# acdream — known bugs Track visual, gameplay, and protocol bugs here. Close by moving to the "Fixed" section with the commit hash that resolved it. --- ## Open ### BUG-001: Wrong cloth textures on characters - **Observed:** 2026-04-13 - **Description:** Character clothing renders with incorrect textures. ObjDesc Phase 5 (AnimPartChange + TextureChanges + SubPalettes) is shipped but something is off — either a texture-swap ordering issue, a missing remapping step, or a palette application bug. - **Repro:** Connect to ACE server, observe player character or NPCs. - **Likely area:** `WorldEntity` ObjDesc application, `TextureCache`, or the CreaturePalette pipeline in `InstancedMeshRenderer`. - **Phase:** Unassigned (investigate after rendering rebuild Step 5). ### BUG-005: Collision penetration — body enters objects before blocking - **Observed:** 2026-04-14 - **Description:** Player walks partway into boulders, trees, and walls before collision is detected. Root cause: static overlap detection instead of swept-sphere. Retail uses FindTimeOfCollision to compute the exact contact point BEFORE moving the sphere. Our system moves first, detects overlap, then tries to push out. - **Repro:** Walk into a boulder at any speed — body clips into it. - **Fix required:** Restructure Transition loop to compute collision time before advancing position. Use CollisionPrimitives.FindTimeOfCollision (already ported from FUN_00539BA0). - **Phase:** B.3 (collision completion) ### BUG-006: Getting stuck at object corners and tight spaces - **Observed:** 2026-04-14 - **Description:** Player gets permanently stuck when walking into building corners or between objects. The SlideSphere crease projection degenerates when two collision normals are nearly parallel or the sphere is already penetrating. - **Repro:** Run along a building wall and hit a corner. - **Fix required:** Pre-move collision prevents penetration (fixes BUG-005), which eliminates the degenerate crease case. Also need stuck detection + push-out as a safety valve. - **Phase:** B.3 (collision completion) ### BUG-007: Some trees don't have collision - **Observed:** 2026-04-14 - **Description:** Some scenery trees/objects pass through despite CylSphere collision being implemented. Likely missing CylSphere data in their Setup, or the Setup isn't cached in PhysicsDataCache. - **Repro:** Walk through certain trees near Holtburg. - **Phase:** B.3 (collision completion) --- ## Fixed ### BUG-002: Jump not visible from retail client - **Fixed:** 5634e71 — Jump packet (opcode 0xF61B) now sent to server. ### BUG-003: Facing direction mismatch with server - **Fixed:** 6523c71 — YawToAcQuaternion converts from our yaw convention to AC heading (0=West, 90=North) using holtburger's from_heading formula. ### BUG-004: Run speed not verified working - **Fixed:** bb7eced — Server doesn't echo UpdateMotion to sender. Compute RunRate locally via PlayerWeenie.InqRunRate (Run skill 200 → 9.5 m/s).