Closed: jump server packet (002), facing direction (003), run speed (004).
New: collision penetration (005), corner stuck (006), missing trees (007).
All collision bugs stem from static-overlap detection instead of
swept-sphere — needs Transition restructure to use FindTimeOfCollision.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Two fixes for jump physics:
- Skip ground-snap when velocity Z > 0 (prevents immediate re-landing
at high framerates where per-frame Z delta < 0.05 snap threshold)
- Guard apply_current_movement velocity write behind OnWalkable check
(prevents MotionInterpreter.DoMotion from zeroing jump velocity on
every frame while airborne)
- Guard PlayerMovementController velocity replacement behind OnWalkable
(preserves momentum during airborne flight)
Jump works locally but server packet not yet sent (BUG-002).
Facing direction mismatch logged as BUG-003.
RunRate not verified as BUG-004.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Start with BUG-001: wrong cloth textures on characters (observed
during rendering rebuild verification).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>