The 'run into the last corridor window and pop up through its roof'
report: the live callers passed sphereHeight: 1.2f into
SpherePath.InitPath, whose head-sphere formula (height - radius) put the
head sphere center at 0.72 - the capsule top at 1.2m. The top 0.63m of a
1.83m character had NO collision, so at the corridor-end window alcove
(0x8A020179 -> 0x8A02017E: 0.70m sill face, 1.3m opening, sloped funnel
behind) the step-up's placement never saw the head overlapping the
lintel solids and let the player climb in head-through-roof.
Dat truth (HumanSetup_CollisionSpheres_DatTruth): Setup 0x02000001
spheres = (0,0,0.475) r=0.48 and (0,0,1.350) r=0.48 - capsule top 1.83 =
Setup.Height 1.835. Retail collides with that sphere list verbatim
(CPhysicsObj::transition 0x00512dc0 -> init_sphere(GetNumSphere,
GetSphere, m_scale)).
Fix: PlayerMovementController + the GameWindow remote resolve now pass
sphereHeight: 1.835f (capsule top; head center 1.355 vs dat 1.350).
InitPath unchanged - captured-input replay fixtures (recorded 1.2
inputs) stay byte-identical. Register TS-46: the (radius, capsule-top)
scalar approximation of the Setup sphere list (5mm foot/head offsets;
remotes use human dims) with the retire path (plumb the sphere list).
Pins: WindowOpening_HeadCannotFit_EntryBlocked (22-frame walked approach
wall-slides at the sill, never enters 0x8A02017E) +
WindowAlcove_RaisedPlacement_HeadInLintelSolid_Collides (Path-1
placement rejects the raised head in the lintel solids) + the
WindowShaft_FullPolyDump / HumanSetup dat inspections.
Suites: Core 2562 / App 713 / UI 425 / Net 385, 0 failures.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The corridor gate FAILED with a changed symptom: shaking at cell seams
(+ purple floor flashing there) instead of the dead stop. Deep-probe
session (step-walk/push-back/indoor-bsp + full resolve capture) traced
the complete chain; docs/ISSUES.md #137 carries it. Short form:
- Corridor floors are double-faced portal slabs over under-rooms; the
resting foot sphere lives within half a millimeter of three hit/straddle
thresholds there.
- Crossing a boundary, the foot penetrates the neighbor ramp slab by
~0.4mm, steps up onto it successfully (+0.6mm lift, stepped=True) —
and the lifted check position is then LOST: the following pass runs at
the unlifted height (the P2 stale-snapshot class; retail step_up
0x0050b6cc restores only on FAILURE).
- The unlifted re-test grazes the under-room's ceiling (the slab
underside) within the near-miss window, dispatches a neg-poly step-up
with a DOWNWARD normal, whose nested step-down finds no walkable at
exact tangency -> StepUpSlide -> slide_sphere opposing branch ->
reversed-movement collision -> Collided -> revert. Every frame = shake.
Apparatus committed:
- Issue137CorridorSeamReplayTests: 3 deterministic offline repros
(snapshot-exact west-boundary from the capture, east deep-straddle,
the clean-run pin), currently Skip='#137 seam shake' pending the fix.
Key: THREE portal-ring hydration (the under-room 0x8A020166 is ring-3;
with fewer rings the flood can't add it and the bug vanishes) + live
Setup step heights (0.6/1.5) + probe-buffer capture for line-diffing
offline vs live traces.
- Issue137CorridorSeamInspectionTests: portal-poly world spans (exposed
the visual-vs-physics polygon-id conflation and the floor-portal
topology), physics-BSP leaf membership walk, hit-normal candidate
sweep (|align| both windings), downward-poly sweep.
NEXT: read TransitionalInsert's attempt loop against retail 0x0050b6f0,
find the restore that clobbers the successful step-up position, fix,
un-skip. The purple seam flashing is expected to be the render exposing
the same per-frame oscillation - re-check after the physics fix.
Suites: Core 2553 / App 713 / UI 425 / Net 385, 0 failures (5 skips =
2 pre-existing + the 3 parked repros).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The mechanism-1 theory (PortalSide portal polys solid in our physics set)
is REFUTED for the corridor repro, and the remaining half of the phantom
is fixed — no cdb session needed:
- The live hit normal (-1.00,0.03,-0.03) matches NO dat polygon: a
world-space sweep of both seam cells + every portal-adjacent neighbor
(CorridorSeam_FindPolygonMatchingLiveHit) returns zero candidates. The
normal is the negated movement direction — the SYNTHETIC value
slide_sphere's opposing-normals branch records (reversed = -gDelta).
- Cell 0x8A02016E has IDENTITY rotation (the prior session's 'rotation
maps the portal planes into the -X wall' was a misattribution). The
PortalSide polys to 0x011E are +-Y planes 1.4 m beside the player's
track, perpendicular to the +X run — pos_hits_sphere's directional
cull rejects them for that movement. They ARE referenced by the dat's
physics-BSP leaves (CorridorCell_PhysicsBspLeafMembership), so retail
tests them too when approached into their plane; the dat's
keep-PortalSide / strip-ExactMatch asymmetry reads as intentional
(solid window/grate-class portals). No portal-poly filter — exactly
the blanket-skip the pickup warned against.
- Port fix: CSphere::slide_sphere's opposing-normals branch
(0x005375d7-0x0053762c) records the reversed displacement and returns
COLLIDED_TS; our port returned OK ('retail returns OK here' was a
decomp misread), letting the step complete as-is with the synthetic
collision normal that validate's epilogue then persisted as the
sliding normal the wedge absorbed on. TransitionTypes opposing branch
now returns Collided; pinned by
SlideSphere_OpposingNormals_ReturnsCollided_WithReversedDisplacementNormal
(RED->GREEN).
- Dat-backed replay (Issue137CorridorSeamReplayTests) reproduces the
live hit frame verbatim (same in/out to the millimeter, same 016E->017A
transit, same +8mm settle) and runs the corridor CLEAN: hit=no, no
sliding normal persisted, six further forward frames advance freely.
- Inspection tests extended: physics-BSP leaf membership walk +
hit-normal candidate sweep + downward-poly sweep (all report-style,
dat-gated). Pickup prompt banner'd SUPERSEDED; ISSUES #137 updated
(door half stays open); audit doc extended with the resolution.
Suites: Core 2551 / App 713 / UI 425 / Net 385, 0 failures.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Facility Hub corridor repro (probe + dat evidence, both mechanisms
pinned):
1. PortalSide portal polygons live IN CellStruct.PhysicsPolygons and
acdream collides with them as plain solid geometry. Cell
0x8A02016E's portals to 0x011E (polys 1/3/5, flags=PortalSide) are
present in the physics set while every ExactMatch portal in the
same cell is absent — the cell's rotation maps those portal planes
to the world -X wall the player hit mid-corridor
(launch-175-verify2.log:42858, n=(-1,0,0)). Retail must honor the
portal side; oracle grep required before fixing.
2. After the single seam hit, the body-persisted SlidingNormal
projects every subsequent forward offset to exactly zero in
AdjustOffset - the step aborts BEFORE any collision test can
update state (ok=False hit=no, zero advance), an absorbing wedge
escaped only by strafing ("push through on the side"). The #116
slide-response family: retail re-derives slide state per frame
(get_object_info pc:279992).
Inspection fixture: Issue137CorridorSeamInspectionTests (dumps
physics-vs-portal polygon membership for the two corridor cells).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>