5.7 KiB
5.7 KiB
Movement & Collision Conformance Crib
Phase
Active phase: Campaign P — Physics Retail-Feel Parity (the L.2/R6 foundation is shipped).
Plan: docs/plans/2026-07-29-physics-parity-campaign.md.
Roadmap: docs/plans/2026-04-11-roadmap.md.
One-Sentence Framing
B.3 shipped the MVP resolver foundation; L.2 is the holistic conformance program for physics, collision, buildings, edge/wall sliding, cell ownership, movement packets, and server correction.
Active Movement Spine
InputDispatcher / PlayerMovementController
-> MotionInterpreter + local body prediction
-> PhysicsEngine.ResolveWithTransition
-> TransitionTypes + BSPQuery + ShadowObjectRegistry
-> ResolveResult contact/cell state
-> MoveToState / AutonomousPosition outbound messages
-> WorldSession server echo or correction diagnostics
Lane Ownership
- L.2a: truth probes, diagnostics, fixture capture.
- L.2b: movement wire/contact truth, cell id on packets, correction handling.
- L.2c: transition parity, edge-slide, cliff-slide, precipice-slide,
NegPolyHit. - L.2d:
CSphere/CCylSphere, live entity shapes, building object identity. - L.2e: outdoor seams,
CELLARRAY,find_cell_list, adjacent-cell checks,cell_bsp, building entry/exit boundaries. - L.2f: real-DAT fixtures and live retail-observer conformance.
Non-Negotiables
- Grep named retail before changing AC-specific physics or movement behavior.
- Do not treat ACE accepting a position as proof of retail collision parity.
- Do not reintroduce rewrite-from-zero collision guidance. Continue the partial retail port by L.2 lanes.
- G.3 dungeon/portal delivery waits on L.2e for trustworthy cell/building ownership.
- L.1 animation work must coordinate with L.2 when root motion or observer movement changes the predicted body path.
Shipped Slices
- 2026-04-29: L.2a/L.2b first diagnostic slice.
ACDREAM_DUMP_MOVE_TRUTH=1logsmove-truth OUTfor outboundMoveToState/AutonomousPositionandmove-truth ECHOfor playerUpdatePositionechoes, including local/server delta.GameWindownow passes explicit grounded/airborne contact bytes fromMovementResult.IsOnGroundto both movement packet builders. - 2026-04-29: L.2e first cell-ownership fix.
ResolveWithTransitionrefreshes outdoor cell ownership from world position during the sphere sweep, so 24m outdoor seams update low cell ids and full-cell callers crossing landblock seams get the destination landblock prefix plus the correct outdoor low cell. - 2026-04-30: L.2c edge-slide plumbing. User live-tested wall-adjacent slide as
acceptable. Local player and remote dead-reckoning now pass retail-default
ObjectInfoState.EdgeSlide;ACDREAM_DUMP_EDGE_SLIDE=1logs failed step-down edge cases and now reports whether walkable polygon context is present before cliff/precipice handling. - 2026-04-30: L.2c precipice-slide context. Named retail
SPHEREPATH::precipice_slideand ACEPolygon.find_crossed_edgeare now captured indocs/research/2026-04-30-precipice-slide-pseudocode.md. Terrain supplies exact walkable triangle vertices, BSP step-down/find-walkable stores world-space walkable vertices for static object tops, and failed step-down edge cases run the retail back-probe before precipice slide.cliff_slidehas a first port, butNegPolyHit,CELLARRAY, fullcell_bsp, and real-DAT building portal conformance remain open L.2 work. - 2026-04-30: Edge-slide retry-loop lesson.
SPHEREPATH::precipice_slideusually returnsSlidafter applying the tangent offset. That result must be handled insideTransitionalInsertlike wall slide (continueand re-test the adjustedCheckPos), not returned toValidateTransition; the outer validator treats non-OK as a collision and restoresCurPos, making edges feel like hard stops even when the tangent was computed. - 2026-07-31: Campaign P #269 slope-stop parity. A 2,184-quantum live
capture proved the 5% landing reflect and
calc_frictionwere correct, butValidateTransitionrestoredLastKnownContactPlanewithout retail's precedingOBJECTINFO::kill_velocity. Retail consumes that plane only on a non-OK recovery and overwrites last-known validity from the final contact plane. Both rules are now ported; focused/full tests and the user's repeated slope-jump gate pass. Seedocs/research/2026-07-31-269-slope-stop-capture.md. - 2026-07-31: #271 stair-side uphill reversal. Never promote ACDream's
retained
LastWalkablehistory into retail's currentSPHEREPATH::walkableslot insideedge_slide. When current walkable is null, retailCTransition::edge_slide @ 0x0050B3D0must back-probe at the current sphere center and either use that newly discovered polygon or collide. The stale substitution selected a preceding stair tread, reversed the uphill tangent, and dropped the player rapidly down the stairs. The exact live frame is pinned inIssue185OutdoorStairsSeamReplayTests; Core passes 4,108 / 2 skips and the complete Release solution passes 10,062 / 5 skips. The user accepted repeated uphill stair-side runs on 2026-07-31. Seedocs/research/2026-07-31-271-stair-side-slide-capture.md. - 2026-07-31: #272 burden invalidation. Retail
InqLoad @ 0x0058F130obtains Strength throughInqAttribute @ 0x00591A00, so carry capacity always uses the enchantment-adjusted value. Runtime movement, the indicator bar, and the inventory meter must all consumeLocalPlayerState.GetEffectiveAttribute(Strength)and react to the sameSpellbook.EnchantmentsChangedevent. That one event covers spell add, remove, expiration, dispel, and death purge. Never refresh this through a UI-only workaround or wait for a base-attribute packet. The connected buff/death gate was user-accepted on 2026-07-31.