fix #270 closeout: strip investigation probes; close the issue
User-verified: casting fixed (exhaustion-edge gate) and monster attack animations restored (spawn settle placement + lost-cell retry). Final session evidence: 14/15 spawn settles grounded; Falling-refusal spam collapsed 2,954 -> 15 transient pre-settle lines. Strips the [UM-ACT]/[MT-FAIL]/[SPAWN-PLACE]/[remote-edge] probes, the MotionInterpreter.DiagnosticGuid plumbing, and the two throwaway probe tests (motion-table attack sweep, vitae color dump - both findings are recorded in ISSUES/research). Complete Release suite: 10,030 passed / 5 skips / 0 failures. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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7 changed files with 3 additions and 263 deletions
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@ -205,13 +205,6 @@ internal sealed class LiveEntityNetworkUpdateController
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body: remote.Body,
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moverFlags: moverFlags,
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movingEntityId: entity.Id);
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if (AcDream.Core.Physics.PhysicsDiagnostics.DumpMotionEnabled)
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{
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Console.WriteLine(
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$"[SPAWN-PLACE] guid={serverGuid:X8} cell=0x{cellId:X8} ok={settle.Ok} "
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+ $"contact={settle.InContact} walkable={settle.OnWalkable} "
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+ $"z={worldPos.Z:F3}->{settle.Position.Z:F3}");
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}
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if (!settle.Ok || !settle.InContact)
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return; // no floor within reach — stays airborne like retail's fall
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