Commit graph

3150 commits

Author SHA1 Message Date
Erik
30012361e1 feat(runtime): freeze initial placement inbound admission 2026-08-01 21:00:03 +02:00
Erik
9d601817b8 docs(physics): hand off initial create residence 2026-08-01 19:42:19 +02:00
Erik
38fd4b8dc9 feat(runtime): own initial create residence transaction 2026-08-01 19:35:08 +02:00
Erik
74103f75b5 feat(app): stage live entities before runtime placement 2026-08-01 18:43:23 +02:00
Erik
3f800a4aec feat(runtime): classify retail authoritative position routes 2026-08-01 18:23:07 +02:00
Erik
0fbc7a1fb7 fix(runtime): preserve hidden setposition collision ownership 2026-08-01 18:22:45 +02:00
Erik
9b0f59bd1b feat(runtime): atomically replace collision generations 2026-08-01 17:33:34 +02:00
Erik
99bf1751bb feat(runtime): quiesce collision prefix replacements 2026-08-01 16:05:46 +02:00
Erik
f05ed5c3cd feat(app): observe canonical placement receipts 2026-08-01 15:22:52 +02:00
Erik
378ca95a67 feat(headless): observe canonical placement receipts 2026-08-01 15:10:03 +02:00
Erik
74c9b155bd feat(app): project canonical runtime placements 2026-08-01 15:00:49 +02:00
Erik
ef43667872 feat(runtime): own placement projection acknowledgement 2026-08-01 14:31:39 +02:00
Erik
5785a07b3e feat(runtime): commit dormant SetPosition activation 2026-08-01 14:25:02 +02:00
Erik
99f867f053 feat(runtime): seal dormant SetPosition evaluations 2026-08-01 11:31:58 +02:00
Erik
22651c823d feat(runtime): publish dormant local physics ownership 2026-08-01 10:01:30 +02:00
Erik
442cb8f97b feat(runtime): prepare authored SetPosition movers 2026-08-01 09:16:09 +02:00
Erik
237d1184d2 feat(runtime): own SetPosition collision reports 2026-08-01 00:15:11 +02:00
Erik
ec627c13a2 docs(physics): hand off remaining divergence campaign 2026-07-31 23:13:46 +02:00
Erik
270f5154b9 feat(runtime): expose dormant placement receipts 2026-07-31 23:11:44 +02:00
Erik
4c02ac4259 feat(runtime): own deferred set-position residence 2026-07-31 22:32:49 +02:00
Erik
e84a388e6f feat(physics): port canonical retail set-position core 2026-07-31 20:44:03 +02:00
Erik
6b28ff999c fix(physics): make collision activation starvation-free 2026-07-31 18:34:46 +02:00
Erik
d94145e6b8 fix(physics): seal collision generations before activation 2026-07-31 15:53:05 +02:00
Erik
be94bc9b06 fix(physics): activate collision generations atomically 2026-07-31 15:19:25 +02:00
Erik
3e0f3b6206 fix(physics): validate retail cell containment roots 2026-07-31 14:48:26 +02:00
Erik
7716c2ee89 fix(physics): restore retail cell availability semantics 2026-07-31 14:22:45 +02:00
Erik
d3c0d9ec0e test(physics): harden TS-4 production chronology 2026-07-31 14:08:51 +02:00
Erik
75b6f6b6c9 fix(physics): restore retail path-6 collision response 2026-07-31 13:44:55 +02:00
Erik
acec33eca8 fix(physics): preserve retail step-down probe state 2026-07-31 13:24:25 +02:00
Erik
1fd5da67b4 fix(physics): restore retail step-down placement validation 2026-07-31 13:13:09 +02:00
Erik
4fbd93ecdb fix(physics): preserve retail edge-slide stop semantics 2026-07-31 13:03:46 +02:00
Erik
c559c48d80 fix(physics): restore retail edge-response ordering 2026-07-31 12:55:49 +02:00
Erik
4ca7230b36 fix(physics): hold retail cell across inner retries 2026-07-31 12:40:50 +02:00
Erik
67d1e9b331 fix(physics): preserve refreshed cell retry state 2026-07-31 12:31:34 +02:00
Erik
e5f855ac40 fix(physics): restore nested per-cell collision retries 2026-07-31 12:25:03 +02:00
Erik
10b55d7485 test(physics): harden tight-gap collision controls 2026-07-31 12:17:35 +02:00
Erik
c24bc571cf fix(physics): enforce retail step-down support radius (#273) 2026-07-31 12:10:03 +02:00
Erik
4dd40ad8fe docs(physics): close Campaign P visual matrix 2026-07-31 10:20:48 +02:00
Erik
d6e8b60303 fix(movement): invalidate burden on enchantment changes 2026-07-31 10:16:27 +02:00
Erik
2b9dfec9d7 docs(physics): close stat-chain live gate 2026-07-31 09:31:47 +02:00
Erik
2dcb4f1d94 fix(physics): port retail stair edge backprobe 2026-07-31 09:26:28 +02:00
Erik
5a0f9868a6 fix(physics): port retail slope landing stop 2026-07-31 09:10:53 +02:00
Erik
1d8371dbe5 fix(ui): refresh live skill rows 2026-07-31 08:22:46 +02:00
Erik
461a1fb7b4 feat(player): port retail augmentation stat chain 2026-07-31 08:08:23 +02:00
Erik
0cb60d98a0 test(physics): pin issue 270 animation fixes 2026-07-31 07:47:06 +02:00
Erik
bb1640f777 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>
2026-07-31 07:26:57 +02:00
Erik
21b3a3f3d3 fix #270: settle sweep at spawn placement - contact from the compressed first gravity frame
The [SPAWN-PLACE] probe showed placements succeeding with contact=False:
find_placement_pos validates the spot but the sphere sits a few cm above
the floor with no touch. Retail gains spawn contact from the FIRST
GRAVITY FRAME (every CPhysicsObj simulates, falls, touches); our
stationary remotes never run a physics frame. The seed now compresses
that settle: a short downward ResolveWithTransition from the server
position snaps the body onto the floor, and its touch grants the contact
plane + CONTACT/ON_WALKABLE via the verbatim commit. No floor within
reach = stays airborne, exactly like retail's fall.

The retry predicate now watches the CONTACT transient (the flag
contact_allows_move reads) instead of ContactPlaneValid - a DR-tick
writeback can set plane DATA from last-known state without real contact,
which is why the heavy attackers in the retry-session log got exactly
one placement attempt and then 250+ refused Falling dispatches.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 00:21:03 +02:00
Erik
807fdb5f7f fix #270: retry spawn placement until first success (lost-cell recovery analog) + attributed probes
The creation-only spawn placement could no-op or fail during the login
flood (cell id not yet hydrated / streaming collision not resident) with
nothing retrying - monsters created in that window stayed
airborne-flagged forever and their action animations remained refused.
Retail's answer to 'object addressed before its cell exists' is the
CObjectMaint lost-cell list (GotoLostCell): park, re-place when the cell
is available. The UM dispatch path now retries SeedRemoteSpawnPlacement
while the body has never been successfully placed (no contact AND no
stored plane); one success ends the retries.

Probes: [SPAWN-PLACE] logs each placement outcome (guid/cell/ok/
contact/walkable); [UM-ACT]/[MT-FAIL] now carry the owning guid via
MotionInterpreter.DiagnosticGuid (probe-identity-attribution lesson)
plus the body's live contact/walkable flags.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 23:57:38 +02:00
Erik
4da25a442b fix #270: run retail spawn placement at remote-body creation - standing monsters' attack animations restored
The [MT-FAIL] probe caught combat-stance monsters constantly failing to
dispatch 0x40000015 (Falling): their bodies were airborne-flagged while
standing. contact_allows_move (0x00528dd0) requires Contact+OnWalkable
and silently refuses every action animation for an airborne mover - a
spawned-standing monster's swings never played until it first moved.

Retail never has this state: CreateObject spawns run the placement
transition (CPhysicsObj::SetPosition -> SetPositionInternal 0x00515330),
which establishes CONTACT/ON_WALKABLE from the floor at spawn. Our
remote creation seeded a raw position with no placement.

SeedRemoteSpawnPlacement mirrors RemoteTeleportPlacement: engine
placement resolve (Setup-derived cylinder, TS-46) + the verbatim
CommitSetPositionTransition, wired at BOTH RemoteMotion creation sites
(UM-triggered creation - so a first-ever-UM attack animates in the same
packet - and ordinary first-UP creation). Unplaceable results leave the
body airborne exactly like a failed retail placement.

Also adds the [UM-ACT] (wire action items + stamp-gate verdict) and
[MT-FAIL] (refused animation dispatches) probes, riding
ACDREAM_DUMP_MOTION=1, which are what convicted the body state.

Complete Release suite: 10,032 passed / 5 skips / 0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 23:28:57 +02:00
Erik
1390add140 docs: #270 retest - casting fixed (user-confirmed); attack misses narrowed to link-less cycle hard-swap
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 23:03:34 +02:00