Humanoid creatures/players collide as body Spheres (ShadowShapeBuilder emits
Sphere-type shadows for a Setup with Spheres + no CylSpheres), so player-vs-monster
crowd contact ran through Transition.SphereCollision — a hand-rolled 3-D wall-slide
(register TS-45), NOT a port of retail CSphere::intersects_sphere. It shaved no eps,
force-pushed each contact RADIALLY to a fixed combinedR+1cm shell, ignored the head
sphere, and always returned Slid. In a crowd the opposing radial de-penetration
pushes from neighbours fight each other -> the player wedges and can't wiggle free
(the user's live report).
Port the full CSphere family verbatim — dispatcher 0x00537A80 + step_sphere_up /
slide_sphere / land_on_sphere / collide_with_point / step_sphere_down — the direct
analog of the 2026-07-05 CCylSphere port (#172). The grounded slide now routes
through the shared crease SlideSphere (0x00537440, #116-Ghidra-confirmed) ->
tangential shuffle along the contact toward gaps, retail-faithful. isCreature
(target creature/missile) gates OFF the stand-on/land-on branches (2 & 5). ACE
Sphere.cs = readable oracle; pseudocode doc 2026-07-07-csphere-collision-family.
Retail-faithfulness verified: CTransition::validate_transition (0x0050aa70:272593)
reverts curr_pos on any non-clean-OK step, so a deep-mutual-overlap start wedges in
retail too — the realistic crowd-edge graze slides free (SphereCollisionFamilyTests
slide-around trajectory: player grazes a creature's SW, curves around its west side,
continues N).
TS-45 retired, AP-84 added (PerfectClip TOI dead in M1.5). Core 2603/0, App 741/0.
Pending user visual gate.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
RegisterLiveEntityCollision had a premature gate at the top of the method:
if (!hasCyl && !hasSphere && !hasRadius) return;
This fired BEFORE ShadowShapeBuilder.FromSetup ran. The builder emits a BSP shape
for every Part whose GfxObj has a PhysicsBSP, regardless of CylSpheres/Spheres/Radius.
A furniture weenie with only a physics-BSP mesh (candle holder, candelabra, etc.)
has no CylSpheres, no Spheres, and Radius=0 -- so it was always dropped, making it
fully passable (invisible wall that lets the player walk through it).
Fix: remove the premature gate. The three `bool` locals (hasCyl, hasSphere, hasRadius)
are retained -- `hasRadius` is still used by the Radius fallback lower in the method
for entities with no CylSphere/Sphere/BSP but a non-zero setup.Radius. The correct
final gate at shapes.Count==0 (after builder + Radius fallback) handles all cases:
- BSP-only entity: builder emits BSP shape -> shapes.Count>0 -> registered.
- Truly shapeless (no BSP, no cyl, no sphere, no radius): builder empty, no Radius
fallback fires -> shapes.Count==0 -> return (not registered, passable). Correct.
Retail anchor: CPhysicsObj::FindObjCollisions (acclient_2013_pseudo_c.txt:276917) --
the gate at pc:276917 is on the MOVER's CPartArray, not a target-side shape filter.
CPartArray::FindObjCollisions (pc:286236) iterates ALL parts; each part's
find_obj_collisions tests physics_bsp when present. There is no retail equivalent of
our premature gate that skips BSP-only targets.
Tests (ShadowShapeBuilderShapeSourceTests): two new cases.
Setup_WithBspPart_NoCylSpheres_EmitsBspShape -- proves the builder emits the shape
the premature gate was discarding.
Setup_WithPartButNoBsp_NoCylSpheres_YieldsEmptyShapeList -- regression guard proving
truly shapeless entities are still not registered (the shapes.Count==0 gate holds).
Full Core suite: 1595 pass / 0 fail / 2 skip.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retail oracle: CPartArray::InitParts@0x00517F40, CGfxObj::Serialize@0x00534970 (physics_bsp
gated on serialized-flags bit-0), CPhysicsPart::find_obj_collisions@0x0050D8D0 (returns OK /
passable when physics_bsp==null). Render-mesh bounds never enter collision.
Changes:
- GameWindow.cs: delete the ~200-line VISUAL mesh-bounds collision block (the
isPhantomSetup / isPhantomGfxObj locals + the if-block computing worldMin/worldMax
AABB + the ShadowObjects.Register call that capped and registered the synthetic
cylinder). Also removes dead counter variables scHaveBounds/scRegistered/scNoBounds/
scTooThin; trims the ProbeBuildingEnabled summary line accordingly.
- PhysicsDataCache.cs: delete IsPhantomGfxObjSource (the predicate that only existed
to fence the mesh-AABB synthesis; the "phantom" concept is now the default — no DAT
shape means no registration, verbatim with retail).
- PhysicsDataCachePhantomSourceTests.cs: deleted (tested the removed method).
- ShadowShapeBuilderShapeSourceTests.cs: new guard test — a Setup with parts but
hasPhysicsBsp=false and no CylSpheres/Spheres yields an empty shape list, locking
the DAT-only rule in the builder.
- retail-divergence-register.md: AP-2 row deleted (divergence retired).
Objects with no DAT physics shape (no CylSpheres, no Spheres, no part with a
PhysicsBSP) now register no collision shape and are passable, verbatim with retail.
Objects with real DAT shapes (BSP parts, CylSpheres) are unaffected.
dotnet build green, 22/22 tests passing (ShadowShapeBuilderShapeSourceTests +
CellarUpTrajectoryReplay + CornerFlood + Issue147ArwicBuildings replay harnesses).
Visual gate pending: walk Holtburg + open world; objects that become passable must
match retail (DAT has no physics shape — trees with real CylSpheres still solid).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>