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671 commits

Author SHA1 Message Date
Erik
b1d8e122ed research(motion): cdb live trace of retail walk-to-run transition
Live cdb trace of retail acclient.exe (v11.4186, PDB-matched) capturing
the exact function call sequence for a direct walk-to-run motion
transition where the user holds shift+W (walk) then releases SHIFT
while still holding W (transition to run).

Trace bps on:
- CPhysicsObj::DoInterpretedMotion (0x0050EA70)
- CPartArray::DoInterpretedMotion  (0x00518750)
- MotionTableManager::PerformMovement (0x0051C0B0)
- MotionTableManager::add_to_queue (0x0051BFE0)
- MotionTableManager::truncate_animation_list (0x0051BCA0)
- CMotionTable::DoObjectMotion (0x00523E90)
- CMotionTable::StopObjectMotion (0x00523EC0)

Captured trace at tools/cdb-scripts/walk_run_motion_trace.log shows
the precise walk-to-run sequence:

  [79] CPhysicsObj::DoInterpretedMotion: motion=45000005   walk start
  [82] CMotionTable::DoObjectMotion: motion=45000005
  [83] MotionTableManager::add_to_queue: arg1=45000005 arg2=00000001

  [89] CPhysicsObj::DoInterpretedMotion: motion=44000007   run start
  [92] CMotionTable::DoObjectMotion: motion=44000007
  [93] MotionTableManager::add_to_queue: arg1=44000007 arg2=00000001

  [104] CMotionTable::StopObjectMotion: motion=44000007    run end

Critical structural finding for #L.4-walk-run:

  Retail does NOT call truncate_animation_list during the walk→run
  transition. truncate_animation_list never fires in the entire 200-hit
  trace. Retail also does NOT call StopObjectMotion(WalkForward) before
  add_to_queue(RunForward). Retail just appends the new motion to the
  queue and lets MotionTableManager (and its CheckForCompletedMotions /
  remove_redundant_links per-tick cleanup, not yet traced) handle the
  natural progression.

  acdream's AnimationSequencer.SetCycle aggressively calls
  ClearCyclicTail() at line 430 BEFORE enqueuing the new cycle, which
  destroys the in-flight walk cycle's frames. The new run cycle is
  enqueued but _currNode is left in a state that doesn't smoothly
  continue — visible to the user as "it just blips forward walking,
  AS SOON as press another key like turning, its starts running"
  (the next motion event re-fires SetCycle which finally aligns state).

  Fix is a structural refactor of SetCycle to mirror retail's
  "additive queue with auto-cleanup" semantics. Out of scope for this
  research commit; filed as #L.4 in the next ISSUES.md entry.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-03 16:54:34 +02:00
Erik
a45c21ee51 fix(motion): retail-faithful remote tick — clear body.Velocity, drive via seqVel
Replaces the hybrid that double-counted forward translation:
predicted body.Velocity (set per-tick by apply_current_movement) +
the seqVel-derived offset both pushed the remote body forward at
~11.7 m/s × dt for run, summing to ~23.4 m/s × dt — the user's
"way too fast" + 1-Hz blip.

Per the named-retail decomp investigation 2026-05-03 (research agent
report dispatched against acclient_2013_pseudo_c.txt for
CSequence::update + UpdatePositionInternal + UpdateObjectInternal +
adjust_offset, line citations in the env-var path comments):

  CPhysicsObj::UpdateObjectInternal (0x005156b0)
  → UpdatePositionInternal (0x00512c30)
    → CPartArray::Update (writes anim root motion into the offset frame)
    → PositionManager::adjust_offset (REPLACES the offset with catch-up
      when the body is far from the queue head; otherwise leaves the
      anim root motion alone — Frame::operator=(arg2, &__return)
      semantics, NOT additive)
    → Frame::combine (out = m_position + offset)
    → UpdatePhysicsInternal (out += body.Velocity × dt + 0.5·accel·dt²)

For a remote in steady-state RunForward where the server hasn't pushed
an explicit velocity, m_velocityVector ≈ 0 and ALL per-tick translation
comes from the animation root motion (CSequence::update_internal +
Frame::combine of crossed pos_frames keyframes). Our port doesn't
extract per-keyframe pos_frames from the .anm assets; instead
AnimationSequencer.CurrentVelocity is the synthesized equivalent
(RunAnimSpeed × ForwardSpeed averaged), passed through
PositionManager.ComputeOffset.

Concrete changes in the env-var (ACDREAM_INTERP_MANAGER=1) path:

* Pass seqVel = ae.Sequencer.CurrentVelocity to ComputeOffset (was
  Vector3.Zero — that disabled the animation-root-motion source and
  left only the queue catch-up to drive translation, which lagged
  server pace).
* Clear rm.Body.Velocity to Vector3.Zero for grounded remotes each
  tick. Mirrors retail's m_velocityVector ≈ 0 for remotes; prevents
  UpdatePhysicsInternal from adding a second 11.7 m/s × dt on top of
  the seqVel-driven translation.
* Stop calling apply_current_movement per tick. Retail only calls it
  on motion-state changes (per cdb traces from the L.5 investigation),
  not per physics tick. body.Velocity-based translation is now the
  AIRBORNE-only path (gravity integration during jumps).

Also reverts an unacceptable "scaling hack" (per-tick body.Velocity
scaled by observed serverSpeed/predictedSpeed) the user explicitly
rejected as patching over an unsolved structural problem.

GetMaxSpeed reverted to RunAnimSpeed × rate (matches ACE
MotionInterp.cs:670-678; the earlier "return bare rate" change came
from a misread of an x87-decompiled get_max_speed where Binary Ninja
showed the return type as void).

AnimationSequencer.SetCycle now ALWAYS overwrites CurrentVelocity for
known locomotion cycles (Walk/WalkBackward/Run/SideStepRight/
SideStepLeft) instead of gating on `CurrentVelocity.LengthSquared() <
1e-9f`. The gate was correct for non-locomotion entities with
dat-baked HasVelocity, but for Humanoid where the dat is silent and
the only thing that could set CurrentVelocity before synthesis was a
transition link's HasVelocity flag, the gate would silently leave the
body advancing at the link's velocity instead of the cycle's intended
steady-state.

Adds wire-arrival diagnostics gated on ACDREAM_REMOTE_VEL_DIAG=1
(SETCYCLE, FWD_WIRE) used to trace the bug to ground truth.

User-confirmed improvements vs prior state:
- Steady-state run no longer "way too fast"
- Run-in-circles smoother (rectangle effect gone)
- Jump landing in correct location
- Turn-left visibly turns left

Outstanding (not addressed by this commit, deferred for next
investigation): walk↔run direct transitions don't visibly switch the
animation cycle until the next motion event fires. Both legacy and
new paths exhibit the same behavior, so the bug lives in the
SetCycle queue manipulation pipeline shared by both — not in the
per-tick translation path that this commit revises. Wire trace
confirms ACE delivers the WalkForward → RunForward transition
correctly and SetCycle does fire for it.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-03 16:23:57 +02:00
Erik
842dfcd092 fix(motion): retail-faithful per-frame remote tick (L.3.2 follow-up)
Multi-bug fix for the env-var-gated retail-faithful remote tick path
(ACDREAM_INTERP_MANAGER=1). Combines four previously-stacked defects
into one coherent rewrite:

1. PositionManager.ComputeOffset was additive (rootMotion + correction).
   Retail's PositionManager::adjust_offset (acclient @ 0x00555190 →
   InterpolationManager::adjust_offset @ 0x00555d30) REPLACES the
   offset frame via Frame::operator=(arg2, &__return) when catch-up
   engages — it does NOT add to the rootOffset that CPartArray::Update
   wrote. Switched to "correction overrides root motion" semantics.

2. MotionInterpreter.GetMaxSpeed was returning RunAnimSpeed × rate
   (~11.7 m/s for run skill 200). The retail decomp at
   acclient_2013_pseudo_c.txt:305127 shows get_max_speed returns the
   bare run rate (~2.94) — the function's float return rides the x87
   FPU stack, which Binary Ninja shows as void. Caller multiplies by
   2.0 to get the catch-up speed. With the wrong return our catch-up
   was 23.5 m/s instead of retail's 5.88 m/s — the queue would walk
   the body 4× too aggressively.

3. The env-var TickAnimations branch was DOUBLE-COUNTING forward
   translation: it applied seqVel × dt via PositionManager.ComputeOffset
   AND let UpdatePhysicsInternal advance body.Position += body.Velocity
   × dt. Both were ~11.7 m/s for run, so body raced at 23.4 m/s —
   "way too fast" per the user. Pass seqVel=Vector3.Zero to
   ComputeOffset; let body.Velocity (refreshed per tick by
   apply_current_movement) drive the bulk translation alone.

4. Body orientation only applied sequencer.CurrentOmega per tick. For
   the running-in-circles case ACE broadcasts ForwardCommand=RunForward
   AND TurnCommand=TurnLeft on the same UpdateMotion; the sequencer
   picks the RunForward cycle whose synthesized CurrentOmega is zero,
   so body never rotated between UPs and body.Velocity stayed in an
   out-of-date world direction — the visible "rectangle when running
   circles" effect. Prefer ObservedOmega (set explicitly in
   OnLiveMotionUpdated from the wire's TurnCommand + signed TurnSpeed)
   when present; fall back to seqOmega for standalone turn cycles.

Also adds:
- Sequencer-reset call in the env-var landing-fallback so the legs
  un-fold from Falling on land (mirrors the legacy K-fix17 path).
- LastServerZ now only updates on IsGrounded UPs, so the per-tick
  landing-fallback floor doesn't drift up to the player's airborne
  peak Z and force-land mid-arc — fixes the user-reported "small
  landing in the air before landing on the ground" when jumping
  while moving.
- VEL_DIAG now samples at UP arrival with overlapping windows, plus
  TURN_WIRE / OMEGA_DIAG / FWD_WIRE diagnostics gated on
  ACDREAM_REMOTE_VEL_DIAG=1 used to trace these bugs to ground truth.

Verified via live retail-driven character observation 2026-05-03:
turn-left now rotates left (was animating right with snap), running
in circles is much smoother, jumping lands on ground (no mid-air
pause). Residual ~20% steady-state overshoot for walk remains —
WalkAnimSpeed=3.12 (decompiled retail constant) doesn't match ACE's
actual broadcast walk pace (~2.6 m/s). Tracked separately.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-03 15:24:24 +02:00
Erik
9960ce3bce fix(motion): preserve signed TurnSpeed for remote turn animations
The wire-arrival animCycle picker in OnLiveMotionUpdated was passing
MathF.Abs(turnSpeed) to the sequencer, stripping the sign that ACE uses
to encode TurnLeft. Confirmed via live wire trace 2026-05-03: TurnLeft
input from a retail-driven character arrives as
turnCmd16=0x000D (TurnRight), TurnSpeed=-1.500 — mirroring retail's
adjust_motion convention on the wire. With Abs, both directions
collapsed onto motion=TurnRight + speedMod=+1.5, and the synthesize-
omega path computed -2.25 (CW = right) for both. Visible symptom:
TurnLeft animated as TurnRight then blipped to the correct facing on
the next UpdatePosition.

Pass the signed speed through unchanged. The sequencer's negative-
speed path (EnqueueMotionData multiplies MotionData.Omega by speedMod;
the synthesize-omega fallback uses -(pi/2)*adjustedSpeed) produces the
correct CCW omega for TurnLeft now that the sign survives.

Also adds a TURN_WIRE diagnostic gated on ACDREAM_REMOTE_VEL_DIAG=1
that prints every wire-arrived TurnCommand with reconstructed enum
and signed speed, plus splits the OMEGA_DIAG throttle off
LastVelDiagLogTime onto its own LastOmegaDiagLogTime so the two
diagnostics don't starve each other.

Verified with the same trace: TURN_WIRE speed=-1.500 -> OMEGA_DIAG
Z=+2.250 (CCW = TurnLeft), TURN_WIRE speed=+1.500 -> OMEGA_DIAG
Z=-2.250 (CW = TurnRight). Both directions now have correct sign.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-03 13:01:43 +02:00
Erik
0997f96078 fix(motion): landing fallback + TurnLeft omega sign + vel diagnostic (L.3.2)
Three Option-A patches addressing visual issues from the L.3.1+L.3.2
remote-entity motion path (gated by ACDREAM_INTERP_MANAGER=1):

1. Landing fallback. ACE doesn't always send IsGrounded=true on the
   landing frame, so airborne remotes kept falling under gravity and
   visually "disappeared into the ground" until the next non-stop UP
   forced a re-snap. Track the most recent server-broadcast Z on every
   UP (including mid-arc airborne ones) and, in TickAnimations, snap
   the body back up + clear airborne when its predicted Z drops more
   than 0.5 m below that floor.

2. TurnLeft omega sign. The synthesize-omega fallback in
   AnimationSequencer (used when MotionData ships without HasOmega)
   had case 0x0E using zomega = +(pi/2) * adjustedSpeed, but
   adjust_motion above already remapped 0x0E to 0x0D with
   adjustedSpeed = -speedMod. The double-negate produced -Z (clockwise
   = right) for both turn directions, matching the reported "turning
   left animates as turning right". Use the same -(pi/2) * adjustedSpeed
   formula as case 0x0D so the negation lands the result on +Z (CCW).

3. Velocity diagnostic. New env var ACDREAM_REMOTE_VEL_DIAG=1 prints
   one line per moving remote per ~2 seconds comparing the sequencer's
   CurrentVelocity to the server's effective broadcast pace
   ((LastServerPos - PrevServerPos) / dt). Lets us measure the
   speed-overshoot ratio that produces the residual 1-Hz blippiness
   before tuning a fix.

Refs Phase L.3.1+L.3.2 spec at
docs/superpowers/specs/2026-05-02-l3-remote-entity-motion-design.md.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-03 10:48:10 +02:00
Erik
c1bfd64834 fix(motion): port calc_acceleration + sequencer omega to retail tick (L.3.1+L.3.2)
Visual verification (Task 4) revealed two missing pieces from the
retail per-frame tick port (acclient!CPhysicsObj::update_object
@ 0x00513730):

1. body.calc_acceleration() must run BEFORE UpdatePhysicsInternal so
   gravity (set via PhysicsStateFlags.Gravity in OnLiveVectorUpdated)
   actually decays jump velocity. Without it body.Acceleration stays
   stale or zero → endless rise on jumps.

2. sequencer.CurrentOmega must be applied to body.Orientation per frame.
   Retail's TurnRight/TurnLeft cycles bake angular velocity that drives
   smooth rotation between UPs; we were only snapping orientation on
   UP receipt (~1 Hz), producing visible chop on turning remotes.

Both fixes are part of the retail tick we already started porting in
PositionManager — just missing pieces.

Speed-overshoot bug (sequencer.CurrentVelocity > server's actual
broadcast pace) is still being investigated in a follow-up.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-03 10:32:42 +02:00
Erik
e94e7913fb feat(motion): retail-faithful per-frame remote tick (L.3.1+L.3.2 Task 3)
Combines PositionManager (Task 1, commit 08fbbef) + IsGrounded plumbing
(Task 2, commit 5d71731) into the per-frame remote motion path. Three
changes in GameWindow.cs, all gated behind ACDREAM_INTERP_MANAGER=1:

1. RemoteMotion gains Position field (PositionManager instance).

2. OnLivePositionUpdated env-var branch rewritten to mirror retail
   CPhysicsObj::MoveOrTeleport (acclient @ 0x00516330):
   - orientation snap-on-receipt (PositionManager handles position only)
   - airborne (!IsGrounded) → no-op (server is authoritative for arc;
     body.Velocity from VectorUpdate integrates gravity locally)
   - landing transition (first IsGrounded=true after Airborne) →
     clear airborne flags, hard-snap to landing pos, clear queue
   - grounded routing: dist > 96m → slide-snap; dist ≤ 96m → enqueue

3. TickAnimations env-var branch rewritten to use PositionManager:
   body.Position += PositionManager.ComputeOffset(dt, pos, seqVel,
   ori, interp, maxSpeed); body.UpdatePhysicsInternal(dt) for gravity.

Replaces the L.3.1-only AdjustOffset-only path. Legacy (env-var off)
path unchanged. Cleanup commit (next sub-task) deletes the env-var
dual paths after visual verification.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-03 10:18:24 +02:00
Erik
5d717312cc feat(net): plumb IsGrounded through EntityPositionUpdate (L.3.2 Task 2)
PositionFlags.IsGrounded (0x04) was already parsed by UpdatePosition
but not exposed through the Parsed record or EntityPositionUpdate.
Adds the bool field to both records so OnLivePositionUpdated can
consume it for retail-faithful MoveOrTeleport routing
(acclient @ 0x00516330: has_contact=false → no-op during airborne arc).

Consumed in subsequent task (L.3.1+L.3.2 Task 3).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-03 10:15:02 +02:00
Erik
08fbbef3c4 feat(physics): PositionManager combiner class + 6 unit tests (L.3.2)
Pure-function ComputeOffset(dt, pos, seqVel, ori, interp, maxSpeed) →
Vector3. Combines animation root motion (seqVel × dt rotated by body
orientation) with InterpolationManager.AdjustOffset world-space
correction. Mirrors retail CPhysicsObj::UpdateObjectInternal
(acclient @ 0x00513730).

Composed into RemoteMotion in subsequent task (L.3.1+L.3.2 Task 3);
not yet consumed.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-03 10:13:02 +02:00
Erik
d063ac884d docs(plan): Phase L.3.1+L.3.2 PositionManager + retail-faithful jump plan
6-task plan with subagent dispatch on Tasks 1, 3, 5:
- Task 1: PositionManager class + 6 unit tests (subagent)
- Task 2: Plumb IsGrounded through EntityPositionUpdate (parent, ~5 lines)
- Task 3: Retail-faithful per-frame remote tick (subagent — biggest:
  RemoteMotion.Position field + OnLivePositionUpdated rewrite [airborne
  no-op + landing transition + grounded routing] + TickAnimations rewrite
  [PositionManager.ComputeOffset + UpdatePhysicsInternal])
- Task 4: USER GATE (visual verification with retail observer)
- Task 5: Cleanup commit (subagent, parallel with 6)
- Task 6: Roadmap + spec status update (parent, parallel with 5)

Each task has TDD-style steps with exact file paths, code blocks, and
commit messages. Spec at c4446e7 lists L.3.1's already-shipped 6 commits;
this plan picks up from the revert at 1641d6e.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-03 10:10:16 +02:00
Erik
c4446e76fb docs(spec): Phase L.3 scope revision — combine L.3.1+L.3.2
Visual verification of L.3.1-as-originally-scoped (commit ae79e34
through e08accf) revealed that InterpolationManager corrections alone
cannot produce smooth motion — retail also relies on animation root
motion (the L.3.2 PositionManager work, originally deferred). The two
halves are functionally inseparable.

Spec changes:
- L.3.1 sub-lane absorbs L.3.2's PositionManager
- New section: PositionManager architecture (pure-function ComputeOffset
  returning Vector3 delta; combines body-local seqVel * dt rotated to
  world + InterpolationManager.AdjustOffset correction)
- New section: IsGrounded plumbing through EntityPositionUpdate (the
  PositionFlags.IsGrounded=0x04 is already parsed; just expose it)
- New section: retail-faithful jump pipeline (airborne → no-op per
  MoveOrTeleport's has_contact=0 semantics; landing detected via first
  IsGrounded=true UP after airborne)
- Acceptance criteria updated for combined scope
- Implementation order: 6 commits remaining (after the revert at 1641d6e)
- Stall-blip TAIL annotation (Task 0 resolution) folded in

L.3.3 (MoveToManager) stays a separate sub-lane.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-03 10:03:09 +02:00
Erik
1641d6ea1b revert: L.3.1 band-aid fixes (5154a3e + f199a6a)
Round 1 (5154a3e) tried to fix:
- heading locked → orientation snap-on-receipt (good idea)
- endless jump → landing detector via UP-with-zero-velocity (didn't work; ACE sends non-zero velocity through arc)

Round 2 (f199a6a) tried to fix:
- chop at 1 Hz → seed body.Velocity from update.Velocity for between-UP extrapolation (didn't help)
- endless jump → reported-Z-near-body-Z + falling-velocity heuristic (didn't catch reliably)

The actual problem was scoping: L.3.1's "InterpolationManager only" cannot
produce smooth motion. Retail combines animation root motion (L.3.2 /
PositionManager) + InterpolationManager corrections. Both halves are
required for "remotes look smooth".

Reverting to e08accf (Task 6 — VectorUpdate.Omega). The next commits
will properly port PositionManager + plumb IsGrounded through the wire
parser, replacing L.3.1-only with L.3.1+L.3.2 combined per the
revised spec.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-03 09:51:26 +02:00
Erik
f199a6a075 fix(motion): airborne hard-snap + velocity-extrapolation (L.3.1)
Round 2 fix for two visual bugs that survived commit 5154a3e:

Bug 1 (chop at 1 Hz UP cadence): Round 1 zeroed body.Velocity each
tick on grounded remotes, leaving AdjustOffset as the sole motion
source. AdjustOffset catches up in ~150 ms then sits idle until the
next UP at 1 Hz, producing visible "updates every 1 second" stepping.
Root cause: retail achieves smoothness via animation root motion +
AdjustOffset *corrections*; we only ported corrections (root motion
is Phase L.3.2 / PositionManager). Workaround for L.3.1: seed
body.Velocity from update.Velocity on every grounded UP so
UpdatePhysicsInternal integrates position += vel*dt between UPs,
with the queue providing corrective patches via AdjustOffset.

Bug 2 (endless jump): Round 1 tried to detect landing via "UP arrives
during airborne with no velocity" but ACE keeps sending non-zero
velocity through the arc, so the detector never fired. Fix: stop
maintaining a local "predicted arc". Server is authoritative for
airborne position too -- hard-snap from each UP during airborne;
body.Velocity (set by OnLiveVectorUpdated) integrates between UPs
for smoothing. Landing detected via reported-Z-near-body-Z + falling/
settled velocity heuristic (more reliable than the velocity-zero
test).

Per-frame tick: removed the !rm.Airborne velocity clamp from Round 1.
OnLivePositionUpdated now owns velocity policy; per-tick just
integrates whatever is set.

Both deviations from retail decomp are documented in source comments
and slated for L.3.2 (PositionManager) cleanup.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-03 09:38:49 +02:00
Erik
5154a3eae1 fix(motion): heading + jump bugs in InterpolationManager path (L.3.1)
Visual verification (Task 7) revealed two bugs in the new env-var
gated path:

1. Heading locked at login direction. Cause: AdjustOffset returns
   position delta only; the dist≤96 enqueue branch never updated
   body.Orientation. Fix: apply orientation unconditionally on every
   UpdatePosition (snap-on-receipt). Position lerps via queue.

2. Endless jumping. Cause: (a) body.Velocity persisted forever
   after arc landed because apply_current_movement no longer ran;
   (b) UpdatePositions during the arc were enqueued, fighting the
   gravity sim. Fix: skip enqueue when rm.Airborne (mirrors retail
   MoveOrTeleport has_contact=false → no-op); zero non-airborne
   body.Velocity each tick (mirrors legacy apply_current_movement);
   detect landed when receiving UpdatePosition while airborne with
   no/zero velocity.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-03 08:08:23 +02:00
Erik
e08accf7c2 fix(motion): apply VectorUpdate.Omega to remote body (L.3.1 Task 6)
VectorUpdate.Omega was parsed by WorldSession but never written to
the remote body's Omega field, leaving remote jumping/turning arcs
flat. Apply it alongside the existing Velocity assignment.

Mirrors retail SmartBox::DoVectorUpdate (acclient @ 0x004521C0)
which calls both CPhysicsObj::set_velocity AND CPhysicsObj::set_omega.

Same 4 pre-existing test failures, no regression.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-02 19:34:19 +02:00
Erik
ae79e34a6d feat(motion): per-frame Interp.AdjustOffset in remote tick (L.3.1 Task 5)
Wraps the existing legacy per-frame remote tick (apply_current_movement
+ force-OnWalkable + Euler-extrapolate) in ACDREAM_INTERP_MANAGER=1
env-var guard. When set:
- if Interp.IsActive: rm.Body.Position += Interp.AdjustOffset(dt, pos, maxSpeed)
- still call body.UpdatePhysicsInternal so airborne arcs (gravity)
  continue to integrate via the OnLiveVectorUpdated-set velocity.

When env-var unset (default), legacy path runs unchanged.

Mirrors retail's per-tick CPhysicsObj::UpdateObjectInternal (acclient
@ 0x00513730) which calls InterpolationManager::adjust_offset
(@ 0x00555D30) every frame.

Old legacy path will be removed in Task 8 cleanup commit after visual
verification.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-02 19:31:03 +02:00
Erik
062e19f463 feat(motion): MoveOrTeleport routing in OnLivePositionUpdated (L.3.1 Task 4)
Wraps the legacy hard-snap path in ACDREAM_INTERP_MANAGER=1 env-var
guard. When set, runs retail-faithful routing (acclient!CPhysicsObj::
MoveOrTeleport @ 0x00516330):
- distance > 96m → hard-snap (SetPositionSimple equivalent)
- distance ≤ 96m → Interp.Enqueue (queue for adjust_offset to walk to)
- teleport flag → hard-snap (default false until sequence plumbing)
- has_contact false → no-op (default true until parser plumbing)

Existing hard-snap behavior preserved when flag unset (default).
Old path will be removed in cleanup commit (Task 8) after visual
verification.

Helper: ExtractYawFromQuaternion (inverse of GameWindow.YawToAcQuaternion).

TODO followups (filed as plan known-limitations):
- IsStaleSequence (uint16 wrap-aware compare on 4 sequence counters)
- HasContact wire field (CreateObject.ServerPosition gap)
- Teleport-sequence comparison

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-02 19:24:57 +02:00
Erik
517a3ce89c feat(motion): RemoteMotion gains InterpolationManager field (L.3.1 Task 3)
Composes the InterpolationManager (Task 1+2) into the per-remote
RemoteMotion container in GameWindow. Field exists but is not yet
consumed — Tasks 4 and 5 wire it into the routing + per-frame tick.

No behavior change. Build + 105 tests still green.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-02 19:21:44 +02:00
Erik
5b26d28b08 test(physics): MyRunRate fallback test for GetMaxSpeed (L.3.1 Task 2 polish)
Code-quality review on commit 9c5634a flagged that the existing 4
GetMaxSpeed tests didn't cover the case where WeenieObj is null and
RunForward must fall back to MyRunRate. Without this test, a
regression that hardcoded the fallback to 1.0f would silently pass.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-02 19:20:39 +02:00
Erik
9c5634af17 feat(physics): MotionInterpreter.GetMaxSpeed for InterpolationManager (L.3.1 Task 2)
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>
2026-05-02 19:16:38 +02:00
Erik
927636ec77 fix(physics): InterpolationManager review findings (L.3.1 Task 1 polish)
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>
2026-05-02 19:10:23 +02:00
Erik
f43f168916 feat(physics): InterpolationManager core (L.3.1 Task 1)
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>
2026-05-02 19:00:17 +02:00
Erik
f28240ad19 docs(plan): Phase L.3.1 — InterpolationManager core implementation plan
10-task incremental plan with explicit subagent dispatch points:
- Tasks 0+1+2 dispatched in parallel (3 concurrent Sonnet subagents):
  Task 0 = decomp dive to settle UseTime head-vs-tail blip ambiguity
  Task 1 = InterpolationManager class + ~13 unit tests
  Task 2 = MotionInterpreter.GetMaxSpeed() + ~3 unit tests
- Tasks 3-6 sequential GameWindow edits (env-var gated, dual-path):
  Task 3 = RemoteMotion gains Interp field
  Task 4 = OnLivePositionUpdated MoveOrTeleport routing
  Task 5 = per-frame remote tick Interp.AdjustOffset add
  Task 6 = OnLiveVectorUpdated.Omega application
- Task 7 = USER GATE (visual verification)
- Tasks 8+9 dispatched in parallel after sign-off (2 subagents):
  Task 8 = cleanup commit (delete env-var, dead paths, soft-snap residual)
  Task 9 = roadmap update (insert Phase L.3 entry)

Each task has TDD-style steps with exact file paths, code blocks,
build/test commands, and commit messages. Plan honors CLAUDE.md
direct-to-main + commit-after-each-step + visual-verify-on-motion.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-02 18:26:02 +02:00
Erik
08cb7f9614 docs(spec): Phase L.3 — Remote Entity Motion Conformance design
Port retail's InterpolationManager + MoveOrTeleport routing into
acdream so remote players, creatures, and NPCs stop popping at every
server position update and instead glide smoothly between sparse
authoritative updates the way retail does.

Three sub-lanes (incremental, each visually verifiable):
- L.3.1 — InterpolationManager core + routing + Omega + soft-snap teardown
- L.3.2 — PositionManager (root-motion + interp-offset combiner)
- L.3.3 — MoveToManager (server-controlled creature MoveTo)

This commit specs L.3.1 in detail and sketches L.3.2/L.3.3.

Research baseline (cdb live-trace + named-decomp dive 2026-05-02)
captured in docs/research/2026-05-02-remote-entity-motion/
resolved-via-cdb.md. All key constants confirmed from binary, not
guessed: MAX_PHYSICS_DISTANCE=96, MAX_INTERPOLATED_VELOCITY_MOD=2.0,
MAX_INTERPOLATED_VELOCITY=7.5, MIN_DISTANCE_TO_REACH_POSITION=0.20,
DESIRED_DISTANCE=0.05, queue cap 20, stall window 5/30%/3.

Rollout: ACDREAM_INTERP_MANAGER=1 env-var gate during development
(dual-path), single cleanup commit after visual verification removes
the flag + old hard-snap path + dead RemoteMotion soft-snap fields.

Test plan: ~15 unit tests against the InterpolationManager class
(pure-data, no game/window deps). Visual verification primary —
parallel retail observer of +Acdream walking/running/strafing/
jumping/turning, all should glide.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-02 18:12:18 +02:00
Erik
77b59d89e2 docs(roadmap): Phase M — Network Stack Conformance plan
Adds the Phase M planning entry: replace the happy-path WorldSession
shape with a holtburger-aligned reliable network stack while keeping
acdream's stricter checksum verification + live ACE compatibility.
Lays out M.1–M.x sub-lanes (audit/parity map, layer extraction,
reliability core, etc.).

Detailed spec to land at
docs/superpowers/specs/2026-05-02-network-stack-conformance.md
before implementation starts. Holtburger is the client-behavior
oracle for this phase.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-02 16:14:05 +02:00
Erik
17a9ff1158 fix(motion): jump direction, AutoPos cadence, backward/strafe wire & anim
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>
2026-05-02 16:11:15 +02:00
Erik
09e013b7bd docs(issues): #37 humanoid coat doesn't extend up to neck (env-var diagnostics committed)
Filed as #37 after a ~3 hr investigation that ruled out animation source,
backface culling/winding, palette overlay, and head-GfxObj polygons.

Confirmed:
- Stub is from part 9 (upper torso/coat) post-AnimPartChange (gfx 0x0100120D)
- Part 9's both surfaces ARE matched by our 2 TextureChanges
- Server data complete; composition formula matches ACME + retail decomp

Untested hypothesis space (next session):
- Texture decode chain (compare our SurfaceDecoder vs ACME TextureHelpers)
- Polygon-to-surface index off-by-one on part 9
- Multi-layer texture composition AC may do
- UV mapping bug

Diagnostic env vars committed to source for next-session reuse:
- ACDREAM_HIDE_PART=N — hide specific humanoid part to localize bugs
- ACDREAM_NO_CULL=1 — disable backface culling
- ACDREAM_DUMP_CLOTHING=1 — dump APC + TC + per-part Surface chain coverage

Bug was originally reported as "head/neck protrudes forward"; the apparent
forward shift turned out to be an optical illusion from the missing
coat collar. Math + cdb-ground-truth + ACME comparison confirmed the
head placement is correct retail-faithful — see #37 for the long write-up.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-01 16:05:33 +02:00
Erik
3361641655 docs(plans): #36 sky-PES dispatch port plan + .gitignore for retail-debugger scratch
Plan doc `docs/plans/2026-04-30-sky-pes-port.md` captures the full
porting plan for #36 (sky-PES dispatch chain). Three phases:
  M.1 — decomp dive (no code yet) for CallPESHook::Execute,
        CPhysicsObj::CallPES, CreateParticleHook::Execute,
        GameSky::CreateDeletePhysicsObjects, and the dynamic-spawn
        trigger (region/weather/time-of-day handler).
  M.2 — optional cdb verification with detailed args (this pointer +
        pes_id + caller stack walk).
  M.3 — implementation: persistent emitter creation at cell load,
        dynamic spawn on transitions, PES script-timeline driver,
        particle-system render wire-up.
  M.4 — live side-by-side verification.

Acceptance: aurora visible at right moments, clouds dense like retail,
storm flashes during Rainy storm windows, PES dispatch rate matches
retail's ~150/min.

.gitignore extended to suppress per-session retail-debugger scratch
files (cdb scripts, launch logs, analysis ps1 helpers). The
canonical workflow lives in CLAUDE.md "Retail debugger toolchain";
session-specific traces should not pollute the repo.

Closes #36 plan stage. Implementation work begins next session.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 23:00:46 +02:00
Erik
86e2a4dc90 docs(issues): #36 sky-PES dispatch port — live trace consolidates #2/#28/#29
A 2026-04-30 cdb live trace of retail acclient.exe attached during
sky observation revealed the missing infrastructure behind acdream's
three open sky bugs (#2 lightning, #28 aurora, #29 cloud density).

Live trace over 24,576 GameSky::Draw frames:

  GameSky::Draw                       = 24,576  (60 Hz render rate)
  GameSky::UseTime                    = 12,288  (30 Hz — half rate)
  GameSky::CreateDeletePhysicsObjects = 12,288  (30 Hz, MinQuantum gate)
  CPhysicsObj::CallPES                = 372     (~150/min average)
  CallPESHook::Execute                = 372     (1:1 with CallPES)
  CreateParticleHook::Execute         = 62      (15 initial + 47 burst)
  CPhysicsObj::create_particle_emitter = 62     (matches CreateParticleHook)

Three concrete findings:

1. Retail HAS persistent particle emitters on celestial / sky objects.
   15 created at cell load; dynamically spawned on region/weather/time
   transitions (the trace caught a +47 burst on one such transition).

2. The PES script-hook system drives existing emitters periodically.
   `CallPESHook::Execute` fires script-scheduled actions which call
   `CPhysicsObj::CallPES` 1:1, ~150 times per minute.

3. Earlier research saying "GameSky doesn't read pes_id" was correct
   in scope but missed that the dispatch chain runs through the
   script-hook system (not from inside GameSky directly).
   `CelestialPosition.pes_id` is consumed downstream.

Files a new issue #36 that consolidates implementation work for
all three sky bugs into one porting effort. Adds cross-references
in #2, #28, #29 pointing at #36.

Decomp anchors for next session:
  CallPESHook::Execute              @ 0x00526e20
  CreateParticleHook::Execute       @ 0x00526ec0
  CPhysicsObj::CallPES              @ 0x00511af0
  CPhysicsObj::create_particle_emitter @ 0x0050f360
  GameSky::CreateDeletePhysicsObjects  @ 0x005073c0
  CelestialPosition.pes_id          @ struct offset +0x004

Memory file `project_retail_debugger.md` updated separately with the
sky-PES breakthrough so future sessions inherit the context.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 22:57:37 +02:00
Erik
235de3322a feat(physics): #32 L.5 30Hz physics tick + retail debugger toolchain (#35) + Phase 3 retail-faithful kill_velocity
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>
2026-04-30 22:41:12 +02:00
Erik
b1af56eb19 fix(physics): L.4 — steep airborne hits slide-tangent (interim, deviates from retail)
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>
2026-04-30 13:22:07 +02:00
Erik
5210bd3d55 docs(claude): communication style — plain language for 3D / physics / graphics
Adds a "Communication style" section after "How to operate" that documents
how to discuss spatial / physics / animation / dat-format / protocol
topics with the user. The user has asked repeatedly for plain-language
framing of new concepts: name the idea in English first, then introduce
the term of art; give units (degrees, meters) instead of raw floats;
use analogies for spatial concepts (BSP = nested rooms, contact plane =
imaginary floor, sphere sweep = rolling a ball, dot/cross products);
walk through control flow frame-by-frame; flag terms of art the first
time they appear.

The goal is collaborative learning, not dumbed-down content.
2026-04-30 13:21:21 +02:00
Erik
a48883af2d fix(physics): L.4-cliffslide-priority — steep ContactPlane check before OnWalkable gate
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>
2026-04-30 10:29:30 +02:00
Erik
52e257d8d7 fix(physics): L.4-cliffslide-gate — fire CliffSlide on steep ContactPlane, not just on invalid
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>
2026-04-30 10:24:24 +02:00
Erik
1abb699c68 docs(physics): L.3c attempt — friction threshold investigation, deferred
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>
2026-04-30 09:46:42 +02:00
Erik
851e88364d feat(net): L.3b — capture per-object friction + elasticity from CreateObject
Companion to L.3a (a1c27b3) which ported the velocity-reflection bounce.
Previously the CreateObject parser did `pos += 4` for both Friction and
Elasticity floats — silently dropping the wire data so every entity got
the PhysicsBody constructor default (0.05 elasticity, 0.5 friction).

Server-set bouncier surfaces or stickier objects therefore felt
identical to inert walls on collision. Inelastic projectiles via
PhysicsState bit 0x20000 (already plumbed in Commit A) had no per-
object elasticity to override.

Now the parser captures the floats, surfaces them on Parsed +
EntitySpawn, leaving the values at default (null) when their
PhysicsDescriptionFlag bits aren't set. Subscribers (e.g., the
remote-entity dead-reckoning path, future spell-projectile rendering)
can apply them when they wire elasticity to PhysicsBody.Elasticity.

The local player's PhysicsBody is constructed at controller init,
not from a CreateObject — so this commit alone produces no
user-visible local-player change. Effect lands when remote/projectile
physics consume EntitySpawn.Elasticity.

Files:
- CreateObject.cs:284-294: declare friction + elasticity accumulators.
- CreateObject.cs:467-487: parse floats instead of skipping.
- CreateObject.cs:543-555: propagate to Parsed via both return paths.
- WorldSession.cs:67-71: extend EntitySpawn record.
- WorldSession.cs:665-668: pipe through to subscribers.

Tests: 1491 still pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 09:43:27 +02:00
Erik
a1c27b3afb feat(physics): L.3a — wall-bounce velocity reflection on airborne hits
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>
2026-04-30 09:41:04 +02:00
Erik
261322b48e fix(physics): #32 L.2c precipice edge-slide context
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>
2026-04-30 08:04:37 +02:00
Erik
1ec40f2a4f fix(physics): #32 L.2c wire edge-slide movement flag 2026-04-30 07:40:43 +02:00
Erik
9fea9b13ad fix(physics): #31 update outdoor cell id during transition movement 2026-04-29 22:00:30 +02:00
Erik
3be0c8b7c7 fix(physics): #30 #34 L.2a movement truth diagnostics
Pass explicit grounded/airborne contact bytes from MovementResult into MoveToState and AutonomousPosition, and add ACDREAM_DUMP_MOVE_TRUTH logging for outbound movement plus player UpdatePosition echoes.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-04-29 21:52:53 +02:00
Erik
d4c3f947d2 docs(physics): Phase L.2 movement collision conformance plan
Formalize Phase L.2 as the active holistic movement/collision program, align the roadmap and architecture docs, file tactical physics follow-ups, and refresh collision memory away from rewrite-from-zero guidance.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-04-29 21:28:56 +02:00
Erik
e44d24cec6 fix(physics): L.2.3i — use FloorZ (not LandingZ) for OnWalkable test
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>
2026-04-29 19:28:30 +02:00
Erik
4cbfe0a5f8 fix(physics): L.2.3h — skip Placement in step-down contact-recovery branch
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>
2026-04-29 19:13:56 +02:00
Erik
eed8e8ccaa diag(physics): L.2.3g — log step-up SUCCESS/FAIL + landing plane
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>
2026-04-29 18:13:32 +02:00
Erik
8fe178ee5c fix(physics): L.2.3d/e/f — wall slide, edge block, step-up diagnostic
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>
2026-04-29 17:56:22 +02:00
Erik
d2f6067960 fix(physics): L.2.3c — preserve contact plane through failed step-up
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>
2026-04-29 17:24:49 +02:00
Erik
3789491394 fix(physics): L.2.3b — Path 5 step-up recursion guard
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>
2026-04-29 17:24:12 +02:00
Erik
b2aaac4e52 fix(physics): L.2.3a — retail-realistic step heights (was 5m up, 4cm down)
Two values were producing weird live-test behavior:

- PlayerMovementController.StepUpHeight default = 5.0f (5 meters) and
  GameWindow's fallback = 2.0f. With these, walking horizontally into
  a steep slope let the step-up scan find walkable polygons up to 5m
  away, which often included a small building's flat top. The player
  visually "teleported" up onto the roof and then could walk on
  surfaces they should have just slid off.

- stepDownHeight was hardcoded 0.04f (4 cm) in two ResolveWithTransition
  call sites. A typical stair step is 15–25 cm tall, so when the player
  walked off the top of a stair onto level ground, the step-down probe
  didn't reach the next surface. For one frame the contact plane was
  invalid → ValidateTransition cleared OnWalkable → animation flickered
  to falling → next frame gravity dropped + terrain found. Visible 1-frame
  flicker reported as "small falling animation when reaching stair top."

Retail's Setup.step_up_height and Setup.step_down_height for human
characters are both ~0.4 m. Sourcing them from the player's Setup
(already cached in PhysicsDataCache) with a 0.4 m fallback when
the field is missing.

Files:
- PlayerMovementController.cs:104 — StepUpHeight default 5.0 → 0.4
- PlayerMovementController.cs (new) — StepDownHeight property, default 0.4
- PlayerMovementController.cs:414 — pass StepDownHeight from controller
- GameWindow.cs:7019-7036 — read Setup.StepDownHeight + reduce fallbacks
- GameWindow.cs:5759 — remote dead-reckoning: 2.0/0.04 → 0.4/0.4

No test changes; existing 12 BSPStepUp tests still cover the value flow.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 17:23:54 +02:00
Erik
670f892bd3 feat(physics): Phase L.2.1+L.2.2 — BSP step-up and rooftop landing
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>
2026-04-29 16:16:39 +02:00