Member-wise deletion of the three legacy resolver members named in
docs/research/2026-08-05-c5a-contract.md: PhysicsEngine.Resolve,
PhysicsEngine.HasCellSurface, and PhysicsEngine.ResolvePlacement. An
exhaustive receiver census over src/ found zero production callers of any
of the three — every production placement writer already reaches the
canonical PhysicsEngine.SetPosition transaction exclusively through
RuntimeSetPositionState (three call sites total). The deletion is purely
member-wise: IsSpawnCellReady and AdjustPosition, which shared the same
source region as the deleted members, are preserved byte-identical — every
remaining production caller of either (including PhysicsCameraCollisionProbe,
AdjustPosition's sole surviving production caller) is unaffected.
Companion changes:
- PlayerMovementController's 3-argument SetPosition test overload is renamed
to SeedPlacementForTest (internal) and CommitPreparedPosition is deleted;
83 call sites across 19 test files were mechanically renamed to match.
- Seven pinned test dispositions from the contract are executed:
3.1 (PhysicsEngineTests.cs: 11 legacy-resolver tests deleted, 6
ResolveWithTransition tests kept), 3.2/3.3/3.4 (re-point to canonical
SetPosition, with TransitionScratchDifferentialTests.cs additionally
gaining positive IsCommitted assertions after each bitwise comparison so
the differential proves a placement actually committed, not just that two
possibly-uncommitted results match), 3.5 (Runtime rename), and 3.6
(PlayerMovementPlacementTransactionTests.cs rewritten — its xmldoc now
states plainly that the render-root publish moved to
RuntimeSetPositionState.cs, but the sticky-release relocation claim was
false and is retracted; this disposition's coverage loss is the sticky
release path, not silently absorbed elsewhere).
- Stale `PhysicsEngine.Resolve`/`Resolve` doc citations in CellTransit.cs,
PlayerMovementController.cs, and HeadlessSessionWorldProjection.cs are
corrected to name the surviving canonical entry points by symbol
(SetPosition, AdjustSetPosition/AdjustPosition, ResolveWithTransition)
rather than fragile line numbers.
Retires AP-1 and AD-1 in docs/architecture/retail-divergence-register.md:
both rows described production zero-delta placement routing remaining on
the legacy resolver pending the Slice 4B2/4B route cutover; that resolver
no longer exists, so the condition each row tracked is now structurally
false rather than merely narrowed. AP-145 (routed through the prior commit)
and this commit's AP-1/AD-1 together bring the section counts to 101 AP / 47
AD active rows.
Builds on the AP-145 fix (previous commit) — this commit's staged tree was
independently rebuilt and its four suites independently rerun on top of
that commit before this commit was created, in addition to the combined
rebuild/rerun below.
Full-solution build: 0 errors (21 pre-existing warnings, all unrelated).
Suite results (combined tree): Core 4270/4271 passed (1 skip; the single
DatSoundCacheTests concurrent-decode-dedup failure is a known load-sensitive
race, confirmed passing standalone and unrelated to this change), Runtime
1176/1176, Headless 86/86, App 4132/4135 (3 skips).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Move the canonical local movement controller, body/motion managers, object clock, movement wire data, and MTS/jump/AP sender into AcDream.Runtime. Replace process skill defaults with typed Runtime character options, make graphical and direct commands borrow one autorun owner, retain the construction-time PartArray seam, and include movement in terminal ownership convergence.
Preserve the accepted pre-inbound movement/jump and post-inbound autonomous-position order while moving the exact packet/cadence fixtures into Runtime tests. Add graphical/direct parity, two-instance isolation, teardown, allocation, architecture, and divergence-path coverage.
Co-authored-by: Codex <noreply@openai.com>
Preserve canonical live-object ownership across Hidden transitions and remote teleport placement so effects, collision, streaming, and targeting remain synchronized.
Complete Render Residual A's faithful port: PhysicsCameraCollisionProbe.SweepEye
now mirrors SmartBox::update_viewer (acclient_2013_pseudo_c.txt:92761) end-to-end:
- Start cell (pc:92824-92844): indoor (>=0x100) seats the sweep at the head-PIVOT
via PhysicsEngine.AdjustPosition (the cellar-lip case — feet in the low connector,
head up at floor level); outdoor keeps the player cell.
- Sweep pivot -> sought-eye from the seated start cell (unchanged 0x5c viewer flags).
- Success (pc:92870): set_viewer(curr_pos), viewer_cell = curr_cell.
- Fallback 1 (pc:92878): AdjustPosition(sought_eye).
- Fallback 2 / no-cell (pc:92775, 92886): snap to player, viewer_cell = null. This
also makes cellId==0 faithful (was returning the desired eye; retail snaps to
player_pos) and adds the playerPos arg to ICameraCollisionProbe.SweepEye.
Supporting: ResolveResult.Ok surfaces FindTransitionalPosition's return (retail
find_valid_position != 0, pc:273898) so SweepEye knows when to fall back.
TDD: 11 new tests (FindVisibleChildCell 4, AdjustPosition 3, ResolveResult.Ok 2,
SweepEye orchestration 2). The seating test's RED proved the sweep does NOT auto-
advance feet->room, so the pivot-seated start cell is genuinely decisive. Core
1326 pass / 4 documented-fail / 1 skip; App 179 pass / 0 fail. No regression.
Per the live-capture finding, the visible payoff is the cellar-corner (point 3);
the cottage-room bluish void stays for residual C. Spec:
docs/superpowers/specs/2026-06-05-residual-a-camera-collision-design.md.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
Combines TerrainSurface + CellSurface into a single Resolve() API
that handles outdoor terrain walking, indoor floor walking,
outdoor<->indoor cell transitions, step-height enforcement, and
ground detection.
Step-height blocks upward Z deltas exceeding the limit (walls,
cliffs); downhill movement is always accepted. Indoor transitions
pick the cell whose floor Z is closest to the entity's current Z
(handles multi-story buildings). Reports IsOnGround=false when
no landblock or surface covers the entity's position (gravity
applied by the caller).
One API mismatch fixed vs plan: plan encoded the upper 16 landblock
bits into the returned cell ID, but the tests assert the raw cell ID
(0x0100, <0x0100) — so Resolve returns targetCellId directly.
6 new tests covering flat terrain, slopes, step-height rejection,
indoor entry/exit, and void detection. 243 total, all green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>