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Erik
6349ba49aa fix(physics #145): Slice 3 — carried-anchor membership; closes the far-town cascade
The outdoor membership pick derived the landblock origin from the terrain
registry, which returns (0,0) for an UNSTREAMED neighbour — so a fresh far-town
teleport at a landblock edge marched the cell id one block per physics tick
(the cascade; the 17410 ACE rejects is its wire artifact).

Fix: thread the CARRIED cell-relative frame anchor (body.Position -
body.CellPosition.Frame.Origin) into the pick via SpherePath.CarriedBlockOrigin.
That anchor IS the true landblock world origin, correct even for an unstreamed
neighbour, so the pick re-derives the SAME (consistent) cell and never marches.
- CellTransit.FindCellSet/BuildCellSetAndPickContaining: Vector3? carriedBlockOrigin
  (null default = legacy TryGetTerrainOrigin → every existing caller/test untouched).
- PhysicsEngine.ResolveWithTransition: set the anchor from a SEEDED OUTDOOR body
  whose carried landblock matches the resolve cell (else null → legacy).
- PlayerMovementController.SetPosition: 3-arg overload seeds CellPosition from the
  wire's (cell, local) via SnapToCell; 2-arg delegates with cellLocal=pos (anchor
  (0,0,0) == legacy → zero test churn).
- GameWindow.CellLocalForSeed: the placement seam (_liveCenter used ONCE here to
  derive the cell-local; physics carries it forward without _liveCenter).
Regression: TeleportFarTownRunawayTests (south + east edge, unstreamed neighbour).
Core 1529 / App 480, zero regressions.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 13:51:04 +02:00