feat(L.2g-S5): delete player pace-inference layer; close #39 (DEV-2)
S0 wire probe (live capture, retail actor via ACE) refuted the premise the #39 machinery was built on: walk<->run Shift toggles arrive as EXPLICIT UMs (0x0005 <-> 0x0007@runRate) because retail's default- difference packing baselines forward_command against Ready — W-held is always packed, and ACE re-emits it unconditionally with the holdKey upgrade (MovementData.cs:104-119). The frequent flags=0 autonomous UMs are genuine keys-released / heading-only states; retail applies them as full stops (InterpretedMotionState ctor 0x0051e8d0 defaults Ready + move_to_interpreted_state 0x005289c0 flat copy). Retail has NO pace->animation adaptation anywhere in its inbound pipeline (two decomp dives + ACE cross-check, deviation map DEV-2), and the refinement layer's 0.2s-grace re-promotion after legitimate Ready UMs was itself the observed Ready<->Run thrash / rubber-band component. Deleted: ApplyPlayerLocomotionRefinement, UmGraceSeconds, PlayerRunPromoteSpeed/PlayerRunDemoteSpeed, RemoteMotion.LastUMTime, the synth-player refinement call in OnLivePositionUpdated. Player-remote cycles are now UM-driven only, exactly like retail. NPC PlanFromVelocity path untouched (S6 unifies). S0 findings + S1 live validation (0 false UM_STALE drops across 280 UMs) recorded in docs/research/2026-07-02-inbound-motion-deviation-map.md. fix #39: closed — root-cause narrative corrected, machinery removed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -3108,7 +3108,20 @@ regression on the species that already render correctly.
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## #39 — Run↔Walk cycle transition not visible on observed player remotes (acdream-as-observer)
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**Status:** OPEN — VERIFY-PENDING (cases #1/#2/#4/#5 user-verified working 2026-05-06; cases #3/#6/#7 unverified in live test)
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**Status:** CLOSED 2026-07-02 (superseded by L.2g; refinement machinery DELETED in the S5 commit)
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**Closure note:** the root-cause narrative below is WRONG — the 2026-05-06
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"wire goes silent on Shift toggle" finding was refuted at three oracles + a
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fresh live capture (`docs/research/2026-07-02-inbound-motion-deviation-map.md`,
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S0 section): retail sends a fresh MoveToState on HoldRun toggle while moving
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(`CommandInterpreter` 0x006b37a8 → `SendMovementEvent`), ACE rebroadcasts every
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MoveToState (`GameActionMoveToState.cs:36`), and the S0 capture shows explicit
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`0x0005↔0x0007` UMs on each toggle. Retail has NO pace→cycle adaptation
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anywhere (DEV-2). The `ApplyPlayerLocomotionRefinement` layer this issue added
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was itself causing Ready↔Run thrash against legitimate flags=0 stop UMs and
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was deleted; player-remote cycles are UM-driven only. Remaining transition
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polish (funnel, stop path, link pose) is tracked as roadmap L.2g S2–S4.
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**Original status:** OPEN — VERIFY-PENDING (cases #1/#2/#4/#5 user-verified working 2026-05-06; cases #3/#6/#7 unverified in live test)
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**Severity:** LOW (most cases now visibly correct after the 2026-05-06 fix sequence; remaining unverified cases are direction-flip — believed to work via direct UM but not explicitly exercised)
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**Filed:** 2026-05-03
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**Component:** physics / motion / animation
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