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Author SHA1 Message Date
Erik
7fcc7db1d1 docs: #265/#166 - ledger updates and capture-bisect as-fixed addendum
docs/ISSUES.md: #265 and #166 updated with the root cause and fix from
the prior two commits; closure of both pends the user's visual-gate
acceptance. #265 also records the confirmed-separate uphill-bounce
finding (AD-25, byte-exact retail, out of scope). #166 records that the
Campaign P visual-matrix recheck it was waiting on DID happen and found
the glide/bounce still missing even with AD-25/AP-7/AD-55/TS-4 all
landed - that negative result is what triggered the #265 capture bisect
and this fix.

docs/architecture/retail-divergence-register.md: AP-7's retirement note
corrected. The row's original claim ("no horizontal velocity to hammer")
undersold the gap - calc_friction was structurally unreachable with
meaningful data on any grounded path, not just inert on the root-motion
path. No new row filed: this change ports retail's mechanism faithfully
and does not introduce a new deviation.

docs/research/2026-07-30-265-capture-bisect.md: full "as-fixed" addendum
(new section 9) recording the implementation - the fix mechanism, fixture
results (freeze reproduced under the old model, slide+decay proven under
the new one), the downhill-direction derivation for the synthetic decay
case, the two separate mechanisms found while building the Runtime tests
(LeaveGround's edge-timing recompute, AP-77's no-sink fallback), the
uphill-bounce orthogonality proof, and final test totals.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 19:28:28 +02:00
Erik
96a62a191b docs(research): #265 capture bisect - S1 and S2 both cleared, real culprit is R6 grounded-animation-zero (S3, pre-Campaign-P)
Root-caused via segment mining + a real-trajectory replay harness
(previous commit). Mined two dramatic real "velocity annihilation +
permanent freeze" events from the live capture (a high-speed fall landing
on a moderate, walkable-by-threshold roof slope, then a full velocity
zero + frozen position for the rest of the capture - 12,292 ticks for the
worse of the two).

A/B verdict: S1 (db2889af, #116 shape-1's Path-6 hasSphere1 change) is
provably UNREACHED for the mined trajectory - hit1 never fires once across
the 80-tick replay, and diagnostic instrumentation shows the landing
actually goes through the still-unchanged sphere0 (foot) branch. Reverting
S1 locally produced byte-identical replay output, confirming this
mechanically rather than by inference. S2 (calc_friction's AP-7 threshold)
has zero production call sites (grep-confirmed) - it is dead code and
cannot affect any live behavior in either direction.

The real mechanism, hand-traced against both mined events exactly: the R6
"grounded movement is animation-root-motion-owned" architecture
(PlayerMovementController.cs:1868-1882, landed 2026-07-20 via f961d700,
ten days before Campaign P) unconditionally zeros horizontal Velocity
every tick once OnWalkable is true. With no held movement key at the
instant of landing, the mover never advances again - a frozen-phase design
predating Campaign P entirely, not a regression from S1/S2.

Recommended direction: do not revert S1 (a real, narrow, retail-faithful
fix unrelated to these two events); do not touch S2 until it's actually
wired into a live path; the real target is #166 (downhill sled) plus the
grounded-movement architecture, which needs a brainstorming pass before
any implementation, not a quick S1/S2 revert.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 17:59:57 +02:00