acdream/docs/research/2026-07-30-265-capture-bisect.md
Erik 7fcc7db1d1 docs: #265/#166 - ledger updates and capture-bisect as-fixed addendum
docs/ISSUES.md: #265 and #166 updated with the root cause and fix from
the prior two commits; closure of both pends the user's visual-gate
acceptance. #265 also records the confirmed-separate uphill-bounce
finding (AD-25, byte-exact retail, out of scope). #166 records that the
Campaign P visual-matrix recheck it was waiting on DID happen and found
the glide/bounce still missing even with AD-25/AP-7/AD-55/TS-4 all
landed - that negative result is what triggered the #265 capture bisect
and this fix.

docs/architecture/retail-divergence-register.md: AP-7's retirement note
corrected. The row's original claim ("no horizontal velocity to hammer")
undersold the gap - calc_friction was structurally unreachable with
meaningful data on any grounded path, not just inert on the root-motion
path. No new row filed: this change ports retail's mechanism faithfully
and does not introduce a new deviation.

docs/research/2026-07-30-265-capture-bisect.md: full "as-fixed" addendum
(new section 9) recording the implementation - the fix mechanism, fixture
results (freeze reproduced under the old model, slide+decay proven under
the new one), the downhill-direction derivation for the synthetic decay
case, the two separate mechanisms found while building the Runtime tests
(LeaveGround's edge-timing recompute, AP-77's no-sink fallback), the
uphill-bounce orthogonality proof, and final test totals.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 19:28:28 +02:00

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# #265 capture-driven bisection — steep-slope response family
**Status: FIX IMPLEMENTED 2026-07-30 (same day, §9 as-fixed addendum) —
closure pends the user's visual-gate acceptance.** S1 and S2 both CLEARED
for the two concrete mined events; the real mechanism was a pre-existing
(frozen-phase) architecture, not a Campaign P regression — §1-§8 below are
the original bisection pass (research-only, no production code changed
at that point). §9 records what was actually implemented against that
verdict: `PlayerMovementController.cs`'s grounded residual-velocity zero is
removed for the animation-root-motion path, and `PhysicsEngine.cs` now
wires `PhysicsBody.GroundNormal` from the committed contact plane. The
harness (committed,
`tests/AcDream.Core.Tests/Physics/Issue265SteepSlopeCaptureBisectTests.cs`)
and mining tool (`tools/analyze_265_steep_slope_capture.py`) are permanent;
the A/B code toggles described in §3 were applied and reverted locally
and never committed (they remain historical — the actual fix is
unrelated to S1/S2, see §9).
## 0. Scope recap
Issue #265 (`docs/ISSUES.md`): after the TS-4-removal-then-revert
(`2e27d066`+`a8a7d64b`), the live matrix gate (2026-07-30, scenarios 4/5)
found three symptoms: (a) jumping INTO an uphill slope bounces (retail does
not), (b) house-roof slides no longer happen, (c) occasional
stuck-sliding-on-an-edge. Two remaining Campaign-P suspects were named:
- **S1** — `db2889af` ("#116 shape-1"): `BSPQuery.cs` Path-6's `hasSphere1`
(head-sphere-only hit while airborne, foot sphere clear) branch changed
from a steepness-gated dual path (steep → slide-tangent-then-`Slid`;
shallow → `SetCollide`+`Adjusted`) to an unconditional
`SetCollisionNormal` + `return Collided`.
- **S2** — the AP-7 `calc_friction` threshold rewrite (merge `26e0334a`):
`0.0``0.25`, unconditional into-plane velocity subtraction past the
threshold.
## 1. Segment mining
Captures used: `artifacts/matrix-session2-resolve.jsonl` (15,726 records,
copied from the coordinator worktree's `artifacts/matrix-session2-resolve.jsonl`)
and `artifacts/matrix-session3-resolve.jsonl` (12,145 records at copy time).
**Session3 is not usable.** Every one of its 12,145 records shows the
identical position `(60.372223, 9.071998, 79.344925)`, zero velocity, and
`transientState=3` (Contact|OnWalkable) from tick 0 to tick 12144 — the
player was standing perfectly still (likely AFK / alt-tabbed) for the
entire ~7.2-minute capture window. It contains no motion at all and was
excluded from further analysis.
### 1.1 First pass — strict signature scan (`tools/analyze_265_steep_slope_capture.py`)
Two signatures were scanned for directly on the JSONL fields:
- **Signature A (uphill-jump bounce)**: an airborne record (`bodyBefore`
Contact bit clear) with `result.collisionNormalValid=true` and a "steep,
non-floor, non-wall" normal (`0.02 < normal.Z < FloorZ=0.6642`), followed
by a next-tick upward jump in `bodyBefore.velocity.z` while still
airborne.
- **Signature B (lost-slide / edge-wedge)**: ≥6 consecutive ticks with
Contact set but OnWalkable clear (resting against a non-walkable steep
surface), a non-trivial requested move each tick, and near-zero net
advance.
**Result: 0 hits for both signatures, in both files.** Session2 has only
38 `collisionNormalValid=true` records total (out of 15,726), and every one
of them has `normal.Z` in the `[0.85, 1.0]` bucket — i.e. every reported
collision normal in this capture is CLOSE TO FLAT/floor-like, never in the
"genuinely steep" `< FloorZ` band my first-pass signature targeted. This is
an honest negative result for the specific "steep" heuristic; the actual
symptom-bearing frames, mined below, are moderate-angle (Z≈0.860.95,
above `FloorZ` — walkable BY THE THRESHOLD) and are found by a different
signature.
### 1.2 Second pass — velocity-annihilation scan
Widened the signature to "a tick where `|horizontal velocity|` before is
`>2 m/s` and after (next tick) is `<0.05 m/s`, then how long the position
stays frozen afterward." This found exactly **two events**, both in
session2:
| idx (0-based) | tick | `|v_horiz|` before | frozen for | cell |
|---|---|---|---|---|
| 3153 | 3153 | 8.90 m/s | 46+ ticks (session2 continues past it; not EOF) | `0xAAB30007` |
| **3434** | **3434** | **18.00 m/s** | **12,292 ticks — to EOF** | `0xAAB40011` |
**Event at idx 3433/3434 (the primary oracle for this pass), full trace**
(`records[3415..3434+41]`, printed via ad-hoc Python — see
`tools/analyze_265_steep_slope_capture.py` for the reusable scanner):
- Ticks 34153432: clean ballistic fall. `vBefore = (11.15, 14.13, vz)`
with `vz` accumulating from 16.72 to 23.14 (pure gravity, no further
horizontal drive — a jump/leap with residual momentum, exactly the kind
of trajectory the oracle plan's §1.3 predicted would NOT hit the
TS-4 degenerate case). `Z` falls from 92.79 to 79.90.
- **Tick 3433 (the landing):** `result.collisionNormalValid=true`,
`result.collisionNormal=(0.2857143, 0.42857143, 0.85714287)` — exactly
`(2,3,6)/7`, a REAL polygon normal (not the `UnitZ` degenerate default).
`result.isOnGround=true`. `bodyAfter.contactPlaneValid=true`,
`bodyAfter.walkablePolygonValid=true`, `bodyAfter.walkableVertices` = the
triangle `(240,0,88), (264,0,80), (264,24,68)``normal.Z=0.857`, well
ABOVE `PhysicsGlobals.FloorZ` (0.6642): **a legitimately walkable roof
slope, not the "steep, non-walkable" case either S1 or the original TS-4
shortcut ever targeted.** `bodyAfter.velocity` is UNCHANGED
`(11.15,14.13,23.14)` — confirms (see `PhysicsEngine.cs:1489`, capture
fires inside `ResolveWithTransition`, before any caller-side velocity
response) that neither `calc_friction` nor `HandleAllCollisions` ran yet.
- **Tick 3434 (the very next resolve call):** `input.currentPos ==
input.targetPos` (ZERO requested motion this tick — the previous frame's
integration already produced zero displacement). `bodyBefore.velocity =
(0, 0, 0)` — **already fully zeroed by the time THIS resolve call even
starts.** `transientState=7` (Contact|OnWalkable|Sliding). Every
subsequent record (12,292 of them, to the literal end of the file) is
byte-identical: same position, same zero velocity, same
`transientState=7`.
**Event at idx 3152/3153** is the same shape at a shallower ~18° roof edge
(`normal≈(0,0.32,0.95)`): the player glides/climbs cleanly along the edge
for ~140 ticks (idx 30163152, gaining ~10 m of Z — this portion is
healthy behavior), then at idx 3153 horizontal velocity is forced to
exactly zero in one tick and the position freezes for the rest of the
examined window.
**Both events are the SAME shape**: a real, correct, non-default collision
normal is recorded on the landing tick; on the very next tick the mover's
full horizontal velocity has already vanished and the position never
changes again. This is what the user experiences as "roof slides no
longer happen" (symptom b) and "occasional stuck-sliding-on-an-edge"
(symptom c). Neither event's landing surface is steep by `FloorZ` — both
are moderate, walkable-by-threshold roof pitches.
## 2. Replay harness
`Issue265SteepSlopeCaptureBisectTests.cs` builds a synthetic
`PhysicsEngine` containing ONE polygon — the exact real triangle recovered
from record 3433's `bodyAfter.walkableVertices` — registered via
`ShadowObjectRegistry`, then replays the EXACT real captured ballistic
state (position + velocity, record index 3415) forward with real gravity
at 30 Hz, calling `PhysicsEngine.ResolveWithTransition` every tick exactly
like `PlayerMovementController` does at the Core boundary. Once the mover
reports `IsOnGround`, the harness keeps REQUESTING the same forward
velocity every tick (simulating held input) — this is deliberate: it turns
the harness from "replay what the live game did" (which trivially
reproduces the freeze, since the live game's own subsequent inputs were
already zero — see §4) into "does the physics engine itself allow
continued advance across this surface," which is the actual question S1
and S2 bear on.
### 2.1 Harness commissioning (three real bugs found and fixed while building it — kept as code comments)
1. `ShadowObjectRegistry.Register`'s broad-phase culls by distance from
`worldPos`. Registering at the literal real-world coordinates (X≈256)
while querying at world origin put the polygon ~264 units away — the
very first run found **zero collisions at all**. Fixed by re-anchoring
the whole synthetic scene (triangle + approach trajectory) at the
triangle's centroid.
2. `CellTransit.BuildShadowCellSet`'s outdoor flood
(`CellTransit.AddAllOutsideCells`) treats world position as
landblock-local (an anchor-frame convention shared with
`Ts4SteepRoofWedgeCaptureTests`/`DoorBugTrajectoryReplayTests`, active
whenever `CellGraph.TryGetTerrainOrigin` has no real terrain to
consult). The real-world coordinates (X≈256) are outside the valid
`[0,192)` per-landblock range even after centroid re-anchoring picked a
bad cell id — still zero collisions.
3. `LandDefs.AdjustToOutside` (inside the flood) **silently re-derives**
the actual `(lx,ly)` grid cell from the sphere's real position and
corrects a mismatched seed rather than honoring the literal
`seedCellId` passed to `Register` — an arbitrary chosen cell id
(`0x00000011`) registered successfully (`TotalRegistered=1`) but
`GetObjectsInCell(0x00000011)` came back empty; the entity had actually
landed in cell `0x00000001` (the canonical grid-(0,0) cell, matching
the re-anchored centroid). Switching the harness's cell id to
`0x00000001` fixed it.
These are documented in the test file's code comments in case another
harness hits the same three traps.
## 3. A/B outcomes
### (i) HEAD vs (ii) S1-reverted
The S1 revert (`BSPQuery.cs`'s `hasSphere1` branch restored to the
pre-`db2889af` steepness-gated dual path, mirroring the still-current
`sphere0` branch — applied locally, verified `git diff --stat` clean
before and after, never committed) produced **byte-identical output** to
HEAD for the full 80-tick replay: same landing tick (19), same clean
44-tick glide (ticks 2062, `adv=0.5149` every tick, `cnv=false`), same
freeze at tick 63 (`adv=0.0000` for 16+ consecutive ticks, capped by the
harness's tick budget — it would continue indefinitely), same recorded
`collisionNormal=(-0.958,0.128,0.256)` from that point on.
**Why they're identical — confirmed by diagnostic instrumentation**
(`PhysicsDiagnostics.ProbeIndoorBspEnabled`/`ProbeBuildingEnabled`, the
`[path-dispatch]`/`[path5-diag]` probes `db2889af` itself added): across
the entire 80-tick replay, **`hit1=True` never appears once.** The two
`[path-dispatch] ... collide=True ... contact=False ...` lines (Path 6
firing during the airborne approach) are followed by
`insertType=Placement` (Phase 3's walkable-landing retry succeeding) —
this is the STILL-UNCHANGED `sphere0` (foot) branch's graceful
`SetCollide`→`Adjusted`→Phase-3-Placement chain, not the `hasSphere1`
branch S1 touched. Once grounded, every subsequent Path-5 dispatch reports
`hit0=False hitPoly0=False` then `hit1=False hitPoly1=False` — a genuinely
clean glide with no collision at all, which is why the S1 edit (which only
fires inside `if (hit1 || hitPoly1 is not null)`) never executes for this
trajectory. **S1's site is provably unreached by the real mined
trajectory that produced the freeze.** Reverting code that never runs
cannot change the outcome — this is not a coincidence, it's the direct
mechanical explanation.
### (iii) S2 toggle
**Not run as a harness A/B — proven inert by static analysis instead.**
`grep -rn "\.calc_friction(" src/` returns **zero production call sites** —
the only callers of `PhysicsBody.calc_friction` in the entire repository
are its own unit tests (`tests/AcDream.Core.Tests/Physics/PhysicsBodyTests.cs`).
`PlayerMovementController.cs` mentions it only in a code comment
(line ~2021, "friction next frame") — it is never invoked. Neither
`ResolveWithTransition` nor `PlayerMovementController`'s tick loop calls
`calc_friction` anywhere. **S2's threshold value (0.0 vs 0.25) cannot
affect any live or replayed behavior, full stop** — there is no toggle to
run because there is no live code path to toggle.
### (iv) Both reverted
Follows immediately from (ii) and (iii): with S1 reverted producing
byte-identical output to HEAD, and S2 provably inert, the "both" variant
is mathematically identical to (ii), which is identical to (i). No
separate run was needed.
### A/B summary table
| Variant | Landing tick | Clean glide (ticks 20-62) | Freeze at tick 63+ | Notes |
|---|---|---|---|---|
| (i) HEAD | 19 | yes, `adv=0.5149`/tick | yes, frozen forever | `hit1` never true |
| (ii) S1 reverted | 19 (identical) | yes (identical) | yes (identical) | S1's branch unreached |
| (iii) S2 toggle | n/a | n/a | n/a | dead code, no call sites |
| (iv) both | 19 (identical) | yes (identical) | yes (identical) | follows from (ii)+(iii) |
## 4. The actual mechanism (found by hand-tracing the live capture against `PlayerMovementController.cs`, independently confirming it explains BOTH mined freeze events exactly)
Neither S1 nor S2 touch velocity. The full-zero-in-one-tick signature
(§1.2) is produced by two pre-existing, Campaign-P-independent pieces
working in sequence:
1. **The landing tick** (`PlayerMovementController.cs`, the
`if (resolveResult.IsOnGround && _body.Velocity.Z <= 0f)` block):
Contact+OnWalkable are set, and — because `Velocity.Z < 0` — ONLY the
Z component is hand-zeroed: velocity becomes `(11.15, 14.13, 0)`.
`PhysicsObjUpdate.HandleAllCollisions` then runs with `shouldReflect =
true` (the mover was airborne the frame before: `prevOnWalkable=false`
makes `shouldReflect` unconditionally true regardless of the new
grounded state — see `PhysicsObjUpdate.cs:163-164`). But
`dot(velocity, collisionNormal) = dot((11.15,14.13,0),
(0.286,0.429,0.857)) +9.25` — POSITIVE (moving away from, not into,
the surface, because the Z component that would have made it negative
was just zeroed) — so the `if (dot < 0f)` reflection guard
(`PhysicsObjUpdate.cs:177`) never fires. Velocity survives this tick as
`(11.15, 14.13, 0)`.
2. **The very next tick** (`PlayerMovementController.cs:1868-1882`, added
2026-07-20 by `f961d700`, "port retail complete object frame
pipeline" — R6, well before Campaign P):
```csharp
if (_body.OnWalkable)
{
float savedWorldVz = _body.Velocity.Z;
if (hasAnimationRootMotion)
{
_body.Velocity = new Vector3(0f, 0f, savedWorldVz);
}
...
}
```
`OnWalkable` is now true (set last tick), so this runs UNCONDITIONALLY,
EVERY tick, for as long as the mover stays grounded: it zeros
`Velocity.X/Y` to exactly zero (`savedWorldVz` is already 0 from step
1), replacing physics-integrated horizontal velocity with
animation-root-motion-driven displacement (`pmDelta.Origin`, populated
from `_advanceAnimationRootMotion`, which only produces nonzero
displacement when a movement key is actually held). **With no key held
at the instant of landing, `pmDelta.Origin` stays `Vector3.Zero` forever,
and the mover never advances again.** This reproduces `bodyBefore.velocity
= (0,0,0)` at record 3434 exactly, and the permanent freeze that follows.
This is the R6 "local player animation-owned grounded movement"
architecture: once grounded, walking is driven entirely by held-input +
animation root motion, not by integrating `Velocity`. It has been in
place since 2026-07-20 — **ten days before Campaign P and the TS-4
removal/revert (2026-07-29/30)** — and is explicitly a frozen-phase
architecture per the milestones doc (R6 shipped; the freeze list bars
rework without a dedicated brainstorm). It is retail-DIVERGENT in one
specific way that matters here: retail does not need a held key to carry
residual momentum across a landing — a fast fall onto a walkable-but-
sloped surface should glide/sled per `docs/ISSUES.md` #166 ("Slope-landing
glide + bounce absent... acdream lands clean and dead"), which is filed,
open, and explicitly OUT OF SCOPE for this pass (the `Sledding`
`PhysicsStateFlags` bit that would let `calc_friction`'s Sledding-gated
overrides engage is never set anywhere in the codebase — a separate,
already-tracked gap).
`git log --oneline -3 -- src/AcDream.Core/Physics/PhysicsObjUpdate.cs`
confirms `HandleAllCollisions` itself was also last touched by an
unrelated water fix (AP-10, `cc8d57a2`) — Campaign P did not modify it
either.
## 5. Re-reading the oracle plan's S1 claim against the mined evidence
The task asked specifically: if S1's port is faithful but its SCOPE is
wrong, say exactly that. Re-checked against
`docs/research/2026-07-30-ts4-116-oracle-plan.md` §2.3-§2.4 and §3, plus
this pass's own finding:
- **S1's port IS faithful in isolation.** Its cited sources
(`acclient_2013_pseudo_c.txt:323824-323834`, ACE `BSPTree.cs:221-230`)
are an exact structural match — not a BN misdecompile, not a citation
error. This was independently re-verified by reading the current
`BSPQuery.cs:2259-2302` against the same two sources again this pass; no
discrepancy found.
- **S1's scope is narrower than any symptom this pass could reproduce —
not wider.** The oracle plan's own Addendum 2 (§"implementation
session") already found this exact pattern once, for the door
tick-22760 capture: the hypothesis assumed the "not-yet-in-Contact"
branch would fire, but the mover was actually GROUNDED (`Contact` set),
so dispatch went to Path 5 instead and S1's site was never reached. This
pass finds the SAME pattern a second, independent time, for a
DIFFERENT capture (a genuine airborne fall, not a grounded door-push):
the foot sphere (`sphere0`) reaches the rising/sloped polygon at the
same moment as or before the head sphere, so the `if (hit0 ||
hitPoly0 is not null)` branch above `hasSphere1`'s check fires first and
RETURNS before `hasSphere1`'s block is ever entered
(`BSPQuery.cs:2188` gates the whole `hasSphere1` block behind falling
through that first `if`). `hit1=True` never appears once across the
entire 80-tick replay, confirming this mechanically, not just by
inference.
- **Two independent capture families (a grounded door-push, and now an
airborne fall-and-land) both show S1's site going unreached.** This
strongly suggests S1's real-world reach is much narrower than its
authors worried — for it to matter, a trajectory would need the FOOT
sphere to stay clear while the HEAD sphere alone grazes a polygon
during an airborne (not-yet-grounded) frame — e.g. jumping up under an
overhang, or clipping a roof's underside while airborne with the feet
still below the eave line. **Neither of #265's two concrete mined
freeze events is that geometry.** S1 remains a real, citable, retail-
faithful port-accuracy improvement and should NOT be reverted on this
evidence (it fixes a genuine, if narrow, divergence for whenever its
exact geometry does occur) — but it is not implicated in the symptoms
#265 was filed against.
## 6. Named culprit
**Neither S1 nor S2. This is S3 — but not a NEW regression: it is the
pre-existing, frozen-phase R6 "grounded movement is animation-root-motion-
owned" architecture (`PlayerMovementController.cs:1868-1882`, landed
2026-07-20 via `f961d700`, ten days before Campaign P), which
unconditionally zeros the mover's horizontal `Velocity` every tick once
`OnWalkable` is true, with no gate on approach speed, surface steepness,
or how the mover became grounded.** It was mechanically traced, tick by
tick, against BOTH of #265's concrete mined freeze events and reproduces
the observed `(0,0,0)` velocity and permanent position-freeze exactly.
This explains symptom (b) (roof slides don't continue — there is no
"continue," walking requires a held key that landing doesn't supply) and
symptom (c) (stuck at the landing spot indefinitely) completely, for both
mined events. It does **not**, by itself, explain symptom (a) (the
"bounce" on jumping into an uphill slope) — that is a property of
`PhysicsObjUpdate.HandleAllCollisions`'s elastic reflection (`shouldReflect
= true` whenever the mover was NOT already on walkable ground before AND
after the resolve — `PhysicsObjUpdate.cs:163-164`), which is ALSO
pre-existing (from the #182 rebuild, well before Campaign P) and fires for
ANY valid `CollisionNormal` reported while airborne, regardless of which
BSPQuery branch produced it. This pass did not find or replay a concrete
"bounce" event in the captures (the closest analogue — the tick-63
edge-freeze in the replay harness — shows a suspicious secondary normal,
`(-0.958,0.128,0.256)`, unrelated to the registered polygon's own plane
normal, with Path-5 diagnostics showing no fresh BSP hit during the frozen
ticks; this smells like stale `ContactPlane`/`CollisionNormal` persistence
at a polygon boundary rather than a fresh reflection, and — like the S1
revert — was unaffected by reverting S1. It is flagged as a genuine open
question, not resolved this pass, and may be an artifact of this
harness's single small (24-unit) synthetic triangle rather than a general
production bug; a real roof's continuous mesh would not present a "run off
the edge of a 24-unit patch" boundary at all. See §7).
## 7. What's still open (do not guess, per CLAUDE.md)
1. **Why does the user perceive this as a NEW regression coinciding with
Campaign P**, if the freeze mechanism (§4) predates it by ten days and
is unaffected by S1/S2? Two honest hypotheses, neither confirmed:
(a) the roof-jump/fall scenario was specifically exercised for the
FIRST time as part of the Campaign P visual matrix (scenarios 4/5),
surfacing a pre-existing bug rather than a new one; (b) a genuinely
separate, not-yet-isolated interaction exists. Resolving this needs
either a live retail-vs-acdream side-by-side of the EXACT same
fall-and-land-with-no-input scenario pre-Campaign-P (to confirm the
freeze is not new), or a fresh capture of the user's ACTUAL "roof
slide" repro (holding a movement key throughout, not a passive fall) to
see whether the animation-root-motion path (which DOES produce
displacement while a key is held) also fails.
2. **The tick-63 edge freeze** in this pass's own harness (§6, closing
parenthetical) — a `CollisionNormal` unrelated to the registered
polygon's plane, reported while Path-5 diagnostics show no fresh hit.
Candidate next step: extend the harness's synthetic roof to several
contiguous polygons (removing the small-triangle-edge artifact) and
re-run; if the freeze persists on a much larger interior region, it is
a real, separate, third mechanism worth its own root-cause pass
(possibly `SpherePath.PrecipiceSlide`'s edge-crossing test, or stale
`LastKnownContactPlane` persistence — NOT yet confirmed, do not guess
further).
3. **Symptom (a)'s bounce** was analyzed only by static code reading
(`HandleAllCollisions`'s reflection math), not independently reproduced
against a live-captured bounce event — none of the 38
`collisionNormalValid=true` records in session2 showed the "airborne,
then a large upward `Velocity.Z` jump next tick" signature this pass's
Signature-A scanner looked for. A fresh capture specifically of a
jump-into-an-upward-slope repro (ideally with `ACDREAM_PROBE_RESOLVE=1`
or `ACDREAM_CAPTURE_RESOLVE` active for the WHOLE approach, not just
the moment of impact) would let Signature A actually fire and give a
concrete oracle the way records 3433/3434 did for the freeze.
## 8. Recommended fix direction
**Do not touch S1** (`BSPQuery.cs`'s `hasSphere1` branch) — it is a real,
narrow, retail-faithful improvement unrelated to #265's two concrete mined
events; reverting it would only reopen the #116 shape-1 door-collision gap
it was written to close, for zero benefit here.
**Do not spend further effort on S2** (`calc_friction`'s threshold) until
it is actually wired into a live code path — right now changing it changes
nothing observable, in either direction. If/when `calc_friction` IS wired
into `PlayerMovementController` (a legitimate future piece of closing #166,
the downhill-sled issue), the 0.25 threshold becomes live and worth
re-testing at that point, not before.
**The real target is #166 + the grounded-movement architecture (§4/§6),
which is a frozen-phase design question, not a quick fix.** Per CLAUDE.md's
"the roadmap and the observed bug disagree → brainstorm before writing
code" rule, this needs `superpowers:brainstorming` before any
implementation: does acdream want a genuine physics-driven momentum carry
across a landing (porting the retail `Sledding` state + a real
`calc_friction` wiring), or a narrower "if IsOnGround at high incoming
speed, force a minimum coast distance regardless of held input" patch? The
former is retail-faithful and already has a filed target (#166); the
latter would be a new, unfiled design decision. Either way, this is
explicitly NOT an S1/S2 code change — it is new work against
`PlayerMovementController.cs`'s grounded-movement block and
`PhysicsBody.calc_friction`'s wiring, gated on a design conversation, not a
revert.
## 9. As-fixed addendum (2026-07-30, same day — implementation session)
The user chose the retail-faithful direction (§8's first option): port the
genuine physics-driven momentum carry, wiring `calc_friction` for real
rather than adding a narrower coast-distance patch. Implementation
landed the same day as this bisect.
### 9.1 The fix
Two changes, both minimal and at the exact commit points already
responsible for the adjacent state:
1. **`src/AcDream.Core/Physics/PhysicsEngine.cs`** — `body.GroundNormal`
(the vector `calc_friction` dots velocity against, per its own doc
comment "`angle = dot(velocity, contactPlane.N)`") had **zero
production writers anywhere** before this fix; it silently defaulted
to `Vector3.UnitZ` forever (`grep -rn "GroundNormal\s*=" src/` found
only the property's own default and calc_friction's internal reads/
writes). This is a SEPARATE gap from the one §4 found — even if
Velocity had survived the grounded-tick zero, friction would have
dotted it against a fake flat-ground normal on any real slope,
producing wrong physics. Fixed by syncing
`body.GroundNormal = ci.ContactPlane.Normal` (or
`ci.LastKnownContactPlane.Normal`) at the exact block
(`PhysicsEngine.cs` ~:1297-1320) that already publishes
`body.ContactPlane`/`ContactPlaneValid` after every resolve — Core-level,
so player, remote, ordinary, and projectile movers all get a real
slope normal for free (matching the task's "the mechanism is general"
requirement; the ordinary/remote physics updaters
(`RuntimeOrdinaryPhysicsUpdater.cs`, `RuntimeRemotePhysicsUpdater.cs`)
already compose root motion + `UpdatePhysicsInternal` cleanly, with no
destructive zero — this fix brings the player path in line with its
own siblings, not a novel invention).
2. **`src/AcDream.Runtime/Gameplay/PlayerMovementController.cs`** — the
grounded-tick block §4 identified (`if (_body.OnWalkable) { ... if
(hasAnimationRootMotion) _body.Velocity = new Vector3(0f, 0f,
savedWorldVz); ... }`) no longer reconstructs `Velocity` AT ALL for the
`hasAnimationRootMotion` case (production graphical local-player
path). The condition is now `if (_body.OnWalkable &&
!hasAnimationRootMotion)`, so ONLY the headless/test-controller
`get_state_velocity` fallback (unchanged) still writes velocity here.
Root motion continues to fully own commanded locomotion (walking
displacement still comes from `pmDelta.Origin`, never from
`Velocity`) — this does not reintroduce command- or packet-cadence-
derived grounded translation (the DO-NOT-RETRY rule in
`claude-memory/project_physics_collision_digest.md`); it only stops
DESTROYING whatever `Velocity` already holds. The existing
`preIntegratePos`/`postIntegratePos` bracketing (root-motion apply,
then `calc_acceleration()` + `UpdatePhysicsInternal(tickDt)`, then
`ResolveWithTransition(preIntegratePos, postIntegratePos, ...)`) was
ALREADY structurally correct for composing both channels — retail's
`CPhysicsObj::UpdatePositionInternal` composition model — so no
further restructuring was needed once the destructive zero was
removed.
### 9.2 Fixture results (freeze → slide, proven)
`Issue265SteepSlopeCaptureBisectTests.cs` gained a `ComposedTickSample`
harness (`ReplayRealRoofLandingComposed`) that mirrors
`PlayerMovementController.cs`'s per-tick composition line-for-line using
only Core types (`PhysicsBody`, `PhysicsObjUpdate.HandleAllCollisions`,
`PhysicsEngine`), parameterized by a
`preserveResidualVelocityOnGroundedTick` toggle representing the old vs.
new shape:
- **`ComposedRoofLanding_OldZeroingModel_ReproducesTheMinedFreeze`**
(toggle `false`): reproduces the exact mined signature — velocity forced
to `(0,0,0)` the tick after landing, frozen solid (`FrozenStreak` grows
unbounded) for the rest of the replay.
- **`ComposedRoofLanding_NewFix_VelocitySurvivesAndPositionKeepsAdvancing`**
(toggle `true`): the SAME captured landing (velocity `(11.15, 14.13,
-23.14)` onto the real `(2,3,6)/7` roof normal) now survives the Z-only
hand-zero with its full horizontal speed, and the position advances
every single tick (`adv=0.5149` per tick, `onWalk=true`, `frozen=0`)
for the entire post-landing window — a genuine sustained glide, not a
freeze. (The original small real-captured triangle had to be enlarged
6x about its centroid — same plane, same normal, same landing point/tick,
see `MakeRoofEngine`'s new `scale` parameter — because the real glide
travels ~50 m over the test window and would otherwise run off the
tiny real triangle's edge into the SEPARATE small-triangle-boundary
artifact §7 item 2 already flagged; that artifact is confirmed
real and unrelated to this fix, see §9.4.)
- **`ComposedRoofLanding_NewFix_SyntheticGrazingApproach_DecaysViaCalcFriction`**:
a synthetic variant (same roof polygon, a deliberately different
approach velocity chosen so `dot(velocity, GroundNormal) < 0.25` after
landing) proves genuine exponential decay: speed at landing ≈ 6.0 m/s
decays tick-by-tick down to the `SmallVelocitySquared` hard-zero floor
by roughly tick 33 after landing — retail's `calc_friction` formula
working exactly as ported.
**Important nuance:** the REAL captured landing (record 3433's velocity
and normal) happens to fall in retail's "moving away fast enough, no
friction" band (`dot(velocity, GroundNormal) +9.25 0.25`) — so it
glides at CONSTANT velocity across the roof rather than visibly decaying.
This is not a bug; retail's own `calc_friction` early-returns in exactly
this case (the velocity's horizontal projection points "downhill," same
direction as the normal's horizontal projection — see the derivation in
§9.3). The task's framing ("decays over subsequent ticks") is
demonstrated by the separate synthetic case above, which deliberately
selects a velocity/normal pairing where retail's own formula calls for
decay; the real mined case demonstrates the OTHER correct retail outcome
(sustained glide) for its own geometry. Both are "survives and slides,"
never "freezes" — the actual acceptance bar.
### 9.3 Downhill direction derivation (for the synthetic decay case)
For a planar triangle with outward normal N and any point P on the
plane, `dot(N, P - centroid) = 0` (coplanarity). For a slope where Z
increases as you move "uphill," the outward normal's horizontal
projection points toward LOWER Z (downhill) — e.g. plane `z = m·x`
(uphill as x increases) has normal ` (-m, 0, 1)`, whose horizontal
component `-m` points toward decreasing x (downhill). The real captured
roof normal `(0.2857, 0.4286, 0.8571)` has horizontal projection
`(0.2857, 0.4286)` pointing downhill; the captured velocity's horizontal
component `(11.15, 14.13)` points in nearly the same direction (both
positive, roughly proportional) — i.e. the mover is genuinely sliding
DOWN and AWAY from the impact point, which is exactly why
`dot(velocity, normal)` comes out strongly positive and friction
correctly declines to engage.
### 9.4 Runtime-level regression tests + a second, unrelated mechanism found
`tests/AcDream.Runtime.Tests/Gameplay/PlayerMovementControllerTests.cs`
gained two tests exercising the REAL `PlayerMovementController` (not just
the Core-level model):
- **`Update_AnimationRootMotion_WalkSpeedUnaffectedByResidualVelocityFix`**:
ordinary root-motion walking (no fall/collision in flight) advances by
exactly the authored per-tick delta for 30 ticks and `BodyVelocity`
stays exactly zero throughout — confirming the fix is a complete no-op
for the common "just walking around" case, pinning the L.3c hazard
(`claude-memory/project_physics_collision_digest.md`'s DO-NOT-RETRY
table) at the Runtime level in addition to the existing
`GroundedRootMotion_FrictionThreshold_DoesNotHammerLocomotionTests`
Core-level pin (unmodified, still green).
- **`Update_RunningJumpLandsOnFlatGround_ResidualVelocitySurvivesAndDecays_NotFrozen`**:
a real charged running jump (forward + jump, full production dispatch)
lands on flat ground and its residual horizontal speed survives the
first post-landing tick, then measurably decays (flat ground:
`dot(velocity, (0,0,1)) 0 < 0.25`, so friction DOES engage here,
unlike the real roof capture above).
**Building this test surfaced a second, genuinely separate,
already-registered mechanism** (temporary `Console.WriteLine`
instrumentation was added and fully removed per CLAUDE.md's diagnostic-
logging discipline): `MotionInterpreter.LeaveGround()`
(`CMotionInterp::LeaveGround` 0x00528b00, R3-W4/J7/J8, unrelated to
#265/#166) recomputes and OVERWRITES `PhysicsObj.Velocity` from
`GetLeaveGroundVelocity()` on the grounded→airborne edge, using whatever
forward command is interpreted AT THAT EXACT TICK — a real, intentional,
already-ported retail behavior. Releasing the forward key in the SAME
tick this edge fires (an early test-construction mistake, not a
production concern) clobbers the just-launched velocity. Separately,
`MotionInterpreter.ApplyCurrentMovementInterpreted`'s AP-77
"animation-less/headless movement fallback" (register row AP-77,
already correctly scoped: "When `MotionInterpreter.DefaultSink` or the
local PartArray callback is absent...") ALSO rewrites grounded velocity
from `get_state_velocity()` on every `HitGround`/`LeaveGround` re-apply
when no `DefaultSink` is wired — which is exactly the state of a
`PlayerMovementController` built directly in a unit test without wiring
one. Production (`GameWindow`) always wires a real `DefaultSink`, so
neither mechanism is live there; the fixed test (1) holds Forward for one
extra tick so `LeaveGround`'s one-time recompute captures the real
launch velocity before releasing it, and (2) wires a minimal
`FakeAnimationDispatchSink` as `controller.Motion.DefaultSink` so
`ApplyCurrentMovementInterpreted` takes its real dispatch branch instead
of the AP-77 fallback — making the test representative of the production
graphical path rather than the headless one. **Neither mechanism
required any production code change or register update** — AP-77's row
already accurately describes its scope, and `LeaveGround`'s behavior is
intentional retail-ported behavior, not a bug this task touches.
### 9.5 Symptom (a), the uphill bounce — confirmed separate, unaffected
Re-derived `PhysicsObjUpdate.HandleAllCollisions`'s `shouldReflect` gate
byte-for-byte against the raw retail decomp
(`acclient_2013_pseudo_c.txt:282647-282760`,
`CPhysicsObj::handle_all_collisions`) this session:
`var_10_1` (== `shouldReflect`) ends up `!(arg4 && (transient_state & 2)
!= 0 && !sledding)` where `arg4` is `prevContact`/`prevOnWalkable`
captured at `SetPositionInternal` entry (before this call's own commits)
and `transient_state & 2` is read live inside `handle_all_collisions`
itself — i.e. AFTER `set_on_walkable` has already committed the
DESTINATION's OnWalkable bit. This is **exactly** `PhysicsObjUpdate.
HandleAllCollisions`'s existing `shouldReflect = !(prevOnWalkable &&
nowOnWalkable && !sledding)` — a byte-exact port, not a translation bug.
For ANY fresh landing from airborne (`prevOnWalkable=false`), retail
itself reflects whenever the collision normal shows "moving into the
surface" (`dot < 0`), REGARDLESS of whether the destination is walkable.
This is the SAME mechanism AD-25 closed (2026-07-30, Campaign P Slice
P3, docs/ISSUES.md #166) for both local and remote movers — confirmed
pre-existing and out of scope for this task, matching CLAUDE.md's "do
not fix code that matches retail" rule.
`UphillLanding_Synthetic_ReflectionDecisionUnaffectedByResidualVelocityFix`
(`Issue265SteepSlopeCaptureBisectTests.cs`) constructs a synthetic
30°-uphill walkable slope, a falling-forward approach with `dot(velocity,
normal) < 0` by construction, and runs `HandleAllCollisions` with and
without the residual-velocity-preserving toggle applied AFTERWARD. The
reflection decision (and its resulting velocity) is identical either way
— proving the #265/#166 fix is orthogonal to whatever
`HandleAllCollisions` decides, not a cause of or a fix for the bounce.
The test's own log line documents the specific synthetic case DOES
reflect (`Vz` goes from `0` to `+2.27` on this exact input), consistent
with retail's byte-exact algorithm — evidence for a future dedicated pass
if the user's live repro still shows an unwanted bounce, not a verdict
this task renders.
### 9.6 Test/file summary
- `src/AcDream.Core/Physics/PhysicsEngine.cs` — `GroundNormal` sync.
- `src/AcDream.Runtime/Gameplay/PlayerMovementController.cs` — grounded
block no longer zeros `Velocity` for the animation-root-motion case.
- `tests/AcDream.Core.Tests/Physics/Issue265SteepSlopeCaptureBisectTests.cs` —
`MakeRoofEngine`'s new `scale` parameter, `ComposedTickSample` +
`ReplayRealRoofLandingComposed`, and four new `[Fact]`s (old-model
freeze pin, new-fix slide proof, synthetic decay proof, uphill-bounce
orthogonality proof).
- `tests/AcDream.Runtime.Tests/Gameplay/PlayerMovementControllerTests.cs` —
`FakeAnimationDispatchSink` + two new `[Fact]`s (walk-speed no-op pin,
real running-jump landing survival+decay pin).
- `docs/ISSUES.md` — #265 and #166 updated (fix implemented, closure
pends the user's visual-gate acceptance).
- `docs/architecture/retail-divergence-register.md` — AP-7's retirement
note corrected (the 0.25f threshold port was always right; it had
nothing real to operate on until this fix closed both the grounded-
velocity-zero and the `GroundNormal`-wiring gaps). No new row filed —
this change ports retail's mechanism faithfully; it does not introduce
a new deviation.
### 9.7 Verification
`dotnet test` (Release): 4074 Core tests / 2 skips, 434 Runtime tests / 0
skips, 3971 App tests / 3 skips all green, no regressions. Complete
solution suite (9 projects): 9993 total, 9988 passed, 5 skipped, 0
failed.