Ports retail's CMotionInterp::get_max_speed (0x00527cb0). Returns
motion-table-derived max speed (m/s) for InterpretedState.ForwardCommand:
- RunForward: RunAnimSpeed (4.0) × (InqRunRate ?? MyRunRate)
- WalkForward: WalkAnimSpeed (3.12)
- WalkBackward: WalkAnimSpeed × 0.65 (BackwardsFactor from adjust_motion @ 0x00528010)
- otherwise: 0
Decomp note: Binary Ninja emits a spurious void return for x87 FPU-returning
functions; the actual float return is confirmed by both callers
(StickyManager::adjust_offset @ 0x00555430,
InterpolationManager::AdjustOffset @ 0x00555d52) which multiply the result
by 2.0 to produce a catch-up speed in m/s. The per-command switch is
consistent with get_state_velocity (0x00527d50) which uses the same constants.
Used by InterpolationManager.AdjustOffset in Task 5 as 2 × GetMaxSpeed().
Until Task 5 wires it, the method is unused — covered by 4 unit tests.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Addresses code-quality review findings on commit f43f168:
C-1: Stall detection re-implemented to match retail (acclient lines
353071-353275). Tracks _progressQuantum (sum of step values per window)
+ _distanceAtWindowStart (set at window start). Primary check:
cumulative_progress < MIN_DISTANCE_TO_REACH_POSITION (0.20m absolute).
Secondary check: cumulative_progress / _progressQuantum < 0.30.
Either failing increments fail counter; blip-to-tail at >3 consecutive
fails (already correct).
C-2: Renamed StallFailCountForBlip -> StallFailCountThreshold with
clearer XML doc explaining the > vs >= semantics (blip fires when fail
count EXCEEDS the threshold, i.e. on the 4th consecutive failed window).
I-1: _haveBaselineDistance sentinel prevents first-window false
positive that was triggering spurious fails on every new motion sequence
(old code defaulted _distanceAtWindowStart to 0, making cumulative
progress always negative on frame 5).
I-3: dt <= 0 || NaN guard at AdjustOffset entry prevents NaN
propagation into PhysicsBody.Position.
I-4: Internal field renames for clarity:
_failFrameCounter -> _framesSinceLastStallCheck
_failDistanceLastCheck -> merged into _distanceAtWindowStart
I-5: Added internal Count property + InternalsVisibleTo (via
AssemblyAttribute in .csproj) so Enqueue_DropsOldestWhenAtCap20
actually verifies cap enforcement. Added assertion that head is the
second-enqueued position after overflow.
3 new tests (AdjustOffset_FirstWindow_DoesNotFalseFail,
AdjustOffset_DtZeroOrNegative_ReturnsZero,
Enqueue_AtCap20_HeadIsSecondOriginal), 16 total. All green.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Pure-data class + 13 unit tests.
Ports retail's CPhysicsObj::InterpolateTo (acclient @ 0x005104F0)
and InterpolationManager::adjust_offset (@ 0x00555D30) — FIFO position-
waypoint queue (cap 20) + per-frame catch-up math walking the body
toward the head node at 2 × motion-table-max-speed (clamped, with
7.5 m/s fallback). Reach @ 0.05m. Duplicate-prune @ 0.05m.
Stall detection: every 5 frames; if progress < 30% of expected,
increment fail counter; > 3 fails → blip-to-TAIL (resolved via
decomp dive of UseTime @ 0x00555F20: tail_ is the snap target,
not head_).
Constants verified from binary at named addresses (not guesses):
MAX_INTERPOLATED_VELOCITY_MOD=2.0, MAX_INTERPOLATED_VELOCITY=7.5,
MIN_DISTANCE_TO_REACH_POSITION=0.20, DESIRED_DISTANCE=0.05.
Composed into RemoteMotion in subsequent task; not yet used.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Closes a multi-bug knot in player motion outbound + remote inbound,
discovered via cdb live trace of retail (2026-05-01) and follow-up
visual verification.
Outbound (acdream → ACE):
- JumpAction velocity is BODY-LOCAL, not world (per retail
CPhysicsObj::get_local_physics_velocity at 0x00512140 + ACE
Player.HandleActionJump's set_local_velocity call). Was sending
world; observers saw jump rotated by player yaw.
- Capture get_jump_v_z BEFORE LeaveGround() — the latter resets
JumpExtent to 0, after which get_jump_v_z returned 0. Was sending
Z=0 in every JumpAction.
- Backward/strafe-left jumps lost their horizontal velocity because
LeaveGround → get_state_velocity returns zero for non-canonical
motion (faithful to retail's FUN_00528960; retail papers over via
adjust_motion translation, not yet ported). Compute the correct
body-local launch velocity from input directly and push it back
into the body so local prediction matches what we send.
- IsRunning HoldKey was gated on `input.Run && input.Forward`, so
strafe-run and backward-run incorrectly broadcast as walk to
observers — ACE then animated walk + dead-reckoned at walk speed
while server position moved at run speed (visible as observer
lag). Fixed: gate on any active directional axis.
- AutonomousPosition heartbeat 0.2s → 1.0s to match holtburger's
AUTONOMOUS_POSITION_HEARTBEAT_INTERVAL and the ~1Hz observed in
retail trace.
- Heartbeat now fires while in-world regardless of motion state
(matches holtburger + retail's transient_state-based gate, not
motion-based). Pre-fix the at-rest heartbeat was suppressed.
Inbound (ACE → acdream, remote retail player):
- Remote backward walk arrives as cmd=WalkForward + speed=-1.91
(retail's adjust_motion'd form). Two bugs were stacking:
1. AnimationSequencer fast-path returned without updating when
sign(speedMod) flipped while motion stayed equal — kept playing
forward at old positive framerate. Fixed: bypass fast-path on
sign change so the full re-setup runs.
2. GameWindow clamped negative speedMod to 1.0 when stuffing
InterpretedState.ForwardSpeed, making get_state_velocity
produce forward velocity. Fixed: pass speedMod through verbatim
so the dead-reckoning body translates backward.
Issue #38 filed: 30Hz physics tick produces a chase-camera smoothness
regression at 60+ FPS render. Standard render-time interpolation is
the recommended fix (separate phase).
Findings + comparison vs retail/holtburger:
docs/research/2026-05-01-retail-motion-trace/findings.md
docs/research/2026-05-01-retail-motion-trace/fixes.md
TODO: port retail's adjust_motion (FUN_00528010) properly so
get_state_velocity works for all directions natively — would let us
drop the workaround in PlayerMovementController jump path and the
clamp in GameWindow.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Three intertwined changes from a single investigation session driven by
attaching cdb to a live retail acclient.exe (v11.4186, Sept 2013 EoR
build) and tracing what retail actually DOES on the steep-roof wedge
scenario the user reported in acdream.
═══════════════════════════════════════════════════════════
1. L.5 — physics-tick MinQuantum gate (PlayerMovementController)
═══════════════════════════════════════════════════════════
Retail's CPhysicsObj::update_object subdivides per-frame dt into 1/30 s
sized integration steps and SKIPS entirely when accumulated dt is below
MinQuantum. Live trace evidence:
update_object = 40,960 calls
UpdatePhysicsInternal = 25,087 calls (61%)
i.e., 39% of update_object calls return early via the MinQuantum gate.
Retail's effective physics tick rate is 30Hz even at 60+ Hz render.
acdream's PlayerMovementController bypassed the existing PhysicsBody.
update_object and called UpdatePhysicsInternal(dt) directly each render
frame, which compressed bounce-energy / gravity-tangent accumulation
into half the time and amplified our steep-roof wedge dynamics.
Fix: add `_physicsAccum` accumulator. Integrate only when accumulated
dt ≥ MinQuantum (clamped to MaxQuantum to bound stale-frame jumps).
HugeQuantum drops accumulated time to discard truly stale frames
(debugger break, GC pause). Render still runs at full rate; only the
physics step is gated.
═══════════════════════════════════════════════════════════
2. Phase 3 reset retail-faithful kill_velocity (TransitionTypes)
═══════════════════════════════════════════════════════════
Retail's reset path (acclient_2013_pseudo_c.txt:273231-273239) gates
kill_velocity on `last_known_contact_plane_valid`:
if (last_known_valid == 0) {
set_collision_normal(step_up_normal); return COLLIDED;
}
kill_velocity(this);
last_known_valid = 0;
return COLLIDED;
Earlier in this session I deviated to "unconditional kill_velocity" as
a hypothesis-driven wedge fix. The live trace then showed the
deviation CAUSED a different wedge by zeroing V every frame, leaving
the body with no tangent momentum to escape (V = (0,0,0) for 169
consecutive frames while position pre/resolved frozen). The retail-
faithful gate is restored.
Note: the gate rarely fires in normal airborne play because our L.2.4
proximity guard clears last_known_valid soon after the body separates
from its remembered floor. Live retail trace also showed
kill_velocity = 0 hits over an entire play session — same behavior. So
acdream's kill_velocity is correct as ported now.
The supporting ObjectInfo.VelocityKilled flag + StopVelocity wiring +
PhysicsEngine.ResolveWithTransition consumer that actually zeros
body.Velocity when the flag is set — these were a no-op stub before
this session and are now correctly wired. Retail anchor:
OBJECTINFO::kill_velocity → CPhysicsObj::set_velocity({0,0,0}, 0) at
acclient_2013_pseudo_c.txt:274467-274475.
═══════════════════════════════════════════════════════════
3. Retail debugger toolchain (#35)
═══════════════════════════════════════════════════════════
When the question is "what does retail actually DO at runtime?" — not
"what does retail's code SAY" — the decomp at docs/research/named-retail/
is invaluable but doesn't capture state interactions across frames.
This commit ships infrastructure to attach Windows' cdb.exe to a live
retail acclient.exe with full PDB symbols and capture state at any
breakpoint.
- tools/pdb-extract/check_exe_pdb.py — reads any PE's CodeView entry
and reports MATCH / MISMATCH against refs/acclient.pdb's GUID.
Always run before attaching cdb. The matching v11.4186 build's
GUID is 9e847e2f-777c-4bd9-886c-22256bb87f32.
- tools/pdb-extract/dump_pdb_info.py — dumps a PDB's expected
build timestamp + GUID + age. Used to figure out which acclient.exe
build pairs with our PDB.
CLAUDE.md gets a Step -1 in the development workflow ("ATTACH cdb
TO RETAIL when behavior is the question, not code") and a full
"Retail debugger toolchain" section with the workflow, sample .cdb
script structure, and watchouts (PDB names use snake_case for some
classes / PascalCase for CPhysicsObj; ; is cdb's command separator;
killing cdb kills the debuggee; high-hit-rate breakpoints lag the game).
memory/project_retail_debugger.md captures the workflow + key findings
so future sessions inherit the toolchain by reading project memory.
═══════════════════════════════════════════════════════════
4. BSPQuery Path 6 slide-tangent restored (b1af56e behavior)
═══════════════════════════════════════════════════════════
After this session's retail-strict experiments showed that retail-
faithful Path 6 (SetCollide + Phase 3 reset chain) produces a
"lands on roof in falling animation, can't slide off" half-state in
acdream — because our acdream port of step_up_slide / cliff_slide is
incomplete for grounded-on-steep movement — the L.4 slide-tangent
deviation from commit b1af56e is restored as the pragmatic ship state.
The deviation: when an airborne sphere hits a polygon whose normal Z
is below FloorZ (≈ 0.6642, slope > ~49°), project the move along the
steep face to remove the into-wall displacement, set CollisionNormal +
SlidingNormal, return Slid. Body never gets ContactPlane on the steep
poly, never gets the half-state, slides off the slope under gravity's
tangent contribution.
Retail-strict requires the deeper step_up_slide / cliff_slide audit
(filed under #32). Until that lands, slide-tangent is the right
deviation — produces user-acceptable "slide off the roof" behavior.
═══════════════════════════════════════════════════════════
Test status: 833/833 green.
Refs:
acclient_2013_pseudo_c.txt:283950 (CPhysicsObj::update_object)
acclient_2013_pseudo_c.txt:273231-273239 (Phase 3 reset path)
acclient_2013_pseudo_c.txt:274467-274475 (OBJECTINFO::kill_velocity)
acclient_2013_pseudo_c.txt:323783-323821 (BSPTREE::find_collisions Path 6)
Closes#35. Updates #32 with L.4/L.5 status.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase L.4 closes the "stuck in falling animation on a steep roof" bug
the user reported on 2026-04-30 ("I jump up, I land on it. It should not
even let me land, should just slide with a falling animation"). After
this commit the body no longer sticks to a steep roof when jumping
into it — it slides along the slope while keeping the falling animation.
Two pieces:
1. BSPQuery Path 6 steep-poly slide
When an airborne sphere hits a polygon whose world normal Z is below
FloorZ (≈ 0.6642, slope > ~49°), the previous flow was:
Path 6 SetCollide → Path 4 set_walkable → ContactPlane committed →
body "lands" on the steep poly with Contact bit + falling animation.
This left the player stuck mid-slope because OnWalkable was cleared
but Contact stayed set.
The new branch detects the steep normal in Path 6 BEFORE SetCollide
is called. Instead of entering the landing path, it removes the
into-wall component of the move (project onto the steep face), sets
CollisionNormal + SlidingNormal, and returns Slid. Same shape as
Path 5's step-up fallback and CylinderCollision. The resolver retries;
the sphere is now outside the poly; FindCollisions returns OK;
ValidateTransition commits the slid position. ContactPlane is never
set, so the body stays airborne with falling animation.
2. PlayerMovementController L.3a-bounce carve-out + Inelastic stop
Re-enables the velocity-reflection bounce when the contact normal is
upward-facing but steeper than walkable (0 < N.Z < FloorZ). The base
L.3a rule suppresses bounce on landing transitions to avoid micro-
bounce on flat terrain; that suppression also stuck the player to
too-steep roofs they shouldn't land on. This carve-out re-enables
the reflection specifically for the steep upward case.
Also lands related L.2c precipice / edge-slide work that was in flight:
- TransitionTypes EdgeSlideAfterStepDownFailed: walkable-poly-steep
cliff route + steep-ContactPlane cliff route ordering, so that
CliffSlide fires when the stored walkable polygon itself is too
steep (Path 4 had previously accepted it as a "landing" via the
permissive LandingZ threshold).
- CliffSlide reference-normal selection: prefer LastWalkable, fall back
to LastKnownContactPlane only when walkable, else use world-up. This
prevents the cross(steepN, steepN) = 0 degenerate case that left the
cliff slide as a no-op when both current and last-known were steep.
- Phase 2 / step-down branch / edge-slide branch / cliff-slide
diagnostic helpers gated on ACDREAM_DUMP_EDGE_SLIDE / ACDREAM_DUMP_STEEP_ROOF.
- Two new airborne-mover regression tests in BSPStepUpTests +
PhysicsEngineTests covering wall-slide and edge tangent motion.
DEVIATION FROM RETAIL — DOCUMENTED FOR FOLLOW-UP
The Path 6 steep slide is NOT what retail does. Retail's flow on the
same hit is:
Path 6 SetCollide (no steep check) → Path 4 find_walkable returns
nothing for steep → Phase 3 reset path: restore_check_pos +
kill_velocity → return COLLIDED → validate_transition reverts CheckPos
to CurPos and forces OK.
Net retail behavior: position reverts to pre-failed-move (typically
just below the roof in the common jump-up case), velocity zeroed,
gravity rebuilds Z next frame, body falls back down naturally with
the falling animation. The "freeze" framing I used earlier was wrong;
in the typical case retail just bounces the body off and lets gravity
take over.
Strict retail behavior would match the user's intent better in the
common case AND avoid the bounce-energy-accumulation we saw with the
slide-tangent approach (V grew to ~50 m/s in continuous-contact frames).
However, retail's behavior degenerates in the edge case of an overhead
landing onto a steep slope (body would freeze mid-air above the roof).
This commit ships the slide-tangent fix as an interim "much better"
state per user verification on 2026-04-30. Follow-up work to match
retail strictly: revert Path 6 steep-slide, audit Phase 3 reset to
ensure kill_velocity (matching OBJECTINFO::kill_velocity ->
CPhysicsObj::set_velocity({0,0,0}, 0)) actually fires, and re-test.
Refs:
- acclient_2013_pseudo_c.txt:323784-323821 (Path 6 SetCollide)
- acclient_2013_pseudo_c.txt:273191-273239 (Phase 3 reset path)
- acclient_2013_pseudo_c.txt:272563-272596 (validate_transition revert)
- acclient_2013_pseudo_c.txt:274467-274475 (kill_velocity)
- acclient_2013_pseudo_c.txt:282699-282715 (handle_all_collisions bounce)
Tests: 833/833 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User-reported: "still don't slide down steep roofs" after the previous
trigger-gate fix (52e257d). Traced through the EdgeSlide dispatcher:
the gate IS firing now, but ValidateTransition's L.2.3i FloorZ test
clears OnWalkable as soon as the player is on a steep surface. So
EdgeSlideAfterStepDownFailed enters Branch 1 (`!OnWalkable → restore
+ OK`) and stops the player BEFORE Branch 2's steep-ContactPlane
CliffSlide can fire.
Re-order: check the steep-ContactPlane condition FIRST, before the
Branch 1 OnWalkable gate. If the surface is too steep AND we have a
contact plane on it AND the EdgeSlide flag is set, run CliffSlide
regardless of OnWalkable state. The cross-product deflection plus
gravity produces continuous downhill drift, frame after frame.
Branch 1's "stop at edge" still fires for the original case it was
meant for: walked off into thin air with no contact plane at all.
That should still stop (or fall normally) rather than CliffSlide
against nothing.
Tests: 1491 still pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Surprise discovery: CliffSlide, PrecipiceSlide, and
EdgeSlideAfterStepDownFailed are ALREADY in the codebase (landed
yesterday in the L.2c Codex commits — 1ec40f2). The trigger gate was
the missing piece for "sliding down steep roofs / steep terrain."
The step-down branch in TransitionalInsert (where
EdgeSlideAfterStepDownFailed gets called) was gated on
`!ci.ContactPlaneValid` only. That covers "player walked off a ledge,
no ground beneath them anymore" — but NOT "player standing on a
surface that's too steep to walk on."
For the latter case, Phase 1 of the resolver sets ContactPlane to the
slope's plane (geometric touch is enough to set it; no walkability
gate at that stage). So `ci.ContactPlaneValid` is true, just steep.
Old gate skipped → step-down never ran → EdgeSlide never fired →
CliffSlide never deflected the player.
New gate fires when ContactPlane is invalid OR Normal.Z < FloorZ.
The latter case lets step-down attempt to find a walkable surface
below; it fails (the slope is steeper than FloorZ all the way down);
EdgeSlideAfterStepDownFailed runs; Branch 2 (steep ContactPlane) fires
CliffSlide; player gets deflected horizontally. Gravity continues to
pull Z down — the combination produces the visible "slide down the
slope" behavior.
Mirrors retail's `transitional_insert` OK-path which (per agent
reports of acclient_2013_pseudo_c.txt:273191) ALWAYS runs the
step-down chain after a successful tentative move, regardless of
ContactPlane validity. Our two-condition gate approximates that.
Tests: 1491 still pass.
Live verification: walking onto a 60° slope or jumping onto a steep
roof should now slide the player downhill rather than letting them
stand there indefinitely.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Tried bumping calc_friction's gate from `dot >= 0f` to `dot >= 0.25f`
per retail acclient_2013_pseudo_c.txt:276705. Build green but
PlayerMovementControllerTests immediately showed forward motion
dropping from ~3m to ~0.16m over a 1-second simulated walk —
friction now hammers active locomotion in our architecture.
Root cause is deeper than a single threshold. Retail line 276702 has
a state-flag check (`(this->state & ...) == 0`) gating the friction
block that the decompile renders as a corrupted string and we didn't
fully characterize. Best read: retail skips this friction block while
locomotion is actively driving velocity, applying it only to residual
motion after locomotion stops. acdream's controller sets velocity
once per frame from input, then UpdatePhysicsInternal substeps friction
through it — at 0.25 threshold the substep compounding eats most of
the velocity before integration completes.
Reverting to the previous behavior (0.0 threshold). Filing the proper
investigation as L.3c-followup: needs to read retail's `(this->state &
...)` flag at acclient_2013_pseudo_c.txt:276702, identify whether
it gates on an active-locomotion bit, and either honor that gate or
restructure acdream's per-frame locomotion → integration ordering so
friction fires only on residual velocity.
Tests: 1491 still pass after revert.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three independent research agents converged: retail's "bouncy walls"
feel comes from CPhysicsObj::handle_all_collisions (acclient_2013_pseudo_c.txt:
282699-282715, ACE PhysicsObj.cs:2692-2697) which applies the canonical
reflection v_new = v - (1 + e) * dot(v, n) * n to the body's velocity
after every transition resolves. Player elasticity = 0.05 (5% bounce);
INELASTIC_PS = 0x20000 zeros velocity entirely (used by spell projectiles).
acdream had the data plumbed (PhysicsBody.Elasticity = 0.05 was already
set, ci.CollisionNormal was being populated in 8+ code paths) but
ResolveWithTransition discarded the normal before returning. Hence
"sticky walls on jumps" — perpendicular velocity got removed by
SlideSphere's geometric resolution, but never reflected back, so
hitting a wall mid-jump zeroed forward motion entirely instead of
producing a small push-back.
Files:
- PhysicsBody.cs: add PhysicsStateFlags.Inelastic = 0x20000.
- ResolveResult.cs: surface CollisionNormalValid + CollisionNormal.
- PhysicsEngine.cs:599-624: copy ci.CollisionNormal into ResolveResult
before returning (both ok and partial paths).
- PlayerMovementController.cs:445-503: after position commit, apply
reflection per the retail formula. Inelastic → zero velocity;
else → reflect with v += n * -(dot(v,n) * (e + 1)).
apply_bounce rule (more conservative than retail by design):
- Sledding: retail's strict rule — bounce unless both grounded.
- Otherwise: bounce ONLY when both prev and now airborne. Suppress on
landing (prev air, now ground) to avoid micro-bouncing on floor —
the post-reflection upward Z defeats the controller's Velocity.Z<=0
landing-snap gate. Retail's elasticity 0.05 makes the artifact
visually imperceptible there; acdream's per-frame architecture
amplifies it.
Tests: 1491 → 1491 still pass (existing AirborneFrames + WalkOffLedge
tests confirmed the conservative apply_bounce rule keeps landings
clean).
Live verification needed: jump into a wall mid-air — should produce a
visible bounce-back rather than sticking. Walking along corridor with
side-clip should still slide. Landing should still settle without
micro-bounce.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Port the first retail precipice-slide slice from named retail/ACE: terrain and BSP walkable hits now preserve polygon vertices, failed step-down edges back-probe to rediscover the walkable polygon, and edge-slide can run precipice/cliff slide instead of only hard-stopping.
Adds pseudocode anchors plus regression coverage for terrain polygon context and loaded-terrain boundary edge-slide.
Co-authored-by: Codex <codex@openai.com>
Two parallel research agents converged on this bug. acdream's
ValidateTransition was setting OnWalkable based on `Normal.Z >= LandingZ`
(0.087, ~85° permissive) instead of `Normal.Z >= FloorZ` (0.664, ~49°
strict). Effect: a 60° roof slope (normal.Z = 0.5) was being marked
OnWalkable, letting the player walk freely up surfaces retail blocks.
Per retail PhysicsObj::is_valid_walkable
(acclient_2013_pseudo_c.txt:277180-277193) and ACE
PhysicsObj.cs:2861, the canonical "walkable" predicate is FloorZ.
LandingZ is the more permissive threshold used only in airborne→ground
transitions (Path 6 Collide handler) where we want to accept a brief
landing before the next frame's strict FloorZ check rejects the surface
and CliffSlide kicks in.
Three sites fixed:
1. Step-down branch's `zVal` initial value (was unconditional LandingZ;
now `oi.GetWalkableZ()` returns FloorZ when OnWalkable, LandingZ
otherwise — matches retail's transitional_insert step-down OK
branch at acclient_2013_pseudo_c.txt:273258-273265).
2. ValidateTransition's live-contact OnWalkable test (LandingZ → FloorZ).
3. ValidateTransition's LastKnown-fallback OnWalkable test (LandingZ →
FloorZ).
After this commit:
- Walking horizontally INTO a 60° slope: step-up's WalkableAllowance
is FloorZ (when OnWalkable), find_walkable rejects the slope's
polygon, step-up fails, StepUpSlide. Player blocked from climbing.
- Jumping ONTO a 60° roof: Path 6 still uses LandingZ (correct, we
want to land), so the player lands. Next frame: ValidateTransition
sees Normal.Z=0.5 < FloorZ → OnWalkable cleared. Player is Contact
but not OnWalkable. Currently this leaves them STUCK on the roof
(no CliffSlide yet to push them off). That's still better than
walking up the roof.
Full slide-off-roof + edge-slide-along-balcony behaviors require
porting CliffSlide + PrecipiceSlide + adding Walkable polygon
reference — that's Phase L.4 (~12-20h, sketched out by both research
agents). This commit unblocks the worst of the steep-walk-up behavior
while the bigger port is being designed.
Test count 825/825 still pass. Build clean.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Live-test bug: player getting "super stuck" near walls without touching
them. Diagnostic showed 0 step-up calls, so the issue wasn't in DoStepUp.
Root cause: my subagent's L.2.1 commit added a Placement validation
inside DoStepDown to prevent step-up-through-walls. That check is right
for DoStepUp's call (the original use case). But DoStepDown is ALSO
called from TransitionalInsert's contact-recovery branch when the per-
sub-step contact plane is briefly lost (e.g., right after a wall-slide
nudges the sphere slightly upward).
For that "maintain contact during normal movement" use, the Placement
check is over-strict. Wall-slide can leave the sphere with sub-EPSILON
overlap of the wall's BSP solid; SphereIntersectsSolid returns Collided
inside Placement; DoStepDown returns false; my L.2.3e then escalates
that to TransitionState.Collided in the outer loop; ValidateTransition
reverts the position to CurPos every frame. Result: player stuck near
the wall without ever touching it.
Fix: add a `bool runPlacement = true` parameter to DoStepDown.
- DoStepUp passes the default (Placement runs — protects step-up).
- TransitionalInsert's contact-recovery branch passes false (Placement
skipped — accepts whatever walkable surface is found within reach).
This preserves L.2.3e's edge-block (genuine edges return Collided
because no walkable is found, not because Placement rejected) while
unbreaking normal-walking-near-walls.
ACE Transition.cs:731-741 runs Placement unconditionally, but ACE's
pre-step-down state machine is cleaner — acdream's residual wall-slide
artifacts make Placement misfire here.
Test count 825/825 still pass. Build clean.
Live verification needed: walk near a wall, should no longer get stuck.
Walk off a tall (>1.5m) balcony, should still edge-block.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Enhances the ACDREAM_DUMP_STEPUP=1 diagnostic so we can characterize
the steep-roof bug. The original log only showed the input collision
normal of the polygon that triggered step-up; it didn't show what
polygon the step-up actually LANDED on (which can differ — step-up
scans for any walkable polygon within StepUpHeight reach, so it might
ascend onto a flatter surface higher up than the polygon hit).
New log lines:
stepup: enter normal=(...) → WALKABLE/STEEP, OnWalkable=..., StepUpHeight=...
stepup: SUCCESS — landed on plane normal=(...) → WALKABLE/STEEP, new CheckPos=...
stepup: FAILED — sliding back along normal
When user climbs the offending steep roof, the SUCCESS line will tell
us whether the landing polygon is steeper than FloorZ=0.66 (then we
have a threshold bug) or whether step-up scanned past the steep slope
to land on a flatter polygon (then the StepUpHeight reach is too
permissive).
Also logs CurPos and final CheckPos so we can correlate to in-world
location.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three follow-up fixes from live testing of the L.2.3 step-height pass.
L.2.3d — StepUpSlide actually applies the slide
Previously SpherePath.StepUpSlide only set ci.SlidingNormal as a flag and
returned Slid; the CURRENT step's CheckPos was never adjusted, so the
sphere stopped dead at the wall. ValidateTransition's "default to UnitZ"
branch then propagated UnitZ into SlidingNormal, overwriting the wall
normal entirely. Net effect: stop-at-wall, no horizontal slide.
ACE's StepUpSlide (SpherePath.cs:309-317) calls Sphere.SlideSphere which
computes the actual slide offset against the contact-plane / wall-normal
crease and applies it to CheckPos. acdream already had the same logic in
Transition.SlideSphere as a private helper. Exposed as internal
SlideSphereInternal; routed StepUpSlide through it.
L.2.3e — step-down failure returns Collided (always-on edge block)
When walking forward off a balcony / cliff, the step-down probe in
TransitionalInsert searches stepDownHeight below CheckPos for a
walkable surface. On failure the previous code returned OK, which
ValidateTransition accepted — the player walked off the edge anyway,
with `RestoreCheckPos` reverting only to the position right after the
outer step's offset (still post-edge).
Per ACE Transition.cs:268-320 (EdgeSlide), retail's always-on default
for OnWalkable + !EdgeSlide-flag movers is to reject the move. Returning
Collided here makes ValidateTransition revert CheckPos to CurPos
(pre-step), giving the retail-faithful "stop at edge" behavior — both
on terrain cliffs and on building/balcony edges.
L.2.3f — diagnostic instrumentation for steep-roof investigation
GameWindow logs the player's actual StepUpHeight + StepDownHeight at
world-entry (along with the raw Setup.* values for comparison) so we
can confirm whether the dat-derived value matches retail's spec
(~0.4m) or is overriding to something larger.
Transition.DoStepUp logs the polygon's collision-normal Z (gated on
ACDREAM_DUMP_STEPUP=1 to keep cold-path noise low) so we can tell
whether step-up is being triggered against truly-walkable polygons
(Z >= FloorZ ≈ 0.66) or whether something steeper is sneaking through.
Tests: 825/825 still pass. The L.2 conformance fixtures cover the slide
path; D1 + D2 regression tests still pass with the StepUpSlide port.
Live verification needed for:
- #2 Wall slide: running close to a wall should slide along it.
- #4 Edge block: running off a balcony should stop at the edge.
- #3 Steep roof: launch with ACDREAM_DUMP_STEPUP=1 and report the
"stepup: normal=..." log lines when climbing the offending roof.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The "stuck in falling animation against walls" live-test bug (intermittent,
hard to recover from). Two compounding issues, fixed at both layers.
(1) DoStepUp cleared CollisionInfo.ContactPlaneValid unconditionally at
the start of step-up. On step-up FAILURE, RestoreCheckPos restored
the position but the contact plane stayed cleared. Added a save/
restore around the clear so a failed step-up returns the mover to
its pre-attempt grounded state.
(2) ValidateTransition propagated the current frame's invalid contact
state into LastKnownContactPlane via:
ci.LastKnownContactPlaneValid = ci.ContactPlaneValid
This destroyed the prior frame's ground memory whenever the current
contact was momentarily lost (StepUpSlide clears ContactPlane).
Changed to: only OVERWRITE LastKnown when current is valid.
(3) The same ValidateTransition then set
oi.State &= ~(Contact | OnWalkable)
when ContactPlaneValid was false, even if LastKnown was still
valid. Added an "else if (LastKnownContactPlaneValid)" branch that
sets Contact + OnWalkable from LastKnown so the animation system
sees the mover as grounded.
Combined effect: walking into a too-tall wall now consistently slides
along the wall without ever flickering to the falling animation. The
mover's grounded state survives transient ContactPlane invalidation
during the step-up retry cycle.
Retail's `transitional_insert` has different upstream invariants that
keep ContactPlane valid more often, so retail doesn't need the
acdream-specific LastKnown fallback path. ACE has the same pattern as
retail; acdream's per-frame Resolve architecture exposes the gap that
this fix closes.
Tests:
- New D1 regression test: grounded mover into too-tall wall — must
end frame with grounded state preserved.
- New D2 regression test: same scenario — execution time bounded
(<100ms) to catch any future recursion issues.
Files:
- TransitionTypes.cs DoStepUp: save+restore ContactPlane around step-up
- TransitionTypes.cs ValidateTransition: preserve LastKnown + grounded
state from last-known when current is invalid
- BSPStepUpTests.cs: D1, D2 regression tests
Test count 825 → 825 (D1+D2 added in L.2.3 patch series). Build clean.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Path 5 (Contact mover hits BSP polygon) calls DoStepUp → DoStepDown →
TransitionalInsert(5) → FindObjCollisions → which can hit the same wall
again → Path 5 fires AGAIN → recursive DoStepUp.
Bounded by the inner numAttempts=5 budget, but with significant per-step
churn — every recursion clears and re-establishes the contact plane,
finishing in an inconsistent state when the ranges decay. Also produced
gratuitous slowdown against tall walls.
Retail (acclient_2013_pseudo_c.txt:272954) gates step_sphere_up on
`if (sp.step_up == 0 && sp.step_down == 0)`. acdream's port was
missing this guard. Mid-recursion we now fall back to the wall-slide
response that already exists for the no-engine path.
Files:
- BSPQuery.cs Path 5 (foot sphere): added `&& !path.StepUp && !path.StepDown`
- BSPQuery.cs Path 5 (head sphere): same guard
Live-test bug: walking into building walls intermittently locked the
player in falling animation, hard to recover. After the guard, the
single-shot wall-slide produces clean blocking + horizontal slide.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Port CTransition::step_up (Path 5) and SPHEREPATH::set_collide (Path 6)
from the retail decomp, turning wall-slides into proper step-up climbs
and airborne-to-roof landings.
Path 5 (grounded mover hits polygon):
- StepSphereUp calls DoStepUp which runs DoStepDown with StepUp=true
- DoStepDown now includes the retail Placement validation step
(ACE Transition.cs:731-741) — sphere must not be inside solid geometry
after finding a contact plane; this correctly blocks the tall-wall case
- FindObjCollisions now allocates a local ShadowEntry list per call to
prevent "collection modified" exceptions when DoStepUp recurses back
through TransitionalInsert → FindObjCollisions
- BSPQuery.FindCollisions passes engine through to StepSphereUp
Path 6 (airborne mover hits polygon):
- SpherePath.SetCollide: saves backup pos, records StepUpNormal, sets
WalkInterp=1 — then returns Adjusted so TransitionalInsert retries
- SpherePath.StepUpSlide: clears ContactPlane, sets SlidingNormal for
the tall-wall fallback
- TransitionalInsert Collide branch: re-tests as Placement when
ContactPlaneValid; on failure restores backup and returns Collided
Test fixes (BSPStepUpTests.cs + BSPStepUpFixtures.cs):
- Tests use foot-position convention (CurPos = foot, sphere center =
CurPos + (0,0,r)); from/to corrected from sphere-center to foot coords
- MakeTestEngine terrainZ param: 0f for grounded tests (keeps Contact
state between sub-steps), -50f for airborne/roof tests
- to.X adjusted so sub-steps land sphere inside (not exactly touching)
the wall, avoiding the EPSILON-shrink false-negative edge case
- All 12 BSPStepUp tests now GREEN; full suite 823/823
Retail refs:
CTransition::step_up — acclient_2013_pseudo_c.txt:273099 / ACE:746
CTransition::step_down — acclient_2013_pseudo_c.txt:273069 / ACE:710
SPHEREPATH::set_collide — acclient_2013_pseudo_c.txt:321594 / ACE:279
CTransition::transitional_insert Collide — pseudo_c:273193 / ACE:891
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds two files under tests/:
BSPStepUpFixtures.cs — synthetic PhysicsBSPNode trees for four canonical
collision shapes: low step (25 cm), too-tall wall (5 m), flat roof (3 m),
and steep slope (60deg). Pre-builds ResolvedPolygon dicts with correct
polygon_hits_sphere_precise winding (CCW relative to outward normal).
BSPStepUpTests.cs — 11 conformance tests:
A1-A6: baselines that pass before and after implementation (no-hit, geometry
fixture sanity checks).
B1-B3: Phase L.2.1 targets, currently RED (Path 5 wall-slides).
C1-C3: Phase L.2.2 targets, currently RED (Path 6 wall-slides).
Retail refs in test docstrings:
BSPTREE::find_collisions Path 5 acclient_2013_pseudo_c.txt:323849 /
ACE BSPTree.cs:192-196.
CTransition::step_up acclient_2013_pseudo_c.txt:273099-273133 /
ACE Transition.cs:746-777.
SPHEREPATH::set_collide acclient_2013_pseudo_c.txt:321594-321607 /
ACE SpherePath.cs:279-286.
CTransition::transitional_insert Collide branch
acclient_2013_pseudo_c.txt:273193-273239 / ACE Transition.cs:891-930.
Also adds PhysicsDataCache.RegisterGfxObjForTest() for test-only GfxObjPhysics
injection without real DAT content.
Test delta: 811 -> 823 (+12). 6 passing (A1-A6 + B2), 5 intentionally failing.
Pre-flight: object-translation plane D is in object-local space. Bug is dormant
for outdoor movement where terrain sets the world-space ContactPlane. Tagged TODO.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The retail-faithful exemption block at the top of
CPhysicsObj::FindObjCollisions
(acclient_2013_pseudo_c.txt:276782-276839,276971), ported line-for-
line as a small static helper.
Behaviour now matches retail:
- Two non-PK players walk through each other.
- Two PK players collide.
- Two PKLite players collide.
- Mismatched PK status (PK vs non-PK, PK vs PKLite) — exempt.
- Impenetrable target ("Free" PK status) — always collides.
- Player vs creature/NPC — always collides (this is what closes the
user-facing complaint that walking into a Holtburg vendor was
walking through them).
- Mover with IGNORE_CREATURES — walks through creature targets.
- Viewer (camera ray) — walks through creatures.
- Target with ETHEREAL+IGNORE_COLLISIONS — universally exempt.
CollisionExemption.ShouldSkip(targetState, targetFlags, moverState)
- new file src/AcDream.Core/Physics/CollisionExemption.cs.
- 13-test matrix covering every documented case
(CollisionExemptionTests.cs).
- Static + pure → cheap to call from the hot path.
Wiring:
- TransitionTypes.FindObjCollisions: after broadphase distance
reject, call ShouldSkip on the obj and ObjectInfo.State; on true,
`continue`. Static landblock entries (State=0, Flags=None) fall
through cheaply — no behavior change for static collision.
- PhysicsEngine.ResolveWithTransition: new optional moverFlags
parameter (default None for back-compat). PlayerMovementController
passes ObjectInfoState.IsPlayer; remote dead-reckoning leaves it
None (matches non-player movers, no PvP exemption applies).
- PK/PKLite/Impenetrable bits for the LOCAL player are not yet
sourced from PlayerDescription's PlayerKillerStatus property —
that's a follow-up. Default "non-PK player" matches ACE's
character-creation default and the user's +Acdream test
character.
Cross-checked against ACE PhysicsObj.cs:381-405 (line-for-line C# port
of the same retail block). Only intentional divergence: ACE adds
state.HasFlag(IsImpenetrable) (mover-impenetrable) to the collide list;
retail's pseudo-C only checks the target — acdream follows retail.
dotnet build green, dotnet test 1467 passing (+13 new). Live test:
+Acdream walking into Holtburg vendors now stops at their cylinder;
walking through small plants still passes (Commit B's phantom skip).
Closes the live-entity collision arc: A (plumbing) + B (registration)
+ C (exemption).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Plumbing-only foundation for the upcoming live-entity (NPC / monster
/ player) collision port. No behavior change — the new fields default
to zero/None so the 5 existing static-entity Register call sites in
GameWindow.cs are untouched.
Wire layer:
- CreateObject parser now surfaces PhysicsState (acclient.h:2815 —
ETHEREAL_PS=0x4, IGNORE_COLLISIONS_PS=0x10, HAS_PHYSICS_BSP_PS=0x10000,
...) which the parser previously dropped at line ~337 with a bare
`pos += 4`.
- CreateObject parser now surfaces ObjectDescriptionFlags (the retail
PWD._bitfield trailer per acclient.h:6431-6463), where
acclient_2013_pseudo_c.txt:406898-406918 ACCWeenieObject::IsPK /
IsPKLite / IsImpenetrable read bits 5 / 25 / 21 directly. Previously
read-and-discarded.
- WorldSession.EntitySpawn carries both new fields through to subscribers.
Physics layer:
- New `EntityCollisionFlags` enum (IsPlayer / IsCreature / IsPK /
IsPKLite / IsImpenetrable) + `FromPwdBitfield` helper. Bit
positions verified against retail's SetPlayerKillerStatus (
acclient_2013_pseudo_c.txt:441868-441890) which maps
PKStatusEnum→bitfield exactly: PK=0x4→bit5, PKLite=0x40→bit25,
Free=0x20→bit21.
- `ShadowEntry` extended with `State` (raw PhysicsState bits) +
`Flags` (decoded EntityCollisionFlags). Backward-compatible — all
five existing landblock-entity Register call sites omit them.
- `ShadowObjectRegistry.UpdatePosition(entityId, pos, rot, ...)` —
fast-path for the 5–10 Hz UpdatePosition (0xF748) stream the server
emits per visible entity. Reuses the entry's existing shape +
state + flags. Mirrors retail's CPhysicsObj::SetPosition
(acclient_2013_pseudo_c.txt:284276) which keeps the same shape and
re-registers cell membership.
- `ObjectInfoState` adds `IsPK = 0x800` and `IsPKLite = 0x1000`
matching retail's OBJECTINFO::state bits (acclient.h:6190-6194).
Used by Commit C's PvP exemption gate.
Tests:
- `EntityCollisionFlagsTests` — 7 tests covering empty / each bit
alone / PK+player combo / unrelated-bit ignore.
- `ShadowObjectRegistryTests` — 5 new tests: UpdatePosition moves
entry to new cell, preserves State/Flags, unregistered no-op,
Register stores State/Flags, defaults are zero/None.
- `CreateObjectTests` — 3 new tests verifying PhysicsState + PWD
bitfield (with PK / PKLite bit cases) parse and surface.
1454 → 1454 + 15 = covered by suite. dotnet build + dotnet test
green.
Foundation for Commit B (live-entity registration) and Commit C
(PvP exemption block in FindObjCollisions).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User report: trees that exist in retail are missing in ACdream.
SceneryGenerator had an extra heuristic filter at lines 169-180
that rejected scenery whose cell-origin vertex was a road vertex,
on top of the proper retail post-displacement road check
(FUN_00530d30 port via IsOnRoad). The comment admitted it
wasn't in the retail decomp -- it was added to widen road
margins visually. Side effect: any cell whose SW corner
happened to touch a road vertex had ALL of its scenery
dropped, even when the displaced position was well clear of
the road ribbon.
Removing the extra guard. The retail FUN_00530d30 ribbon test
already handles road exclusion correctly; the heuristic was
strictly subtractive and silently dropped trees the retail
client renders.
Tests stay 1439 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
21 commits porting retail's MoveToManager-equivalent client-side
behavior for server-controlled creature locomotion and combat
engagement. Shipped as MVP after live visual verification across
multiple iteration rounds with the user.
Highlights:
- 186a584 — initial Phase L.1c port: extracts Origin / target guid /
MovementParameters block from MoveTo packets (movementType 6/7),
adds RemoteMoveToDriver per-tick body-orientation steering with
±20° aux-turn-equivalent snap tolerance.
- d247aef — corrected arrival predicate semantics + 1.5 s
stale-destination timeout for entities leaving the streaming view.
- f794832 — root-caused "creature won't stop to attack" via two
research subagents converging on retail
CMotionInterp::move_to_interpreted_state's unconditional
forward_command bulk-copy. Lifted ServerMoveToActive flag clearing
+ InterpretedState bulk-copy out of substate-only branch so
Action-class swing UMs (mt=0 ForwardCommand=AttackHigh1) clear
stale MoveTo state and zero forward velocity.
- ff6d3d0 — RemoteMoveToDriver.ClampApproachVelocity caps horizontal
velocity at the final-approach tick so body lands EXACTLY at
DistanceToObject instead of overshooting through the player.
- 37de771 — bulk-copy ForwardCommand for MoveTo packets too (closed
the regression where MoveTo creatures stayed at default
ForwardCommand=Ready in InterpretedState and only translated via
UpdatePosition snaps).
- 34d7f4d + e71ed73 — AnimationSequencer.HasCycle query +
fallback chain (requested → WalkForward → Ready → no-op) at BOTH
the OnLiveMotionUpdated path AND the spawn handler. Prevents
ClearCyclicTail from wiping the body's cyclic tail when ACE
CreateObject carries CurrentMotionState.ForwardCommand pointing
to an Action-class motion (e.g. AttackHigh1 from a mid-swing
creature) which has no cyclic-table entry — was the "torso on
the ground" symptom for monsters seen in combat by a fresh
observer.
Cross-references: docs/research/named-retail/acclient_2013_pseudo_c.txt
(MoveToManager 0x00529680 + 0x0052a240 + 0x00529d80,
CMotionInterp::move_to_interpreted_state 0x00528xxx,
MovementParameters::UnPackNet 0x0052ac50), references/ACE/Source/
ACE.Server/Physics/Animation/MoveToManager.cs (port aid),
references/holtburger/ (cross-check on snapshot-only client
behavior), docs/research/2026-04-28-remote-moveto-pseudocode.md
(the Phase L.1c pseudocode doc).
Tests: 1404 → 1422 (parser type-7 path retention, type-6 target
guid retention, driver arrival semantics, retail-faithful
chase/flee branches, approach-velocity clamp scenarios,
HasCycle present/missing, AttackHigh1 wire layout).
Pending follow-ups (filed for future): target-guid live resolution
for type 6 packets (residual chase lag), StickToObject sticky-target
guid trailing field, full MoveToManager state machine port
(CheckProgressMade stall detector, Sticky/StickTo, use_final_heading,
pending_actions queue).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User-observed regression on commit 37de771: monsters in combat with
another client appear as "just a torso on the ground" until they
move. User correctly identified this as a regression I introduced.
Cause traced to the SEQUENCER side, not the InterpretedState side.
AnimationSequencer.SetCycle (AnimationSequencer.cs:392-396)
unconditionally calls ClearCyclicTail() BEFORE looking up the
requested cycle in the MotionTable. If the cycle is missing
(_mtable.Cycles.TryGetValue returns false), the body is left without
ANY cyclic tail at all — and every part snaps to its setup-default
offset on the next Advance(). Most creatures' setup-defaults put
all limbs at the torso origin, so the visual collapses to "just a
torso on the ground" until a different (working) cycle arrives.
This is specifically a regression from commit 186a584 (Phase L.1c
port). Pre-fix, MoveTo packets fell through to fullMotion=Ready
(every MotionTable contains a Ready cycle). Post-fix, MoveTo packets
seed fullMotion=RunForward via PlanMoveToStart. Some combat-stance
creatures (e.g. monsters in HandCombat 0x003C) have no
(combat, RunForward) cycle in their MotionTable — they're meant to
walk in combat, with retail's apply_run_to_command upgrading
WalkForward → RunForward at the velocity layer rather than the
animation-cycle layer.
Fix: add `AnimationSequencer.HasCycle(style, motion)` query and gate
the SetCycle call site in GameWindow.OnLiveMotionUpdated behind it.
Fall back chain: requested motion → WalkForward → Ready →
no-op-don't-clear. The InterpretedState.ForwardCommand bulk-copy
(commit 37de771) is unchanged — body still gets RunForward velocity
even when the visible animation falls back to WalkForward or Ready.
Tests: 1420 → 1422.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User-observed residual after f794832: creature stops to attack but
still runs slightly through the player before stopping.
Cause: at 4 m/s body velocity (RunAnimSpeed × ~1.0 speedMod) and a
60 fps tick (~16 ms), the body advances ~6.4 cm per tick. When dist
falls just below the 0.6 m DistanceToObject arrival threshold, the
arrival predicate fires and zeroes velocity — but the body has
already advanced one full tick INTO the threshold zone. That last
tick is the "running through" the user sees, especially when
combined with a player visual radius of ~0.5 m.
Fix: cap horizontal velocity in the steering branch so the body lands
EXACTLY at the arrival threshold instead of overshooting it. Pure
function in RemoteMoveToDriver (ClampApproachVelocity) so it's
testable; called from GameWindow.cs after apply_current_movement
sets RunForward velocity from the active cycle.
The clamp is a strict scale-down of the X/Y components; Z is left
to gravity / terrain handling. No-op for the flee branch — fleeing
has no overshoot risk by definition.
Tests: 1416 → 1420. Four new clamp scenarios: exact-landing (FP
tolerance), would-overshoot scale-down, already-at-threshold zeroing,
flee no-op.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User-observed regression on commit d247aef: creature reaches melee
range and "just runs" instead of stopping to attack. Two independent
research subagents converged on the same root cause.
When ACE broadcasts a melee swing, it sends an mt=0 UpdateMotion with
ForwardCommand=AttackHigh1 (Action class, 0x10000062), motion_flags
=StickToObject, and a trailing 4-byte sticky-target guid — there is
NO preceding cmd=Ready. The swing UM IS the stop signal.
Retail's CMotionInterp::move_to_interpreted_state
(acclient_2013_pseudo_c.txt:305936-305992) bulk-copies forward_command
from the wire into InterpretedState UNCONDITIONALLY, regardless of
motion class. With forward_command=AttackHigh1, get_state_velocity
(:305172-305180) returns velocity.Y=0 because its gate is
RunForward||WalkForward — body stops moving forward. The animation
overlay (the swing) is appended on top of whatever cyclic tail is
active.
Acdream's overlay branch in GameWindow.OnLiveMotionUpdated routed
Action-class commands through PlayAction (animation overlay only) and
SKIPPED:
- ServerMoveToActive flag update — stale RunForward MoveTo state
persisted, the per-tick driver kept steering toward the prior
Origin and calling apply_current_movement.
- InterpretedState.ForwardCommand bulk-copy — even if the flag had
been cleared, the body's InterpretedState.ForwardCommand stayed
at RunForward from the prior MoveTo cycle, so
apply_current_movement kept producing forward velocity.
- MoveToPath capture — staleness-timeout band-aid masked this.
Fix: lift the _remoteDeadReckon state-update block out of the
substate-only `else` branch so it runs for both overlay and substate
paths. For non-MoveTo packets, write fullMotion + speedMod directly to
InterpretedState.ForwardCommand/ForwardSpeed (bypassing
ApplyMotionToInterpretedState, which is a heuristic helper that
silently no-ops for Action class — see MotionInterpreter.cs:941-970).
This matches retail's copy_movement_from
(acclient_2013_pseudo_c.txt:293301-293311) bulk-copy semantics.
Also corrected RemoteMoveToDriver arrival predicate to retail-faithful:
chase = dist <= DistanceToObject; flee = dist >= MinDistance. The
prior max(MinDistance, DistanceToObject) defensive port happened to
compute the right value for ACE's wire defaults but had wrong
semantics (would have failed for any retail config with MinDistance >
DistanceToObject).
Tests: 1414 → 1416. New parser test for the AttackHigh1 wire layout;
new driver tests for retail-faithful chase/flee arrival.
Defers: target-guid live resolution for type 6 packets (chase-lag
mitigation, symptom #3), StickToObject sticky-target guid trailing
field, full MoveToManager port (CheckProgressMade, pending_actions
queue, Sticky/StickTo, use_final_heading).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User-observed regressions on commit 186a584:
1. "Monster keeps running in different directions when it should be
attacking" — chase oscillates around the player at melee range
instead of stopping. Root cause: arrival check used MinDistance
only (retail's algorithm), but ACE puts the melee threshold in
DistanceToObject (default 0.6) and leaves MinDistance at 0. So
our check was never satisfied; body kept re-targeting around the
player as each MoveTo refresh moved the destination.
Fix: arrival = dist <= max(MinDistance, DistanceToObject) + epsilon.
Honors retail when retail sets MinDistance > 0; falls through to
ACE's DistanceToObject when MinDistance is 0. Confirmed by
independent research (named retail decomp, ACE wire writers,
holtburger client) that DistanceToObject is the documented chase
threshold in ACE; retail's MinDistance is only meaningful when
server config overrides the default 0.
2. "Monster disappears, then runs in place" — entity left our
streaming view, server stopped emitting MoveTo, last destination
stayed cached. When entity re-entered view, body still steered
toward the stale point, eventually arrived (V=0), animation kept
playing → "running on the spot."
Fix: 1.5 s stale-destination timeout. ACE re-emits MoveTo at
~1 Hz during active chase; if no fresh packet for 1.5 s, the
entity has either left view, transitioned off MoveTo without us
seeing the cancel UM, or had its move cancelled server-side.
Clear destination + zero velocity so the next interpreted-motion
UM (or fresh MoveTo) drives the body cleanly.
Also confirmed (via dispatched research subagent against ACE writer
side, named retail MovementManager::PerformMovement, and holtburger):
the wire's "Origin" field IS the destination, not the start position.
My driver's interpretation was correct; the symptoms were arrival
threshold + staleness, not a misread of the wire.
Tests: 1412 → 1414 (ACE-melee arrival, retail-MinDistance arrival).
Origin-stale lag during active chase remains — server's Origin is
the target's position at packet-emit time, ~1 s behind the player.
For type 6 MoveToObject, the retail-faithful fix is target-guid
live resolution per HandleUpdateTarget @ 0x0052a7d0; deferred per
the pseudocode doc's "out of scope" list. For type 7 there's no
fix without target-velocity prediction.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Ports retail's ParticleEmitterInfo / Particle::Init / Particle::Update
(0x005170d0..0x0051d400) and PhysicsScript runtime to a C# data-layer
plus a Silk.NET billboard renderer. Sky-PES path is debug-only behind
ACDREAM_ENABLE_SKY_PES because named-retail decomp confirms GameSky
copies SkyObject.pes_id but never reads it (CreateDeletePhysicsObjects
0x005073c0, MakeObject 0x00506ee0, UseTime 0x005075b0).
Post-review fixes folded into this commit:
H1: AttachLocal (is_parent_local=1) follows live parent each frame.
ParticleSystem.UpdateEmitterAnchor + ParticleHookSink.UpdateEntityAnchor
let the owning subsystem refresh AnchorPos every tick — matches
ParticleEmitter::UpdateParticles 0x0051d2d4 which re-reads the live
parent frame when is_parent_local != 0. Drops the renderer-side
cameraOffset hack that only worked when the parent was the camera.
H3: Strip the long stale comment in GfxObjMesh.cs that contradicted the
retail-faithful (1 - translucency) opacity formula. The code was
right; the comment was a leftover from an earlier hypothesis and
would have invited a wrong "fix".
M1: SkyRenderer tracks textures whose wrap mode it set to ClampToEdge
and restores them to Repeat at end-of-pass, so non-sky renderers
that share the GL handle can't silently inherit clamped wrap state.
M2: Post-scene Z-offset (-120m) only fires when the SkyObject is
weather-flagged AND bit 0x08 is clear, matching retail
GameSky::UpdatePosition 0x00506dd0. The old code applied it to
every post-scene object — a no-op today (every Dereth post-scene
entry happens to be weather-flagged) but a future post-scene-only
sun rim would have been pushed below the camera.
M4: ParticleSystem.EmitterDied event lets ParticleHookSink prune dead
handles from the per-entity tracking dictionaries, fixing a slow
leak where naturally-expired emitters' handles stayed in the
ConcurrentBag forever during long sessions.
M5: SkyPesEntityId moves the post-scene flag bit to 0x08000000 so it
can't ever overlap the object-index range. Synthetic IDs stay in
the reserved 0xFxxxxxxx space.
New tests (ParticleSystemTests + ParticleHookSinkTests):
- UpdateEmitterAnchor_AttachLocal_ParticlePositionFollowsLiveAnchor
- UpdateEmitterAnchor_AttachLocalCleared_ParticleFrozenAtSpawnOrigin
- EmitterDied_FiresOncePerHandle_AfterAllParticlesExpire
- Birthrate_PerSec_EmitsOnePerTickWhenIntervalElapsed (retail-faithful
single-emit-per-frame behavior)
- UpdateEntityAnchor_WithAttachLocal_MovesParticleToLiveAnchor
- EmitterDied_PrunesPerEntityHandleTracking
dotnet build green, dotnet test green: 695 / 393 / 243 = 1331 passed
(up from 1325).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Root-causing the user-reported "monsters disappearing some time +
laggy/jittery locomotion" via systematic-debugging Phase 1: our
UpdateMotion parser kept only speed/runRate/flags from a movementType
6/7 packet and discarded Origin (destination), targetGuid, and the
distance/walkRunThreshold/desiredHeading half of MovementParameters.
The integrator consequently held Body.Velocity at zero during MoveTo
("incomplete state" stabilizer 882a07c), so the body froze with legs
animating until UpdatePosition snap-teleported it — sometimes outside
the visible window (disappearing) — and constant-velocity drift along
the old heading between snaps produced jitter on every UP correction.
The 882a07c stabilizer was deliberately conservative because the state
WAS incomplete. Completing the data plumbing makes its restriction
moot: with the full MoveTo payload captured, the body solver has every
field retail's MoveToManager::HandleMoveToPosition (0x00529d80) reads.
Why: server re-emits MoveTo packets ~1 Hz with refreshed Origin while
chasing — verified in the live log (guid 0x800003B5 seq 0x01FE→0x0204
all show different cell/xyz floats). Those are heading updates we'd
been throwing away. With the full payload retained, the per-tick driver
steers body orientation toward Origin (±20° snap tolerance, π/2 rad/s
turn rate above tolerance) and lets apply_current_movement fill in
Velocity from the existing RunForward cycle — no new motion path,
just the right heading.
Scope is the minimum viable subset: target re-tracking, sticky/StickTo,
fail-distance progress detector, and sphere-cylinder distance are
server-side concerns we don't need (server's emit cadence handles all
of them). MoveToObject_Internal target-guid resolution is also skipped
— Origin is refreshed each packet, so the effective target tracks the
real entity even without a guid lookup.
Cross-references:
- docs/research/named-retail/acclient_2013_pseudo_c.txt — MoveToManager
+ MovementParameters::UnPackNet (0x0052ac50) + apply_run_to_command
(0x00527be0). 18,366 named PDB symbols make this the primary oracle.
- references/ACE/Source/ACE.Server/Physics/Animation/MoveToManager.cs
— port aid; flagged divergences (WalkRunThreshold default, set_heading
snap, inRange one-shot) called out in the new pseudocode doc.
- docs/research/2026-04-28-remote-moveto-pseudocode.md — pseudocode +
ACE divergence flags + out-of-scope list per CLAUDE.md mandatory
workflow (decompile → cross-reference → pseudocode → port).
Tests: 1404 → 1412 (parser type-7 path retention + type-6 target guid
retention; driver arrival, in-tolerance snap, beyond-tolerance step,
behind-target shortest-path turn, arrival preserves orientation,
Origin→world landblock-grid arithmetic).
Pending visual sign-off — handoff stabilizer 882a07c was the last
commit the user tested.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Retail MovementManager::PerformMovement (0x00524440) reads MoveTo speed and runRate from the packet, MovementParameters::UnPackNet (0x0052AC50) defines the layout, and CMotionInterp::apply_run_to_command (0x00527BE0) multiplies RunForward by runRate. Parse those fields for UpdateMotion/CreateObject, seed server-controlled MoveTo locomotion with the retail speed multiplier, and avoid overriding active monster MoveTo with sparse UpdatePosition-derived velocity.
Retail MoveToManager::BeginMoveForward calls MovementParameters::get_command (0x0052AA00) and then _DoMotion/adjust_motion, so a server-controlled MoveTo begins visible forward locomotion before the next UpdatePosition echo. Seed RunForward for MoveTo packets that omit ForwardCommand, while preserving active locomotion and letting position velocity refine walk/run/stop.
Six commits on the branch, three retail-decomp investigations
(in-house + two external code-review agents) converging on the
same root causes:
97fc1b5 fix(sky): translucency-as-opacity + sky fog floor + additive fog-skip
05a8a72 fix(sky): retail-faithful sun-vector magnitude for SunColor / AmbientColor
034a684 fix(sky): partition sky pass on Properties bit 0x01, not bit 0x04
375065b fix(meshing): Translucent flag overrides Additive blend per retail SetSurface
646ccca feat(sky): load Setup-backed (0x020xxx) sky objects via SetupMesh.Flatten
0c82d2c docs(issues): #28 root-caused (PES particles), #29 filed
Net effect:
* Sun + ambient colors now use retail's |sunVec| magnitude formula
from PrimD3DRender::UpdateLightsInternal at decomp 424118 — fixes
blue-white sky tint at most keyframes.
* Surface.Translucency is used DIRECTLY as opacity (not 1-x) per
D3DPolyRender::SetSurface at decomp 425255 — fixes 3× too-bright
cloud + correct rain alpha.
* Sky fog re-enabled with SKY_FOG_FLOOR=0.2 mitigation — horizon
haze visible without flat-fogging the dome at storm keyframes.
* Additive surfaces skip fog per SetFFFogAlphaDisabled at decomp
425295 — sun stays bright at horizon dusk/dawn.
* Pre/post-scene partition is bit 0x01 (post-scene placement) instead
of bit 0x04 (weather gate), per GameSky::CreateDeletePhysicsObjects
at decomp 269036. Fixes double-rendered foreground rain.
* Translucent flag forces alpha-blend over Additive when ClipMap is
set, matching retail's blend resolution at decomp 425246-425260.
Cloud surface 0x08000023 now classified correctly.
* Setup-backed sky objects (0x020xxxxx) now load via SetupMesh.Flatten
instead of being silently dropped by EnsureMeshUploaded.
Tests: 1227 pass.
User-visible improvements: foreground rain matches retail's
volumetric look, sky tint shifted from blue-white toward retail's
warm-gray, additive sun stays bright through horizon haze.
Outstanding:
* Issue #28 — PES particle rendering ("aurora light play"). Now
root-caused with implementation outline; defer to its own Phase.
* Issue #29 — residual cloud-density gap; likely rolls into #28.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
# Conflicts:
# src/AcDream.App/Rendering/GameWindow.cs
acdream's TranslucencyKindExtensions.FromSurfaceType picked Additive
first (priority order). Retail's D3DPolyRender::SetSurface at
0x0059c4d0 (decomp 425083+) has a different resolution: when the
Translucent flag (0x10) is set AND either Base1ClipMap (0x04) is set
OR the surface would otherwise be opaque (no Additive/Alpha/InvAlpha),
the blend is *forced* to (SrcAlpha, InvSrcAlpha) — i.e. standard
alpha-blend, not additive. Verbatim from decomp lines 425246-425260:
if ((curr_surface_type & 0x10) != 0) {
if (skipChk != 0 || ebx == 0 || arg3 == 1) {
edi_2 = BLEND_SRCALPHA; // src
ebp = BLEND_INVSRCALPHA; // dst ← alpha-blend
}
curr_alpha = _ftol2(translucency * 255);
}
Where `arg3 == 1` is set after the Base1ClipMap branch and `ebx == 0`
is the opaque-base case in Branch 2.
Concrete impact: Dereth's inner cloud sheet GfxObj 0x01004C35 uses
surface 0x08000023 with Type=0x10114 (B1ClipMap|Translucent|Alpha|
Additive). Retail renders it alpha-blend; acdream was rendering it
additive. Additive on a dark cloud texture only brightens the
background — sun shines through unchanged — which doesn't match
retail's denser cloud appearance.
Rain surface 0x080000C5 (Type=0x10112 = B1Image|Translucent|Alpha|
Additive, NO ClipMap) hits Branch 1 → Additive, ClipMap branch is
skipped, the Translucent override doesn't fire (arg3 stays 0) → stays
Additive. Visual rain rendering is unchanged.
User reported no visible difference at the verification launch; the
remaining cloud-density gap likely lives in the PES particle layer
(issue #28). Keeping this fix because the classification is now
decomp-correct regardless of immediate visual impact — issue #29
documents the residual gap.
1227 tests pass.
The pre/post-scene sky pass split was using SkyObjectData.IsWeather
(bit 0x04) — the wrong bit. Per the named retail decomp:
GameSky::CreateDeletePhysicsObjects at 0x005073c0 / decomp 269036:
MakeObject(this, gfx_id, &tex_velocity,
(properties & 1), // arg4: post-scene flag
(properties & 4)); // arg5: weather gate
GameSky::MakeObject at 0x00506ee0 / decomp 268656:
if (arg4 != 0)
AddObjectToSingleCell(result, after_sky_cell); // post-scene
else
AddObjectToSingleCell(result, before_sky_cell); // pre-scene
So bit 0x01 routes between before_sky_cell (rendered pre-scene by
GameSky::Draw(0)) and after_sky_cell (rendered post-scene by
GameSky::Draw(1)). Bit 0x04 is independent — it gates whether the
object is instantiated at all when LScape::weather_enabled is false.
In Dereth's Rainy DayGroup this matters for the rain cylinders:
0x01004C42 Props=0x04 (bit 0x04 only) → pre-scene + weather-gated
0x01004C44 Props=0x05 (bits 0x01+0x04) → post-scene + weather-gated
0x01004C35 Props=0x02 (bit 0x02 only) → pre-scene (cloud, fog-hide)
Before this fix acdream put BOTH rain cylinders in the post-scene
pass (because both have bit 0x04). That double-rendered foreground
rain — explained why acdream's foreground rain looked thicker than
retail's. Now only 0x01004C44 is foreground; 0x01004C42 renders with
the sky dome.
Added SkyObjectData.IsPostScene (bit 0x01) with citations. Renamed
the internal RenderPass parameter weatherPass → postScenePass and
updated both the partition criterion and the -120m foreground-rain
Z offset to gate on it. Public RenderSky / RenderWeather entry
points kept their names for API stability; doc comments updated to
explain the bit semantics.
Independent confirmation from one of the user's external code-review
agents — the report's Setup-objects-silently-dropped finding is the
remaining defect in the same family (Setup IDs 0x020xxx aren't
loaded by EnsureMeshUploaded; deferred to a separate phase).
1227 tests pass.
Two independent investigations (in-house decomp re-check + two
external agent reports) converged on the same root cause for the
"too blue-white sky" symptom:
acdream computed SunColor = DirColor × DirBright and AmbientColor =
AmbColor × AmbBright. Retail computes them from the magnitude of a
specially-shaped sun vector instead. Per the named retail decomp:
SkyDesc::GetLighting at 0x00500ac9 (decomp 261343-261353):
sunVec.x = sin(H_rad) × DirBright × cos(P_rad)
sunVec.y = cos(P_rad) ← NOT scaled by DirBright
sunVec.z = DirBright × sin(P_rad)
PrimD3DRender::UpdateLightsInternal at 0x0059b57c (decomp 424118):
D3DLIGHT9.Diffuse.r = sunlight_color.r × sqrt(x²+y²+z²)
SmartBox::SetWorldAmbientLight callsite at 0x0050560b (decomp 267117):
SetWorldAmbientLight(sqrt(|sunVec|²) × 0.2 + ambient_level, ...)
Y stays unscaled by DirBright on purpose, so |sunVec| ≠ DirBright in
general — the magnitude varies with sun pitch/heading. That's what
gives retail's "sun feels stronger when it's overhead, ambient warms
up at midday" behavior we were missing.
Added SkyStateProvider.RetailSunVector(kf) that builds the vector
verbatim. SkyKeyframe.SunColor / AmbientColor now compose via |sunVec|.
SunDirectionFromKeyframe normalizes the same vector (replaces our
geometrically-clean spherical convention which didn't match retail's
deliberate Y-decoupled-from-heading shape).
Tests:
- Replaced the linear-interp assumption in
Interpolate_BetweenKeyframes_LerpsColors with a test on the RAW
inputs (DirColor, AmbBright, etc.) — those still lerp linearly;
the composite SunColor doesn't, intentionally.
- Added 4 golden-value tests for the new formulas
(RetailSunVector_AtZenith, _AtHorizonNorth,
SunColor_UsesRetailMagnitudeNotDirBrightDirectly,
AmbientColor_BoostsByTwentyPercentOfSunVectorLength).
- Updated stale LoadFromRegion_SunColor_IsPrepreMultipliedByBrightness
test to LoadFromRegion_SunColor_UsesRetailSunVectorMagnitude
with the new expected magnitude.
User visually verified — acdream's sky shifted from blue-white toward
the warm tint retail shows at the same keyframe.
1227 tests pass.
Three retail-faithful sky/weather composite fixes (one cohesive commit
because they touch the same per-Surface flag plumbing path).
1. Surface.Translucency is OPACITY, not (1 - opacity).
Retail D3DPolyRender::SetSurface at 0x59c7a6 (decomp 425255-425260)
computes `curr_alpha = _ftol2(translucency × 255)` and writes that
directly as vertex.color.alpha. ACViewer (TextureCache.cs:142) and
WorldBuilder (ObjectMeshManager.cs:1115) both use `1 - translucency`
and are wrong by the same misread. Cloud surface 0x08000023 has
Translucency=0.25; under the old (1-x) formula opacity was 0.75,
making clouds 3× too bright vs retail. Flipped to use translucency
directly. Gated on the Translucent flag (0x10) so non-Translucent
surfaces (which carry Translucency=0 in the dat) keep opacity 1.0
instead of going invisible.
2. Sky fog re-enabled with a "fog floor" mitigation.
Disabled 2026-04-24 because Dereth sky meshes are authored at radii
1050-1820m while storm-keyframe FogEnd is ~400m, which would saturate
the entire dome to flat fogColor and destroy stars/moon/dome texture.
Retail visibly DOES fog its sky, mechanism still un-pinned. Workaround:
clamp `vFogFactor` to a minimum of SKY_FOG_FLOOR=0.2 so the dome shows
AT LEAST 20% raw texture even at extreme distances. Tuned via dual-
client visual comparison; preserves stars/moon while letting the
horizon haze visibly in low-FogEnd keyframes.
3. Additive sky surfaces skip fog entirely.
Retail D3DPolyRender::SetSurface at 0x59c882 calls
SetFFFogAlphaDisabled(1) when the Additive flag (0x10000) is set —
sun, moon, stars, additive cloud sheets render unfogged. Without this
gate the sun dimmed to fog color at horizon dusk/dawn instead of
staying bright. Plumbed via new `uApplyFog` shader uniform driven by
the existing SubMeshGpu.IsAdditive boolean (already set from
TranslucencyKind.Additive at upload time).
User visually verified all three vs retail screenshots in Holtburg.
Tests: 1223 pass.
Retail's SkyDesc::GetLighting at 0x00500ac9 (decomp lines 261317-261331)
lerps each color channel and the brightness scalar SEPARATELY, then
multiplies post-lerp:
arg4.r = lerp(k1.amb_color.r, k2.amb_color.r, u)
arg4.g = lerp(k1.amb_color.g, k2.amb_color.g, u)
arg4.b = lerp(k1.amb_color.b, k2.amb_color.b, u)
arg3 = lerp(k1.amb_bright, k2.amb_bright, u)
final = (arg4.rgb * arg3, ...)
acdream pre-multiplied (color × bright) at LOAD time
(`SkyDescLoader.cs:558-559`) and then lerped the product. For any
keyframe pair where both color and brightness change, the two are
mathematically distinct. Example, k1=(white, b=0.5) k2=(black, b=1.0)
at u=0.5:
- retail: color=gray(0.5), bright=0.75 → final = (0.375, 0.375, 0.375)
- acdream: lerp((0.5,0.5,0.5), (0,0,0), 0.5) = (0.25, 0.25, 0.25)
For Rainy/Cloudy DayGroups transitioning between dim and bright
keyframes, this contributes to subtle brightness divergence vs retail.
Refactor:
SkyKeyframe stores DirColor / DirBright / AmbColor / AmbBright
SEPARATELY (raw, not pre-multiplied).
Computed properties SunColor and AmbientColor return the
post-multiplied product, keeping the shader uniform interface
(uSunColor / uAmbientColor) unchanged.
SkyStateProvider.Interpolate lerps each raw channel, then constructs
a new SkyKeyframe whose computed properties yield the correct
post-lerp multiply.
SkyDescLoader now stores raw values without pre-multiplying.
GameWindow comment updated; no functional change there.
Default factory + tests updated to use the new constructor parameters
with DirBright=AmbBright=1.0 (preserving exact existing behavior).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two bugs in calendar display (the CLOCK ITSELF was already correct):
1. **Month enum had wrong order + non-retail names.** Old enum:
Snowreap=0, ColdMeet, Leafdawning, Seedsow, Rosetide, Solclaim, ...
At day-of-year 83 this gave month index 2 = Leafdawning. Retail's
@timestamp at the same moment shows "Seedsow 24". Fixed enum to
chronological order starting at year-anchor month Morningthaw, with
retail-canonical names:
Morningthaw=0, Solclaim, Seedsow, Leafdawning, Verdantine,
Thistledown, Harvestgain, Leafcull, Frostfell, Snowreap,
Coldeve, Wintersebb.
At day-of-year 83 → month 2 = Seedsow ✓
2. **ToCalendar returned relative year, not absolute Portal Year.**
We had AbsoluteYear() = relative_year + ZeroYear (=10) but
ToCalendar's Calendar.Year was the relative one. So acdream's
title bar showed "PY 106" while retail's @timestamp at the same
tick showed "PY 116". Fixed ToCalendar to add ZeroYear so the
exposed Calendar.Year matches retail's display.
3. **GameWindow title bar now shows the calendar.** Format mirrors
retail's @timestamp output:
"PY<Year> <Month> <Day> <Hour> (df=<dayFraction>)"
Lets the user read the same fields off both clients and confirm
clock parity directly. Drift > 1 hour = real bug.
Tests:
- Updated ToCalendar_PY10Day1_Morningthaw (renamed from PY0Day1_Snowreap)
- Updated ToCalendar_AdvancesCorrectly (Snowreap→Morningthaw etc.)
- Added regression: ToCalendar_TickAtSeedsow24Year106_MatchesRetailFormat
pinning a retail-known tick → retail-known calendar string.
The dayFraction formula (CalcDayBegin's `arg2 + zero_time_of_year`,
decomp 0x005a6400 line 434549) was already correct; an earlier-this-
session attempt to flip the sign was reverted in this same commit's
parent. The "few minutes drift" observed in dual-client comparisons
this session was a combination of:
- calendar label mismatch (this fix addresses)
- slot-boundary rounding (fixes itself)
- 1-minute wall-clock interpolation drift (within tolerance)
NOT a clock-formula bug. ISSUE #3 in docs/ISSUES.md is now misnamed
("Client clock drifts from retail"); plan to re-title or close in a
follow-up commit after the visual-divergence investigation lands.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two independent brightness bugs were compounding to make rain ~6.7×
too bright at the cylinder rim, and clouds full-bright instead of
time-of-day-tinted:
**Fix 1 — Surface.Translucency was never plumbed to the shader.**
Retail's D3DPolyRender::SetSurface at 0x59c767: when the Surface's
Translucent (0x10) bit is set, its translucency float drives per-vertex
alpha (curr_alpha = ftol(0.5 × 255) = 127). ACViewer
(TextureCache.cs:142) and WorldBuilder (ObjectMeshManager.cs:1115) both
encode the same as `opacity = (1 - x)`. acdream read only Surface.Type
and Surface.Luminosity in GfxObjMesh.Build() — Surface.Translucency
(the float) was never read, never stored, never reached the shader.
For the rain Surface 0x080000C5 (Translucency=0.5) this meant rain
streaks were at full alpha=1.0 instead of 0.5 — 2× brighter than retail
under the (SrcAlpha, One) blend.
Plumbed end-to-end:
GfxObjSubMesh.SurfTranslucency (init float, default 0)
GfxObjMesh.Build() reads surface.Translucency next to .Luminosity
SubMeshGpu.SurfTranslucency carries it to draw time
SkyRenderer.RenderPass writes uniform `uSurfTranslucency`
sky.frag final alpha: a = sampled.a × (1 - uTransparency) ×
(1 - uSurfTranslucency)
Bonus reach: cloud surface 0x08000023 has Translucency=0.25 → clouds
also dimmed by 25%, more retail-faithful overall.
**Fix 2 — Emissive default was 1.0 instead of the surface's actual Luminosity.**
The sky shader's `effEmissive = (luminosity > 0) ? luminosity : sub.SurfLuminosity`
fallback never fired because the local `luminosity` defaulted to 1f (always
> 0). Every sky mesh got effEmissive=1.0, saturating vTint to white before
the alpha blend. The comment claimed the fallback was active; the code
disagreed.
Empirical sky-surface LUMINOUS audit (RainMeshProbe a6e7108) found that
NO Dereth sky surface carries the SurfaceType.Luminous flag (0x40) —
the previous code comment that did was wrong. The differentiator is
purely the Surface.Luminosity FLOAT:
dome/sun/moon: Lum=1.0 → vTint saturates → texture passthrough
stars/clouds: Lum=0.0 → vTint = ambient + sun·N·L → time-of-day tint
rain: Lum=0.1484 → faint emissive baseline + lit additions
Refactored:
replaceLuminosity = NaN sentinel for "no replace override"
rep.Luminosity > 0 → set replaceLuminosity to override value
rep.MaxBright > 0 → cap replaceLuminosity at MaxBright
effEmissive = NaN ? sub.SurfLuminosity : replaceLuminosity
Dead uniform `uLuminosity` removed from sky.frag and SkyRenderer SetFloat
call — the redundant multiply was already commented-out earlier this
year (would have double-dimmed clouds), and the uniform value was unused
in the fragment.
Visual verification (Holtburg, live ACE, Rainy DG forced and natural
LCG-picked): rain rim is no longer visible; cloud direction matches
retail when the same DayGroup is active; sky lighting transitions through
day cycle with appropriate time-of-day tint on stars/clouds.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>