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3 commits

Author SHA1 Message Date
Erik
e214acdf23 feat(R3-W4): ground transitions + lifecycle verbatim; K-fix18 DELETED (closes J8, J10, J11-shape, J12, J13, J18, J19)
Core (dedicated agent, independently reviewed): HitGround 0x00528ac0 /
LeaveGround 0x00528b00 verbatim (creature+gravity gates, the
RemoveLinkAnimations seam — K-fix18's retail mechanism — velocity via
GetLeaveGroundVelocity with the autonomous flag, jump-state resets,
apply_current_movement re-sync); enter_default_state 0x00528c80 per A8
(fresh states, InitializeMotionTables seam, sentinel APPENDED without
draining pending_motions — pinned, Initted=1, LeaveGround tail);
Initted gates; the A3 IsThePlayer dual dispatch in
apply_current_movement / ReportExhaustion / SetWeenieObject /
SetPhysicsObject (a remote player routes INTERPRETED — the
ACE-divergence pin); set_hold_run 0x00528b70 + SetHoldKey 0x00528bb0
(XOR guard, None-only-from-Run); adjust_motion creature guard wired
(TS-34 retired); PhysicsBody.LastMoveWasAutonomous +
set_local_velocity(autonomous). Port discovery: retail's
apply_raw_movement 0x005287e0 / apply_interpreted_movement 0x00528600
ARE the already-shipped D6.2a/funnel functions — the dual dispatch
composes them instead of duplicating.

App cutover (orchestrator): the skipTransitionLink flag + both K-fix18
call sites DELETED (AP-74 retired). MotionInterpreter.DefaultSink routes
apply_current_movement's interpreted branch through the REAL funnel
dispatch when a sink is bound — so a remote's LeaveGround engages
Falling via the contact-gated funnel, replacing the forced SetCycle
(J19); the per-remote MotionTableDispatchSink is now PERSISTENT
(EnsureRemoteMotionBindings: DefaultSink + RemoveLinkAnimations +
InitializeMotionTables seams, idempotent from both the UM and
VectorUpdate paths; wire velocity re-applied after LeaveGround so it
stays authoritative). Player: seams bound to the player sequencer; the
controller's grounded→airborne EDGE now fires LeaveGround (jump()
clears OnWalkable and the same frame's transition detection fires it —
retail's order; walk-off-a-ledge gets the momentum fallback + link
strip it never had); the manual jump-block LeaveGround deleted;
LastMoveWasAutonomous set at the controller chokepoint (W6 refines).

Trace S8 re-expressed as the retail mechanism (Falling dispatch +
RemoveAllLinkAnimations = same final state the flag produced). 43 new
lifecycle tests. Registers: TS-34 + AP-74 retired; TS-38, AP-77, AP-78
added. Full suite: 3,665 passed. Live smoke: in-world clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 23:01:31 +02:00
Erik
3b9d9bb6be feat(R2-Q4): adapter cutover — SetCycle/PlayAction rehosted on PerformMovement; Fix B / fast-path / stop-anim fallback / G17 gate DELETED
AnimationSequencer becomes a thin shim over the verbatim R2 stack:
SetCycle dispatches the style change (Branch 1) then the motion (Branch
2/3/4) through MotionTableManager.PerformMovement; PlayAction is the
same dispatch (actions rebuild via Branch 3; modifiers are Branch 4
physics-only combine_motion — the AP-73 turn-blend mechanism now runs
for real). CurrentStyle/CurrentMotion/CurrentSpeedMod are read-only
mirrors of MotionState (post-adjust_motion, signed mod). Lazy
initialize_state on first drive (retail lazy-create analog) keeps
undriven sequencers do-nothing.

DELETED legacy inventions (net -648 lines): the adapter fast-path
(replaced by Branch-2 fast re-speed: change_cycle_speed +
subtract/combine_motion), Fix B + IsLocomotionCycleLowByte (replaced by
remove_redundant_links on the pending queue — the retail mechanism the
2026-05-03 cdb trace pointed at), the stop-anim low-byte fallback
(replaced by get_link's reversed-key double-hop — retail's actual
backward-walk settle plays the windup link REVERSED), GetLink/BuildNode/
EnqueueMotionData + the G17 HasVelocity/HasOmega gate (add_motion sets
unconditionally), MultiplyCyclicFramerate + the G13 composite,
PlayAction's insert-before-tail machinery, SCFAST/SCFULL diagnostics.
KEPT at the adapter (register rows): the boundary adjust_motion remap +
locomotion velocity/omega synthesis (AP-75, retire R3-W6/R6), K-fix18
skip-link as post-dispatch RemoveAllLinkAnimations (AP-74, retire
R3-W4 when LeaveGround fires it).

GameWindow queue-drain wiring (the §4 G6 seam): each drained AnimDone
hook → manager.AnimationDone(true) (retail AnimDoneHook::Execute
0x00526c20 → Hook_AnimDone 0x0050fda0 chain), UseTime once per tick
(0x00517d57/0x00517d67); IMotionDoneSink bound to an
ACDREAM_DUMP_MOTION recorder (AD-36 — R3 rebinds to
MotionInterpreter.MotionDone).

Conformance: the 11-scenario pre-cutover trace suite (a6235a36) replays
green with six EXPECTED-DIFF annotations (double-hop walk-run routing,
reversed settle links, Branch-4 physics-only modifiers, Branch-1
style-change links, post-adjust mirrors) — everything unannotated is
byte-identical. Legacy suites repaired by a dedicated agent (fixtures
gain the retail-mandatory StyleDefaults + class-bit-tagged ids;
reflection state-poking replaced with real dispatch; zero category-D
regressions — the suspected cursor bug was a fixture class-bit gap),
plus two vacuously-passing tests fixed. Register: stale IA-4 deleted
(R1-P1 ported the negative-factor swap).

Full suite green: 3,458 passed (374+425+713+1946).

Closes H6, H7, H8, H9, H10-adapter, H16-wiring (r2-port-plan.md §3 Q4).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 21:41:27 +02:00
Erik
a6235a36f5 test(R2-Q4a): pre-cutover adapter trace goldens
11 scripted scenarios (spawn idle, idle→walk link, walk→run cyclic-to-
cyclic, fast re-speed, backward-walk remap, stop-settle fallback, emote
action, K-fix18 skip-link, turn modifier, style change, link-drain
sentinel count) snapshotting the CSequence core's list state after every
SetCycle/PlayAction against the LEGACY adapter (fast-path + Fix B +
stop-anim fallback + G17 gate). These are the parity bar for the Q4
PerformMovement cutover — intentional post-cutover changes get
EXPECTED-DIFF annotations, everything else must stay byte-identical.

Notable pre-cutover behavior captured: the S6 link-before-link stacking
(old reversed link kept mid-drain while the settle link appends behind).

Adds the internal AnimationSequencer.Core test seam.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 21:12:15 +02:00