fix #137 (seam shake): CheckOtherCells queried remaining cells at a stale pre-climb center
The P2 cellar-lip lesson one loop deeper. CheckOtherCells takes footCenter by value and used it for every cell in the loop — but a mid-loop query can MOVE the sphere: at the Facility Hub cell boundaries the neighbor's ramp floor full-hits, step_sphere_up climbs the foot +0.6mm and returns OK, and the loop continued querying the REMAINING cells (including the under-room, portal-ring-3) at the pre-climb height — 0.4mm inside the double-faced floor slab, grazing its underside (the under-room's ceiling) within the near-miss window. That dispatched a neg-poly step-up with a DOWNWARD normal, whose failure funneled into slide_sphere's opposing branch -> synthetic reversed-movement collision -> Collided -> revert, every frame: the seam shake (and, pre-mechanism-2-fix, the original absorbing wedge's entry). Retail check_other_cells reads the LIVE sphere_path.global_sphere for every cell (each cell's find_collisions receives the transition itself, pc:272717+). Fix: re-read footCenter = sp.GlobalSphere[0].Origin at the top of each loop iteration. All three Issue137CorridorSeamReplayTests repros un-skipped: the snapshot-exact west-boundary crossing (capture tick 4101), the east deep-straddle, and the clean-run lifecycle all GREEN. Full suites: Core 2556 / App 713 / UI 425 / Net 385, 0 failures. Visual gate pending: corridor run + the purple seam flashing re-check (expected to be the render exposing the same per-frame oscillation). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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3 changed files with 32 additions and 3 deletions
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@ -1804,6 +1804,21 @@ public sealed class Transition
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{
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if (cellId == sp.CheckCellId) continue;
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// #137 seam shake (2026-07-06): a mid-loop query can MOVE the
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// sphere — a Path-5 full hit dispatches step_sphere_up, and a
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// successful climb lifts the foot (the 0.6 mm ramp-slab lift at
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// the Facility Hub boundaries) yet returns OK, so the loop
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// continues. Retail's check_other_cells reads the LIVE
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// sphere_path.global_sphere for every cell (each cell's
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// find_collisions receives the transition itself, pc:272717+);
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// querying the remaining cells with the pre-climb center re-tests
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// the boundary ~0.4 mm inside the floor slab and grazes the
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// under-room's CEILING (the slab underside) — the neg-poly
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// step-up-with-a-downward-normal chain that shook the player at
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// every corridor seam. Same lesson as the P2 cellar-lip fix
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// (RunCheckOtherCellsAndAdvance's entry refresh), one loop deeper.
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footCenter = sp.GlobalSphere[0].Origin;
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if ((cellId & 0xFFFFu) < 0x0100u)
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{
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var terrainWalkable = engine.SampleTerrainWalkable(footCenter.X, footCenter.Y);
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