acdream/docs
Erik 012d5c7bf7 fix #173: remote jump arcs get the retail collision-velocity response
An observed character jumping into a dungeon ceiling hovered at the
roof until its ballistic arc decayed, landing visibly late (user
report, 0x0007). The remote DR tick sweeps collision (position pinned
at the ceiling — no clip-through) but retail's post-transition velocity
response, CPhysicsObj::handle_all_collisions (pc:282699-282715:
v -= (1+elasticity)*dot(v,n)*n), was only ported for the LOCAL player
(L.3a). The remote body kept its +Z launch velocity and re-integrated
it into the roof every tick — the position was clamped but the
timeline was pure ballistics.

Retail runs handle_all_collisions after every SetPositionInternal for
every physics object, remotes included. Mirror the local reflection
block in the remote sweep's post-resolve path: same formula, same
AD-25 airborne-before-AND-after suppression (corridor slides and
landings don't reflect; the landing snap's Velocity.Z <= 0 gate stays
intact), same Inelastic zero-out for future missiles. AD-25 register
row extended to cover both sites.

Suites green: Core 2533 / App 713 / UI 425 / Net 385.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 15:34:25 +02:00
..
architecture fix #173: remote jump arcs get the retail collision-velocity response 2026-07-05 15:34:25 +02:00
audit docs: update audit — Sprint 1 items verified (sequence counters + scenery LCG) 2026-04-13 13:51:39 +02:00
plans docs: R5 arc close-out — V5 facade shipped, arc DONE; M1.5 critical path next 2026-07-05 11:12:37 +02:00
research fix #172: port the retail CCylSphere collision family (platform step-up) 2026-07-05 14:52:28 +02:00
superpowers feat(L.2b): outbound movement wire parity — RawMotionState default-difference, JumpPack, contact byte 2026-06-30 22:30:01 +02:00
bugs.md docs: update bugs.md — close BUG-002/003/004, add BUG-005/006/007 2026-04-14 12:17:31 +02:00
ISSUES.md fix #173: remote jump arcs get the retail collision-velocity response 2026-07-05 15:34:25 +02:00