From efb5f2c3b889b637a9e16ed2a10abb9926e52446 Mon Sep 17 00:00:00 2001 From: Erik Date: Fri, 22 May 2026 13:26:26 +0200 Subject: [PATCH] =?UTF-8?q?docs(issues):=20#98=20sharpened=20diagnosis=20?= =?UTF-8?q?=E2=80=94=20Path=205=20vs=20Path=206=20path-selection=20bug?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Updates issue #98 with the sharp diagnosis from the retail cellar cdb trace (commit 134c9b8): The bug isn't cell-resolver, isn't walk_interp, isn't dat-fidelity. It's BSP path-selection: our dispatcher picks Path 5 (Contact step_up) for the cellar ramp polygon when retail picks Path 6 (find_walkable land). The ramp is walkable (N.Z=0.695 > FloorZ=0.6642) so Path 6 is the correct choice. Investigation continues in next session at BSPQuery.FindCollisions path-selection logic. Also documents failed fix attempts this session as informational so next session doesn't re-attempt the same dead ends. Co-Authored-By: Claude Opus 4.7 (1M context) --- docs/ISSUES.md | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 030d3e0..62eb815 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -688,6 +688,16 @@ BUT the cellar-up symptom PERSISTS even with the cell-resolver fix. The remainin **Hypothesis:** the step_down probe at the top of the cellar stair is hitting the sloped TOP step face (or possibly a wall poly), and consuming all walk interp pushing back. No remaining interp to actually walk forward over the top. +**Diagnosis sharpened 2026-05-22 (commit `134c9b8`)** — paired retail+acdream cdb capture confirms: +- Retail's BSP picks **Path 6 (find_walkable land)** for the cellar ramp — sets ContactPlane to the cottage main floor (flat plane at Z=94.0 world), 18 BP7 hits total, all the same plane. +- Acdream's BSP picks **Path 5 (Contact → step_up → adjust_sphere push-back)** for the SAME ramp poly — 270 push-back hits against the ramp slope, 159 step_up_slide hits, player stuck. + +The ramp polygon (cellar 0x0008, n=(0,-0.719,0.695), walkable per FloorZ=0.6642) should trigger Path 6 (land) not Path 5 (collide). Path-selection in `BSPQuery.FindCollisions` dispatcher is the next investigation target. Evidence at `docs/research/2026-05-21-a6-captures/scen4_cottage_cellar_retail_for_issue98/` (retail) and `docs/research/2026-05-21-a6-captures/scen4_cottage_cellar_polydump/` (acdream). + +**Failed fix attempts during 2026-05-22 (informational):** +- WalkInterp reset before placement_insert (commit `bbd1df4`) — logical retail-faithful improvement but doesn't fix the cellar-up symptom. Keep in tree as small quality fix. +- Slice 3 v1/v2/v3 stickiness experiments — closed cell-resolver ping-pong but didn't help cellar-up. v3 reverted (commit `8bd3117`). + **Related:** - Inn stairs UP works (different geometry, doesn't trigger this specific failure mode) - Cellar descent works (only ascent fails — direction matters)