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4 commits

Author SHA1 Message Date
Erik
aa96d7ad77 fix #137 (window climb): the player's collision capsule topped out at 1.2m — head sphere 0.63m too low
The 'run into the last corridor window and pop up through its roof'
report: the live callers passed sphereHeight: 1.2f into
SpherePath.InitPath, whose head-sphere formula (height - radius) put the
head sphere center at 0.72 - the capsule top at 1.2m. The top 0.63m of a
1.83m character had NO collision, so at the corridor-end window alcove
(0x8A020179 -> 0x8A02017E: 0.70m sill face, 1.3m opening, sloped funnel
behind) the step-up's placement never saw the head overlapping the
lintel solids and let the player climb in head-through-roof.

Dat truth (HumanSetup_CollisionSpheres_DatTruth): Setup 0x02000001
spheres = (0,0,0.475) r=0.48 and (0,0,1.350) r=0.48 - capsule top 1.83 =
Setup.Height 1.835. Retail collides with that sphere list verbatim
(CPhysicsObj::transition 0x00512dc0 -> init_sphere(GetNumSphere,
GetSphere, m_scale)).

Fix: PlayerMovementController + the GameWindow remote resolve now pass
sphereHeight: 1.835f (capsule top; head center 1.355 vs dat 1.350).
InitPath unchanged - captured-input replay fixtures (recorded 1.2
inputs) stay byte-identical. Register TS-46: the (radius, capsule-top)
scalar approximation of the Setup sphere list (5mm foot/head offsets;
remotes use human dims) with the retire path (plumb the sphere list).

Pins: WindowOpening_HeadCannotFit_EntryBlocked (22-frame walked approach
wall-slides at the sill, never enters 0x8A02017E) +
WindowAlcove_RaisedPlacement_HeadInLintelSolid_Collides (Path-1
placement rejects the raised head in the lintel solids) + the
WindowShaft_FullPolyDump / HumanSetup dat inspections.

Suites: Core 2562 / App 713 / UI 425 / Net 385, 0 failures.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 19:57:11 +02:00
Erik
d4869154d2 fix #137 (seam shake): CheckOtherCells queried remaining cells at a stale pre-climb center
The P2 cellar-lip lesson one loop deeper. CheckOtherCells takes footCenter
by value and used it for every cell in the loop — but a mid-loop query can
MOVE the sphere: at the Facility Hub cell boundaries the neighbor's ramp
floor full-hits, step_sphere_up climbs the foot +0.6mm and returns OK, and
the loop continued querying the REMAINING cells (including the under-room,
portal-ring-3) at the pre-climb height — 0.4mm inside the double-faced
floor slab, grazing its underside (the under-room's ceiling) within the
near-miss window. That dispatched a neg-poly step-up with a DOWNWARD
normal, whose failure funneled into slide_sphere's opposing branch ->
synthetic reversed-movement collision -> Collided -> revert, every frame:
the seam shake (and, pre-mechanism-2-fix, the original absorbing wedge's
entry).

Retail check_other_cells reads the LIVE sphere_path.global_sphere for
every cell (each cell's find_collisions receives the transition itself,
pc:272717+). Fix: re-read footCenter = sp.GlobalSphere[0].Origin at the
top of each loop iteration.

All three Issue137CorridorSeamReplayTests repros un-skipped: the
snapshot-exact west-boundary crossing (capture tick 4101), the east
deep-straddle, and the clean-run lifecycle all GREEN. Full suites: Core
2556 / App 713 / UI 425 / Net 385, 0 failures.

Visual gate pending: corridor run + the purple seam flashing re-check
(expected to be the render exposing the same per-frame oscillation).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 19:15:05 +02:00
Erik
dbddad7a5e test #137: the seam shake reproduced offline — third mechanism characterized
The corridor gate FAILED with a changed symptom: shaking at cell seams
(+ purple floor flashing there) instead of the dead stop. Deep-probe
session (step-walk/push-back/indoor-bsp + full resolve capture) traced
the complete chain; docs/ISSUES.md #137 carries it. Short form:

- Corridor floors are double-faced portal slabs over under-rooms; the
  resting foot sphere lives within half a millimeter of three hit/straddle
  thresholds there.
- Crossing a boundary, the foot penetrates the neighbor ramp slab by
  ~0.4mm, steps up onto it successfully (+0.6mm lift, stepped=True) —
  and the lifted check position is then LOST: the following pass runs at
  the unlifted height (the P2 stale-snapshot class; retail step_up
  0x0050b6cc restores only on FAILURE).
- The unlifted re-test grazes the under-room's ceiling (the slab
  underside) within the near-miss window, dispatches a neg-poly step-up
  with a DOWNWARD normal, whose nested step-down finds no walkable at
  exact tangency -> StepUpSlide -> slide_sphere opposing branch ->
  reversed-movement collision -> Collided -> revert. Every frame = shake.

Apparatus committed:
- Issue137CorridorSeamReplayTests: 3 deterministic offline repros
  (snapshot-exact west-boundary from the capture, east deep-straddle,
  the clean-run pin), currently Skip='#137 seam shake' pending the fix.
  Key: THREE portal-ring hydration (the under-room 0x8A020166 is ring-3;
  with fewer rings the flood can't add it and the bug vanishes) + live
  Setup step heights (0.6/1.5) + probe-buffer capture for line-diffing
  offline vs live traces.
- Issue137CorridorSeamInspectionTests: portal-poly world spans (exposed
  the visual-vs-physics polygon-id conflation and the floor-portal
  topology), physics-BSP leaf membership walk, hit-normal candidate
  sweep (|align| both windings), downward-poly sweep.

NEXT: read TransitionalInsert's attempt loop against retail 0x0050b6f0,
find the restore that clobbers the successful step-up position, fix,
un-skip. The purple seam flashing is expected to be the render exposing
the same per-frame oscillation - re-check after the physics fix.

Suites: Core 2553 / App 713 / UI 425 / Net 385, 0 failures (5 skips =
2 pre-existing + the 3 parked repros).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 19:05:19 +02:00
Erik
e8651b3819 fix #137 (corridor phantom resolved): slide_sphere opposing branch returns Collided; the 'wall' was synthetic
The mechanism-1 theory (PortalSide portal polys solid in our physics set)
is REFUTED for the corridor repro, and the remaining half of the phantom
is fixed — no cdb session needed:

- The live hit normal (-1.00,0.03,-0.03) matches NO dat polygon: a
  world-space sweep of both seam cells + every portal-adjacent neighbor
  (CorridorSeam_FindPolygonMatchingLiveHit) returns zero candidates. The
  normal is the negated movement direction — the SYNTHETIC value
  slide_sphere's opposing-normals branch records (reversed = -gDelta).
- Cell 0x8A02016E has IDENTITY rotation (the prior session's 'rotation
  maps the portal planes into the -X wall' was a misattribution). The
  PortalSide polys to 0x011E are +-Y planes 1.4 m beside the player's
  track, perpendicular to the +X run — pos_hits_sphere's directional
  cull rejects them for that movement. They ARE referenced by the dat's
  physics-BSP leaves (CorridorCell_PhysicsBspLeafMembership), so retail
  tests them too when approached into their plane; the dat's
  keep-PortalSide / strip-ExactMatch asymmetry reads as intentional
  (solid window/grate-class portals). No portal-poly filter — exactly
  the blanket-skip the pickup warned against.
- Port fix: CSphere::slide_sphere's opposing-normals branch
  (0x005375d7-0x0053762c) records the reversed displacement and returns
  COLLIDED_TS; our port returned OK ('retail returns OK here' was a
  decomp misread), letting the step complete as-is with the synthetic
  collision normal that validate's epilogue then persisted as the
  sliding normal the wedge absorbed on. TransitionTypes opposing branch
  now returns Collided; pinned by
  SlideSphere_OpposingNormals_ReturnsCollided_WithReversedDisplacementNormal
  (RED->GREEN).
- Dat-backed replay (Issue137CorridorSeamReplayTests) reproduces the
  live hit frame verbatim (same in/out to the millimeter, same 016E->017A
  transit, same +8mm settle) and runs the corridor CLEAN: hit=no, no
  sliding normal persisted, six further forward frames advance freely.
- Inspection tests extended: physics-BSP leaf membership walk +
  hit-normal candidate sweep + downward-poly sweep (all report-style,
  dat-gated). Pickup prompt banner'd SUPERSEDED; ISSUES #137 updated
  (door half stays open); audit doc extended with the resolution.

Suites: Core 2551 / App 713 / UI 425 / Net 385, 0 failures.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 18:27:40 +02:00