docs(research): #265 capture bisect - S1 and S2 both cleared, real culprit is R6 grounded-animation-zero (S3, pre-Campaign-P)
Root-caused via segment mining + a real-trajectory replay harness (previous commit). Mined two dramatic real "velocity annihilation + permanent freeze" events from the live capture (a high-speed fall landing on a moderate, walkable-by-threshold roof slope, then a full velocity zero + frozen position for the rest of the capture - 12,292 ticks for the worse of the two). A/B verdict: S1 (db2889af, #116 shape-1's Path-6 hasSphere1 change) is provably UNREACHED for the mined trajectory - hit1 never fires once across the 80-tick replay, and diagnostic instrumentation shows the landing actually goes through the still-unchanged sphere0 (foot) branch. Reverting S1 locally produced byte-identical replay output, confirming this mechanically rather than by inference. S2 (calc_friction's AP-7 threshold) has zero production call sites (grep-confirmed) - it is dead code and cannot affect any live behavior in either direction. The real mechanism, hand-traced against both mined events exactly: the R6 "grounded movement is animation-root-motion-owned" architecture (PlayerMovementController.cs:1868-1882, landed 2026-07-20 viaf961d700, ten days before Campaign P) unconditionally zeros horizontal Velocity every tick once OnWalkable is true. With no held movement key at the instant of landing, the mover never advances again - a frozen-phase design predating Campaign P entirely, not a regression from S1/S2. Recommended direction: do not revert S1 (a real, narrow, retail-faithful fix unrelated to these two events); do not touch S2 until it's actually wired into a live path; the real target is #166 (downhill sled) plus the grounded-movement architecture, which needs a brainstorming pass before any implementation, not a quick S1/S2 revert. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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# #265 capture-driven bisection — steep-slope response family
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**Status: verdict reached, S1 and S2 both CLEARED for the two concrete
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mined events; real mechanism identified as a pre-existing (frozen-phase)
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architecture, not a Campaign P regression.** This is a research/bisection
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pass; no production code was changed. The harness (committed,
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`tests/AcDream.Core.Tests/Physics/Issue265SteepSlopeCaptureBisectTests.cs`)
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and mining tool (`tools/analyze_265_steep_slope_capture.py`) are permanent;
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the A/B code toggles described below were applied and reverted locally and
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never committed.
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## 0. Scope recap
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Issue #265 (`docs/ISSUES.md`): after the TS-4-removal-then-revert
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(`2e27d066`+`a8a7d64b`), the live matrix gate (2026-07-30, scenarios 4/5)
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found three symptoms: (a) jumping INTO an uphill slope bounces (retail does
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not), (b) house-roof slides no longer happen, (c) occasional
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stuck-sliding-on-an-edge. Two remaining Campaign-P suspects were named:
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- **S1** — `db2889af` ("#116 shape-1"): `BSPQuery.cs` Path-6's `hasSphere1`
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(head-sphere-only hit while airborne, foot sphere clear) branch changed
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from a steepness-gated dual path (steep → slide-tangent-then-`Slid`;
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shallow → `SetCollide`+`Adjusted`) to an unconditional
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`SetCollisionNormal` + `return Collided`.
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- **S2** — the AP-7 `calc_friction` threshold rewrite (merge `26e0334a`):
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`0.0` → `0.25`, unconditional into-plane velocity subtraction past the
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threshold.
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## 1. Segment mining
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Captures used: `artifacts/matrix-session2-resolve.jsonl` (15,726 records,
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copied from the coordinator worktree's `artifacts/matrix-session2-resolve.jsonl`)
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and `artifacts/matrix-session3-resolve.jsonl` (12,145 records at copy time).
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**Session3 is not usable.** Every one of its 12,145 records shows the
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identical position `(60.372223, 9.071998, 79.344925)`, zero velocity, and
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`transientState=3` (Contact|OnWalkable) from tick 0 to tick 12144 — the
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player was standing perfectly still (likely AFK / alt-tabbed) for the
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entire ~7.2-minute capture window. It contains no motion at all and was
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excluded from further analysis.
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### 1.1 First pass — strict signature scan (`tools/analyze_265_steep_slope_capture.py`)
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Two signatures were scanned for directly on the JSONL fields:
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- **Signature A (uphill-jump bounce)**: an airborne record (`bodyBefore`
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Contact bit clear) with `result.collisionNormalValid=true` and a "steep,
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non-floor, non-wall" normal (`0.02 < normal.Z < FloorZ=0.6642`), followed
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by a next-tick upward jump in `bodyBefore.velocity.z` while still
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airborne.
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- **Signature B (lost-slide / edge-wedge)**: ≥6 consecutive ticks with
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Contact set but OnWalkable clear (resting against a non-walkable steep
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surface), a non-trivial requested move each tick, and near-zero net
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advance.
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**Result: 0 hits for both signatures, in both files.** Session2 has only
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38 `collisionNormalValid=true` records total (out of 15,726), and every one
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of them has `normal.Z` in the `[0.85, 1.0]` bucket — i.e. every reported
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collision normal in this capture is CLOSE TO FLAT/floor-like, never in the
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"genuinely steep" `< FloorZ` band my first-pass signature targeted. This is
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an honest negative result for the specific "steep" heuristic; the actual
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symptom-bearing frames, mined below, are moderate-angle (Z≈0.86–0.95,
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above `FloorZ` — walkable BY THE THRESHOLD) and are found by a different
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signature.
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### 1.2 Second pass — velocity-annihilation scan
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Widened the signature to "a tick where `|horizontal velocity|` before is
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`>2 m/s` and after (next tick) is `<0.05 m/s`, then how long the position
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stays frozen afterward." This found exactly **two events**, both in
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session2:
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| idx (0-based) | tick | `|v_horiz|` before | frozen for | cell |
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|---|---|---|---|---|
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| 3153 | 3153 | 8.90 m/s | 46+ ticks (session2 continues past it; not EOF) | `0xAAB30007` |
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| **3434** | **3434** | **18.00 m/s** | **12,292 ticks — to EOF** | `0xAAB40011` |
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**Event at idx 3433/3434 (the primary oracle for this pass), full trace**
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(`records[3415..3434+41]`, printed via ad-hoc Python — see
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`tools/analyze_265_steep_slope_capture.py` for the reusable scanner):
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- Ticks 3415–3432: clean ballistic fall. `vBefore = (11.15, 14.13, vz)`
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with `vz` accumulating from ‑16.72 to ‑23.14 (pure gravity, no further
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horizontal drive — a jump/leap with residual momentum, exactly the kind
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of trajectory the oracle plan's §1.3 predicted would NOT hit the
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TS-4 degenerate case). `Z` falls from 92.79 to 79.90.
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- **Tick 3433 (the landing):** `result.collisionNormalValid=true`,
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`result.collisionNormal=(0.2857143, 0.42857143, 0.85714287)` — exactly
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`(2,3,6)/7`, a REAL polygon normal (not the `UnitZ` degenerate default).
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`result.isOnGround=true`. `bodyAfter.contactPlaneValid=true`,
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`bodyAfter.walkablePolygonValid=true`, `bodyAfter.walkableVertices` = the
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triangle `(240,0,88), (264,0,80), (264,24,68)` — `normal.Z=0.857`, well
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ABOVE `PhysicsGlobals.FloorZ` (0.6642): **a legitimately walkable roof
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slope, not the "steep, non-walkable" case either S1 or the original TS-4
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shortcut ever targeted.** `bodyAfter.velocity` is UNCHANGED
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`(11.15,14.13,‑23.14)` — confirms (see `PhysicsEngine.cs:1489`, capture
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fires inside `ResolveWithTransition`, before any caller-side velocity
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response) that neither `calc_friction` nor `HandleAllCollisions` ran yet.
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- **Tick 3434 (the very next resolve call):** `input.currentPos ==
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input.targetPos` (ZERO requested motion this tick — the previous frame's
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integration already produced zero displacement). `bodyBefore.velocity =
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(0, 0, 0)` — **already fully zeroed by the time THIS resolve call even
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starts.** `transientState=7` (Contact|OnWalkable|Sliding). Every
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subsequent record (12,292 of them, to the literal end of the file) is
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byte-identical: same position, same zero velocity, same
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`transientState=7`.
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**Event at idx 3152/3153** is the same shape at a shallower ~18° roof edge
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(`normal≈(0,0.32,0.95)`): the player glides/climbs cleanly along the edge
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for ~140 ticks (idx 3016–3152, gaining ~10 m of Z — this portion is
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healthy behavior), then at idx 3153 horizontal velocity is forced to
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exactly zero in one tick and the position freezes for the rest of the
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examined window.
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**Both events are the SAME shape**: a real, correct, non-default collision
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normal is recorded on the landing tick; on the very next tick the mover's
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full horizontal velocity has already vanished and the position never
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changes again. This is what the user experiences as "roof slides no
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longer happen" (symptom b) and "occasional stuck-sliding-on-an-edge"
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(symptom c). Neither event's landing surface is steep by `FloorZ` — both
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are moderate, walkable-by-threshold roof pitches.
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## 2. Replay harness
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`Issue265SteepSlopeCaptureBisectTests.cs` builds a synthetic
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`PhysicsEngine` containing ONE polygon — the exact real triangle recovered
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from record 3433's `bodyAfter.walkableVertices` — registered via
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`ShadowObjectRegistry`, then replays the EXACT real captured ballistic
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state (position + velocity, record index 3415) forward with real gravity
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at 30 Hz, calling `PhysicsEngine.ResolveWithTransition` every tick exactly
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like `PlayerMovementController` does at the Core boundary. Once the mover
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reports `IsOnGround`, the harness keeps REQUESTING the same forward
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velocity every tick (simulating held input) — this is deliberate: it turns
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the harness from "replay what the live game did" (which trivially
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reproduces the freeze, since the live game's own subsequent inputs were
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already zero — see §4) into "does the physics engine itself allow
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continued advance across this surface," which is the actual question S1
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and S2 bear on.
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### 2.1 Harness commissioning (three real bugs found and fixed while building it — kept as code comments)
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1. `ShadowObjectRegistry.Register`'s broad-phase culls by distance from
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`worldPos`. Registering at the literal real-world coordinates (X≈256)
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while querying at world origin put the polygon ~264 units away — the
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very first run found **zero collisions at all**. Fixed by re-anchoring
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the whole synthetic scene (triangle + approach trajectory) at the
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triangle's centroid.
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2. `CellTransit.BuildShadowCellSet`'s outdoor flood
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(`CellTransit.AddAllOutsideCells`) treats world position as
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landblock-local (an anchor-frame convention shared with
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`Ts4SteepRoofWedgeCaptureTests`/`DoorBugTrajectoryReplayTests`, active
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whenever `CellGraph.TryGetTerrainOrigin` has no real terrain to
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consult). The real-world coordinates (X≈256) are outside the valid
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`[0,192)` per-landblock range even after centroid re-anchoring picked a
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bad cell id — still zero collisions.
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3. `LandDefs.AdjustToOutside` (inside the flood) **silently re-derives**
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the actual `(lx,ly)` grid cell from the sphere's real position and
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corrects a mismatched seed rather than honoring the literal
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`seedCellId` passed to `Register` — an arbitrary chosen cell id
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(`0x00000011`) registered successfully (`TotalRegistered=1`) but
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`GetObjectsInCell(0x00000011)` came back empty; the entity had actually
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landed in cell `0x00000001` (the canonical grid-(0,0) cell, matching
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the re-anchored centroid). Switching the harness's cell id to
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`0x00000001` fixed it.
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These are documented in the test file's code comments in case another
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harness hits the same three traps.
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## 3. A/B outcomes
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### (i) HEAD vs (ii) S1-reverted
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The S1 revert (`BSPQuery.cs`'s `hasSphere1` branch restored to the
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pre-`db2889af` steepness-gated dual path, mirroring the still-current
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`sphere0` branch — applied locally, verified `git diff --stat` clean
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before and after, never committed) produced **byte-identical output** to
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HEAD for the full 80-tick replay: same landing tick (19), same clean
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44-tick glide (ticks 20–62, `adv=0.5149` every tick, `cnv=false`), same
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freeze at tick 63 (`adv=0.0000` for 16+ consecutive ticks, capped by the
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harness's tick budget — it would continue indefinitely), same recorded
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`collisionNormal=(-0.958,0.128,0.256)` from that point on.
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**Why they're identical — confirmed by diagnostic instrumentation**
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(`PhysicsDiagnostics.ProbeIndoorBspEnabled`/`ProbeBuildingEnabled`, the
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`[path-dispatch]`/`[path5-diag]` probes `db2889af` itself added): across
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the entire 80-tick replay, **`hit1=True` never appears once.** The two
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`[path-dispatch] ... collide=True ... contact=False ...` lines (Path 6
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firing during the airborne approach) are followed by
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`insertType=Placement` (Phase 3's walkable-landing retry succeeding) —
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this is the STILL-UNCHANGED `sphere0` (foot) branch's graceful
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`SetCollide`→`Adjusted`→Phase-3-Placement chain, not the `hasSphere1`
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branch S1 touched. Once grounded, every subsequent Path-5 dispatch reports
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`hit0=False hitPoly0=False` then `hit1=False hitPoly1=False` — a genuinely
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clean glide with no collision at all, which is why the S1 edit (which only
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fires inside `if (hit1 || hitPoly1 is not null)`) never executes for this
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trajectory. **S1's site is provably unreached by the real mined
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trajectory that produced the freeze.** Reverting code that never runs
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cannot change the outcome — this is not a coincidence, it's the direct
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mechanical explanation.
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### (iii) S2 toggle
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**Not run as a harness A/B — proven inert by static analysis instead.**
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`grep -rn "\.calc_friction(" src/` returns **zero production call sites** —
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the only callers of `PhysicsBody.calc_friction` in the entire repository
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are its own unit tests (`tests/AcDream.Core.Tests/Physics/PhysicsBodyTests.cs`).
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`PlayerMovementController.cs` mentions it only in a code comment
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(line ~2021, "friction next frame") — it is never invoked. Neither
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`ResolveWithTransition` nor `PlayerMovementController`'s tick loop calls
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`calc_friction` anywhere. **S2's threshold value (0.0 vs 0.25) cannot
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affect any live or replayed behavior, full stop** — there is no toggle to
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run because there is no live code path to toggle.
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### (iv) Both reverted
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Follows immediately from (ii) and (iii): with S1 reverted producing
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byte-identical output to HEAD, and S2 provably inert, the "both" variant
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is mathematically identical to (ii), which is identical to (i). No
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separate run was needed.
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### A/B summary table
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| Variant | Landing tick | Clean glide (ticks 20-62) | Freeze at tick 63+ | Notes |
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|---|---|---|---|---|
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| (i) HEAD | 19 | yes, `adv=0.5149`/tick | yes, frozen forever | `hit1` never true |
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| (ii) S1 reverted | 19 (identical) | yes (identical) | yes (identical) | S1's branch unreached |
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| (iii) S2 toggle | n/a | n/a | n/a | dead code, no call sites |
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| (iv) both | 19 (identical) | yes (identical) | yes (identical) | follows from (ii)+(iii) |
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## 4. The actual mechanism (found by hand-tracing the live capture against `PlayerMovementController.cs`, independently confirming it explains BOTH mined freeze events exactly)
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Neither S1 nor S2 touch velocity. The full-zero-in-one-tick signature
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(§1.2) is produced by two pre-existing, Campaign-P-independent pieces
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working in sequence:
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1. **The landing tick** (`PlayerMovementController.cs`, the
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`if (resolveResult.IsOnGround && _body.Velocity.Z <= 0f)` block):
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Contact+OnWalkable are set, and — because `Velocity.Z < 0` — ONLY the
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Z component is hand-zeroed: velocity becomes `(11.15, 14.13, 0)`.
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`PhysicsObjUpdate.HandleAllCollisions` then runs with `shouldReflect =
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true` (the mover was airborne the frame before: `prevOnWalkable=false`
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makes `shouldReflect` unconditionally true regardless of the new
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grounded state — see `PhysicsObjUpdate.cs:163-164`). But
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`dot(velocity, collisionNormal) = dot((11.15,14.13,0),
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(0.286,0.429,0.857)) ≈ +9.25` — POSITIVE (moving away from, not into,
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the surface, because the Z component that would have made it negative
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was just zeroed) — so the `if (dot < 0f)` reflection guard
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(`PhysicsObjUpdate.cs:177`) never fires. Velocity survives this tick as
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`(11.15, 14.13, 0)`.
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2. **The very next tick** (`PlayerMovementController.cs:1868-1882`, added
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2026-07-20 by `f961d700`, "port retail complete object frame
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pipeline" — R6, well before Campaign P):
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```csharp
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if (_body.OnWalkable)
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{
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float savedWorldVz = _body.Velocity.Z;
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if (hasAnimationRootMotion)
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{
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_body.Velocity = new Vector3(0f, 0f, savedWorldVz);
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}
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...
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}
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```
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`OnWalkable` is now true (set last tick), so this runs UNCONDITIONALLY,
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EVERY tick, for as long as the mover stays grounded: it zeros
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`Velocity.X/Y` to exactly zero (`savedWorldVz` is already 0 from step
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1), replacing physics-integrated horizontal velocity with
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animation-root-motion-driven displacement (`pmDelta.Origin`, populated
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from `_advanceAnimationRootMotion`, which only produces nonzero
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displacement when a movement key is actually held). **With no key held
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at the instant of landing, `pmDelta.Origin` stays `Vector3.Zero` forever,
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and the mover never advances again.** This reproduces `bodyBefore.velocity
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= (0,0,0)` at record 3434 exactly, and the permanent freeze that follows.
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This is the R6 "local player animation-owned grounded movement"
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architecture: once grounded, walking is driven entirely by held-input +
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animation root motion, not by integrating `Velocity`. It has been in
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place since 2026-07-20 — **ten days before Campaign P and the TS-4
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removal/revert (2026-07-29/30)** — and is explicitly a frozen-phase
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architecture per the milestones doc (R6 shipped; the freeze list bars
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rework without a dedicated brainstorm). It is retail-DIVERGENT in one
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specific way that matters here: retail does not need a held key to carry
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residual momentum across a landing — a fast fall onto a walkable-but-
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sloped surface should glide/sled per `docs/ISSUES.md` #166 ("Slope-landing
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glide + bounce absent... acdream lands clean and dead"), which is filed,
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open, and explicitly OUT OF SCOPE for this pass (the `Sledding`
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`PhysicsStateFlags` bit that would let `calc_friction`'s Sledding-gated
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overrides engage is never set anywhere in the codebase — a separate,
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already-tracked gap).
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`git log --oneline -3 -- src/AcDream.Core/Physics/PhysicsObjUpdate.cs`
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confirms `HandleAllCollisions` itself was also last touched by an
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unrelated water fix (AP-10, `cc8d57a2`) — Campaign P did not modify it
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either.
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## 5. Re-reading the oracle plan's S1 claim against the mined evidence
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The task asked specifically: if S1's port is faithful but its SCOPE is
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wrong, say exactly that. Re-checked against
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`docs/research/2026-07-30-ts4-116-oracle-plan.md` §2.3-§2.4 and §3, plus
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this pass's own finding:
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- **S1's port IS faithful in isolation.** Its cited sources
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(`acclient_2013_pseudo_c.txt:323824-323834`, ACE `BSPTree.cs:221-230`)
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are an exact structural match — not a BN misdecompile, not a citation
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error. This was independently re-verified by reading the current
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`BSPQuery.cs:2259-2302` against the same two sources again this pass; no
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discrepancy found.
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- **S1's scope is narrower than any symptom this pass could reproduce —
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not wider.** The oracle plan's own Addendum 2 (§"implementation
|
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session") already found this exact pattern once, for the door
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tick-22760 capture: the hypothesis assumed the "not-yet-in-Contact"
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branch would fire, but the mover was actually GROUNDED (`Contact` set),
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so dispatch went to Path 5 instead and S1's site was never reached. This
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pass finds the SAME pattern a second, independent time, for a
|
||||
DIFFERENT capture (a genuine airborne fall, not a grounded door-push):
|
||||
the foot sphere (`sphere0`) reaches the rising/sloped polygon at the
|
||||
same moment as or before the head sphere, so the `if (hit0 ||
|
||||
hitPoly0 is not null)` branch above `hasSphere1`'s check fires first and
|
||||
RETURNS before `hasSphere1`'s block is ever entered
|
||||
(`BSPQuery.cs:2188` gates the whole `hasSphere1` block behind falling
|
||||
through that first `if`). `hit1=True` never appears once across the
|
||||
entire 80-tick replay, confirming this mechanically, not just by
|
||||
inference.
|
||||
- **Two independent capture families (a grounded door-push, and now an
|
||||
airborne fall-and-land) both show S1's site going unreached.** This
|
||||
strongly suggests S1's real-world reach is much narrower than its
|
||||
authors worried — for it to matter, a trajectory would need the FOOT
|
||||
sphere to stay clear while the HEAD sphere alone grazes a polygon
|
||||
during an airborne (not-yet-grounded) frame — e.g. jumping up under an
|
||||
overhang, or clipping a roof's underside while airborne with the feet
|
||||
still below the eave line. **Neither of #265's two concrete mined
|
||||
freeze events is that geometry.** S1 remains a real, citable, retail-
|
||||
faithful port-accuracy improvement and should NOT be reverted on this
|
||||
evidence (it fixes a genuine, if narrow, divergence for whenever its
|
||||
exact geometry does occur) — but it is not implicated in the symptoms
|
||||
#265 was filed against.
|
||||
|
||||
## 6. Named culprit
|
||||
|
||||
**Neither S1 nor S2. This is S3 — but not a NEW regression: it is the
|
||||
pre-existing, frozen-phase R6 "grounded movement is animation-root-motion-
|
||||
owned" architecture (`PlayerMovementController.cs:1868-1882`, landed
|
||||
2026-07-20 via `f961d700`, ten days before Campaign P), which
|
||||
unconditionally zeros the mover's horizontal `Velocity` every tick once
|
||||
`OnWalkable` is true, with no gate on approach speed, surface steepness,
|
||||
or how the mover became grounded.** It was mechanically traced, tick by
|
||||
tick, against BOTH of #265's concrete mined freeze events and reproduces
|
||||
the observed `(0,0,0)` velocity and permanent position-freeze exactly.
|
||||
|
||||
This explains symptom (b) (roof slides don't continue — there is no
|
||||
"continue," walking requires a held key that landing doesn't supply) and
|
||||
symptom (c) (stuck at the landing spot indefinitely) completely, for both
|
||||
mined events. It does **not**, by itself, explain symptom (a) (the
|
||||
"bounce" on jumping into an uphill slope) — that is a property of
|
||||
`PhysicsObjUpdate.HandleAllCollisions`'s elastic reflection (`shouldReflect
|
||||
= true` whenever the mover was NOT already on walkable ground before AND
|
||||
after the resolve — `PhysicsObjUpdate.cs:163-164`), which is ALSO
|
||||
pre-existing (from the #182 rebuild, well before Campaign P) and fires for
|
||||
ANY valid `CollisionNormal` reported while airborne, regardless of which
|
||||
BSPQuery branch produced it. This pass did not find or replay a concrete
|
||||
"bounce" event in the captures (the closest analogue — the tick-63
|
||||
edge-freeze in the replay harness — shows a suspicious secondary normal,
|
||||
`(-0.958,0.128,0.256)`, unrelated to the registered polygon's own plane
|
||||
normal, with Path-5 diagnostics showing no fresh BSP hit during the frozen
|
||||
ticks; this smells like stale `ContactPlane`/`CollisionNormal` persistence
|
||||
at a polygon boundary rather than a fresh reflection, and — like the S1
|
||||
revert — was unaffected by reverting S1. It is flagged as a genuine open
|
||||
question, not resolved this pass, and may be an artifact of this
|
||||
harness's single small (24-unit) synthetic triangle rather than a general
|
||||
production bug; a real roof's continuous mesh would not present a "run off
|
||||
the edge of a 24-unit patch" boundary at all. See §7).
|
||||
|
||||
## 7. What's still open (do not guess, per CLAUDE.md)
|
||||
|
||||
1. **Why does the user perceive this as a NEW regression coinciding with
|
||||
Campaign P**, if the freeze mechanism (§4) predates it by ten days and
|
||||
is unaffected by S1/S2? Two honest hypotheses, neither confirmed:
|
||||
(a) the roof-jump/fall scenario was specifically exercised for the
|
||||
FIRST time as part of the Campaign P visual matrix (scenarios 4/5),
|
||||
surfacing a pre-existing bug rather than a new one; (b) a genuinely
|
||||
separate, not-yet-isolated interaction exists. Resolving this needs
|
||||
either a live retail-vs-acdream side-by-side of the EXACT same
|
||||
fall-and-land-with-no-input scenario pre-Campaign-P (to confirm the
|
||||
freeze is not new), or a fresh capture of the user's ACTUAL "roof
|
||||
slide" repro (holding a movement key throughout, not a passive fall) to
|
||||
see whether the animation-root-motion path (which DOES produce
|
||||
displacement while a key is held) also fails.
|
||||
2. **The tick-63 edge freeze** in this pass's own harness (§6, closing
|
||||
parenthetical) — a `CollisionNormal` unrelated to the registered
|
||||
polygon's plane, reported while Path-5 diagnostics show no fresh hit.
|
||||
Candidate next step: extend the harness's synthetic roof to several
|
||||
contiguous polygons (removing the small-triangle-edge artifact) and
|
||||
re-run; if the freeze persists on a much larger interior region, it is
|
||||
a real, separate, third mechanism worth its own root-cause pass
|
||||
(possibly `SpherePath.PrecipiceSlide`'s edge-crossing test, or stale
|
||||
`LastKnownContactPlane` persistence — NOT yet confirmed, do not guess
|
||||
further).
|
||||
3. **Symptom (a)'s bounce** was analyzed only by static code reading
|
||||
(`HandleAllCollisions`'s reflection math), not independently reproduced
|
||||
against a live-captured bounce event — none of the 38
|
||||
`collisionNormalValid=true` records in session2 showed the "airborne,
|
||||
then a large upward `Velocity.Z` jump next tick" signature this pass's
|
||||
Signature-A scanner looked for. A fresh capture specifically of a
|
||||
jump-into-an-upward-slope repro (ideally with `ACDREAM_PROBE_RESOLVE=1`
|
||||
or `ACDREAM_CAPTURE_RESOLVE` active for the WHOLE approach, not just
|
||||
the moment of impact) would let Signature A actually fire and give a
|
||||
concrete oracle the way records 3433/3434 did for the freeze.
|
||||
|
||||
## 8. Recommended fix direction
|
||||
|
||||
**Do not touch S1** (`BSPQuery.cs`'s `hasSphere1` branch) — it is a real,
|
||||
narrow, retail-faithful improvement unrelated to #265's two concrete mined
|
||||
events; reverting it would only reopen the #116 shape-1 door-collision gap
|
||||
it was written to close, for zero benefit here.
|
||||
|
||||
**Do not spend further effort on S2** (`calc_friction`'s threshold) until
|
||||
it is actually wired into a live code path — right now changing it changes
|
||||
nothing observable, in either direction. If/when `calc_friction` IS wired
|
||||
into `PlayerMovementController` (a legitimate future piece of closing #166,
|
||||
the downhill-sled issue), the 0.25 threshold becomes live and worth
|
||||
re-testing at that point, not before.
|
||||
|
||||
**The real target is #166 + the grounded-movement architecture (§4/§6),
|
||||
which is a frozen-phase design question, not a quick fix.** Per CLAUDE.md's
|
||||
"the roadmap and the observed bug disagree → brainstorm before writing
|
||||
code" rule, this needs `superpowers:brainstorming` before any
|
||||
implementation: does acdream want a genuine physics-driven momentum carry
|
||||
across a landing (porting the retail `Sledding` state + a real
|
||||
`calc_friction` wiring), or a narrower "if IsOnGround at high incoming
|
||||
speed, force a minimum coast distance regardless of held input" patch? The
|
||||
former is retail-faithful and already has a filed target (#166); the
|
||||
latter would be a new, unfiled design decision. Either way, this is
|
||||
explicitly NOT an S1/S2 code change — it is new work against
|
||||
`PlayerMovementController.cs`'s grounded-movement block and
|
||||
`PhysicsBody.calc_friction`'s wiring, gated on a design conversation, not a
|
||||
revert.
|
||||
Loading…
Add table
Add a link
Reference in a new issue