Visual verification of L.3.1-as-originally-scoped (commitae79e34throughe08accf) revealed that InterpolationManager corrections alone cannot produce smooth motion — retail also relies on animation root motion (the L.3.2 PositionManager work, originally deferred). The two halves are functionally inseparable. Spec changes: - L.3.1 sub-lane absorbs L.3.2's PositionManager - New section: PositionManager architecture (pure-function ComputeOffset returning Vector3 delta; combines body-local seqVel * dt rotated to world + InterpolationManager.AdjustOffset correction) - New section: IsGrounded plumbing through EntityPositionUpdate (the PositionFlags.IsGrounded=0x04 is already parsed; just expose it) - New section: retail-faithful jump pipeline (airborne → no-op per MoveOrTeleport's has_contact=0 semantics; landing detected via first IsGrounded=true UP after airborne) - Acceptance criteria updated for combined scope - Implementation order: 6 commits remaining (after the revert at1641d6e) - Stall-blip TAIL annotation (Task 0 resolution) folded in L.3.3 (MoveToManager) stays a separate sub-lane. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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Phase L.3 — Remote Entity Motion Conformance — Design Spec
Port retail's InterpolationManager + MoveOrTeleport routing into
acdream so remote players, creatures, and NPCs stop popping at every
server position update and instead glide smoothly between sparse
authoritative updates the way retail does.
Methodology: the named retail decomp at docs/research/named-retail/
is ground truth. Live cdb traces against retail acclient.exe v11.4186
have already resolved the open questions about constants and routing
polarity (see Research baseline below). ACE and holtburger are
secondary.
Problem Statement
Remote-entity motion in acdream is choppy. Compared with retail observers, our remote-rendered players, creatures, and NPCs:
- Pop visibly on every UpdatePosition (~1 Hz for players, ~5 Hz
for moving creatures). Each inbound 0xF748 hard-snaps
Body.PositionviaOnLivePositionUpdated(GameWindow.cs:3151), then the local client extrapolates forward viaapply_current_movement+ Euler integration until the next server update arrives. Direction error compounds during the gap because acdream's locally-computed velocity may diverge from the server's authoritative state. - Apply VectorUpdate.Omega = nothing.
0xF74Eis parsed but the body's omega field is never written, so jumping/turning observers show flat arcs instead of curved ones. - Run two parallel motion systems that fight each other.
RemoteMotion(inGameWindow.cs:224) carriesSnapResidualDecayRate+ a soft-snap residual blend that's an acdream-original heuristic. Retail does none of this; it has a single deterministic pipeline. - Server-controlled creature MoveTo is MVP.
RemoteMoveToDriveruses a fixed turn rate, no retracking, no sticky-to-target, no fail-distance progress — chasing creatures and patrol-walking NPCs look approximate.
Result: the world feels jittery; remote characters teleport-then-glide in place of moving smoothly; jumps look wrong from observers.
Research baseline
Resolved 2026-05-02 via cdb live-trace + named-decomp dive:
| Source | Path |
|---|---|
| Resolution doc (canonical answers) | docs/research/2026-05-02-remote-entity-motion/resolved-via-cdb.md |
| Original three agent reports (in worktrees) | adoring-torvalds-d796cf, sleepy-grothendieck-9d7483, gracious-wright-7af984 |
| cdb scripts + logs | interp_discovery.cdb/log, interp_constants.cdb/log, interp_const2.cdb/log, interp_trace.cdb/log (in worktree) |
Key facts established by that work:
- Retail does NOT velocity-dead-reckon walking remotes.
m_velocityVectorstays at zero; onlyset_local_velocity(called fromLeaveGround= outbound jump) andDoVectorUpdate(inbound 0xF74E) ever touch it. - All visible motion comes from
InterpolationManager::adjust_offsetwalking the body toward the head node of a FIFO position-waypoint queue at2 × motion_max_speed × dt. CPhysicsObj::MoveOrTeleportis the routing decision: stale-seq → ignore; teleport-seq newer or no-cell →SetPositionhard-snap; has_contact && distance ≤ 96 →InterpolateTo(queue); has_contact && distance > 96 →SetPositionSimpleslide-snap.
Constants (all confirmed by reading the binary's named constant addresses — not guesses):
| Constant | Value | Use |
|---|---|---|
MAX_PHYSICS_DISTANCE |
96 m | MoveOrTeleport router gate |
CREATURE_OUTSIDE_BLIP_DISTANCE |
100 m | InterpolateTo enqueue gate (outdoor) |
CREATURE_INSIDE_BLIP_DISTANCE |
20 m | InterpolateTo enqueue gate (indoor) |
MAX_INTERPOLATED_VELOCITY_MOD |
2.0 | adjust_offset catch-up gain × motion max |
MAX_INTERPOLATED_VELOCITY |
7.5 m/s | adjust_offset fallback when minterp unavailable |
MIN_DISTANCE_TO_REACH_POSITION |
0.20 m | per-5-frame stall progress threshold |
DESIRED_DISTANCE |
0.05 m | reach + duplicate-prune |
max_velocity |
50 m/s | set_velocity magnitude clamp |
| Queue cap | 20 | InterpolateTo |
| Stall window | 5 frames | adjust_offset periodic check |
| Stall fail trigger | 3 fails / 30 % progress | UseTime blip-to-tail |
Phase identity
Phase L.3 — Remote Entity Motion Conformance. Slots into the L = movement category alongside L.1 (animation) and L.2 (collision).
Scope revision 2026-05-02 (after Task 7 visual verification): L.3.1 was originally scoped as "InterpolationManager only", with L.3.2 ("PositionManager") deferred. Visual verification proved L.3.1 alone cannot produce smooth motion — retail combines animation root motion
- InterpolationManager corrections, and only the second half ships in L.3.1-as-originally-scoped. The two halves are functionally inseparable.
L.3.1 and L.3.2 are now combined into a single sub-lane ("L.3.1+L.3.2 combined"). L.3.3 remains a separate sub-lane.
| Sub-lane | Title | Ships |
|---|---|---|
| L.3.1 + L.3.2 combined | InterpolationManager + PositionManager + retail-faithful jump | (1) InterpolationManager (FIFO queue + AdjustOffset), (2) MotionInterpreter.GetMaxSpeed, (3) PositionManager class combining animation root motion + Interp correction per frame, (4) IsGrounded plumbed through EntityPositionUpdate, (5) OnLivePositionUpdated retail-faithful routing (airborne no-op + landing transition + grounded routing), (6) per-frame TickAnimations calls PositionManager.ComputeOffset + UpdatePhysicsInternal, (7) VectorUpdate.Omega application |
| L.3.3 | MoveToManager (server-controlled creature MoveTo) | Replaces RemoteMoveToDriver MVP with a faithful port: retracking, sticky-to-target, fail-distance progress checks, sphere-cylinder distance variants |
L.3.3 gets its own brainstorm + spec when L.3.1+L.3.2 ships. This document specifies L.3.1+L.3.2 in detail; L.3.3 is a sketch (above) so the phase shape is on record.
What changed since original spec
- L.3.2 PositionManager is now part of L.3.1, not a separate phase.
IsGroundedplumbing added — verified to already exist asPositionFlags.IsGrounded = 0x04inUpdatePosition.cs:48, parsed but not exposed throughEntityPositionUpdate. Now exposed.- Jump pipeline rewritten to match retail's
MoveOrTeleporthas_contact=false → no-op semantics. Local arc prediction (the source of the "endless jump" bug) eliminated. Server is authoritative; landing detected via the firstIsGrounded=trueUP after airborne. - Stall-blip → TAIL (resolved Task 0 via decomp dive of
acclient!InterpolationManager::UseTime@ 0x00555F20). - Reverted band-aid commits
5154a3e+f199a6a(commit1641d6e) before re-implementing properly.
L.3.1 architecture
New file — src/AcDream.Core/Physics/InterpolationManager.cs
Pure-data class. No game/window dependencies. Composed into
RemoteMotion (one instance per remote entity).
public sealed class InterpolationManager
{
// Public API
void Enqueue(Position target, float ownerHeading, bool isMovingTo);
Vector3 AdjustOffset(double dt, float maxSpeedFromMinterp); // returns body-space delta to add this frame
bool IsActive { get; } // queue non-empty
void Clear(); // StopInterpolating equivalent
// Internals
private readonly LinkedList<InterpolationNode> _queue; // cap 20
private int _failFrameCounter;
private float _failDistanceLastCheck;
private int _failCount;
// Constants (all from retail named symbols)
public const int QueueCap = 20;
public const float MaxInterpolatedVelocityMod = 2.0f;
public const float MaxInterpolatedVelocity = 7.5f;
public const float MinDistanceToReachPosition = 0.20f;
public const float DesiredDistance = 0.05f;
public const int StallCheckFrameInterval = 5;
public const float StallProgressMinFraction = 0.30f;
public const int StallFailCountForBlip = 3;
}
internal sealed class InterpolationNode
{
public Position Target;
public float Heading;
public bool IsHeadingValid;
}
AdjustOffset algorithm (mirrors acclient!InterpolationManager::adjust_offset):
1. If queue empty → return Vector3.Zero
2. headTarget = queue.First
3. dist = (headTarget.Position - currentBodyPosition).Magnitude
4. If dist < DesiredDistance:
queue.RemoveFirst(); return Vector3.Zero (NodeCompleted)
5. catchUpSpeed = clamp(maxSpeedFromMinterp * MaxInterpolatedVelocityMod,
floor=F_EPSILON,
else MaxInterpolatedVelocity fallback)
6. step = catchUpSpeed * dt (clamped to dist so we don't overshoot)
7. delta = (headTarget.Position - currentBodyPosition).Normalized * step
8. _failFrameCounter++; if (_failFrameCounter >= StallCheckFrameInterval):
progress = _failDistanceLastCheck - dist
if (progress < StallProgressMinFraction * (catchUpSpeed * dt * StallCheckFrameInterval)):
_failCount++
if _failCount > StallFailCountForBlip:
// blip: snap to TAIL (most recent server-sent waypoint) and clear queue.
// RESOLVED 2026-05-02 via decomp dive of acclient!InterpolationManager::
// UseTime @ 0x00555F20: lines 353273-353333 read this->position_queue.tail_,
// copy tail.Position into local var, call CPhysicsObj::SetPositionSimple
// on it, then StopInterpolating. Semantic: "warp to where the server
// LAST SAID you are", not "where you were trying to get to next."
tail = queue.Last
body.Position = tail.TargetPosition // SetPositionSimple equivalent
Clear()
return Vector3.Zero
else:
_failCount = 0
_failDistanceLastCheck = dist; _failFrameCounter = 0
9. return delta
Enqueue algorithm (mirrors acclient!CPhysicsObj::InterpolateTo):
1. If queue tail exists and Position.distance(target, tail.Target) < DesiredDistance:
// Duplicate-prune
return
2. If queue.Count >= QueueCap: queue.RemoveLast() (drop oldest)
3. node = new InterpolationNode { Target=target, Heading=ownerHeading, IsHeadingValid=isMovingTo }
4. queue.AddLast(node)
Modified — RemoteMotion (in GameWindow.cs:224)
Add: public InterpolationManager Interp { get; } = new();
Delete (in cleanup commit, after visual verification):
SnapResidualDecayRate constant + soft-snap residual fields
(_snapResidual*, etc).
Modified — OnLivePositionUpdated (GameWindow.cs:3151)
Replace the unconditional hard-snap with retail-faithful routing.
Wrap in ACDREAM_INTERP_MANAGER=1 env-var gate so we can toggle old
vs new during development.
void OnLivePositionUpdated(EntityPositionUpdate update)
{
var rm = GetOrCreateRemoteMotion(update.Guid);
if (Environment.GetEnvironmentVariable("ACDREAM_INTERP_MANAGER") == "1")
{
// Retail-faithful routing (CPhysicsObj::MoveOrTeleport).
// IsStaleSequence: wrap-aware uint16 compare on the four sequence
// counters (instance, position, teleport, force-position) the
// server stamps on every UpdatePosition. Wrap window = 0x7FFF.
// See acclient!CPhysicsObj::newer_event @ 0x00451B10.
if (IsStaleSequence(update, rm)) return;
if (update.TeleportSequenceNewer || rm.Body.NoCell)
{
rm.Body.Position = targetPosition; // SetPosition hard-snap
rm.Interp.Clear();
return;
}
if (!update.HasContact) return; // no-op
// Distance source: retail uses this->[+0x20] which is the entity's
// distance to the local player. acdream computes the equivalent on
// demand here — local player position is _playerController.Position.
float dist = Vector3.Distance(targetPosition, _playerController.Position);
if (dist > 96f) {
rm.Interp.Clear(); // StopInterpolating
rm.Body.Position = targetPosition; // SetPositionSimple slide-snap
} else {
// headingFromQuat: extract Z-axis heading from the wire quaternion.
// Use existing acdream Quat→Yaw helper (mirrors GameWindow's
// YawToAcQuaternion in reverse). isMovingTo gates whether the heading
// is preserved across InterpolateTo's "same target" path.
rm.Interp.Enqueue(targetPosition, headingFromQuat, isMovingTo: rm.IsMovingTo);
}
}
else
{
// Existing hard-snap path (unchanged) — kept until cleanup commit
rm.Body.Position = targetPosition;
rm.SnapResidualDecayRate = ...;
}
}
Modified — per-frame remote tick (OnLiveRemoteTick in GameWindow)
When flag on: ask the InterpolationManager for its catch-up offset and add it to the body's position. When flag off: existing apply_current_movement + Euler path.
if (Environment.GetEnvironmentVariable("ACDREAM_INTERP_MANAGER") == "1")
{
float maxSpeed = rm.Motion.GetMaxSpeed(); // see MotionInterpreter change below
Vector3 delta = rm.Interp.AdjustOffset(dt, maxSpeed);
rm.Body.Position += delta;
}
else
{
// Existing apply_current_movement + Euler (unchanged) — kept until cleanup commit
}
Modified — OnLiveVectorUpdated (GameWindow.cs:3064)
Apply update.Omega to the body. Currently parsed-but-ignored. ~3 lines:
if (update.Velocity is { } v) rm.Body.Velocity = v;
if (update.Omega is { } w) rm.Body.AngularVel = w; // NEW
Modified — MotionInterpreter
Add public float GetMaxSpeed() — port of retail
CMotionInterp::get_max_speed and get_adjusted_max_speed. Returns
the motion-table-derived max speed for the current InterpretedState.
Used by InterpolationManager via the caller (RemoteMotion's tick).
Public method, ~10 lines, no new file.
Cleanup commit (after visual verification)
One commit titled chore(motion): remove ACDREAM_INTERP_MANAGER flag + dead soft-snap path:
- Delete the
if/elseenv-var gate inOnLivePositionUpdatedandTickAnimationsper-frame remote tick. Keep only the new path. - Delete
RemoteMotion.SnapResidualDecayRatefield + soft-snap residual fields. - Delete the apply_current_movement + Euler dead-reckoning code in the per-frame remote tick (the OLD branch).
Net diff after cleanup: ~80 lines deletion, code shrinks.
L.3.2 architecture (PositionManager — combined into L.3.1)
New file — src/AcDream.Core/Physics/PositionManager.cs
Pure-data class, no game/window deps. Pure function: takes (animation
root motion + body orientation + InterpolationManager + maxSpeed) and
returns the per-frame world-space delta to add to body.Position.
Composed into RemoteMotion alongside the Interp field.
API:
public sealed class PositionManager
{
/// <summary>
/// Per-frame combiner: animation root motion + InterpolationManager
/// correction. Mirrors retail CPhysicsObj::UpdateObjectInternal
/// (acclient @ 0x00513730):
/// rootOffset = CPartArray::Update(dt) // animation
/// PositionManager::adjust_offset(rootOffset) // adds correction
/// frame.origin += rootOffset
/// </summary>
public Vector3 ComputeOffset(
double dt,
Vector3 currentBodyPosition,
Vector3 seqVel, // body-local velocity from active animation cycle
Quaternion ori, // body orientation (for local→world rotation)
InterpolationManager interp,
float maxSpeed)
{
// Step 1: animation root motion (body-local → world).
Vector3 rootMotionLocal = seqVel * (float)dt;
Vector3 rootMotionWorld = Vector3.Transform(rootMotionLocal, ori);
// Step 2: interpolation correction (world-space already).
Vector3 correction = interp.AdjustOffset(dt, currentBodyPosition, maxSpeed);
// Step 3: combined.
return rootMotionWorld + correction;
}
}
Composition
RemoteMotion (in GameWindow.cs:224) gains a second field:
public AcDream.Core.Physics.PositionManager Position { get; } =
new AcDream.Core.Physics.PositionManager();
(Already has public InterpolationManager Interp from Task 3.)
Per-frame TickAnimations (env-var-on branch)
if (Environment.GetEnvironmentVariable("ACDREAM_INTERP_MANAGER") == "1")
{
// Always-run-all-steps per retail UpdateObjectInternal (0x00513730).
Vector3 seqVel = ae.Sequencer?.CurrentVelocity ?? Vector3.Zero;
float maxSpeed = rm.Motion.GetMaxSpeed();
Vector3 offset = rm.Position.ComputeOffset(
dt, rm.Body.Position, seqVel, rm.Body.Orientation, rm.Interp, maxSpeed);
rm.Body.Position += offset;
rm.Body.UpdatePhysicsInternal(dt); // gravity for airborne; no-op for grounded
}
else { /* legacy path (kept until cleanup commit) */ }
Replaces the Task 5 commit's if (rm.Interp.IsActive) { ... AdjustOffset ... }
block. PositionManager calls AdjustOffset internally.
IsGrounded plumbing — EntityPositionUpdate
PositionFlags.IsGrounded = 0x04 is already parsed in
UpdatePosition.cs:48. Add a bool IsGrounded field to
EntityPositionUpdate record, populate at the parse site, consume in
OnLivePositionUpdated. ~3 lines.
Retail-faithful jump pipeline
Rewrites the OnLivePositionUpdated env-var-on branch to match retail
MoveOrTeleport (acclient @ 0x00516330) — has_contact=false → return:
if (Environment.GetEnvironmentVariable("ACDREAM_INTERP_MANAGER") == "1")
{
rmState.Body.Orientation = rot; // orientation always snaps
if (!update.IsGrounded) // airborne: no-op
return;
if (rmState.Airborne) // landing transition
{
rmState.Airborne = false;
rmState.Body.Velocity = Vector3.Zero;
rmState.Body.State &= ~PhysicsStateFlags.Gravity;
rmState.Body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
rmState.Interp.Clear();
rmState.Body.Position = worldPos; // hard-snap to landing
return;
}
// Grounded routing (CPhysicsObj::MoveOrTeleport):
const float MaxPhysicsDistance = 96f;
var localPlayerPos = _playerController?.Position ?? Vector3.Zero;
float dist = Vector3.Distance(worldPos, localPlayerPos);
if (dist > MaxPhysicsDistance)
{
rmState.Interp.Clear();
rmState.Body.Position = worldPos;
}
else
{
float headingFromQuat = ExtractYawFromQuaternion(rot);
rmState.Interp.Enqueue(worldPos, headingFromQuat, isMovingTo: false);
}
return;
}
OnLiveVectorUpdated is unchanged — already sets velocity, marks
airborne, enables Gravity, applies Omega (Task 6).
L.3.2 unit tests
New test file tests/AcDream.Core.Tests/Physics/PositionManagerTests.cs,
~6 tests against the pure ComputeOffset function:
| Test | Verifies |
|---|---|
ComputeOffset_StationaryRemote_BothSourcesZero_NoMotion |
seqVel=0, queue empty → returns Vector3.Zero |
ComputeOffset_AnimationOnly_Forward_BodyAdvances |
seqVel=(0,4,0), identity orientation → returns (0, 4*dt, 0) |
ComputeOffset_AnimationOnly_OrientedSouth_BodyMovesSouth |
seqVel=(0,4,0), orientation faces -Y → returns (0,-4*dt,0) |
ComputeOffset_InterpOnly_NoAnimation_BodyChasesQueue |
seqVel=0, queue active → returns Interp's delta |
ComputeOffset_BothActive_Combined |
both nonzero → returns sum |
ComputeOffset_LocalToWorldRotation_Yaw90 |
seqVel=(0,1,0), yaw=π/2 → returns (sin(π/2), cos(π/2)·1, 0) verifying rotation |
L.3.1 unit tests
New test file tests/AcDream.Core.Tests/Physics/InterpolationManagerTests.cs. ~10-15 tests covering pure-data behavior:
| Group | Tests |
|---|---|
| Queue mechanics | Enqueue_AddsNode; Enqueue_DropsOldestAtCap20; Enqueue_PrunesDuplicateWithinDesiredDistance; Clear_EmptiesQueue |
| AdjustOffset math | AdjustOffset_EmptyQueue_ReturnsZero; AdjustOffset_ReachesNodeWithinDesiredDistance_PopsHead; AdjustOffset_ClampedToCatchUpSpeed; AdjustOffset_FallbackSpeedWhenMinterpZero; AdjustOffset_OvershootProtection |
| Stall detection | AdjustOffset_StallCounterFiresEvery5Frames; AdjustOffset_NoProgressMarksFail; AdjustOffset_3FailsTriggersBlipToHead; AdjustOffset_GoodProgressResetsFailCount |
| Routing helpers | (in MoveOrTeleportRoutingTests.cs — separate file) Routing_StaleSequence_Skips; Routing_TeleportSeqNewer_HardSnaps; Routing_NoContact_NoOp; Routing_Within96_Enqueues; Routing_Beyond96_SlideSnaps |
All tests run against a stub Body and stub motion-max-speed value —
no game/window/loader needed.
Acceptance criteria
L.3.1+L.3.2 (combined) is shippable when:
dotnet buildgreen; existing 105 unit tests + 16 InterpolationManager + 5 GetMaxSpeed + ~6 PositionManager tests all pass.- Visual primary: parallel retail observer of
+Acdreamstanding still, walking, running, strafing, turning — all motion glides smoothly, no 1-Hz popping. (PositionManager's animation-root-motion is what eliminates the chop.) - Visual jump: retail toon jumping shows a curved arc that LANDS correctly (no endless rise). Server-authoritative airborne (
IsGrounded=false → no-op). - Visual regression check: behaviors fixed in commit
17a9ff1(backward jump direction, strafe-run animation, walk-back broadcast direction) all still work. - After visual confirmation: cleanup commit lands removing
ACDREAM_INTERP_MANAGERflag + old hard-snap path + deadRemoteMotionsoft-snap fields.
Risks + mitigations
| Risk | Mitigation |
|---|---|
New routing interacts badly with OnLiveVectorUpdated (jump path runs in parallel) |
env-var flag lets us A/B in seconds; visual jump test in acceptance |
MotionInterpreter.GetMaxSpeed() returns wrong value for non-locomotion states |
add to unit tests; fall back to MAX_INTERPOLATED_VELOCITY = 7.5 if returns ≤ epsilon |
_cameraPosition for the 96 m gate is the local player's pos (retail uses this->[+0x20] = entity-to-local-player distance) — same thing in our setup |
document the assumption inline; revisit in L.3.2 if PositionManager wants a different definition |
ACDREAM_INTERP_MANAGER=1 flag forgotten in cleanup commit |
acceptance criterion #5 makes the cleanup commit a gate item |
| Queue grows unbounded if NodeCompleted check is buggy | cap-at-20 in Enqueue is hard limit; unit test exercises drop-oldest |
Files
Already shipped (L.3.1 original scope)
src/AcDream.Core/Physics/InterpolationManager.cs(commitsf43f168+927636e)tests/AcDream.Core.Tests/Physics/InterpolationManagerTests.cs(16 tests)src/AcDream.Core/Physics/MotionInterpreter.csGetMaxSpeed()(commits9c5634a+5b26d28)tests/AcDream.Core.Tests/Physics/MotionInterpreterTests.cs(5 GetMaxSpeed tests added)RemoteMotion.Interpfield (commit517a3ce)OnLivePositionUpdatedenv-var routing v1 (commit062e19f)- Per-frame
Interp.AdjustOffsetv1 (commitae79e34) OnLiveVectorUpdated.Omegaapplication (commite08accf)- Reverted band-aid commits (commit
1641d6e)
To ship (L.3.2 added scope)
New:
src/AcDream.Core/Physics/PositionManager.cs— pure-data combiner classtests/AcDream.Core.Tests/Physics/PositionManagerTests.cs— ~6 tests
Modified:
src/AcDream.Core.Net/WorldSession.cs— addIsGroundedfield toEntityPositionUpdaterecord + populate at parse site (~3 lines)src/AcDream.App/Rendering/GameWindow.cs:RemoteMotion(~line 224): addPositionfield (alongside existingInterp)OnLivePositionUpdatedenv-var branch: rewritten — airborne no-op + landing transition + grounded routing (replaces the existing v1 routing)TickAnimationsenv-var branch: rewritten —PositionManager.ComputeOffset+UpdatePhysicsInternal(replaces the existing v1 Interp.AdjustOffset call)
Cleanup commit (after verification)
Single commit: collapses env-var dual paths to retail-faithful path,
deletes RemoteMotion soft-snap residual fields. ~80 lines deletion.
Out of scope (deferred to L.3.3)
- Server-controlled MoveTo creature behavior (retracking, sticky, fail-distance) — L.3.3
- Replacing
RemoteMoveToDriver.cs— L.3.3 - VectorUpdate.Omega for other entity types (projectiles, dropped items) — defer; current spec applies only to player/creature/NPC paths
Implementation order (L.3.1+L.3.2 combined — remaining work)
Original L.3.1 commits 1-6 already shipped. The two band-aid commits (5154a3e, f199a6a) reverted in 1641d6e. Remaining:
feat(physics): PositionManager class + 6 unit tests— subagent-implemented. Pure-data class + tests against stub Interp.feat(net): plumb IsGrounded through EntityPositionUpdate— parent edit, 3 lines.feat(motion): retail-faithful per-frame remote tick (PositionManager + IsGrounded routing)— subagent. AddsRemoteMotion.Positionfield + rewrites both env-var-on branches (OnLivePositionUpdatedand the per-frame tick). Single commit because changes are tightly coupled.- USER GATE — visual verification with retail observer of
+Acdreamperforming the test matrix. chore(motion): remove ACDREAM_INTERP_MANAGER flag + dead legacy paths— subagent. Cleanup commit.docs(roadmap+spec): L.3.1+L.3.2 combined; L.3.3 still separate— parent. Roadmap entry update + spec status mark.
Each step is one commit. Direct-to-main per CLAUDE.md.
Cross-references
- Research:
docs/research/2026-05-02-remote-entity-motion/resolved-via-cdb.md - Findings (prior session):
docs/research/2026-05-01-retail-motion-trace/findings.md - Memory:
memory/project_retail_motion_outbound.md,memory/project_retail_debugger.md - Roadmap: insert as Phase L.3 in
docs/plans/2026-04-11-roadmap.md - Related fixed issues:
17a9ff1 fix(motion)(backward/strafe wire + jump direction) — L.3.1 verifies this still works