Commit graph

90 commits

Author SHA1 Message Date
Erik
5f3b64c548 docs(handoff): A6.P3 #98 — session paused after Shape 1 attempted + reverted
Updates ISSUES.md and CLAUDE.md to reflect the actual state of #98
after two days of work:

- The new [step-walk-adjust] probe (8a232a3) + capture + findings
  (8daf7e7) prove AdjustOffset's slope projection is CORRECT. Sphere
  Z climbs monotonically 90.95 -> 92.80 across the ramp at +0.045 m
  mean zGain per call. The earlier "Fix targets 1-4" priority list
  is OBSOLETE — AdjustOffset is not the bug.
- The climb caps at world Z ~= 92.80 because step-up's downward
  step-down probe finds no walkable within stepDownHeight=0.6 m
  below the proposed position. Cottage floor at Z=94 is ABOVE, not
  below. 101 stepdown-reject hits in the capture vs 1 acceptance.
- Shape 1 fix attempted (0cb4c59): gated BSPQuery.AdjustSphereToPlane's
  two SetContactPlane call sites by Normal.Z >= 0.99 to match retail's
  cdb-observed flat-CP-only pattern. Reverted (402ec10) — gate broke
  OnWalkable tracking. 74% of new capture in falling state. User
  report: "can't get up the first step, jumped, stuck in falling
  animation." Either retail synthesizes a flat CP from sloped
  contacts (step_sphere_down:321203 path, unclear from BN decomp)
  or our OnWalkable tracking is over-coupled to ContactPlaneValid.

Apparatus state: probe, findings, replay harness, plan, retail
cdb capture all committed and ready for next session.

Honest next-session moves (in order):
1. Build deterministic trajectory replay harness — 200ms inner loop
   instead of 5-minute live test. Issue98 cell fixtures are half of
   this already.
2. Pivot to less-coupled M1.5 issue while #98 awaits the harness.
3. Deeper named-decomp research on CEnvCell::find_env_collisions ->
   BSPTREE::find_collisions indoor CP-setting chain. Prior passes
   worked on the outdoor CLandCell path; indoor was never traced.

NO further #98 fix attempts until apparatus or research has
converged. Five+ failed attempts in the saga is the signal.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 16:59:43 +02:00
Erik
67005e21f1 docs(handoff): A6.P3 #98 Step 6 — issue + claude.md handoff
Final step of the apparatus plan. Updates ISSUES.md issue #98 and
CLAUDE.md's M1.5 status to reflect:

- The apparatus completed (Steps 1-5 land in commits 35b37df28c282a).
- The real divergence: retail's sphere is at world Z ≈ 94.48 (resting
  on cottage floor) when find_walkable accepts; acdream's failing-
  frame sphere is 2.47m lower at world Z ≈ 92.01.
- The four fix targets, in priority order. Fix plan is the NEXT plan,
  scoped to Target 1 (step-up + ramp climb Z gain) or Target 2
  (cottage-cell sphere reference).
- The replay harness (Issue98CellarUpReplayTests) is the test loop —
  any fix that doesn't change the failing assertions is not the fix.

Today's commit graph on top of slice 5 (cf3deff):
  35b37df  triage — revert neg-poly + bldg-check experiments
  f62a873  Step 2 — cell-dump probe + roundtrip test
  3f56915  Step 2 capture — 3 real-geometry cell fixtures
  856aa78  Step 3 — deterministic replay harness (7 tests)
  6f666c1  Step 4 — retail cdb find_walkable capture script
  28c282a  Step 5 — replay vs retail divergence comparison
  (this)   Step 6 — ISSUES.md + CLAUDE.md handoff

Test baseline: 1167 + 8 (8 pre-existing failures, +19 new passing
tests across the apparatus). Build green throughout.

A6.P3 #98 is now in evidence-driven mode. Fix plan starts from the
divergence doc at
docs/research/2026-05-23-a6-p3-issue98-replay-comparison.md.

Pickup prompt for the fix-plan session is in §"Pickup prompt for the
fix plan" of that doc.
2026-05-23 15:58:52 +02:00
Erik
cf3deff7c2 feat(phys): A6.P3 slice 5 — [place-fail] probe + sharpened #98 diagnosis
Add ACDREAM_PROBE_PLACEMENT_FAIL gate + LogPlacementFail emitter +
side-channel polygon attribution in PhysicsDiagnostics. Wire into
BSPQuery.FindCollisions Path 1 (Placement/Ethereal) on Collided
returns; wire into Transition.DoStepDown after the placement_insert
TransitionalInsert(1) call; wire into Transition.FindObjCollisions
to emit per-static-object [place-fail-obj] lines.

Run scen4 cellar-up with the probe → 168 [place-fail] events. 80 of
81 BSPQuery Path 1 placement rejections cite polygon 0x0020 in
cellar cell 0xA9B40147's BSP: n=(0,0,-1) d=-0.2, world Z=93.82 —
the cellar ceiling (underside of cottage main floor thickness layer).
0 [place-fail-obj] lines, confirming the failure source is the cell
BSP not a static object.

The probe-driven evidence INVALIDATES the 2026-05-22 morning
handoff's "Path 5 vs Path 6 in BSPQuery.FindCollisions" diagnosis.
Retail's BP4 trace shows every find_collisions hit has collide=0 —
retail enters the same Contact branch we do, no outer-dispatcher
divergence. Retail's BP5 fires 17+ times on the cellar ramp polygon,
not "30 hits all on flat planes" as morning claimed.

The actual divergence is downstream in cell-promotion: retail's
check_cell transitions to cottage cell 0xA9B40146 during the ascent
(BP7 sets ContactPlane to the cottage main floor poly, which lives
in cottage cell's BSP not cellar's). Ours stays at cellar 0xA9B40147,
where the ceiling poly 0x0020 correctly rejects the lifted sphere.

No fix attempted this session per CLAUDE.md discipline check
(3+ failed fixes = handoff). Full slice 5 evidence + concrete
next-session pickup steps at docs/research/2026-05-22-a6-p3-slice5-handoff.md.
ISSUES.md #98 updated with the corrected diagnosis.

Test baseline: 1148 + 8 pre-existing fail. Maintained.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 20:02:15 +02:00
Erik
efb5f2c3b8 docs(issues): #98 sharpened diagnosis — Path 5 vs Path 6 path-selection bug
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) <noreply@anthropic.com>
2026-05-22 13:26:26 +02:00
Erik
ceeb06be7d ship(phys): A6.P3 slice 3 — cell-resolver ping-pong CLOSED + #98 re-diagnosed
Slice 3 v2 (3e140cf) added point-in cell-stickiness in
ResolveCellId's indoor branch. User verification + slice3v2 capture
confirms: cell-resolver ping-pong is FULLY CLOSED.

Data:
- scen2_v2 capture (pre-slice-3): 20+ cell-transit events with
  rampant ping-pong (0xA9B4014B ↔ 0xA9B4014A ↔ 0xA9B4013F at the
  cellar boundary, Z stable ~96.4 — same tick re-classification)
- slice3v2 capture (post-fix): 1 cell-transit event (login teleport
  only) — ping-pong fully eliminated

Findings:
- A6.P2 Finding 3 (cell-resolver sling-out family) CLOSED.
- Issue #90 (sphere-overlap stickiness workaround in same function)
  now redundant; can be removed in A6.P4 after broader visual
  verification.
- Issue #97 (phantom collisions + fall-through on 2nd floor) hypothesis
  pending: same instability family, likely closed as side-effect of
  this fix. Re-test on next happy-test session.
- Issue #98 (cellar-up stuck) PERSISTS but with NEW DIAGNOSIS.
  Originally filed as cell-resolver ping-pong (which was true and now
  fixed), but user verification shows the cellar-up symptom remains
  with a DIFFERENT root cause: BSP step-physics at the cellar stair
  TOP. Push-back trace from slice3v2 capture:
    n=(0, -0.719, 0.695) sloped face (walkable per FloorZ=0.664)
    delta=(0, 0, 0.75) step-down probe lifts sphere by 0.75m
    winterp=1.0->0.0 entire walk-interp consumed per tick
  Player progresses up most of the stairs but blocks at top step
  where the cellar transitions to the cottage main floor. #98 issue
  updated with this re-diagnosis.

Includes:
- scen4_cottage_cellar_slice3 acdream.log (slice 3 v1 evidence;
  ping-pong already closed by v1's sphere-overlap stickiness, but
  v1 over-corrected by holding player in cellar during legitimate
  transitions)
- scen4_cottage_cellar_slice3v2 acdream.log (slice 3 v2 evidence;
  point-in stickiness fixes the over-correction; cellar-up reveals
  the deeper BSP step-physics bug)

Docs updated:
- ISSUES.md — #98 re-diagnosed
- docs/plans/2026-04-11-roadmap.md — A6.P3 slice 3 marked SHIPPED;
  slice 4 (or A6.P4) scoped for #98 step-physics investigation
- CLAUDE.md — Currently-working-toward block updated

Test suite: 1148 pass + 8 pre-existing fail (baseline maintained).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 12:11:56 +02:00
Erik
d868946537 ship(phys): A6.P3 slice 2 — L622 seed investigation + #98 filed
Slice 2 v1 (`892019b`) attempted to close issue #96 by removing the
PhysicsEngine.cs L622 per-tick CP seed. v1 build/test green, CP-write
count dropped 91% in scen3 re-capture, BUT user happy-test surfaced
a regression: BSP step_up at the last step of stairs failed because
sub-step 1's AdjustOffset had no ContactPlane to compute the lift
direction.

Slice 2 v2 (`f8d669b`) reverted the seed removal + added a no-op-if-
unchanged guard inside CollisionInfo.SetContactPlane. The guard
early-returns when called with values matching current ci state.

Outcome:
- #96 PARTIALLY ADDRESSED, scope updated in ISSUES.md to "accepted as
  documented retail divergence." The seed is load-bearing for step_up;
  closing #96 fully would require deeper refactor (AdjustOffset
  fallback to body.ContactPlane). Guard is benign improvement.
- Slice 2 v2 verification capture (scen3_inn_2nd_floor_slice2v2/
  acdream.log) committed as evidence — 226,464 cp-writes from L624
  seed confirms guard doesn't trigger for fresh-ci-per-tick pattern.
- Slice 2 v1 verification capture (scen3_inn_2nd_floor_slice2/
  acdream.log) also committed — confirms v1 actually reduced cp-writes
  (2,690 total) but the step_up regression made it unshippable.

NEW M1.5 BLOCKER FILED — issue #98: cellar ascent stuck at last step.
Evidence in slice2v2 capture's cell-transit chain:
  0xA9B4014B → 0xA9B4014A → 0xA9B4013F → 0xA9B4014A → 0xA9B4014B → ...
  (Z stable ~96.4; CellId ping-pongs every tick)
This is Finding 3 family (cell-resolver hysteresis missing) — same
root cause as #90 workaround + scen4 sling-out. Retail oracle:
CObjCell::find_cell_list Position-variant at
acclient_2013_pseudo_c.txt:308742-308783.

NEXT — A6.P3 slice 3:
- Port retail's cell-array hysteresis into ResolveCellId +
  CheckBuildingTransit.
- Closes #98 (cellar-up), possibly #97 (phantom collisions same
  instability family), enables #90 workaround removal.

Documents updated:
- ISSUES.md — #96 scope updated, #98 filed
- docs/plans/2026-04-11-roadmap.md — A6.P3 slice 2 marked SHIPPED,
  slice 3 scope added
- CLAUDE.md — Currently-working-toward block updated to slice 3

Test suite: 1148 pass + 8 pre-existing fail (baseline maintained).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 11:58:05 +02:00
Erik
f04ea90050 ship(phys): A6.P3 slice 1 — Indoor ContactPlane retention COMPLETE
Slice 1 ships the strip-synthesis + Mechanism B (LKCP restore) fix
addressing A6.P2 Finding 2. Includes:

  - scen3_inn_2nd_floor_postfix paired capture (retail.log + decoded
    + acdream.log) as verification artifact. acdream cp-write count
    dropped from 86,748 to 25,082; per-unit-of-activity rate dropped
    63x (164.61 -> 2.60 cp-writes per cell-cache event).

  - Findings doc (docs/research/2026-05-21-a6-cdb-capture-findings.md)
    appended with slice 1 SHIPPED section: commit map, scen2/scen3
    pre/post comparison tables, user happy-test results, status of
    each A6.P2 finding (Finding 1 CLOSED as side-effect, Finding 2
    PARTIALLY CLOSED with remaining 99.3% from L622 seed flagged
    as #96, Finding 3 + #95 still open), slice 2 recommendation.

  - Issue #96 filed: "Per-tick PhysicsEngine.ResolveWithTransition CP
    seed contributes 99.3% of post-slice-1 CP writes." Slice 2 target.
    Sketch options: remove entirely / gate by change-detection / no-op
    guard inside SetContactPlane.

  - Issue #97 filed: "Phantom collisions + occasional fall-through on
    indoor 2nd floor." User-reported during happy-testing. HYPOTHESIS:
    side-effect of #96; falsifiable by re-testing post-slice-2.

  - CLAUDE.md updated: Currently-working-toward block now points at
    A6.P3 slice 2 (#96) as the active phase. M1.5 building/cellar
    demo half is ACHIEVABLE NOW (slice 1 unblocked the physics).

  - Roadmap updated: A6.P3 broken into 3 slices, slice 1 marked
    SHIPPED with commit history.

KEY USER-VISIBLE OUTCOME: stairs + cellar descent now WORK in acdream
(user happy-test confirmed walking up/down inn stairs multiple times,
walking down to cellar). A6.P2 Finding 1 (dispatcher entry frequency
mismatch) confirmed as secondary effect of Finding 2 — closed without
explicit Finding 1 work, as A6.P2 hypothesized.

REMAINING CONCERNS for slice 2 + future:
  - L622 per-tick seed (#96) still firing 24,906 times in scen3 postfix
  - Phantom collisions + fall-through on 2nd floor (#97)
  - See-through-walls indoors (#95, separate scope)
  - Indoor lighting broken (A7 scope)

Test suite: 1148 pass + 8 pre-existing fail (baseline maintained;
T3 IndoorContactPlaneRetentionTests adds the +1).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 10:11:44 +02:00
Erik
5be784eee3 file: issue #95 — dungeon portal-graph visibility blowup
Filed during A6.P1 scen5 capture (Town Network as substitute for the
nonexistent Holtburg Sewer). After portal teleport, visibleCells per
cell explodes from ~4 to 135-145, with cells from multiple disconnected
landblocks loaded simultaneously — direct cause of the user-observed
"see through walls / other dungeons rendering" failure across all
portal-accessed dungeons.

This is what "dungeons are broken" means as a coherent failure mode.
Scen6-9 (sewer corridor/chamber/stair) as originally scripted couldn't
have produced clean physics-only captures because the dungeon would
have been visually unusable from the moment of portal entry. The A6.P1
scenario script was written before the visibility bug was characterized.

Evidence is in scen5's acdream.log (already committed at 35d5c58).
Scen6-9 are not captured — the visibility bug blocks the scenarios.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 21:08:48 +02:00
Erik
6d18d879a2 docs(milestones): promote indoor work to M1.5 — primary focus
Continued indoor testing through 2026-05-20 surfaced a deep family
of physics + lighting bugs that span buildings AND dungeons. Today's
session shipped 5 surgical fixes (A4 + #89 + #90 + #91 + #92) that
close the user-visible "walls walk through at Holtburg inn" symptom,
but #90 specifically is a CLAUDE.md-rules workaround (sphere-overlap
stickiness on top of point-only cell containment) added without prior
approval. The underlying issue (BSP push-back distance probably
diverges from retail) hasn't been measured. Plus the umbrella #83
(indoor multi-Z walking) has been open since 2026-05-19 with multiple
aborted fix attempts; plus indoor lighting (#80 + #81 + new #93 +
#94) has been deferred as "M7 polish" but is actually part of the
same indoor-experience problem.

Promoting to a milestone of its own forces the work to be central,
retail-anchored, and complete — not another whack-a-mole patch.

Milestone M1.5 — "Indoor world feels right":
  Demo: enter Holtburg Sewer through the in-town portal, navigate
  through 5-7 rooms with stairs + a multi-Z chamber, exit back to
  town. Walls block. Stairs work. Items block. Lighting reads
  correctly. Cell transitions smooth.

  Phases:
    A6 — Indoor physics fidelity (cdb-driven)
    A7 — Indoor lighting fidelity (RenderDoc + retail-decomp driven)

  Issues in scope: #80, #81, #83, #88, #90 (workaround removal),
  #93 (new lighting umbrella), #94 (held-item spotlight),
  + TryFindIndoorWalkablePlane synthesis removal.

M2 ("Kill a drudge") deferred until M1.5 lands.

This commit updates:
  - docs/plans/2026-05-12-milestones.md (M1.5 block inserted, M2 moved
    to deferred status)
  - docs/plans/2026-04-11-roadmap.md (A6 + A7 sub-pieces detailed)
  - CLAUDE.md (Currently working toward updated to M1.5, M2 paragraph
    marked deferred, M1.5 baseline shipped paragraph added)
  - docs/ISSUES.md (#80, #81, #83, #88, #90 tagged M1.5 scope;
    new #93 indoor lighting umbrella + #94 held-item spotlight filed)
  - docs/research/2026-05-21-open-items-pickup-prompt.md (landscape
    table reorganized around M1.5 phases)

A6 + A7 specs to be drafted in the next session(s).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 10:32:24 +02:00
Erik
1534990102 docs(roadmap): A4 shipped + #90 cell-tracking ping-pong filed
Phase A4 (multi-cell BSP iteration) ships in three commits (e6369e2,
493c5e5, 691493e — with revert 3add110 + reapply during visual
verification that proved A4 is not the cause of the issue surfaced).
1139 + 8 baseline maintained. 10 new unit tests pass. Wires retail's
CTransition::check_other_cells (acclient_2013_pseudo_c.txt:272717-272798)
into Transition.FindEnvCollisions.

Visual verification at the Holtburg inn vestibule surfaced a separate,
pre-existing M2 blocker (filed as #90): CellId ping-pongs between
outdoor 0xA9B40022 and indoor 0xA9B40164 on every wall push-back
because the push-back exits the indoor CellBSP volume, causing the
resolver to flip back to outdoor and bypass walls on outdoor ticks.
Indoor BSP results (Collided/Adjusted/Slid all firing) prove walls ARE
detected when the player is indoor; the aggregate "walls walk through"
appearance comes from CellId classification instability, not from
collision detection.

Bug reproduces fully with A4 reverted (launch-revert2.log captured 18
cell-id flips between 0xA9B40022 ↔ 0xA9B40164, 11 inside=True
building-transit events, 61 indoor-bsp queries firing the full
result distribution). A4 is correct and tested but dormant in
practice until #90 is fixed.

Updates:
  - docs/research/2026-05-20-phase-a4-shipped-cell-pingpong-finding.md (new)
  - docs/plans/2026-04-11-roadmap.md (A4 shipped row added)
  - CLAUDE.md (Indoor walking Phase A4 paragraph + next-step pointer
    to #90 with retail oracle anchor at acclient_2013_pseudo_c.txt:308742-308783)
  - docs/ISSUES.md (#90 filed, HIGH severity, M2-blocker)
  - docs/research/2026-05-21-open-items-pickup-prompt.md (landscape
    table updated — A4 closed, #90 promoted to top blocker)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 20:10:29 +02:00
Erik
c6b3fd6ebf docs: indoor walkable-plane BSP port partial-ship handoff
Foundation work (6 commits ff548b9..f845b22) landed but visual
verification 2026-05-19 FAILED to fix the user-reported indoor bugs.
Documenting the deeper diagnosis + the next phase target without
reverting the foundation work.

What landed (kept):
- BSPQuery.FindWalkableInternal gained ref ushort hitPolyId (Task 1).
- New public BSPQuery.FindWalkableSphere wrapper over the existing
  retail-faithful walkable finder (Task 2).
- Transition.TryFindIndoorWalkablePlane refactored through it,
  PointInPolygonXY deleted (Task 3).
- [indoor-walkable] runtime-toggleable probe (Task 4).
- 5 new tests + 9 updated existing tests, all green; build clean.

What didn't fix: cellar descent FAIL, 2nd-floor walking FAIL
(intermittent falling-stuck), single-floor cottage REGRESSION (was
stable, now intermittent falling-stuck), phantom collisions PERSIST.

Probe evidence: 1443 MISS / 2 HIT over 1445 calls. Smoking gun:
foot-sphere-tangent-to-floor case fails PolygonHitsSpherePrecise's
|dist| > radius - epsilon check by ~0.0002. The BSP walker is
correct; the caller (TryFindIndoorWalkablePlane) is misusing it.

Root cause (deeper than originally diagnosed): TryFindIndoorWalkablePlane
exists only as a Phase 2 commit eb0f772 stop-gap. Retail doesn't
synthesize a ContactPlane per frame — retail RETAINS the previous
frame's plane when the BSP says no collision. Retail's find_walkable
only runs inside step_sphere_down (a sweep), never as a standing-still
query.

Next phase target: port retail's ContactPlane retention so the
resolver retains state across frames. Likely eliminates the per-frame
TryFindIndoorWalkablePlane call entirely. Foundation work (BSP walker
+ probe + tests) remains useful regardless.

ISSUES #83 remains OPEN with the deeper diagnosis.
Roadmap header updated to reflect partial-ship status.
Handoff at docs/research/2026-05-19-indoor-walkable-plane-bsp-port-shipped-handoff.md.

Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-walkable-plane-bsp-port.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 07:03:14 +02:00
Erik
1af49b710e Merge branch 'claude/competent-robinson-dec1f4' — Indoor walking Phase 1 + Phase 2
Cluster A (Indoor walking Phase 1 — BSP cluster):
- WorldPicker cell-BSP occlusion → #86 closed
- CellId promotion via AABB containment (partial Phase D fix)
- Diagnostic infrastructure: [indoor-bsp], [cell-cache] probes

Indoor walking Phase 2 (Portal-based cell tracking):
- CellBSP + Portals wired into CellPhysics
- CellTransit static class: FindTransitCellsSphere + AddAllOutsideCells + FindCellList
- ResolveCellId rename + sphereRadius plumbing
- BuildingPhysics + CheckBuildingTransit (outdoor→indoor entry)
- Foot-sphere center fix (made portal tracking actually work in production)
- Indoor walkable-plane synthesis (closes the falling-stuck bug)

Closes ISSUES.md #84, #85, #86, #87.
Files new issues #88 (indoor object vibration) + #89 (port SphereIntersectsCellBsp).

Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md
Handoff: docs/research/2026-05-19-indoor-walking-phase2-shipped-handoff.md
2026-05-19 19:34:13 +02:00
Erik
a9c74d153a docs(phase): Indoor walking Phase 2 — Portal-based cell tracking shipped
Closes ISSUES.md #87 + #85 + the remaining wall-pass-through portion of
#84 (fully closes #84). Portal-graph cell traversal replaces Phase D's
AABB containment. Walking through doors promotes/demotes CellId correctly
via portal traversal; walls block from inside indoor cells; indoor walkable
plane is synthesized from the cell's floor poly so the resolver tracks
walkability correctly during indoor movement.

Files two new issues: #88 (indoor static objects vibrate — pre-existing,
spotted during Phase 2 testing) and #89 (BSPQuery.SphereIntersectsCellBsp
— follow-up to make CheckBuildingTransit retail-faithful; currently uses
radius-less PointInsideCellBsp as a documented approximation).

ISSUES.md: #87, #85, #84 moved to DONE. #88 + #89 filed.
Roadmap: Indoor walking Phase 2 added to shipped table.
CLAUDE.md: recent-phase paragraph updated to reflect Phase 2 shipped.
New handoff: docs/research/2026-05-19-indoor-walking-phase2-shipped-handoff.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 19:31:22 +02:00
Erik
f0900ebe12 docs(phase): Cluster A — partial ship + handoff
Cluster A's investigation pinned #86 (picker) as structural and closed
it (Phase B). #84 and #85 both pinned on missing indoor cell tracking;
Phase D promoted CellId via AABB containment which un-stuck the
spawn-in-building case (closes #84 partially) but proved too tight for
threshold/doorway cells to keep CellId indoor during normal walking.
The proper fix is retail's portal-based cell traversal; filed as a
new ISSUES.md issue (see body) for the follow-up phase. Phase E
diagnostic infrastructure ([cell-cache] + extended [indoor-bsp]) stays
in place as scaffolding for that work.

ISSUES.md: #86 → Recently closed. #84 status updated to PARTIAL with
resolution paragraph. #85 status update note added. New issue #87 filed
for portal-based indoor cell tracking.

Roadmap: Cluster A added to Recently shipped with partial-ship note.
Forward entry added for the portal-traversal follow-up under Phase G.

CLAUDE.md: current-phase paragraph updated to reflect Cluster A partial
ship. Next phase deferred to Claude's choice in a future session.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 16:12:24 +02:00
Erik
eeb45e16e3 docs: file #87 — retire WB fork band-aid via geom-only API
Phase 2's one-line WB patch (Setup-prefix guard at ObjectMeshManager.cs:1230)
fixed the symptom but is structurally a band-aid. CLAUDE.md's
no-workarounds rule says we should retire it.

The proper fix is switching our EnvCell rendering from the
general-purpose PrepareMeshDataAsync entry point (which iterates
static-object parts + emitters we don't need + triggers the buggy
TryGet<Setup> call) to WB's narrower PrepareEnvCellGeomMeshDataAsync
API at ObjectMeshManager.cs:386. That function only builds cell
room mesh — which is the only thing we use WB for at the cell
level. Static objects are already hydrated separately, particle
scripts already run via our own EntityScriptActivator.

#87 is the issue tracking that refactor. When it lands the WB fork
returns to pristine state (no acdream-specific commits on the
acdream branch for this file).

Handoff doc updated to flag the patch as a known band-aid pending #87.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 14:31:14 +02:00
Erik
98977b8f66 docs: roadmap + ISSUES.md — Phase 2 indoor cell rendering closure
- Roadmap shipped-table: two new rows for Phase 1 (diagnostics) +
  Phase 2 (fix). Header status block updated to 2026-05-19 with the
  Phase 2 cause + fix one-liner and pointer to the 9 surfaced issues.
- ISSUES.md: filed nine new issues (#78-#86) covering the indoor
  bugs the user observed once the floor rendered. Grouped under an
  "Indoor walking issue cluster" header. Cross-references the Phase 1
  + Phase 2 work that surfaced them. Hypotheses + suspected root
  causes documented for each.

The 9 issues split into two probable shared-cause groups:
- Cell BSP / portal cull (#78, #84, #85, #86) — likely fixable in
  one phase.
- Indoor lighting plumbing (#79, #80, #81, #82) — needs separate
  investigation per-symptom.

Plus #83 (stairs) which probably needs its own physics phase work.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 13:17:08 +02:00
Erik
d9c8b5762b docs(issues): close #61 in ISSUES.md (closed by 9f069e1)
Mark #61 DONE inline with the resolution writeup, including the
widened scope note that the same link→cycle boundary bug also caused
the local-player run-stop twitch the user observed during the M2
anim-pass session.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 15:16:50 +02:00
Erik
6c4f6be1b4 docs(issues): close #77 in ISSUES.md (closed by 3be7000)
Moves #77 from Active to Recently closed with the resolution writeup
(both halves — walk-vs-run misclassification + velocity-leak in
turn-in-place — plus the decomp anchors and verification record).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 09:34:54 +02:00
Erik
f8829b39be docs(issues): file #77 (close-range auto-walk + pickup overshoot) + close #76
#77 captures two close-range visual bugs observed during Step 2 verification
that are pre-existing — not caused by 0b25df5. Both live in
PlayerMovementController.DriveServerAutoWalk / threshold logic from
Phase B.6 work (#75). Trace evidence captured from launch.log of the
verification run.

#76 closed with the diag-trace evidence: identity invariants matched
across session / _liveSession / _liveSessionController.Session
(hashcode=1034657 throughout), so the original suspected bug-class was
wrong. The first Step 2 attempt's apparent regression was almost
certainly a stale ACE session.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-17 16:16:55 +02:00
Erik
4f3b8a6824 docs(issues): file #76 — Step 2 LiveSessionController attempt regressed
A first attempt at extracting LiveSessionController out of GameWindow.cs
(Step 2 of docs/architecture/code-structure.md §4) was implemented and
reverted in the same session after visual verification at Holtburg
exposed three regressions: chat input field accepted text but nothing
was sent; door/NPC double-click fired the Use packet outbound but had
no visible client-side effect; R + click-target auto-walk no longer
fired the deferred Use on arrival (re-opens issue #63 / #75 territory).

Filing as a tracked open issue so the next refactor attempt has a
clear root-cause-investigation starting point with four hypotheses to
test. Step 1 (eda936d) and the Rule 5 follow-up (32423c2) remain
clean and verified.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-17 10:37:34 +02:00
Erik
d640ed74e1 feat(retail): Phase B.6 — server-driven auto-walk done right
Closes #63, #69, #74, #75. Replaces the chain of Commit-B workarounds
that compensated for ACE's MoveToChain getting cancelled by a leaked
user-MoveToState packet during inbound auto-walk. The fix is
architectural — auto-walk drives the body directly from the
server-supplied path data, no player-input synthesis, no spurious
wire-packet transitions, no grace-period band-aid.

Architectural change (closes #75):
  PlayerMovementController.ApplyAutoWalkOverlay → DriveServerAutoWalk.
  - Steps Yaw toward target at retail-faithful turn rates.
  - Computes desired forward velocity from path runRate.
  - Calls _motion.DoMotion(WalkForward, speed) directly for the
    motion-interpreter state (drives animation cycle).
  - Sets _body.set_local_velocity directly when grounded.
  - Returns true to gate the user-input motion + velocity section
    in Update so user-input flow doesn't overwrite auto-walk
    velocity or motion state.
  Mirrors retail's MovementManager::PerformMovement case 6 (decomp
  0x00524440) which never touches the user-input pipeline during
  server-controlled auto-walk.

Wire-layer guard at GameWindow.cs:6419 retained as a SEMANTIC
statement (`if (result.MotionStateChanged && !IsServerAutoWalking)`):
user-MoveToState packets are for user-driven motion intent. During
server-controlled auto-walk, the motion-state transitions caused by
the animation override (RunForward / WalkForward / TurnLeft /
TurnRight cycles) must not leak as user-cancellation packets. This
is NOT the deleted 500ms grace-period band-aid; it's the wire-layer
expressing the user-vs-server motion split.

Animation plumbed for auto-walk phases (closes #69):
  - Moving forward → WalkForward (speed=1.0) / RunForward (speed=runRate)
  - Turn-first phase → TurnLeft / TurnRight (sign of yawStep)
  - Aligned-but-pre-step / arrival → no override (idle)
Driven via _autoWalkMovingForwardThisFrame + _autoWalkTurnDirectionThisFrame
fields set in DriveServerAutoWalk and read in the MovementResult
construction at the bottom of Update. UpdatePlayerAnimation picks up
the localAnimCmd as the highest-priority animation source.

Walk/run threshold = 1.0m, retail-observed. ACE's wire-default of
15.0f is too generous; ACE's own physics layer uses 1.0f at
MovementParameters.cs:50 (with the 15.0f line commented out) and
Creature.cs:312 notes "default 15 distance seems too far". The
formula matches retail's MovementParameters::get_command at decomp
0x0052aa00: running = (initialDist - distance_to_object) >=
threshold, evaluated ONCE at chain start and held for the rest of
the auto-walk (matches retail "runs all the way / walks all the way"
behaviour). Wire-supplied threshold is ignored.

Pickup gate (IsPickupableTarget) now uses BF_STUCK
(acclient.h:6435, bit 0x4) to discriminate immovable scenery from
real pickup items that share a Misc ItemType. Sign (pwd=0x14 with
BF_STUCK) → blocked; spell component (pwd=0x10, no BF_STUCK) →
allowed. ACE's PutItemInContainer (Player_Inventory.cs:831-836)
responds with WeenieError.Stuck (0x29) on stuck items so the gate
prevents wasted wire packets + a UX dead-end.

R-key dispatch by target type. UseCurrentSelection's top-level
IsUseableTarget gate was wrong (blocked USEABLE_NO=1 items that
ARE pickupable). Reordered:
  1. Creature → SendUse
  2. Pickupable → SendPickUp
  3. Useable → SendUse
  4. Otherwise → "cannot be used" toast
Each handler keeps its own gate. Matches retail's per-action
server-side validation.

AP cadence revert (closes #74). With the MoveToChain race fixed,
the per-frame "send while moving" cadence is no longer load-bearing.
Reverted to retail's two-branch ShouldSendPositionEvent gate
(acclient_2013_pseudo_c.txt:700233-700285):
  Interval NOT elapsed (< 1 sec): send if cell or contact-plane changed.
  Interval elapsed (>= 1 sec):    send if cell or position frame changed.
Adds _lastSentContactPlane field + ApproxPlaneEqual helper +
PlayerMovementController.ContactPlane public accessor. Extended
NotePositionSent(Vector3, uint, Plane, float) — both outbound sites
(MoveToState + AP) pass _playerController.ContactPlane.
Effective rates: 0 Hz idle, ~1 Hz smooth motion, per-event on
cell/plane changes, 0 Hz airborne.

CLAUDE.md updated with no-workarounds rule (commit `da126f9` on
the worktree branch). Saved as feedback memory at
memory/feedback_no_workarounds.md.

Tests: build green; Core.Net 294/294; Core 1073/1081 (baseline,
8 pre-existing Physics failures unchanged). Visual-verified
end-to-end on 2026-05-16 for far/near Use + PickUp on NPCs,
doors, items, spell components, signs (correctly blocked), corpses,
turn-first animation, run/walk thresholds, idle quiet, smooth-
motion 1Hz.

Spec: docs/superpowers/specs/2026-05-16-phase-b6-suppress-movetostate-during-inbound-autowalk-design.md
Plan: docs/superpowers/plans/2026-05-16-phase-b6-suppress-movetostate-during-inbound-autowalk.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 16:14:44 +02:00
Erik
b5da17db76 feat(retail): Commit B — retail-faithful AP cadence + screen-rect picker
Retires divergences flagged in the 2026-05-16 faithfulness audit:

1. AP cadence. Replaces the 1 Hz idle / 10 Hz active flat heartbeat
   with a diff-driven model gated on `Contact && OnWalkable`
   (acclient_2013_pseudo_c.txt:700327 SendPositionEvent). Sends on
   position or cell change while grounded on walkable, plus a 1 sec
   heartbeat; suppressed entirely airborne. PlayerMovementController
   exposes `NotePositionSent(pos, cellId, now)` which GameWindow stamps
   after each AutonomousPosition / MoveToState send — mirrors retail's
   shared `last_sent_position_time` between SendPositionEvent
   (0x006b4770) and SendMovementEvent (0x006b4680). Known divergence
   from retail: ours is per-frame-while-moving, retail's effective rate
   is ~1 Hz during smooth motion (cell/plane checks). Filed as #74,
   blocked by #63 — when #63 lands we revert to retail's narrower gate.

2. Workaround retirement. Removes TinyMargin (0.05 m inside arrival)
   and the AP-flush before re-send (`SendAutonomousPositionNow`). The
   diff-driven cadence makes both obsolete. Close-range turn-first
   deferred Use is kept (it IS retail — ACE Player_Move.cs:66-87
   mirrors retail's CreateMoveToChain pre-callback rotation), renamed
   `OnAutoWalkArrivedSendDeferredAction` to clarify it's a FIRST send.
   `isRetryAfterArrival` parameter dropped.

3. Far-range Use/PickUp retry. Restored — was load-bearing, not the
   "redundant cleanup" the Group 2 audit thought. Issue #63 means ACE
   drops the first Use as too-far without re-polling on subsequent APs;
   the arrival re-send is what makes far-range Use complete. Logs
   include `(queued for arrival re-send pending #63)` to make this
   explicit. Removes when #63 closes.

4. Screen-rect picker. New `AcDream.Core.Selection.ScreenProjection`
   helper shared by `WorldPicker` and `TargetIndicatorPanel`. The
   `Setup.SelectionSphere` projects to a screen-space square (retail
   anchor `SmartBox::GetObjectBoundingBox` 0x00452e20); picker
   hit-tests the mouse pixel against the same rect the indicator draws,
   inflated by 8 px (`TriangleSize`). Guarantees what-you-see is
   what-you-click — including rect corners that were dead zones under
   the old ray-sphere picker. Per-type radius (1.0/1.6/2.0 m) and
   vertical-offset (0.2/0.9/1.0/1.5 m) heuristic lambdas retired;
   `IsTallSceneryGuid` deleted; `EntityHeightFor` trimmed to 1.5 m × scale
   defensive default. No defensive sphere synth — entities without a
   baked `SelectionSphere` are skipped, matching retail's
   `GfxObjUnderSelectionRay` (0x0054c740).

5. Rotation rate run multiplier (Commit A precursor). `TurnRateFor(running)`
   helper applies retail's `run_turn_factor = 1.5f` (PDB-named
   0x007c8914) under HoldKey.Run, matching `apply_run_to_command` at
   0x00527be0 (line 305098). Effective: walking ≈ 90°/s, running ≈ 135°/s.
   Keyboard A/D + ApplyAutoWalkOverlay both use it.

6. Useability gate (Commit A precursor). `IsUseableTarget` corrected to
   `useability != 0` per `ItemUses::IsUseable` at 256455 — ANY non-zero
   passes (USEABLE_NO=1, USEABLE_CONTAINED=8, etc.), not just the
   USEABLE_REMOTE bit. Cross-checked against 4 call sites in retail
   (ItemHolder::UseObject 0x00588a80, DetermineUseResult 0x402697,
   UsingItem 0x367638, disable-button-state 0x198826). Added
   `ProbeUseabilityFallbackEnabled` diagnostic
   (`ACDREAM_PROBE_USEABILITY_FALLBACK=1`) to measure how often the
   creature/BF_DOOR fallback fires for ACE-seed-DB entities with
   null useability.

CLAUDE.md updated with the graceful-shutdown rule for relaunch:
Stop-Process bypasses the logout packet, leaving ACE's session marked
logged-in for ~3+ min. CloseMainWindow() sends WM_CLOSE so the
shutdown hook runs and the logout packet reaches ACE.

Tests: +3 ScreenProjectionTests + 6 WorldPickerRectOverloadTests = +9.
Core.Net 294/294 pass; Core 1073/1081 (8 pre-existing Physics failures
unchanged). Visual-verified 2026-05-16: rotation rate, useability,
screen-rect click area, double-click + R-key + F-key Use/PickUp at
short and long range — dialogue/door/pickup fire on arrival.

Filed follow-ups #70 (triangle apex/size DAT sprite), #71 (picker
Stage B polygon refine), #72 (cdb omega.z probe), #73 (retail-message
sweep pattern), #74 (per-frame AP chattier than retail — blocked by
#63). Old ray-sphere `WorldPicker.Pick(origin, direction, ...)`
overload kept for back-compat; no callers in acdream proper.

Plan: docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 13:56:08 +02:00
Erik
cffb10ff18 fix(B.6): tighter 5° alignment + defer Use until rotation completes; file #69 turn anim
User report: 'You should be face to face with the NPC before sending
use. So first is rotation, when you are facing, then using.' and
'it does not face it completely.'

Two changes:

1. Split alignment thresholds in ApplyAutoWalkOverlay:
     walkAligned  (30°) — gate for synthesised Forward+Run motion
                          during far-range approach; body walks
                          while finishing residual turn within 30°.
     aligned      (5°)  — gate for arrival-fire. Final facing
                          before the auto-walk ends and the action
                          re-sends. Matches retail's tight pre-Use
                          rotation tolerance.
   Within-arrival check still requires alignment; without alignment
   the body holds in turn-only mode regardless of distance.

2. Defer wire Use/PickUp packet for CLOSE-range targets. SendUse
   and SendPickUp now check IsCloseRangeTarget(guid): if the player
   is already within the target's use-radius, we install the
   speculative overlay, set _pendingPostArrivalAction, and RETURN
   without sending the wire packet. AutoWalkArrived fires after the
   local rotation completes (alignment within 5°); the existing
   re-send handler then fires SendUse with isRetryAfterArrival=true,
   sending the wire packet at that moment. Effect: rotate first,
   THEN Use — the NPC/door/item only sees the action after the
   character has turned to face it.

   Far-range path unchanged: send immediately, ACE auto-walks,
   arrival re-sends.

Filed #69: turn animation (leg/arm cycle while pivoting). The body
now rotates but doesn't play the TurnLeft/TurnRight cycle the user
wants to see. Separate scope — needs motion-interpreter integration.
2026-05-15 15:15:30 +02:00
Erik
32352af583 fix(B.6): turn-first auto-walk + tiny margin; close #67 doors; file #68 remote arrival
10 Hz heartbeat (301281d) made ACE see us in-radius before its
MoveToChain timeout; user confirmed doors work now. Closing #67 — root
cause was 1 Hz position outbound on our side, not anything door-
specific. Same fix unblocked door + NPC.

Two visible refinements:

1. Turn-first gate. User report: 'when I use from far range, I should
   face that object and then start moving. Now it starts running
   before facing is complete.'
   ApplyAutoWalkOverlay now suppresses Forward motion when the
   heading delta to the target is > 30°. Body turns IN PLACE first,
   then walks forward once roughly aligned. Within the 30° band the
   body walks while finishing the residual turn. Matches the user-
   observed retail rhythm.

2. Arrival margin shrunk 0.2 m → 0.05 m. User report: 'NPC dialogue
   fires, but still a bit too close. In retail it fires from a longer
   range.' With the 10 Hz heartbeat the server-side Player.Location
   tracks us within ~100 ms, so the bigger safety margin is no longer
   needed — only a tiny epsilon to absorb the sub-tick race between
   local arrival fire and the next outbound packet.

Filed #68: remote players' running animation doesn't transition to
Ready on auto-walk arrival when observed from acdream. Separate
visual bug — server-side action completes correctly; just the cycle
on the dead-reckoned remote body doesn't flip back to idle.
2026-05-15 11:49:55 +02:00
Erik
64c9793248 fix(B.6+B.7): shrink arrival safety margin; file #66 rotation, #67 door
Margin trim:
  Previous: min(0.5, threshold * 0.4) — for 3 m NPC arrived at 2.5 m
  New:      min(0.2, threshold * 0.2) — for 3 m NPC arrives at 2.8 m
  User feedback: 'compared to retail, it fires too close. In retail
  it fires from a longer range.' Smaller margin matches that — still
  safely inside ACE's strict WithinUseRadius but closer to the boundary.
  Tight pickup radii (0.6 m item) now arrive at 0.48 m (was 0.36 m).

Filed issues:
  #67  Door Use action doesn't complete after auto-walk arrival.
       NPC dialogue fires correctly post-flush-AP+re-send, but
       doors still go silent — need to investigate door-specific
       state requirements in ACE's Door.ActOnUse or our wire
       payload differences.
  #66  Rotation: local player flips back after auto-walk arrival
       (observed from retail observer); NPCs don't turn to face
       the player when used. Both rooted in missing MovementType=8
       TurnToObject handling. Supersedes #65 (which was local-only)
       with a unified rotation-handling phase scope.
2026-05-15 11:28:06 +02:00
Erik
5f83766de5 docs: file #65 — local player doesn't turn to face on close-range Use 2026-05-15 07:36:14 +02:00
Erik
631571a6ef docs: close #59 — picker radius tightened in 5e29773 2026-05-15 07:05:04 +02:00
Erik
5053e40e6f docs: close #62 — PARTSDIAG null-guard landed in ec9fd52 2026-05-14 17:13:11 +02:00
Erik
d132fcccfb docs(B.5): ship handoff + roadmap/CLAUDE update + file #63 #64
Phase B.5 (ground-item pickup, close-range path) shipped and
visual-verified 2026-05-14 at Holtburg. M1 demo target 4/4 ("pick up
an item") met.

New ship-handoff doc captures the 5-commit history including the
post-visual-test PickupEvent (0xF74A) wire-handler fix that closes
the local-despawn gap.

Roadmap and CLAUDE.md updated to reflect the ship + the new follow-up
issues:

  - #63 (MEDIUM) — server-initiated MoveToObject auto-walk not
    honored; blocks double-click pickup + out-of-range F. Filed as
    candidate Phase B.6. holtburger has the reference implementation.
  - #64 (LOW) — local-player pickup animation does not render
    (retail observers see it correctly). Likely a self-echo filter
    dropping UpdateMotion(Pickup) on the local player.

Carry-overs from B.4c (#61 link-cycle flash, #62 PARTSDIAG null-guard)
unchanged.
2026-05-14 16:23:20 +02:00
Erik
ebdbf821dc docs(B.4c): ship handoff + close #58 + file #61 #62 + roadmap/CLAUDE update
Phase B.4c shipped end-to-end 2026-05-13. Holtburg inn doorway
double-click verified: door visually swings open, player walks
through, door visually swings closed.

4 implementation commits:
- B.4c Task 1: door spawn-time AnimationSequencer with state-seeded cycle
- B.4c Task 2: [door-cycle] diagnostic in OnLiveMotionUpdated
- B.4c Task 2 review: IsDoorName shared predicate + durable comment + UM locals
- B.4c stance fix: NonCombat = 0x3D (not 0x01); read spawn.MotionState

Closes #58. Files:
- #61 (AnimationSequencer link->cycle frame-0 flash; visible as brief
  flap at end of door swing; low-severity polish)
- #62 (PARTSDIAG null-guard for sequencer-driven entities; latent
  not currently reachable for doors)

Memory file project_interaction_pipeline.md updated outside the repo.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 07:50:36 +02:00
Erik
48ce52c6ed docs(B.4b): final-review polish — file #59 #60 follow-ups + handoff correction
Final whole-branch code review (Opus) surfaced two Important post-merge
follow-ups + a one-word inaccuracy in the handoff doc:

- #59: tighten WorldPicker per-entity Setup.Radius (M1-deferred; the
  ServerGuid==0 invariant is load-bearing and worth documenting before
  L.2d's CBuildingObj port lands).
- #60: port retail's obstruction_ethereal downstream path so combat-HUD
  contact reporting works for ethereal creatures (M2-combat).
- handoff: corrected "Added a _entitiesByServerGuid reverse-lookup" to
  "Used the pre-existing _entitiesByServerGuid" — the dict has existed
  since Phase 6.6/6.7; slice 1c used it, didn't add it.

Review verdict: branch ready to merge to main.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 19:43:38 +02:00
Erik
2c9bdb512b docs(B.4b): ship handoff + close #57 + file #58 + roadmap/CLAUDE update
Phase B.4b shipped end-to-end 2026-05-13. Holtburg inn doorway
double-click verified: pick -> BuildUse -> ACE SetState reply ->
ID-translated registry update -> CollisionExemption exempts ->
player walks through. M1 demo target "open the inn door" met.

9 commits on this branch:
- Tasks 1-4 per plan (BuildRay, Pick, rename, handler wiring)
- 4 bonus visual-test discoveries:
  * InputDispatcher double-click detection (was dead code)
  * DoubleClick activation gate fix in OnInputAction
  * L.2g slice 1b: CollisionExemption widened to ETHEREAL alone
  * L.2g slice 1c: ServerGuid -> entity.Id translation (silent blocker)

Closes #57. Files #58 for door swing animation (UpdateMotion routing
for non-creature entities, M1 deferred polish). Updates roadmap and
CLAUDE.md Phase L.2 paragraph. Memory file project_interaction_pipeline.md
updated outside the repo.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 19:33:27 +02:00
Erik
aba6c9ac7f docs(phys L.2g): slice 1 shipped handoff + B.4 gap discovery + plan-of-record
L.2g slice 1 is CODE-COMPLETE: parser + registry mutator + WorldSession
dispatcher + GameWindow subscriber (4 commits: 2459f28, d538915,
536a608, 108e386). Build clean, 6 new tests pass, baseline-stable
across the full suite. Per-commit + final integration code reviews
all approved.

Visual verification deferred: while running the Holtburg-doorway test,
Phase B.4's outbound Use handler turned out to be unwired. The wire
builders (InteractRequests.BuildUse), classes (SelectionState,
WorldPicker), input-action enums, and keybindings all exist — but
GameWindow.OnInputAction has no case for SelectDblLeft, so the click
silently does nothing. The inbound L.2g chain we just landed can't
fire until something sends an outbound Use.

This commit captures the handoff + reframes next-session work:

  * docs/research/2026-05-12-l2g-slice1-shipped-handoff.md (NEW)
    Full evidence: 4 shipped commits, end-to-end code flow, B.4
    discovery explanation, 4 minor + 1 Important review notes
    (the Important one is a test-coverage gap that the B.4b visual
    test will settle automatically), reproducibility recipe,
    next-session pick.

  * CLAUDE.md
    "Currently in Phase L.2" paragraph: L.2g slice 1 code shipped;
    visual test deferred to B.4b. Next-phase-candidates list:
    L.2g slice 1 (now done) replaced with the B.4b candidate
    pointing at the slice scope.

  * docs/plans/2026-04-29-movement-collision-conformance.md
    L.2g section gains a "Current shipped slice (2026-05-12):" table
    listing the 4 commits.

  * docs/plans/2026-05-12-milestones.md
    M1 phase-list updated: L.2g slice 1 (code) shipped; B.4 renamed
    "B.4 / B.4b" with the gap-discovery note + B.4b shape.

  * docs/ISSUES.md
    New issue #57 (HIGH) for the B.4 interaction-handler gap.
    Promoted to Phase B.4b; will close as
    DONE (promoted to Phase B.4b) when B.4b's design spec lands.

  * Memory file project_interaction_pipeline.md (in personal
    memory dir, not in this commit) updated to reflect reality.

Next session: Phase B.4b (~30-50 LOC, 1-2 subagent dispatches,
~30 min). Subscribe SelectDblLeft -> WorldPicker.Pick ->
InteractRequests.BuildUse -> _liveSession.SendGameMessage. Same
Holtburg-doorway visual test verifies both L.2g slice 1 and B.4b
in one pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 23:17:05 +02:00
Erik
c988e98b5a docs(vfx #C.1.5b): ship Phase C.1.5b — closes #56 + EnvCell DefaultScript dispatch
Roadmap:
- Status header now reads "Between phases" with C.1.5b in the recent-wins
  bullet list.
- New SHIPPED row in the table (C.1.5b) summarising both slices, the
  reality discovery about EnvCell statics, and the 4 visual-verified sites.
- The "IN FLIGHT — C.1.5b" sub-bullet under Phase C flipped to SHIPPED.

ISSUES.md:
- #56 removed from Active.
- #56 added to Recently closed with full commit chain (1e3c33b spec+plan,
  f3bc15e SetupPartTransforms helper, 11521f4 ParticleHookSink part-transform,
  5ca5827 activator refactor, 8735c39 GpuWorldState fire-sites), resolution
  notes, and the visual-verification record.

CLAUDE.md:
- "Currently in flight" pointer replaced by a "Currently between phases"
  marker + a C.1.5b shipped paragraph that's parallel to the existing
  C.1.5a entry.
- "After C.1.5b" → "Next phase candidates".

Visual verification 2026-05-12: portal swirl matches retail extent + lateral
spread (no ground-burial); Holtburg Inn fireplace flames; cottage chimney
smoke; spell-cast particles on +Acdream — all match retail.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 08:51:26 +02:00
Erik
55dc861724 docs(hygiene): reconcile CLAUDE.md + roadmap; triage 16 → 12 open issues
CLAUDE.md:
- "Currently in flight" (was NONE) → C.1.5b with pickup-doc link
- Added C.1.5a + N.6 slice 1 + post-A.5 polish ship paragraphs
- "Next planned phase" (was N.6) → ranked candidate list
- Collapsed Tier 1 + 4 historical phase paragraphs into
  roadmap-table pointer (signal density +; line count ~net zero)
- Fixed broken project_ui_architecture.md Memory-crib reference

Roadmap header: dated 2026-05-10 → 2026-05-11 with "since the last
update" delta. New Phase C.1.5 sliced sub-piece in Phases ahead.

ISSUES.md triage:
- Closed #37 (humanoid coat — resolved by #47 GfxObjDegradeResolver),
  #49 + #50 (scenery placement — accepted WB-vs-retail divergence).
- Promoted #36 (sky-PES dispatch) to Phase C.1.5c; #2/#28/#29
  auto-close when that phase ships.
- Downgraded #39 (Run↔Walk cycle) to LOW + VERIFY-PENDING.
- Cross-referenced #41 + #46 to Phase L.2 motion conformance.
- Anti-coupling note on #4 (NOT in C.1.5c cluster).
- Chore tag on #3 (single-commit clock-drift fix).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 23:34:01 +02:00
Erik
9009318656 docs(vfx #C.1.5a): ship Phase C.1.5a + file issue #56 for per-part collapse
Visual verification at the Holtburg Town network portal passed for the
slice's mechanism: 10-hook portal script fires end-to-end with correct
color, persistence, orientation, and multi-emitter dispatch. After the
334f0c6 rotation-seed fix, the swirl is oriented correctly along the
portal's facing instead of world-NS.

Known limitation surfaced during verification and filed as issue #56:
ParticleHookSink ignores CreateParticleHook.PartIndex, so all 10 of the
portal's emitters collapse to the entity root position + identity-rotated
offset, producing a compressed and partly-ground-buried swirl instead of
the multi-tier shape retail renders. Mechanism is correct; per-part
transform handling is the next vfx-pipeline concern (will affect every
multi-emitter PES — slice 2 chimneys/fireplaces in particular).

Documentation changes:
- docs/ISSUES.md: new #56 entry with the captured entity guids
  (0x7A9B405B / 0x7A9B4080), script ids (0x3300126D / 0x3300067A),
  symptom data, root-cause hypothesis, file pointers, and acceptance
  criterion. Notes the blocks-slice-2 relationship explicitly.
- docs/superpowers/specs/2026-05-12-phase-c1.5a-portals-design.md §9:
  new limitation #1 documenting the verified PartIndex collapse symptom.
- docs/plans/2026-04-11-roadmap.md: new "C.1.5a" row in the shipped
  table referencing the spec, plan, and #56 caveat.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 16:13:12 +02:00
Erik
41981c4d74 docs(perf #N6.1): apply final-review fixes — spec, baseline doc, issue #55
Final code review of slice 1 flagged one Important issue (the spec's
"zero cost when off" claim for the surface-dump path is technically
violated — _uploadMetadata always writes one dict entry per upload
regardless of env var) plus minor doc/consistency gaps. Applied:

1. Spec §5 "Cost when off": dropped the "Zero" claim; replaced with
   "Negligible — one Dictionary write per upload (~30-50 KB at Holtburg)
   plus a hash-table write per upload. Expensive work (file I/O,
   histogram construction) is still env-gated." This matches reality.

2. Baseline doc §5: rewrote from "Raw logs (scratch, can be deleted)"
   referencing files that were never preserved in this worktree, to
   "Reproducing the measurements" with the actual PowerShell launch
   commands. Honest about the raw logs not being kept; the captured
   medians in section 2 are the canonical record.

3. New issue #55 filed in docs/ISSUES.md — static-entity slow path
   reports ~1.45M meshMissing/5s at r4 standstill, drops to ~0 when
   walking. LOW severity (no visible regression), hypothesis points
   at a "permanently-missing entity gets re-classified every frame"
   pattern that Tier 1 cache doesn't cover.

4. Roadmap shipped table: renamed "N.6.1" row to "N.6 slice 1" to
   match every other artifact's naming. Search-discoverability fix.

None of these change the slice's conclusion or next-phase
recommendation (C.1.5 first, then reduced-scope slice 2).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 12:51:10 +02:00
Erik
110fb691a8 ship(post-A.5 #53): Tier 1 entity-classification cache — closes ISSUE #53
EntityClassificationCache keyed by (entityId, landblockHint) tuple lands
per spec docs/superpowers/specs/2026-05-10-issue-53-tier1-cache-design.md
+ plan docs/superpowers/plans/2026-05-10-issue-53-tier1-cache.md.

Perf result (horizon-safe preset + High quality, AMD Radeon RX 9070 XT
@ 1440p): entity dispatcher cpu_us median ~1200 us, p95 ~1500 us. Down
from ~3500m / ~4000p95 pre-Tier-1. ~66% / ~63% reduction. Well under
the A.5 spec budget (median <= 2.0 ms, p95 <= 2.5 ms). No BUDGET_OVER
flag across 30s+ standstill captures.

Visual gate cleared after 4 bug-fix iterations:
  - 71d0edc: namespace stab Ids globally (cross-LB id collision)
  - 95ebbf3: key cache by (entityId, landblockHint) tuple (defensive)
  - c55acdc: skip cache populate when classification is incomplete
  - f928e66: incomplete-entity flag must persist across same-entity tuples

User-confirmed visually via +Acdream test character: NPCs animate,
multi-part static buildings render fully (no airborne geometry, no
Z-fighting, no missing parts, no wrong textures), Nullified Statue of
a Drudge on top of the Foundry renders all parts, trees outside
Holtburg render with branches present.

Closes the post-A.5 polish phase. Issues #52, #54, #53 all closed.

Tests: 1711 passing, 8 pre-existing physics/input failures unchanged.
N.5b sentinel: 112/112 throughout.

Memory: ~/.claude/projects/.../memory/project_tier1_cache.md +
feedback_cache_per_tuple_pattern.md capture the audit-gap and per-tuple-
vs-per-entity recurring trap for future cache work.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 00:09:57 +02:00
Erik
9a55354143 docs(post-A.5 #54): close JobKind plumbing issue + update CLAUDE.md flight status
Move ISSUE #54 to Recently closed referencing commit `bf31e59`. Drop
#54 from CLAUDE.md "Currently in flight" — only #53 (Tier 1 retry)
remains open in the post-A.5 polish phase.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 16:04:01 +02:00
Erik
b19f1d10ec docs(post-A.5 #52): close lifestone issue + update CLAUDE.md flight status
Move ISSUE #52 from Active to Recently closed with full root-cause writeup
referencing commit `e40159f`. Strip lifestone reference from CLAUDE.md
"Currently in flight"; remaining post-A.5 polish scope is #53 (Tier 1
retry) + #54 (JobKind plumbing).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 15:51:46 +02:00
Erik
d3d78fa14f Merge branch 'claude/hopeful-darwin-ae8b87' — Phase A.5 SHIP + Quality Preset system
Phase A.5 — Two-tier Streaming + Horizon LOD shipped.

Headline: 2.3 km terrain horizon (radius=4 near + 12 far) with off-thread
mesh build, fog blend at N₁, mipmaps + 16x AF, MSAA 4x + A2C foliage,
depth-write audit, BUDGET_OVER diag, Quality Preset system (Low/Medium/
High/Ultra) with env-var overrides + F11 mid-session re-apply.

~999 tests pass, 8 pre-existing physics/input failures unchanged.

Two structural-to-A.5 bug fixes shipped post-T26:
- Bug A (9217fd9): far-tier worker strips entities (T13/T16 had only
  wired the controller side; far-tier was loading full entity layers,
  ~71K entities instead of ~10K, 5x perf regression).
- Bug B (0ad8c99): WalkEntities scratch list reused across frames
  (was 480 KB / frame allocation).

Tier 1 entity-classification cache attempted as polish (3639a6f),
reverted (9b49009) — broke animation by caching mutable per-frame
state. Retry deferred to post-A.5 polish phase (ISSUE #53).

Deferred to post-A.5 polish:
- Tier 1 retry with animation-mutation audit (ISSUE #53)
- Lifestone missing visual (ISSUE #52)
- JobKind plumbing through BuildLandblockForStreaming (ISSUE #54)
- Tier 2 (static/dynamic split) + Tier 3 (GPU compute cull) —
  separate multi-week phases. Roadmap at
  docs/plans/2026-05-10-perf-tiers-2-3-roadmap.md.

SHIP commit: 9245db5.
2026-05-10 10:09:03 +02:00
Erik
d93d823539 docs(A.5 T27): roadmap + ISSUES + CLAUDE.md updates for A.5 ship
Roadmap (2026-04-11-roadmap.md):
- Status header updated to 2026-05-10 / A.5 as the shipped phase.
- A.5 row added to shipped table (after A.3): two-tier streaming,
  QualityPreset, Bug A/B fixes, deferred items, plan archive link.
- A.5 sub-piece in Phase A section marked SHIPPED with archive link
  (replaces the old "not yet brainstormed" entry).
- N.6 bullet changed from "Currently in flight" to "Planned
  (post-A.5 polish takes priority)"; A.5's landing means the
  "direct higher-radius comparison once A.5 lands" item is now
  available.

ISSUES.md:
- #52 (A.5/lifestone-missing): Holtburg lifestone not rendering since
  A.5 dev; two root-cause candidates; investigation approach.
- #53 (A.5/tier1-redo): classification cache reverted at 9b49009;
  animation-mutation audit required before retry; 1-week estimate.
- #54 (A.5/jobkind-plumbing): Bug A's post-load strip wastes worker
  CPU; proper fix plumbs JobKind through BuildLandblockForStreaming;
  30 min–1 hour estimate.

CLAUDE.md:
- "Currently in flight" paragraph updated from N.6 to Post-A.5 polish
  (issues #52/#53/#54) with note that N.6 follows.
- A.5 shipped paragraph added (mirrors N.5b/N.5/N.4 format).
- WB integration cribs: new bullet documenting the two-tier streaming
  architecture (StreamingRegion / StreamingController / LandblockStreamer
  / GpuWorldState, N₁/N₂ defaults, QualitySettings, spec pointer).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 10:06:40 +02:00
Erik
95aaa6c92e docs: close ISSUES.md #13 — PD trailer parser shipped
Issue #13 closed in `078919c`. Full trailer (Options1 / Shortcuts /
HotbarSpells / DesiredComps / SpellbookFilters / Options2 /
GameplayOptions blob / Inventory / Equipped) now walked by
PlayerDescriptionParser. ItemRepository wired up to receive parsed
Inventory + Equipped at login. 20 PD parser tests + 1 wiring
acceptance test. 282/282 Net.Tests pass.

Plan archived at
docs/superpowers/plans/2026-05-10-issue-13-pd-trailer.md.
2026-05-10 09:47:51 +02:00
Erik
083c10c514 docs(N.5b T10): roadmap + ISSUES + CLAUDE.md + perf baseline updates
Document Phase N.5b shipping (terrain on the modern rendering path via
Path C — `TerrainModernRenderer` mirrors WB's `TerrainRenderManager`
pattern but consumes acdream's `LandblockMesh.Build` so retail's
`FSplitNESW` formula stays in lockstep with physics + visual mesh).

Changes:

- `docs/plans/2026-04-11-roadmap.md` — add N.5b row to the Shipped
  table; promote N.5b's "Phases ahead" entry to ✓ SHIPPED with the
  Path C resolution + perf reality check; refresh N.6 scope to note
  Terrain has joined the modern path (legacy `Texture2D` retirement
  scope narrows to Sky + Debug); update top-of-doc Status line.

- `docs/ISSUES.md` — close issue #51 (WB terrain-split formula
  divergence). Move from OPEN to "Recently closed" with the Path C
  resolution: never adopted WB's formula; modern dispatcher uses
  retail's via `LandblockMesh.Build`. References `da56063` (the
  black-terrain fix that landed within the N.5b ship chain).

- `CLAUDE.md` — add `TerrainModernRenderer.cs` to the WB integration
  cribs list with the GL_INVALID_OPERATION caveat (use uvec2 +
  `sampler2DArray(handle)` constructor, NOT direct
  `uniform sampler2DArray` + `glProgramUniformHandleARB`). Update
  the "Currently in flight" preamble: N.6 builds on N.5 + N.5b;
  add an N.5b shipped paragraph linking the perf baseline doc.

- `docs/plans/2026-05-09-phase-n5b-perf-baseline.md` — new doc
  capturing the radius=5 Holtburg perf measurement (modern 6.4-7.0
  µs median vs legacy 1.5 µs — modern is ~4× SLOWER on CPU at
  radius=5). Documents the spec acceptance criterion #5 amendment,
  the architectural wins that DO hold (zero glBindTexture/frame,
  constant-cost dispatch as A.5 raises radius, per-LB frustum cull),
  and the three high-value gotchas surfaced during implementation.

User-memory updates (outside repo, not in this commit):
- `memory/project_phase_n5b_state.md` — full N.5b state file with
  the three gotchas captured.
- `memory/MEMORY.md` — index entry pointing at the state file.

Build: dotnet build green. No code changes in this commit.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 13:03:14 +02:00
Erik
dcae2b6b94 phase(N.5): retirement amendment — InstancedMeshRenderer + StaticMeshRenderer + WbFoundationFlag deleted
Final cross-cutting review of N.5 found that Task 15's deletion of
mesh_instanced.vert/.frag left InstancedMeshRenderer orphaned —
ACDREAM_USE_WB_FOUNDATION=0 silently rendered terrain+sky only with
no entities. The SHIP commit's "[x] ACDREAM_USE_WB_FOUNDATION=0 still
works" claim was inaccurate.

Resolution: formal retirement of the legacy renderer path within N.5
instead of deferring to N.6.

Deleted:
- src/AcDream.App/Rendering/InstancedMeshRenderer.cs
- src/AcDream.App/Rendering/StaticMeshRenderer.cs
- src/AcDream.App/Rendering/Wb/WbFoundationFlag.cs

GameWindow simplified — capability detection is unconditional, missing
bindless throws NotSupportedException with a clear message at startup.
WbDrawDispatcher + mesh_modern shader load are mandatory after init.
No escape hatch.

GpuWorldState simplified — WbFoundationFlag.IsEnabled guards on
AddLandblock/RemoveLandblock removed; adapter calls are unconditional
when the adapter is non-null.

PendingSpawnIntegrationTests updated — WbFoundationFlag.ForTestsOnly_ForceEnable
static ctor removed (flag is gone; adapter calls are unconditional).

The ApplyLoadedTerrain physics-data loop was also simplified: the
EnsureUploaded sub-loop that fed InstancedMeshRenderer is gone;
_pendingCellMeshes is now explicitly cleared to prevent unbounded
accumulation (the worker thread still populates it, but WB handles
EnvCell geometry through its own pipeline).

Spec §2 Decision 5 + §10 Out-of-Scope updated. Plan ship-amendment
section added. Roadmap updated (N.5 ships with retirement; N.6 scope
narrowed to perf-only). CLAUDE.md "WB integration cribs" updated.
Perf baseline doc updated. WbDrawDispatcher class summary docstring
corrected to describe the as-shipped SSBO + multi-draw-indirect path.
ISSUES.md #51 updated (terrain not in N.5 scope; deferred to N.7).

Bindless support is now a hard requirement. Modern desktop GPUs
universally expose GL_ARB_bindless_texture + GL_ARB_shader_draw_parameters;
if a user hits the NotSupportedException, that's a real bug report
worth investigating, not a silent fallback.

Build: 0 errors, 0 warnings. Tests: 71/71 (Wb+MatrixComposition+TextureCacheBindless filter).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 22:01:36 +02:00
Erik
1ede87a135 docs: flag N.2 blocker — WB terrain split formula diverges from retail
Audit during N.3 follow-up uncovered that WB's TerrainUtils
CalculateSplitDirection uses a different math expression than
retail's FSplitNESW (the AC2D-cited polynomial 0x0CCAC033 etc that
our visual terrain mesh and physics already share). Substituting
TerrainSurface.SampleZ with WB's GetHeight in isolation would
re-introduce the triangle-Z hover bug from earlier work — physics
and visual mesh would pick different diagonals on disputed cells.

Updates:
- ISSUE #51 documents the divergence with file references and the
  research that's needed when N.5 picks this up.
- Roadmap N.2 entry flags the dependency on N.5 and the reasoning
  ("not low-risk after all").

N.1's conformance proved slope-filtering equivalence (boolean
walkable verdict), not formula equivalence. The lesson is captured
in memory (feedback_wb_migration_formulas.md, not in-repo).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 12:05:04 +02:00
Erik
ad8b931be7 docs: mark Phase N.1 shipped + file road-edge tree as known issue
Adds Phase N.1 to "Phases already shipped" table at top of roadmap,
updates the Phase N section to mark N.1 with checkmark SHIPPED status,
and files the known road-edge-tree cosmetic difference at landblock
0xA9B1 in ISSUES.md as issue #50 follow-up.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 10:38:01 +02:00
Erik
ab1ba5e0e2 docs(issues): pin #48 SHA in ISSUES.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-07 14:30:37 +02:00
Erik
a4693954d8 fix(scenery): #48 unify scenery Z with physics-path triangle picker
Closes #48. Trees on sloped cells visibly hovered above the visible
terrain because GameWindow.SampleTerrainZ (the bilinear fallback used
during scenery hydration before physics registers a landblock) had
its diagonal arms swapped — used the SEtoNW triangle test on SWtoNE
cells and vice versa. The ACDREAM_DUMP_SCENERY_Z=1 diagnostic showed
every scenery line ran through the bilinear path (streaming race),
so on hilly terrain scenery was placed at a Z up to ~1.5 m off from
the visible mesh.

Latent since ff325ab (2026-04-17 "feat(ui): debug overlay + refined
input controls" carrying along the upgrade). That commit reached for
WorldBuilder TerrainUtils.GetHeight as the secondary oracle and
re-derived the triangle-pair tests; the named-retail / ACE algorithm
in TerrainSurface.SampleZ (used by the physics path / player Z) was
always correct, so player feet stayed flush — the two paths just
disagreed and only scenery noticed.

Fix:
- TerrainSurface.InterpolateZInTriangle (private static) — single
  source of truth for the triangle pick + barycentric Z, sourced
  from FUN_00532a50 / ACE LandblockStruct.ConstructPolygons.
- TerrainSurface.SampleZFromHeightmap (public static) — heightmap-
  byte-array variant for the scenery hydration fallback. Both this
  and TerrainSurface.SampleZ (instance) now delegate to the same
  InterpolateZInTriangle.
- GameWindow.SampleTerrainZ — thin wrapper over the new static.
- TerrainSurfaceTests.SampleZFromHeightmap_AgreesWithInstance_AcrossWholeLandblock
  asserts both sampler paths agree at 1500 sample points across both
  diagonals, so future drift gets caught.

The ACDREAM_DUMP_SCENERY_Z=1 diagnostic in BuildSceneryEntitiesForStreaming
is kept committed (env-var gated, zero cost when off) — useful for
the related #49 scenery (X, Y) placement investigation filed in the
same commit.

Visual verified at Holtburg landblock 0xA9B30001 2026-05-06: the
formerly floating 32 m pines (setups 0x020002D3 / 0x020002D9) now
sit flush on the visible terrain mesh.

Test baseline: dotnet test reports the same 8 pre-existing motion /
BSP step-up failures as the handoff doc warned about — no new
failures introduced.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-07 14:30:25 +02:00
Erik
71b1622293 fix(camera): #38 render-interpolate player motion
Keep local physics authoritative at the retail 30 Hz MinQuantum, but expose a render-only position that lerps between completed physics ticks for the player mesh and chase-camera target. Network outbound continues to use the discrete physics position.

Also make the visually confirmed #47 humanoid close-detail DIDDegrade path default-on, with ACDREAM_RETAIL_CLOSE_DEGRADES=0 left as a diagnostic opt-out.

Verification: dotnet build AcDream.slnx -c Debug; focused #38 interpolation tests passed; visual confirmed smooth 2026-05-06. Full dotnet test AcDream.slnx -c Debug --no-build still has the known 8 AcDream.Core.Tests baseline failures.

Co-authored-by: Codex <codex@openai.com>
2026-05-06 17:53:34 +02:00