Two more live findings from the user's verify pass (the walk-up itself
works since 24569fd2):
GLIDE (a retail player using an object slides to it with no legs):
remote PLAYERS' MoveToManagers were armed by mt-6 but never TICKED -
the V4 UseTime slot lived only in the NPC/legacy per-tick branch,
gated !IsPlayerGuid (inherited from the deleted RemoteMoveToDriver's
NPC-only scope). Retail's UpdateObjectInternal has no entity-class
fork. The P4 tracker feed + UseTime is extracted into a shared
TickRemoteMoveTo(rm) and now also runs in the grounded player-remote
pipeline (L.3 M2): the manager's dispatches produce the locomotion
cycle through the funnel sink (the legs) while position stays
queue-chased per the M2 spec - the same composition an NPC gets.
DOORS (used doors flip ETHEREAL but never animate; a door opened by a
retail client does not animate either): static animated objects never
receive an UpdatePosition, so they never got a RemoteMotion (created
only in the UP handler) - and since the L.2g S2b funnel cutover the
UM motion apply is rm-only (the old direct SetCycle became the
funnel), so their On/Off forward-commands were parsed and dropped.
Confirmed live: door UMs arriving with cmd=0x000B/0x000C while the
door sequencer stayed frozen. Fix: create the rm on first UM (the
retail one-pipeline-for-every-entity-class shape), with a
LastServerPosTime>0 gate keeping UP-less entities OUT of the
dead-reckoning tick block (it force-asserts ground contact and
ground-resolves the body - position machinery for entities the server
moves; a wall-mounted door must not be terrain-snapped). Their cycles
play via the sequencer's own TickAnimations advance.
Remote jump-landing pose (third user report) not addressed here -
instrumentation next if it survives this build's retest.
Full suite green: 3,958.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>