Commit graph

434 commits

Author SHA1 Message Date
Erik
815ce0dec4 fix(inventory): sequence secondary wield blockers
Preserve retail AmmoType from CreateObject and port BlocksUseOfShield so bow, caster, and two-handed switches remove incompatible shields, while mismatched missile ammo is also returned to the pack. Each blocker remains server-confirmed before AutoWield re-enters.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 23:12:07 +02:00
Erik
17b5712d53 feat(inventory): port retail weapon switching
Sequence primary weapon replacement through the server-confirmed AutoWield transaction: return the occupied weapon to the player pack, wait for its move event, then wield the requested item. Route authoritative CombatMode property updates so peace stays peace and war adopts the new weapon stance without client-synthesized animation.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 23:06:31 +02:00
Erik
8e9c538519 fix #208: keep combat bar hidden in peace mode
Treat combat-window visibility as gameplay-state owned so character layout restoration cannot replay a stale visible bit. Reset combat state to NonCombat at character-session entry, matching retail ClientCombatSystem::Begin.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 22:30:55 +02:00
Erik
00fe993f6f fix(combat): escape occupied login positions
Port retail's radius-aware placement ring so a relogging player is seated beside creatures occupying the saved location, and register the local body in the shared resolved-shadow pipeline. Route new forward movement and jump through AbortAutomaticAttack so repeat combat cancels immediately on movement.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 22:20:17 +02:00
Erik
e671b8a5c4 fix(combat): preserve authored meter child geometry
Carry the consumed dark-range child's own retail edge policy into the procedural scrollbar, widening it to the authored post-reflow interval without covering the rendered labels. Restore the bright layer to live attack-charge feedback across the full bar from the left.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 21:57:53 +02:00
Erik
f8c174d707 fix(combat): resolve power spans after layout
Derive the dark middle range from live post-anchor sibling geometry instead of freezing the inherited 800-pixel prototype during controller binding. Render the user-directed bright desired-power band independently from the absolute bar-left edge to the green thumb center.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 21:49:17 +02:00
Erik
707add8539 fix(combat): charge power bar from speed
Read the authored meter direction instead of inferring it from the combat element id, so the bright charge texture grows left-to-right from Speed. Keep the user-approved dark-red middle baseline visible independently and record its exact retail Recklessness visibility edge.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 21:25:24 +02:00
Erik
256c1930bd fix(combat): restore retail power bar layers
Preserve the authored gray track, trained-Recklessness range, live bright charge meter, and independent desired-power thumb while keeping Speed and Power over gray side regions. Correct retail text justification value 2 to left alignment and retain direct RenderSurface decoding in the texture inspection tool used to verify the assets.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 21:14:14 +02:00
Erik
0f2d98c501 fix(combat): synchronize auto-target presentation
Make the retained toolbar consume retail's payload-free selection notice from canonical live state so a reentrant Auto Target replacement cannot be erased by the outer clear. Restrict automatic acquisition to the requested hostile non-player monster policy and record the intentional PK edge divergence.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 20:26:00 +02:00
Erik
8be933fc94 fix(animation): preserve wire motion on every spawn path
Replace the door-specific static-animation seed with one retail description-then-enter-world initializer shared by normal and reactive spawns. This preserves authoritative Dead and On/Off states, prevents replacement corpses from returning to Ready, and pins the lifecycle with Core and App tests.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 14:27:44 +02:00
Erik
9b97102c67 fix(combat): persist death and retarget on kill
Keep the velocity-only NPC adaptation inside the locomotion family so authoritative Dead motion remains persistent. Route selection clears through a dedicated combat target controller that reacquires the closest eligible creature when retail Auto Target conditions apply.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 09:19:38 +02:00
Erik
5276a83087 fix(combat): match retail live attack feedback
Keep AttackDone control statuses out of chat, preserve dead motion across zero-velocity position updates, render the authored power meter from right to left, and retain the rotatable viewer offset during target tracking.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 21:10:01 +02:00
Erik
33cc9aa16a fix(combat): track targets with retail camera
Port ClientCombatSystem's Keep in View consumer through CameraSet's pivot-to-target boom heading, including the transformed half-metre target offset and melee/missile validity gates. Preserve the existing stateful chase damping and collision architecture, with conformance coverage and named-retail pseudocode.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 20:36:58 +02:00
Erik
927fa7881a fix(combat): restore retail combat bar controls
Resolve authored StringInfo labels from local.dat, port gmCombatUI's runtime option captions and checkbox widgets, and bind horizontal scrollbar media by retail structural roles so the green power jewel is a thumb instead of a tiled track. Persist the three combat options and make Auto Target govern target acquisition.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 20:26:52 +02:00
Erik
2215c76c7e feat(combat): port retail basic combat bar
Mount authored gmCombatUI, share one press/hold/release request state machine across DAT buttons and keybindings, and recover the exact 1.0s/0.8s power timing from matching retail x86. The same timer fixes jump charge, while ready-stance, response queueing, auto-repeat, layout binding, migration, and conformance coverage keep behavior architectural rather than panel-local.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 14:03:28 +02:00
Erik
9958458318 fix(combat): apply server attack motions locally
Route accepted non-autonomous local UpdateMotion state through retail's wholesale interpreted-motion funnel, so ACE-selected melee and missile actions use the normal motion queue and action-stamp gate. Share nullable wire conversion with remotes and remove the local direct command replay.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 13:34:55 +02:00
Erik
ab6d96d113 feat(combat): port retail held weapon parenting
Select the default combat mode from ordered equipped objects so bows request missile stance. Parse CreateObject parent metadata and ParentEvent, then render held objects as separate children composed from setup holding locations and placement frames each animation tick.
2026-07-11 13:02:26 +02:00
Erik
564d39dfea feat(ui): port retail toolbar ammo count
Resolve stacked thrown weapons versus separately equipped missile ammo exactly like gmToolbarUI, normalize a zero stack to one, and refresh the authored missile indicator from equipment and stack events. Keep the decision in pure Core with retained and real-DAT conformance coverage.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 12:29:51 +02:00
Erik
d3d1c895a0 feat(ui): finish retail toolbar controls
Discover all seven panel launchers from their DAT panel-id attributes, route mounted panels through event-driven retained window state, and ghost unavailable panels. Port Use and Examine selection/target behavior with exact Appraise dispatch and retail cursor modes.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 12:11:53 +02:00
Erik
0b74d19475 fix(ui): port exact paperdoll body selection
Resolve and sample retail's authored nine-color paperdoll click map, preserve local click coordinates, and select the stable highest-priority worn item with the player fallback. Keep targeted-use body clicks routed to self and pin both synthetic and live-DAT conformance.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 11:56:26 +02:00
Erik
2644d1d527 fix(ui): port exact selected health policy
Replace the toolbar's PWD-bit approximation with retail ObjectIsAttackable composed with the exact player and pet short-circuits. Carry second-header PetOwner through CreateObject, session, and ClientObject state so self, pet, and Free-PK cases match retail while friendly NPCs and attackable non-creatures remain name-only.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 11:42:04 +02:00
Erik
fa1da02783 feat(ui): port retail selected-item mana
Parse and route the complete 0x0264 guid/fraction/valid response, send exact 0x0263 item-mana queries, and reproduce retail meter visibility plus guid-zero cancellation for mana and health selection changes. Keep the behavior in Core state and the retained selected-object controller with wire/state/UI conformance coverage.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 11:16:21 +02:00
Erik
15aa3b9aff fix(ui): complete retail inventory scroll polish
Preserve pixel scroll offsets across inventory rebuilds, crop partially visible rows with nested geometry/UV clips, and replace the obsolete 560px resize ceiling with available screen height. Keep retail's row-sized wheel step while allowing continuous scrollbar thumb positions.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 10:56:33 +02:00
Erik
ea72c395c9 fix(ui): port retail partial stack transfers
Route the selected stack quantity through retail GetObjectSplitSize semantics, send exact split-to-container and split-to-ground actions, and keep the original object in place until the server publishes the newly guided stack. Cover selection scoping, wire bytes, container placement, and world drops with conformance tests.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 10:34:13 +02:00
Erik
6005c51c4d fix(ui): finish retail stack selector polish
Keep the horizontal thumb at its raw pointer position so both endpoints are reachable, honor the stack entry's authored right alignment, and preserve PublicWeenieDesc plural names from CreateObject through the object table. Port retail's singular s/es fallback when no plural was sent.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 10:22:11 +02:00
Erik
a20e5c68c7 feat(ui): port retail selected-stack quantity
Bind the authored stack count entry and horizontal slider to one Core split-quantity owner, preserve retail count-first naming and exact 1000-step rounding, refresh on stack changes, and consume the selected amount during merges. Conformance covers the production DAT fixture and retained pointer/focus paths.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 10:07:25 +02:00
Erik
dc1649c493 feat(ui): complete retail item drop branches
Give retained buttons a reusable item-drop seam, wire the toolbar backpack target, and port retail stack-merge legality, capacity clamping, wire dispatch, destination selection, and immediate shortcut rekey notice. Record the live ACE merge gate and keep split quantity under AP-101.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 09:46:32 +02:00
Erik
b5b230c860 feat(ui): preserve exact retail shortcut records
Carry signed index, object id, and raw spell word losslessly through PlayerDescription, session storage, drag mutation, and AddShortcut wire serialization while keeping gmToolbarUI object-only. Retire AP-103 and record the live ACE relog persistence gate.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 09:17:33 +02:00
Erik
e65119f0c6 feat(ui): complete retail quick-slot input
Port global toolbar use/select/create actions, migrate the collapsed Ctrl-number bindings, and route them through a focused retained-UI controller. Preserve shortcut aliases as aliases across inventory and paperdoll drops with retail's neutral/accept/reject drag states, preventing physical item moves such as unwielding an equipped helmet.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 08:59:49 +02:00
Erik
6fcc510d5d feat(ui): complete retail cursor state machine
Port every reachable ClientUISystem cursor branch through the production DAT enum map, preserve global-default versus widget-local event ordering, and surface the registered OS fallback. Route all four toolbar stance indicators through the same combat toggle command as the key binding, with golden DAT and transition conformance coverage.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 08:31:40 +02:00
Erik
a8da4fd05a feat(ui): port retail item interaction policy 2026-07-11 01:26:14 +02:00
Erik
7983309d23 feat(ui): centralize retail selection state 2026-07-11 00:51:20 +02:00
Erik
c7607f019c fix #203: preserve animation on appearance updates 2026-07-11 00:25:29 +02:00
Erik
44f9ec13d9 docs(ui): pin retained widget retail oracles 2026-07-10 17:55:28 +02:00
Erik
3cbe4b00a1 feat(ui): port retail radar and compass 2026-07-10 16:14:37 +02:00
Erik
217a4bad69 Merge branch 'main' into claude/peaceful-visvesvaraya-e0a196
# Conflicts:
#	docs/ISSUES.md
#	docs/architecture/retail-divergence-register.md
2026-07-09 23:18:52 +02:00
Erik
388f3ed307 docs(A7): Town Network "too dark" root-caused — ambient RULED OUT (live cdb 0.2 white == retail), cause is the 463>128 light cap
Investigation handoff for the deferred A7 per-cell light-scoping fix (#79/#93/#176/#177).
Ambient verified retail-faithful three ways (decomp + dat SeenOutside + live retail
cdb capture: SetWorldAmbientLight level 0x3e4ccccd == 0.2f bit-exact). No fix applied.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-09 10:18:05 +02:00
Erik
4dea66b633 docs(#186): close — render InsideSide from dat PortalSide bit (fix 8257b9ba); retail trace overturned PICK + FLOOD-epsilon hypotheses
The live retail cdb trace decided it: retail roots at the connector 0118 at the
grey pose (NOT the PICK fork) AND still draws the player room 0116 from that root,
because retail's InitCell side test reads the dat PortalSide bit where acdream's
render path reconstructed the interior side from the cell AABB centroid (mis-sides
a thin connector). ISSUES #186 -> CLOSED; handoff gets a RESOLVED banner.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 15:07:46 +02:00
Erik
9d35a9786f docs(#186): handoff — connector grey flap narrowed to the doorway-flap flood/pick family
Retail SEAMLESS at the same spot (user-confirmed) => real acdream bug: the eye seats
in a sparse 5-poly connector cell 0xF6820118 looking back at the player's room 0116,
and acdream drops 0116 (back-portal side-culled) so the doorway aperture shows the fog
clear color = grey; retail keeps 0116 drawn. RULED OUT: null-root/AD-20/AD-21 (root
valid, eyeInRoot=Y); the color-clear gating (retail's gated DrawCells Clear is
depth/stencil, post-LScape::draw). Next step = retail cdb trace (viewer_cell +
cell_draw_list at the grey pose) to pin viewer-cell PICK vs portal FLOOD, then a careful
frozen-render fix. Full handoff + apparatus + DO-NOT-RETRY + code/decomp sites in the doc.
Keeps the offline cell-geometry inspection test.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 14:04:23 +02:00
Erik
4a067e34a9 docs(#185): handoff for the outdoor-stairs phantom fix (synthetic sliding-normal, #137/TS-4 family) 2026-07-08 07:35:11 +02:00
Erik
bd632f6f6d docs(#184): CLOSE — Slice 2 gate passed (players walk through, monsters collide)
Slice 2 (2a e1ac56cc extract + 2b ddb5a967 fork-collapse) shipped and the visual
gate PASSED (user: "Looks good"), closing #184. Mark ISSUES #184 DONE and the Slice 2
handoff DONE, both noting the review-driven correction: non-PK players WALK THROUGH
each other (retail PvP), so the player win is monster/terrain/wall collision, not
player-vs-player de-overlap.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 06:40:29 +02:00
Erik
4b07b0f541 docs(#184): Slice 2 handoff — extract RemotePhysicsUpdater (2a) + unify the player/NPC fork (2b)
Deliberately deferring the last #184 piece (Slice 2) to a fresh focused session per
the user's call. This is a self-contained handoff: the #40 sweep-blip verdict (DEAD,
high confidence — Path B already runs that config stably + a Core test proves it),
the 2a-first-then-2b plan, the exact code sites (Path A :10194-10429, Path B, the
extraction seam :10152-10873, the shared-helper wrinkle), the 2b merge gotchas
(Path A's player-specific omega/compose/diagnostic bits; the coupled :5699 shadow
sync), the preserve-list, and the test/gate plan.

Corrects the earlier ISSUES characterization: Slice 2 is a GATED behavior change to
the frozen R4/R5 arc (players gain the sweep), not a no-gate refactor. The #184
symptom itself stays RESOLVED + gated (Slices 1+3).

Research: workflow wf_c6a2e2b9-833 (3-agent read-only sweep).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 23:31:01 +02:00
Erik
7f7a78d3ea docs: remote-creature de-overlap — design spec + fresh-session handoff
The crowd-tightness residual from the #182 gate: monsters overlap (arms) in acdream but
barely in retail on the SAME ACE. Verified root (workflow wf_d2ff782f-9cb + source): retail
runs UpdateObjectInternal+transition on EVERY remote creature (CPhysics::UseTime 0x00509950,
no fork) so they de-overlap client-side, with the server pos a gentle MoveOrTeleport catch-up
target (0x00516330), NOT a hard-snap. acdream (a) hard-snaps NPC remotes to the raw overlapping
server pos (GameWindow.cs:5925) overwriting the swept de-penetration, and (b) forks player-remotes
(skip sweep) from NPCs (sweep at :10558 but driven by get_state_velocity, not the catch-up).

Collision math already exists + is faithful; the fix is the reconciliation (hard-snap→catch-up)
+ the movement model (synth-velocity→interp catch-up) — a delicate rework of the frozen R4/R5
remote-DR arc, staged NPC-first. Design spec + full handoff (verified code sites, retail anchors,
preserve-list, gotchas, slices) written for a fresh session. Implementation NOT started.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 20:29:06 +02:00
Erik
96ae274081 fix #182: port CSphere collision family — retail-faithful crowd wiggle (retires TS-45)
Humanoid creatures/players collide as body Spheres (ShadowShapeBuilder emits
Sphere-type shadows for a Setup with Spheres + no CylSpheres), so player-vs-monster
crowd contact ran through Transition.SphereCollision — a hand-rolled 3-D wall-slide
(register TS-45), NOT a port of retail CSphere::intersects_sphere. It shaved no eps,
force-pushed each contact RADIALLY to a fixed combinedR+1cm shell, ignored the head
sphere, and always returned Slid. In a crowd the opposing radial de-penetration
pushes from neighbours fight each other -> the player wedges and can't wiggle free
(the user's live report).

Port the full CSphere family verbatim — dispatcher 0x00537A80 + step_sphere_up /
slide_sphere / land_on_sphere / collide_with_point / step_sphere_down — the direct
analog of the 2026-07-05 CCylSphere port (#172). The grounded slide now routes
through the shared crease SlideSphere (0x00537440, #116-Ghidra-confirmed) ->
tangential shuffle along the contact toward gaps, retail-faithful. isCreature
(target creature/missile) gates OFF the stand-on/land-on branches (2 & 5). ACE
Sphere.cs = readable oracle; pseudocode doc 2026-07-07-csphere-collision-family.

Retail-faithfulness verified: CTransition::validate_transition (0x0050aa70:272593)
reverts curr_pos on any non-clean-OK step, so a deep-mutual-overlap start wedges in
retail too — the realistic crowd-edge graze slides free (SphereCollisionFamilyTests
slide-around trajectory: player grazes a creature's SW, curves around its west side,
continues N).

TS-45 retired, AP-84 added (PerfectClip TOI dead in M1.5). Core 2603/0, App 741/0.
Pending user visual gate.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 11:25:56 +02:00
Erik
0cbe1102d9 docs(#177): mark stairs pickup-handoff SUPERSEDED (flood theory disproven)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 10:10:53 +02:00
Erik
c84dc49a63 docs: park #181 with the full elimination ledger; #177 stairs pickup handoff + companion prompt
#181 parked per user decision (the flicker survived the 7-fix ladder; every fix individually verified and standing). ISSUES #181 carries the shipped-commit list, the evidence-backed eliminations, and the four still-open leads (top: capture a clean frame pair at THE USER'S pose - never done). New handoff docs/research/2026-07-06-177-stairs-pickup-handoff.md: the stair-cell admission miss (0x0178/0x0182/0x0183), the existing Issue176177 replay scenarios as the entry point, the 0x0181 sliver adjacency lead, the lighting DO-NOT-REOPEN, and the companion prompt. Render digest re-bannered.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 22:53:23 +02:00
Erik
cace430299 diag #176/#181: artifact CHARACTERIZED - static ~10x-hot magenta wash zebra-striping wall geometry; root = weenie lamps on the dynamic light curve (A7 fix #2); retail static curve Ghidra-verified (calc_point_light 0x0059c8b0)
VSync-on test (30fps): stripes remain => not tearing (windowed + DWM never tears - the tear framing was structurally wrong). Clean captures at the user's spot: the scene is pixel-static except idle anim; the 'stripes/triangles' are the corridor wall's angled braces silhouetted against blown-out saturated magenta. Server-weenie stationary lamps register isDynamic:true (1/d, range x1.5); retail statics use f=(1-d/range)*intensity*wrap/d^3 beyond 1m, range=falloff*1.3, per-channel colour clamp - ~10x dimmer at 3m. Next: A7 fix #2 (static curve; isDynamic decided by motion, not origin) + conformance pin, then the combined #176/#180/#181 gate. a7 pseudocode doc SS1.6 updated with the verified curve; render digest re-bannered.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 22:43:43 +02:00
Erik
3f34bca06f port #181: retail viewer step subdivision (calc_num_steps 0x0050a0b0) - radius-anchored steps + remainder final step + viewer-exempt small-offset abort
The user's retail axiom (camera rock steady pressed into walls) vs our measured wall-press wander (~0.5mm/frame limit cycle, headless pin Issue181WallPressEquilibriumTests) sent us back to the decomp. Ghidra (clean, vs the BN x87 mush): retail VIEWERS subdivide the sweep into EXACTLY radius-length steps anchored at the start (offsetPerStep = offset*r/len, numSteps = floor(len/r)+1) with the final step recomputed mid-loop as the exact remainder (find_transitional_position 0x0050bdf0), and the negligible-offset abort is NON-viewer-only. Ours used ceil equal-slices for everything and aborted viewers too. Ported faithfully (pseudocode docs/research/2026-07-06-viewer-step-subdivision-pseudocode.md); non-viewer stepping already matched (TRANSITIONAL_PERCENT_OF_RADIUS=1.0).

Measurement: the wall-press limit cycle is UNCHANGED by the port (537.8um avg; a bit-exact 12-frame cycle: ~130um/frame inward creep x11 then a 2.6mm snap). With adjust_to_plane + adjust_sphere_to_poly now also Ghidra-verified faithful, the residual mm cycle is likely retail-class plateau physics - invisible at retail's 60fps vsync, tear-interleaved into visible stripes at our ~1500fps unsynced. The decisive user test: VSync ON (Settings/F11). Fallback discriminator: cdb-trace retail's viewer at a wall press. Suites green (Core 2600 / App 733 / UI 425 / Net 385).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 22:30:37 +02:00
Erik
f10fe4e96c fix #180 (root): retail adjust_to_plane - PathClipped stops now resolve to the contact point, not a step boundary
The autonomous visual loop on the stateful-sought camera exposed the true
root of the #176 stripes: a ~19Hz SAWTOOTH. The sought re-extends ~3mm/frame
and the sweep silently passes while the 0.3m viewer sphere presses up to
~0.25m past the wall plane, then clips a whole transition step (~0.27m) back.
Headless replay against the real Facility Hub corridor BSP (0x8A020164, the
captured ray) reproduced it exactly: pre-fix, embedded targets passed
unclipped and the first detection stopped at the PREVIOUS STEP BOUNDARY,
tracking the target (eyeBack = s - 0.27).

Root cause: BSPQuery.AdjustToPlane - copied from ACE's BSPTree.cs port -
was structurally inverted and ALWAYS returned false (the touchTime==1 branch
re-placed the sphere at the unchanged check position; touchTime<1 iterated
doing nothing; the <0.02 convergence exit returned false). With the
PerfectClip exact-contact machinery dead, CollideWithPt always fell to the
bare Collided path and the transition reverted the colliding step whole.
ACE never noticed: PERFECT_CLIP (0x40) is a client camera flag the server
never exercises (feedback_bn_decomp_field_names class 3 - the retail binary
outranks ACE in branches ACE never runs). The pre-stateful camera flipped
1-step vs 2-step backoffs on mm drift - the measured pulledIn 0.27 <-> 0.53
of the original #176 strobe was step quantization all along.

Rewritten per the retail binary (pseudocode doc
docs/research/2026-07-06-adjust-to-plane-pseudocode.md):

- BSPTREE::adjust_to_plane (0x00539bf0): clearTime/hitTime bounds (0.0/1.0),
  Phase 1 walks plane-touch times re-testing the whole tree (the tree test
  feeds a DIFFERENT blocking poly back into the next iteration), Phase 2
  binary-searches with the SHARED iteration counter, window < 0.02 =
  CONVERGED, final commit = last known-clear time. Only failure = Phase-1
  exhaustion.
- CPolygon::adjust_sphere_to_poly (0x00538170): early-out = plane-band test
  at the START position (was: precise-poly test at the check position);
  touch side = sign(dpPos)*radius (was: hard-coded -radius; ACE misdecoded
  it as movement.LengthSquared() <= r^2); result unclamped per retail.

Replay pin Issue180CorridorSweepHysteresisReplayTests: short-of-touch
targets pass, past-touch targets always clip, and the clipped stop is the
CONSTANT surface-contact point (eyeBack 1.609 across the band; spread
< 0.03m) instead of tracking the target.

Suites green (Core 2600+2skip / App 729+2skip / UI 425 / Net 385).
Pending: visual-loop re-verify + the user gate (#180 + #176 re-gate).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 17:20:46 +02:00
Erik
48aaab811c fix #180: port retail's stateful camera sought-position - the sweep target converges onto the wall contact
The camera-collision sweep strobed the eye 0.27m every ~5-10 frames while
the compressed chase boom moved along corridor walls (pulledIn 0.27<->0.53
on ~1.4mm input drift): RetailChaseCamera re-demanded the FULL-length ideal
boom from scratch each frame, so the pivot->eye ray re-rolled the same
knife-edge r+-eps graze on the double-faced slabs every frame, and its two
first-contact solutions tear-interleaved at ~1700fps into the #176
"stripes/triangles".

Retail never re-rolls that ray. CameraManager::UpdateCamera (0x00456660)
interpolates FROM THE CURRENT SWEPT VIEWER toward the desired pose
(interpolate_origin/rotation, stiffness 0.45 x dt x 10, clamped) and the
result becomes viewer_sought_position (SmartBox::PlayerPhysicsUpdatedCallback
0x00452d60); update_viewer (0x00453ce0) sweeps pivot->SOUGHT. Pressed against
a wall the sweep ray extends one interpolation step past the contact
(sub-mm at high fps), so a bistable graze can move the eye by at most that
step - the strobe is structurally impossible. A 0.4mm/2e-4 dead-band parks
the sought exactly on the viewer when converged (0x00456fcd-0x00457035).

- RetailChaseCamera: _dampedEye -> _soughtEye + _publishedEye (retail's two
  Positions); lerp base = the published (swept) viewer; sweep targets the
  sought; total-fallback (ViewerCellId==0) resets the sought like
  set_viewer(player_pos, 1). The old "collision must NOT feed back into the
  damped state" comment had the coupling backwards - what stays clean is the
  transient desired pose, not the sought.
- SweepEye untouched (faithful update_viewer port, exonerated by the #180
  investigation).
- Tests: the old pin asserting instant full re-extension after a clamp
  (the divergence itself) replaced with four retail pins: gradual
  re-extension, sweep-target-converges-onto-contact, total-fallback
  re-extends from the player, wall-press glide stability.
- Pseudocode doc: docs/research/2026-07-06-camera-sought-position-pseudocode.md
  (UpdateCamera tail incl. the sought derivation + set_viewer reset semantics
  + Frame interpolate/close_rotation).
- Register: AD-37 (forward-vector nlerp vs quaternion slerp), AD-38
  (init-at-full-extension vs retail re-extend-from-player) - both
  pre-existing, identified during the decomp reading.

Suites green (Core 2599+2skip / App 729+2skip / UI 425 / Net 385).
Pending: autonomous visual verify + user gate (#180 + the #176 re-gate).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 16:49:01 +02:00