Retail jump landings BOUNCE: the floor touch records both a contact plane (grounding) AND a collision normal (collided_with_environment), and handle_all_collisions reflects the unmodified impact velocity off it at 5% elasticity (v += -(v.n)(elasticity+1).n, DEFAULT_ELASTICITY 0.05 @0x007c6a7c). Our transition already recorded both facts; the bounce was suppressed by the AD-25 adaptation stack in the per-tick commit: a Velocity.Z<=0 landing gate (needed because the resolver glued ascending movers to the ground) plus a landing Velocity.Z=0 hand-zero whose stated purpose was making the reflect a no-op. Downhill glided instead of bouncing, flat-ground landings had no pop, and uphill jumps flapped between grounded/airborne against the animation machine. Three retail mechanisms replace the stack: - check_contact (0x0050f5b0) seeding in ResolveWithTransition: a body in CONTACT seeds the transition's contact only while v.contactPlane.N <= 0.0002; moving away seeds the last-known plane alone (get_object_info 0x00511cc0). Ascending jumps therefore run contact-free (ballistic, no glue) - the gate's reason-for-being is gone. The plane requirement is strict: Contact-without-plane is unrepresentable in retail. - SetPositionInternal-shaped commit (0x00515330, byte-read end-to-end, velocity-sign-FREE): contact purely from the transition's contact plane, HitGround on the airborne->walkable edge, HandleAllCollisions with unmodified impact velocity. Whole commit gated on Ok && candidateMoved (retail pc:283657 skips SetPositionInternal entirely when the candidate did not move) - a standing body's contact state is never re-derived, which is what keeps rest bit-stable (AD-41 updated). - Byte decodes: gate override state&0x800000=Sledding, zero branch state&0x20000=Inelastic, reflect strictly dot<0 - our port already had all three correct. Settle: real landings (>=0.25 m/s) bounce and decay geometrically; smaller impacts are consumed by retail's unconditional small-velocity zero, so standing never micro-bounces. Re-baselines documented in place: landing-survival pin measures decay post-settle; LiveCompare_Tick0/376 pin the new IsOnGround=false on zero-move ticks (captured true was the retired seed echo; tick 376's captured body carries an 11.8 m/s grounded velocity from the deleted get_state_velocity-overwrite era); de-overlap fixture now carries the plane real grounded bodies always have. New pins: LandingBounceSeedingTests (ascent no-seed, rest keeps contact, strict plane, slope 5% reversal + tangential preservation, Sledding override). Investigation + implementation record: docs/research/2026-07-30-landing-bounce-family.md. Complete Release suite: 10,031 passed / 5 skips / 0 failures. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
10 KiB
The landing bounce family — retail bounce vs ground vs slide (investigation, report-only)
Date: 2026-07-30 · Status: IMPLEMENTED (same day — see §Implementation) Symptoms (user, live gate): (1) downhill jumps glide instead of bouncing; (2) flat-ground jumps at speed/height don't bounce; (3) uphill jumps get stuck in weird animations, flapping and gliding. Speed (#266) and roof slide (#265's freeze) are fixed and unaffected.
The retail mechanism (decomp, read end-to-end this session)
Three functions compose the whole behavior:
1. The floor-touch dual record (plane handler, 0x0050d100-0x0050d30c)
Touching a floor plane records two independent facts:
if (step_down || !(state & CONTACT) || is_valid_walkable(plane))
set_contact_plane(plane) // grounding fact
if (!(state & CONTACT) && !step_down) {
set_collision_normal(plane.N); // collision fact
collided_with_environment = 1;
}
A landing (not already in contact, not a step-down probe) is BOTH a contact
AND an environment collision carrying the floor normal. Ordinary walking
(already in contact / step-down glue probes) records only the contact —
that is why walking never bounces.
acdream's transition already ports this faithfully
(TransitionTypes.cs:3410-3415 — !oi.Contact && !sp.StepDown →
SetCollisionNormal + CollidedWithEnvironment = true).
2. SetPositionInternal (0x00515330, read fully — VELOCITY-SIGN-FREE)
contact = collision_info.contact_plane_valid (no velocity test)
on_walkable = contact && contact_plane.N.z >= floor_z (set_on_walkable → HitGround/LeaveGround)
handle_all_collisions(collision_info, prevContact, prevOnWalkable) ← velocity UNMODIFIED
There is no Velocity.Z <= 0 landing gate and no velocity zeroing
anywhere in retail's commit. Contact is a per-frame fact from the
transition's contact plane; the bounce is the velocity reflect; they are
independent and coexist — you can be "landed" this frame AND carry
reflected +Z that lifts you off next frame. That IS the bounce chain.
(Our Core PhysicsObjUpdate.CommitSetPositionTransition is already a
faithful port of this function — used by teleport/remote placement, NOT by
the local player's per-tick path.)
3. handle_all_collisions (0x00514780) + elasticity
For fsf≤1, should-reflect (NOT(was-walkable AND still-walkable) or the
garbled state-flag override), valid collision normal, and v·n < 0:
v += -(v·n) · (elasticity + 1) · n // pc:282712
DEFAULT_ELASTICITY = 0.05 (byte constant @0x007c6a7c; ctor writes at
0x005124d3/0x0051d537; set_elasticity clamps to [0, 0.1]). So every
landing reverses 5% of the impact's normal component and keeps the full
tangential component:
- Flat ground at speed/height: v=(6,0,−7) → v'=(6,0,+0.35) — forward carry plus a visible pop at speed. Symptom (2).
- Downhill: reflect is off the SLOPE normal — each contact pops the body off-slope while tangential speed persists → contact/airborne chain = the characteristic downhill bounce. Symptom (1).
- Uphill: the reflect kills the into-slope component at impact, contact stands, HitGround fires once, land animation plays. Symptom (3)'s clean retail counterpart.
Why acdream glides/flaps instead (the adaptation stack)
PlayerMovementController.cs:2032-2079 (the per-tick commit) replaces
retail's SetPositionInternal with a hand-rolled block:
- AD-25 landing gate:
if (resolveResult.IsOnGround && Velocity.Z <= 0)— needed because our resolver reports IsOnGround even during an UPWARD jump (it always step-downs). Retail has no such gate: an ascending mover simply finds no contact plane (it moves away from it; the touch test fails), so contact clears naturally. - The bounce killer:
if (Velocity.Z < 0) Velocity.Z = 0on landing, whose comment says its purpose plainly: "makes handle_all_collisions' landing reflect a no-op — dot(v,n)=0." This retired the old "micro-bounce death spiral" — but that spiral was caused by our OWN gate (reflected +Z defeating theVelocity.Z<=0landing test), not by the reflect being wrong. The workaround deleted retail's legitimate bounce. - With the reflect suppressed, the new #265 residual-velocity fix correctly preserves landing momentum — which now SLIDES via calc_friction instead of bouncing. Hence "I glide but that's incorrect."
- Uphill flap: during the up-leg our resolver glues to the slope (IsOnGround true) while the gate refuses to ground (v.z > 0) → Contact/OnWalkable and HitGround/LeaveGround edges cycle against the animation state machine → "weird animations, flapping and gliding."
Hypotheses (ranked)
- H1 (root, high confidence — every link read this session): the
AD-25 landing gate + Velocity.Z hand-zero must be REPLACED by retail's
SetPositionInternal semantics, which requires first fixing the underlying
resolver divergence: the transition must not produce a contact plane
for a mover ascending away from the ground (retail's step-down/touch
conditions do this naturally; ours "always step-downs"). With that fixed,
route the per-tick commit through the already-ported
CommitSetPositionTransitionand delete the hand-rolled block — reflect, contact, HitGround/LeaveGround, and land animation then compose exactly as retail.- Falsify by: cdb trace on retail (bp SetPositionInternal + handle_all_collisions, dump v before/after while jumping downhill) — expect unmodified impact v entering, 5% normal reversal exiting.
- H2 (contributing detail): the garbled
state & <mush>override in handle_all_collisions' gate (our port maps it to Sledding) and the0x20000Inelastic mapping need byte-decode confirmation before the rework — a wrong flag here changes when reflects fire while grounded. - H3 (animation-side residual): if flap persists after H1, the MotionInterp land/fall transition (LandJump vs falling-hold) has its own gate to audit — deferred until H1 is in.
What we've ruled out
- The transition's landing dual-record being missing — ours is faithful (TransitionTypes.cs:3410).
- HandleAllCollisions' reflect math/elasticity — ported correctly (PhysicsObjUpdate.cs:198, elasticity 0.05 default present).
- The #265 residual-velocity fix being wrong — it exposed the missing bounce; it didn't cause it.
Recommended next step
Approve H1 for implementation: (a) byte-decode the two garbled flags (H2)
first; (b) find + port retail's exact ascent/step-down gating in the
transition (the one remaining unread mechanism); (c) cut the per-tick commit
over to CommitSetPositionTransition; (d) re-run the roof/downhill/flat/
uphill matrix live. Optional pre-implementation confirmation: the H1 cdb
trace against live retail.
What this is NOT
Not a missing-elasticity port and not a missing collision-record — both exist and are faithful; the bounce is suppressed by our own landing-commit adaptation (AD-25 family), whose reason-for-being is the resolver's ascent-glue divergence.
Implementation (2026-07-30, user-approved)
All three retail mechanisms are now live; the AD-25 adaptation stack is deleted:
- check_contact seeding (
PhysicsEngine.ResolveWithTransition): a body in transient CONTACT seeds the transition's contact state ONLY whilev · contactPlane.N <= ε(0.0002 = PhysicsGlobals.EPSILON, retail 0x0050f5b0); a failing body seeds the last-known plane alone (retail get_object_info's init_last_known_contact_plane branch). The plane requirement is strict — Contact-without-plane is unrepresentable in retail. Body-less callers keep the legacy isOnGround seed (test rigs). - SetPositionInternal-shaped commit (
PlayerMovementController): theVelocity.Z <= 0landing gate and the landingVelocity.Z = 0hand-zero are DELETED. Contact commits purely fromresolveResult.InContact/OnWalkable, HitGround fires on the airborne→walkable edge, andHandleAllCollisionsruns with the UNMODIFIED impact velocity — the 5% elasticity reflect is live. The whole commit is gated onresolveResult.Ok && candidateMoved(retail runs SetPositionInternal only when the transition succeeded AND the candidate moved — pc:283657; AD-41's row updated accordingly). Zero-move frames leave contact state untouched (this is what keeps a standing body stable: a zero-move resolve cannot re-derive a plane because no sweep runs). - Byte decodes (this doc's H2): the handle_all_collisions gate override
is
state & 0x800000= Sledding; the zero branch isstate & 0x20000= Inelastic; the reflect fires strictly ondot < 0(test ah, 5; jp). Our port had all three correct already — no change.
Settle behavior: a real landing (|v| ≥ 0.25 m/s) bounces at 5% and the hop chain decays geometrically; sub-0.25 m/s impacts are consumed by retail's unconditional small-velocity zero (PhysicsBody.UpdatePhysicsInternal), so a standing body never micro-bounces. calc_acceleration turns gravity off for Contact+OnWalkable bodies, which is what makes rest bit-stable.
Test re-baselines (each documented in place): the landing-survival pin now
measures decay after the hop chain settles; LiveCompare_Tick0/376 pin the
new IsOnGround=false on their zero-move ticks (the captured true was the
retired seed echo — tick 376's captured body even carries an 11.8 m/s
grounded velocity from the deleted get_state_velocity-overwrite era);
RemoteDeOverlapMechanismTests.GroundedBody now carries the plane a real
grounded body always has (the big-creature 1.80 m expectation was calibrated
against the unrepresentable flags-without-plane fixture; production settles
at 1.58 m, unchanged before/after). New pins:
LandingBounceSeedingTests (ascent no-seed, rest keeps-contact, strict
plane, slope 5% reversal + tangential preservation, Sledding override).
Verification: complete Release suite 10,031 passed / 5 skips / 0 failures. Live gate (downhill bounce chain, flat-ground pop, uphill clean landing, roof slide intact, walking intact) pends the user's next session.