Closed: jump server packet (002), facing direction (003), run speed (004). New: collision penetration (005), corner stuck (006), missing trees (007). All collision bugs stem from static-overlap detection instead of swept-sphere — needs Transition restructure to use FindTimeOfCollision. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
67 lines
3 KiB
Markdown
67 lines
3 KiB
Markdown
# acdream — known bugs
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Track visual, gameplay, and protocol bugs here. Close by moving to
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the "Fixed" section with the commit hash that resolved it.
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---
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## Open
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### BUG-001: Wrong cloth textures on characters
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- **Observed:** 2026-04-13
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- **Description:** Character clothing renders with incorrect textures.
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ObjDesc Phase 5 (AnimPartChange + TextureChanges + SubPalettes) is
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shipped but something is off — either a texture-swap ordering issue,
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a missing remapping step, or a palette application bug.
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- **Repro:** Connect to ACE server, observe player character or NPCs.
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- **Likely area:** `WorldEntity` ObjDesc application, `TextureCache`,
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or the CreaturePalette pipeline in `InstancedMeshRenderer`.
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- **Phase:** Unassigned (investigate after rendering rebuild Step 5).
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### BUG-005: Collision penetration — body enters objects before blocking
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- **Observed:** 2026-04-14
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- **Description:** Player walks partway into boulders, trees, and walls
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before collision is detected. Root cause: static overlap detection
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instead of swept-sphere. Retail uses FindTimeOfCollision to compute
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the exact contact point BEFORE moving the sphere. Our system moves
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first, detects overlap, then tries to push out.
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- **Repro:** Walk into a boulder at any speed — body clips into it.
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- **Fix required:** Restructure Transition loop to compute collision
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time before advancing position. Use CollisionPrimitives.FindTimeOfCollision
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(already ported from FUN_00539BA0).
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- **Phase:** B.3 (collision completion)
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### BUG-006: Getting stuck at object corners and tight spaces
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- **Observed:** 2026-04-14
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- **Description:** Player gets permanently stuck when walking into
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building corners or between objects. The SlideSphere crease projection
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degenerates when two collision normals are nearly parallel or the
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sphere is already penetrating.
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- **Repro:** Run along a building wall and hit a corner.
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- **Fix required:** Pre-move collision prevents penetration (fixes
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BUG-005), which eliminates the degenerate crease case. Also need
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stuck detection + push-out as a safety valve.
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- **Phase:** B.3 (collision completion)
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### BUG-007: Some trees don't have collision
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- **Observed:** 2026-04-14
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- **Description:** Some scenery trees/objects pass through despite
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CylSphere collision being implemented. Likely missing CylSphere
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data in their Setup, or the Setup isn't cached in PhysicsDataCache.
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- **Repro:** Walk through certain trees near Holtburg.
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- **Phase:** B.3 (collision completion)
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---
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## Fixed
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### BUG-002: Jump not visible from retail client
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- **Fixed:** 5634e71 — Jump packet (opcode 0xF61B) now sent to server.
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### BUG-003: Facing direction mismatch with server
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- **Fixed:** 6523c71 — YawToAcQuaternion converts from our yaw convention
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to AC heading (0=West, 90=North) using holtburger's from_heading formula.
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### BUG-004: Run speed not verified working
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- **Fixed:** bb7eced — Server doesn't echo UpdateMotion to sender. Compute
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RunRate locally via PlayerWeenie.InqRunRate (Run skill 200 → 9.5 m/s).
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