feat(physics): port retail projectile integration

Add a pure Core projectile driver for retail clock quanta, final-state acceleration, 50-unit velocity clamping, world-space angular integration, full-3D AlignPath, and oriented Setup-local sphere sweeps. Preserve exact success versus set_frame-only failure semantics, independent Contact/OnWalkable state, and full-cell identity across all landblock directions.

Port OBJECTINFO::missile_ignore with explicit weenie/creature metadata, remove the invented transition-step cap, retain PathClipped without arming PerfectClip, and keep authoritative target identity optional. Add malformed-shape/clock, thin-wall, terrain, target-exclusion, frame-spike, failure-state, and boundary conformance coverage.

Retire TS-2 and synchronize the architecture, milestones, roadmap, research oracle, and durable physics memory.

Co-Authored-By: Codex <noreply@openai.com>
This commit is contained in:
Erik 2026-07-14 11:43:11 +02:00
parent 542dcfc384
commit f02b995e4f
21 changed files with 1669 additions and 263 deletions

View file

@ -459,7 +459,7 @@ public sealed class PhysicsBodyTests
// ════════════════════════════════════════════════════════════════════
[Fact]
public void update_object_dt_below_min_quantum_does_not_advance()
public void update_object_dt_below_min_quantum_accumulates_without_advancing()
{
var body = MakeAirborne();
body.Velocity = new Vector3(1f, 0f, 0f);
@ -470,6 +470,7 @@ public sealed class PhysicsBodyTests
body.update_object(PhysicsBody.MinQuantum * 0.5);
Assert.Equal(Vector3.Zero, body.Position);
Assert.Equal(0d, body.LastUpdateTime);
}
[Fact]
@ -516,6 +517,17 @@ public sealed class PhysicsBodyTests
Assert.Equal(t, body.LastUpdateTime, precision: 10);
}
[Fact]
public void update_object_micro_fragment_is_consumed()
{
var body = MakeAirborne();
body.update_object(PhysicsGlobals.EPSILON * 0.5);
Assert.Equal(PhysicsGlobals.EPSILON * 0.5, body.LastUpdateTime, precision: 10);
Assert.Equal(Vector3.Zero, body.Position);
}
[Fact]
public void update_object_gravity_free_fall_accumulates_downward_velocity()
{