpState` and the PK-timer predicate both resolve to a no-op for `PublicWeenieBitfield` absent/0; TS-46 retired 2026-07-30 at Campaign P Slice P3 — the Setup's verbatim ≤2-sphere list (`CPhysicsObj::transition` 0x00512dc0 → `SPHEREPATH::init_sphere` 0x0050c670) now seeds the sweep for the local player, remote dead-reckoning, and ordinary movers alike, replacing the two-scalar (radius, height) capsule reconstruction; remote/ordinary step-up/step-down are now Setup-derived (`CPartArray::GetStepUpHeight`/`GetStepDownHeight`, 0x005180d0/0x005180f0, ×ObjScale) instead of a hardcoded 0.4 m, closing both residuals the row named; TS-5 retired 2026-07-30 at Campaign P Slice P1 — real burden-gated CanJump + real JumpStaminaCost, both decomp-verbatim; TS-1 retired 2026-07-30 at Campaign P Slice P2 — the row was stale; the EdgeSlide → PrecipiceSlide/CliffSlide chain is already a real, tested port, see the AD-53/AD-54 rows for the two compensating branches it left registered; TS-57..TS-61 filed 2026-07-29 during Campaign N — no outbound RejectRetransmit; TS-27 narrowed same slice to the inbound direction) + TS-37 historical note (TS-20 retired 2026-07-16 — the later named-retail audit disproved the proposed DrawingBSP polygon filter; TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded; TS-45 retired 2026-07-07 — hand-rolled `SphereCollision` replaced by the faithful CSphere family port, fixing the player-vs-monster crowd wedge; TS-3 retired 2026-07-07 — `frames_stationary_fall` accounting ported in the #182 verbatim UpdateObjectInternal rebuild, fixing the airborne falling-animation wedge; TS-41 retired 2026-07-07 — SERVERVEL synth-velocity remote body-drive replaced by the retail interp catch-up + unconditional MovementManager::UseTime, the remote-creature de-overlap #184; TS-42 retired 2026-07-19 — semantic animation completion now precedes the ordered Target/Movement/PartArray/Position tail; TS-44 narrowed again 2026-07-19 — complete orientation joined interpolation, only during-stick enqueue suppression remains)
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## 4. Temporary stopgap (TS) — 34 active rows (TS-4 and TS-8 retired 2026-07-31; Campaign P's goal-enumerated physics stopgaps are now zero. TS-4's graph/flat Path-6 branches match retail's foot SetCollide/Adjusted and head CollisionNormal/Collided split with no BSP-layer sliding-normal write; TS-8's live 0x02C2 carries its complete StatMod through the canonical enchantment record and updates effective stats immediately. Campaign P P7 2026-07-30: TS-25 retired — outbound stance has shipped via RawState.CurrentStyle since #219; TS-24 re-argued to AD-57; TS-40 re-argued to AD-58; TS-35 retired at P5; earlier same campaign: TS-1/TS-5/TS-23/TS-46 retired by ports; TS-23 retired 2026-07-30 at Campaign P Slice P3 — every mover-flags call site (local player world-entry ×2, remote DR sweep ×2, remote teleport, ordinary movers) now ORs in the mover's real PK/PKLite/Impenetrable `ObjectInfoState` bits via the new `ClientObjectTable`-backed `EntityCollisionFlagsExt.ResolveMoverPvpState`, and `PlayerWeenie.JumpStaminaCost`'s `pk` parameter reads the real `PlayerKillerStatus`/`LastPkAttackTimestamp` pair against a 20-second window instead of a hardcoded `false`; the non-PK invariant (every ACE default-created character) is bit-identical to the pre-P3 value since `ResolveMoverPvpState` and the PK-timer predicate both resolve to a no-op for `PublicWeenieBitfield` absent/0; TS-46 retired 2026-07-30 at Campaign P Slice P3 — the Setup's verbatim ≤2-sphere list (`CPhysicsObj::transition` 0x00512dc0 → `SPHEREPATH::init_sphere` 0x0050c670) now seeds the sweep for the local player, remote dead-reckoning, and ordinary movers alike, replacing the two-scalar (radius, height) capsule reconstruction; remote/ordinary step-up/step-down are now Setup-derived (`CPartArray::GetStepUpHeight`/`GetStepDownHeight`, 0x005180d0/0x005180f0, ×ObjScale) instead of a hardcoded 0.4 m, closing both residuals the row named; TS-5 retired 2026-07-30 at Campaign P Slice P1 — real burden-gated CanJump + real JumpStaminaCost, both decomp-verbatim; TS-1 retired 2026-07-30 at Campaign P Slice P2 — the row was stale; the EdgeSlide → PrecipiceSlide/CliffSlide chain is already a real, tested port; TS-57..TS-61 filed 2026-07-29 during Campaign N — no outbound RejectRetransmit; TS-27 narrowed same slice to the inbound direction) + TS-37 historical note (TS-20 retired 2026-07-16 — the later named-retail audit disproved the proposed DrawingBSP polygon filter; TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded; TS-45 retired 2026-07-07 — hand-rolled `SphereCollision` replaced by the faithful CSphere family port, fixing the player-vs-monster crowd wedge; TS-3 retired 2026-07-07 — `frames_stationary_fall` accounting ported in the #182 verbatim UpdateObjectInternal rebuild, fixing the airborne falling-animation wedge; TS-41 retired 2026-07-07 — SERVERVEL synth-velocity remote body-drive replaced by the retail interp catch-up + unconditional MovementManager::UseTime, the remote-creature de-overlap #184; TS-42 retired 2026-07-19 — semantic animation completion now precedes the ordered Target/Movement/PartArray/Position tail; TS-44 narrowed again 2026-07-19 — complete orientation joined interpolation, only during-stick enqueue suppression remains)
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| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
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|---|---|---|---|---|---|
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| ~~TS-1~~ | **RETIRED 2026-07-30 (Campaign P Slice P2) — the row was stale, not the code.** The cited `:1254` line is unrelated stepping-loop code; the file moved substantially since the row was written. Retail's `EdgeSlide → PrecipiceSlide / CliffSlide` chain is already a real, tested port: `SpherePath.PrecipiceSlide` (`TransitionTypes.cs:943-970`, retail `SPHEREPATH::precipice_slide` pc:274316), `Transition.CliffSlide` (`:2080-2164`, retail `CTransition::cliff_slide` pc:272397, return-value mapping verified against `acclient.h:6100-6108`), and `Transition.EdgeSlideAfterStepDownFailed` (`:1907-2078`, mirrors `CTransition::edge_slide` pc:273001-273090). The one real gap (back-probe fallback skipping retail's `walkable_check_pos`/`localspace_sphere` recache, pc:274318-274326) needed no code change: acdream's `WalkableVertices`/`GlobalSphere` are populated in unified world space at assignment time (`SetWalkable`/`SetWalkableTransformed`, `SetCheckPos`/`RestoreCheckPos`), so both operands `BSPQuery.FindCrossedEdge` compares are already commensurable — retail's per-cell local-frame reprojection is a no-op correction here. Documented in-code at the back-probe site and pinned by `EdgeSlideBackProbePrecipiceSlideTests`. The chain's two acdream-only compensating branches (CliffSlide's three-source reference-normal fallback; the walkable-steepness reroute to CliffSlide before PrecipiceSlide) are real, non-retail additions — filed as AD-53 / AD-54 rather than folded into this row. | `src/AcDream.Core/Physics/TransitionTypes.cs` (`SpherePath.PrecipiceSlide`, `Transition.CliffSlide`, `Transition.EdgeSlideAfterStepDownFailed`); `tests/AcDream.Core.Tests/Physics/EdgeSlideBackProbePrecipiceSlideTests.cs` | — | — | `SPHEREPATH::precipice_slide` pc:274316 (0050cc80); `CTransition::cliff_slide` pc:272397 (0050a6d0); `CTransition::edge_slide` pc:273001-273090 (0050b3d0); `SPHEREPATH::get_walkable_pos`/`cache_localspace_sphere`/`set_walkable_check_pos` pc:274318-274326 (0050a8f0/0050c9d0/00509ce0); `docs/research/2026-07-30-response-layer-edge-family-pseudocode.md` §2, §6 Step 1 |
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| TS-4 | **RE-OPENED 2026-07-30 after the matrix live gate**: the fixture-gated removal shipped and the user immediately hit the wedge live ("stuck sliding on an edge") plus a non-retail uphill-jump bounce and lost roof slides — the horizontal-velocity convergence claim under-modeled real trajectories. Removal reverted; the oracle plan §7 degenerate analysis needs live-capture-driven rework before any retry. Original row: Path-6 steep-poly slide-tangent shortcut: airborne hits on >FloorZ polys skip retail's SetCollide → Path-4 → ContactPlane landing chain, returning Slid in place. **Includes a `SetSlidingNormal` write at both sites** — retail's BSP layer never writes `collision_info.sliding_normal` (only `validate_transition` 0x0050ac21 does; the #137 mechanism-2 class), so on transition success the steep-face normal persists to the body and seeds the next frame | `src/AcDream.Core/Physics/BSPQuery.cs` (Path-6 steep branches, `worldNormal.Z < FloorZ`) | Deliberate deviation: our faithful port DID wedge (missing step_up_slide / cliff_slide details on grounded-steep); validated against the 2026-04-30 retail cdb trace (retail body didn't wedge). Filed L.5+ for retail-strict | Airborne steep contact never commits Contact / lands as retail — roof-bounce trajectories, landing events, grounded-steep transitions diverge; a persisted steep-face normal can absorb an exactly-anti-parallel next-frame push (#137 wedge class) until an oblique input clears it | `BSPTREE::find_collisions` SetCollide pc:323783-323821 |
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| ~~TS-4~~ | **RETIRED 2026-07-31 (Campaign P Slice 2B).** The graph and prepared-flat Path-6 implementations now match retail's exact two-sphere split: every primary/foot polygon hit calls `SetCollide`, sets `WalkableAllowance=LandingZ`, and returns `Adjusted`; only a secondary/head hit writes `CollisionNormal` and returns `Collided`. The steep tangent shortcut and both BSP-layer `SetSlidingNormal` writes are deleted. Exact site tests pin all changed and preserved fields plus raw-bit graph/flat parity. Production-shaped multi-frame vertical/inward/tangential/uphill/downhill roof/wall/ledge traces carry accepted body state between frames, match graph/flat by raw result/body bits, reject penetration and uphill launch/bounce, and pass the complete historical collision matrix without compensation. | `src/AcDream.Core/Physics/BSPQuery.cs`; `src/AcDream.Core/Physics/FlatBspQuery.cs`; `tests/AcDream.Core.Tests/Physics/Ts4Path6ConformanceTests.cs`; `tests/AcDream.Core.Tests/Physics/RetailEdgeResponseOrderingTests.cs`; `tests/AcDream.Core.Tests/Physics/Ts4SteepRoofWedgeCaptureTests.cs` | — | — | `BSPTREE::find_collisions` 0x0053A440: head `0x0053A793..0x0053A7A4`, foot `0x0053A7B3..0x0053A7DC`; research §10 |
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| TS-6 | Weather particle emission suppressed — all weathery DayGroups map to Overcast (correct fog/cloud tone, no precipitation); retail's camera-attached weather subsystem not yet located in the decomp | `src/AcDream.Core/World/WeatherState.cs:200` | Decomp research verified the sky loop never reads `DefaultPesObjectId`; an earlier name-based rain spawn regressed (rained where retail didn't, 2026-04-23) — inventing a name→rain path is forbidden until the real subsystem is found | Rainy/snowy/stormy days never show retail's precipitation effects (permanent missing visuals until the subsystem is found and ported) | FUN_00508010 / FUN_0051bed0→FUN_0051bfb0 (negative findings) |
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| TS-7 | SkyObject `weather_enabled` gate not honored — weather-flagged sky objects (bit 0x04) always instantiate | `src/AcDream.Core/World/SkyDescLoader.cs:50` | No weather_enabled toggle exists yet; IsWeather flag parsed + documented as the gate to wire | Weather-only sky meshes (rain cylinders) appear where retail-with-weather-off suppresses them | `GameSky::MakeObject` 0x00506ee0, guard at decomp:268630 |
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| ~~TS-8~~ | **RETIRED 2026-07-31 (#268 stat-chain closeout).** `EnchantmentWireReader` parses the complete 0x02C2 payload and `GameEventWiring` publishes its StatMod type/key/value and bucket through the same `ActiveEnchantmentRecord` used at login. An end-to-end dispatch test proves a mid-session skill modifier changes `LocalPlayerState.GetEffectiveSkill` immediately. | `src/AcDream.Core.Net/Messages/EnchantmentWireReader.cs`; `src/AcDream.Core.Net/GameEventWiring.cs`; `tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs` | — | — | `CEnchantmentRegistry::EnchantAttribute @ 0x00594570`; `CEnchantmentRegistry::EnchantSkill @ 0x005947B0`; holtburger `messages/magic/types.rs` |
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@ -1,14 +1,17 @@
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# P2 — Collision response-layer edge family: port-ready pseudocode
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**Status: RESEARCH PASS COMPLETE (2026-07-30); RETAIL RESPONSE ORDER PORTED
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(2026-07-31).** Originally a research-only doc for Campaign P Slice P2
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(`docs/plans/2026-07-29-physics-parity-campaign.md` §P2); a same-day
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implementation session landed TS-1's retirement and AP-7's fix, attempted
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TS-4 per this doc's own §6 Step 3 fixture-first order, reproduced the
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historical wedge, and stopped — see §7 item 6 for the full capture and
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root-cause diagnosis. TS-4 is NOT retired; its shortcut stays in place.
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**Status: RETAIL RESPONSE ORDER COMPLETE (2026-07-31).** Originally a
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research-only doc for Campaign P Slice P2
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(`docs/plans/2026-07-29-physics-parity-campaign.md` §P2). The first TS-4
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attempt reproduced a steep-roof fixed point because its fixture discarded
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the accepted contact state between frames; §7 item 6 preserves that useful
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failure analysis. Slice 1B then completed the exact nested edge/StepDown
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dispatcher, Slice 2A restored StepDown's mandatory Placement tail, and Slice
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2B repeated the removal with production-shaped state carry and the complete
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direction matrix. TS-4 is now retired; see §10.
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#166 got a reattribution note in ISSUES.md rather than new code (per §3).
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#116 remains untouched (oracle-first, out of implementation scope).
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#116's former skipped wall control is now active with the retail Path-6
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first-frame hard stop and next-frame slide chronology.
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**Headline findings that change the plan's assumptions:** TS-1 was already
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substantially ported (the register row and plan phrasing were stale — see
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§2); the one real gap needed no code change (acdream's unified world-space
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@ -17,17 +20,11 @@ substantially ported (the register row and plan phrasing were stale — see
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NOT about a literal `PhysicsState.Sledding` auto-toggle at all (see §3);
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AP-7's L.3c regression does not reproduce on the production graphical
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root-motion path post-R6, and now ports retail's confirmed 0.25f threshold
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(see §1); TS-4's shortcut removal is coupled to TS-1's completion and
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reproduces a wedge even after TS-1 lands — see the §7 item 6 update for the
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precise mechanism (Phase 3 of `TransitionalInsert` is structurally
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unreachable from Path 6's unconditional `SetCollide`, which returns
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`Adjusted` without repositioning the sphere) and what a future attempt
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needs to check first; #116 remains a genuine oracle-first research item
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needing live cdb/Ghidra, not an implementation item (see §5). Read §6 (port
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order) before starting further implementation on this family. Campaign P
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Slice 1B subsequently performed that fresh `transitional_insert` read and
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removed AP-3, AP-4, AD-53, and AD-54; the exact closeout and controls are in
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§8. TS-4 remains deliberately unchanged.
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(see §1). The apparent TS-4 wedge was a harness-state defect, not a reason to
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retain a product compensation: production-shaped vertical, inward,
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tangential, uphill, and downhill histories now pass graph/flat raw-bit
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parity without the shortcut. Campaign P Slice 1B removed AP-3, AP-4, AD-53,
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and AD-54 (§8); Slice 2A retired AP-5 (§9); Slice 2B retired TS-4 (§10).
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Every claim below is tagged **FACT** (grep/read-verified against the
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named-retail decomp, the register, ISSUES.md, or current acdream source
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@ -599,12 +596,13 @@ manufacture a caller that sets it.
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## 4. TS-4 — Path-6 steep-poly shortcut removal
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### The current shortcut (FACT, `src/AcDream.Core/Physics/BSPQuery.cs:2149-2266`)
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### The former shortcut (HISTORICAL FACT; removed by Slice 2B)
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Path-6 (the default `sphere_intersects_poly → collide_with_pt / SetCollide`
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dispatch) tests each hit polygon's world-space normal. For BOTH sphere0
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(feet) and sphere1 (head), if `worldNormal.Z < PhysicsGlobals.FloorZ`
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(steeper than ~49° from horizontal), acdream takes a SPECIAL BRANCH:
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Before Slice 2B, Path-6 (the default
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`sphere_intersects_poly → collide_with_pt / SetCollide` dispatch) tested each
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hit polygon's world-space normal. For BOTH sphere0 (feet) and sphere1 (head),
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if `worldNormal.Z < PhysicsGlobals.FloorZ` (steeper than ~49° from
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horizontal), acdream took a SPECIAL BRANCH:
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projects the move along the steep face, writes
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`collisions.SetCollisionNormal(worldNormal)` **and**
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`collisions.SetSlidingNormal(worldNormal)`, and returns
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@ -653,7 +651,7 @@ and — when that surface turns out too steep to be walkable —
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`EdgeSlideAfterStepDownFailed` → `CliffSlide`/`PrecipiceSlide` (TS-1's
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domain, §2 above).
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### TS-4 port shape (FACT-grounded, mechanically simple)
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### TS-4 port shape (COMPLETED 2026-07-31)
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Delete both `if (worldNormal{0,1}.Z < PhysicsGlobals.FloorZ) { ... return
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TransitionState.Slid; }` blocks (`BSPQuery.cs:2200-2215` and
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@ -666,7 +664,7 @@ retires both `SetSlidingNormal` write sites (satisfying DO-NOT-RETRY §0
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item 1 permanently — deleted, not just avoided) with no replacement logic
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needed at this layer.
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### ⚠️ Port-order coupling with TS-1 (INFERENCE, but directly evidenced by the shortcut's own commit history)
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### Port-order coupling with TS-1 (historical guard, now satisfied)
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**This is the single most important sequencing fact in this whole
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document.** The shortcut's comment proves TS-1's retail-faithful chain
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@ -1182,3 +1180,42 @@ The #273, #271, #185, StepUp, transition-retry, and TS-4 controls remain
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unchanged. AP-5 is retired; TS-4 is intentionally untouched.
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---
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## 10. Campaign P Slice 2B closeout — TS-4 retired (2026-07-31)
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A fresh read of `BSPTREE::find_collisions` (`0x0053A440`) confirms the exact
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Path-6 split. A primary/foot-sphere polygon hit transforms the polygon normal,
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calls `SPHEREPATH::set_collide`, writes `LandingZ`, and returns `ADJUSTED_TS`
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(`0x0053A7B3..0x0053A7DC`) regardless of steepness. Only when that sphere is
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clear does a secondary/head-sphere hit write `collision_normal` and return
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`COLLIDED_TS` (`0x0053A793..0x0053A7A4`). Neither branch writes
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`sliding_normal`.
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Both parsed-graph and prepared-flat Path-6 implementations now follow that
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split exactly. The steepness branches, in-place tangent projection, and BSP-
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layer `SetSlidingNormal` writes are deleted. Exact site tests compare the two
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representations by raw bits and pin every mutated and preserved field:
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- foot: `SetCollide`, candidate backup, transformed `StepUpNormal`,
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`WalkInterp=1`, `WalkableAllowance=LandingZ`, `Adjusted`;
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- head: `CollisionNormal`, `Collided`, with no `SetCollide` state mutation;
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- both: a pre-existing sliding normal is preserved byte-for-byte.
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The failed first removal was a test-harness lesson, not a retail exception.
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Its gravity-only replay always passed `isOnGround:false` and discarded each
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accepted result's Contact/OnWalkable bits, making the nested edge/StepDown
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chain impossible to exercise on the next frame. The replacement replay uses
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the same retained `PhysicsBody` chronology as production. Parsed graph and
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prepared flat now match by raw result/body bits for vertical roof descent,
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downhill input, uphill pressure (including a no-launch/no-bounce assertion),
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tangential roof travel, inward-plus-tangent wall travel, and flat-roof ledge
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rejection. Every trace asserts finite bounded motion and signed-plane non-
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penetration. The former #116 D4 control is active: its primary-sphere hit
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hard-stops frame one through SetCollide, then the accepted persistent normal
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permits the downward slide on frame two.
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The complete historical #273/#271/#269/#265/#185/#137/#116/cellar/roof
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matrix and the full Core Release suite pass without a replacement
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compensation. TS-4 is retired.
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---
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