diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 452e4ca3..e2dd2271 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -212,10 +212,21 @@ raced its `SnapToCell` login seed, so every per-tick resolve takes the NO-LANDBLOCK verbatim branch (zero advance = run-on-spot exactly), until the first teleport re-seeds; (e2) above; (g) root-motion Frame not reaching the transition (animation advances, body write rejected). -**Next (probe run decides):** `ACDREAM_PROBE_RESOLVE=1` + -`ACDREAM_PROBE_CELL=1` + net probes on fresh logins. Discriminator: no -`[resolve]` lines at all → (f) upstream seed/mode; `[resolve]` firing -with zero advance → the responsible-entity/plane names (e2)-vs-geometry; +**Round 3 (code):** (f)'s strongest form is refuted — outbound 0xF61C +requires the PUBLISHED movement controller, so `EnterPlayerModeNow`'s +transaction completed and `SetPositionCore`/`SnapToCell` seeded the body; +what remains of (f)/(e2) is a seeded `(cell, pos)` pair the resolver +cannot operate on (e.g. `Resolve`'s XY landblock scan missing at mode +entry, `IsOnGround:false` verbatim seed, or offsets skewed vs +`_landblocks`). ALSO: the #111 `[snap]` apparatus is currently DEAD in +production — `PhysicsEngine.DiagnosticLog` has NO assignment anywhere in +`src/`, so its absence from the Coldeve log says nothing. **Next (probe +run decides):** wire `PhysicsEngine.DiagnosticLog` to the diagnostic +sink (it was designed low-volume/permanent), then fresh logins with +`ACDREAM_PROBE_RESOLVE=1` + `ACDREAM_PROBE_CELL=1` + net probes. +Discriminator: `[snap]` shows the mode-entry branch and seeded cell; no +`[resolve]` lines at all → upstream seed/mode; `[resolve]` firing with +zero advance → the responsible-entity/plane names geometry-vs-(e2); `[resolve]` advancing while the render stands still → (g) projection. Do NOT add a workaround (no auto-recall, no synthetic position kick).