acdream/tests/AcDream.Core.Tests/Physics
Erik 3aab05b0cc fix(streaming): derive the portal reveal window from the live streaming radii (#280)
The user watched far terrain visibly assemble after portal space exits.
The reveal gate was NOT missing a hold — Slice E's hold mechanism is
correct and already in place. The hold was measuring the wrong domain:
it opened at a hardcoded 3x3 landblock neighbourhood (~192 m) while the
visible world extends to the fog end (~2,189 m at the shipped High
preset, inside a 2,304 m Far window). An 11.4:1 ratio.

Retail's equivalent ratio is 1:1 BY CONSTRUCTION. `LScape` owns one
`mid_width x mid_width` array of `CLandBlock*` (`LScape::SetMidRadius`
@0x00504C00, `LScape::update_block` @0x005063A0), `mid_radius` is
assigned directly from the user's `Render.LandscapeDrawDistance`
preference (`SmartBox::SetRegion` @0x004531F0; values
`Render_LandscapeDrawDistance_Values` @0x007CA988 = {3,5,8,11,15,25},
default 8 — both byte-verified against the PDB-paired 2013 binary), and
that same square is simultaneously the prefetched set
(`LScape::PreFetchCells` @0x00505660), the drawn set (`block_draw_list`
over the same array), and the set the simulation blocks on
(`CellManager::blocking_for_cells`). There is no retail configuration in
which the client streams farther than it gates, because there is only
one number.

So the fix derives rather than duplicates. Four coupled parts, which is
why this is one commit and not four — D1 without D2 hangs the client and
D2 without D1 is dead code:

D1 `WorldRevealReadinessBarrier` takes a live `Func<StreamingRevealWindow>`
and stops being static: outdoor requires `FarRadius`, indoor still 0
(retail's `CEnvCell::PreFetchCells` @0x0052D1E0 arm). Read per
evaluation, never captured — the radii are runtime mutable through
Settings, and retail's answer to a mid-hold radius change is to reset,
re-radius, and re-arm the blocking prefetch at the NEW value
(`SmartBox::set_mid_radius` @0x00453180). `OutdoorNeighborhoodRadius`
is deleted; there is no constant left to drift.

D2 `StreamingController.IsRenderNeighborhoodResident` becomes tiered,
because acdream's loaded landscape is: inside `NearRadius`,
`IsNearTier && IsRenderReady`; out to `FarRadius`, `IsRenderReady` only.
Without this the fix cannot work at all — nothing outside the Near ring
is ever promoted, so any radius above `NearRadius` was unsatisfiable and
would have held the reveal forever. Proof obligation P1 (a Far-tier
landblock genuinely satisfies `IsRenderReady`) is now a test driven
through the real `PublicationKind.Far` pipeline against a real
`LandblockSpawnAdapter`, not an inference.

D7 `RuntimeWorldTransitState.AcknowledgeDestinationReadiness` re-derived
`indoor ? 0 : 1` and failed `invalid-readiness-shape` on any other
value, so changing the radius alone would have looked like "the fix
hangs the client". It is now a SHAPE invariant (`indoor => 0`,
`outdoor => >= 1`). Runtime does not own the graphical host's streaming
configuration and must not learn it; plumbing App radii into Runtime to
preserve the strict equality is exactly the assert-a-mechanism-that-does-
not-exist failure C5b was built to stop. Both non-graphical producers
keep emitting their centre-ring token and stay legal, annotated in place.

D6 `PhysicsEngine.IsNeighborhoodTerrainResident` rebuilt a full-map
`HashSet` on every call, every frame of every hold. At radius 1 that was
invisible; at radius 12 (625 ring members) it violates Slice I1's
0 B/resolve standard. Now an engine-owned scratch set, cleared in place;
measured at 0 bytes over 1,000 warmed radius-12 queries.

Also: the destination reservation opens at exactly the gate's radius and
reopens on the same generation when the radius changes mid-hold (retail
has one square for both, and no concept of prioritising an inner ring
differently). Composite warmup deliberately stays `NearRadius`-scoped —
the composite domain is entity-scoped and Far builds carry no entities,
so widening it would walk the outer window to warm nothing.
`ACDREAM_PROBE_REVEAL_RADIUS` is a measurement probe in a diagnostic
owner (CLAUDE.md rule 5) so the connected route can be run A/B on one
binary; it is NOT a user-facing prefetch knob, since a low setting would
reintroduce the decoupling this slice exists to close.

Register: AD-2 amended with the derived window, the two-tier split, and
the four new retail anchors. AP-149 FILED for the residual this does not
close — the outer ring accepts terrain-only publication where retail
requires LandBlockInfo and every building EnvCell, so a distant building
can still pop in at Far-ring distances. Do not let a later closeout
claim parity.

Docs: `ACDREAM_STREAM_RADIUS`'s CLAUDE.md description was wrong on every
clause (the default is unset, not 2; it forces `NearRadius`; it is
silently discarded by any Settings save) — corrected, since that is the
file every session reads. `reference_two_tier_streaming.md` corrected in
four ways, including "Far tier = terrain only": Far also publishes
terrain COLLISION, which is precisely what makes this fix viable.
#280's issue text had the right conclusion from a wrong premise (it
names a view-distance setting acdream does not have) — corrected, and
the missing Viewing Distance option filed separately as #326, with #327
(DDD progress readout) and #328 (hardcoded 5000 f far plane vs retail's
byte-verified 4000) filed alongside.

Expect LONGER holds and the "In Portal Space - Please Wait..." cue on
recalls MORE often. That is convergence toward retail, not away from it:
retail emits the byte-identical string for the whole duration of a
blocked prefetch and polls at 5 s intervals. The failure condition is
non-convergence, not duration.

Gates: Release build 0 errors. Complete suite 11,178 passed / 4 skipped
/ 0 failed, against a re-measured 11,142 / 4 / 0 baseline at 9ee9c1a1 —
+36, reconciled exactly as 36 new tests (App +23, Runtime +10, Core +3),
zero deleted, zero newly skipped. Nine discriminating tests
sabotage-verified in both directions. The connected/visual gate is
batched into C5's matrix; its recipe, its three positive artifacts, and
its required recall leg are written into the campaign plan.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-08-05 23:54:59 +02:00
..
Motion feat(physics): P5 commit 1 - port ConstraintManager leash distance constants (#167) 2026-07-30 11:54:35 +02:00
A6P7DispatchRulesTests.cs feat(physics): port retail projectile integration 2026-07-14 11:43:11 +02:00
AnimationCommandRouterTests.cs feat(R2-Q4): adapter cutover — SetCycle/PlayAction rehosted on PerformMovement; Fix B / fast-path / stop-anim fallback / G17 gate DELETED 2026-07-02 21:41:27 +02:00
AnimationHookRouterTests.cs feat(anim): Phase E.1 hook router + GameWindow wiring 2026-04-18 16:30:23 +02:00
AnimationSequencerCutoverTraceTests.cs fix(runtime): align portal and movement presentation 2026-07-17 08:48:27 +02:00
AnimationSequencerTests.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
Ap10WaterSemanticsTests.cs fix(physics): AP-10 - restore retail's 0.1m dry-corner water sink-in; wire WATER_CONTACT_TS 2026-07-30 10:52:39 +02:00
Ap71EntryRestrictionGateTests.cs fix(physics): AP-129 review fix - port CanMoveInto/IsAllowedIn, stop failing closed 2026-07-30 11:36:11 +02:00
BSPQueryTests.cs fix #137 (mechanism 2): BSP full-hit stubs leaked sliding normals — the corridor absorbing wedge 2026-07-05 18:08:29 +02:00
BSPStepUpFixtures.cs feat(physics): Phase L.2.1+L.2.2 — BSP step-up and rooftop landing 2026-04-29 16:16:39 +02:00
BSPStepUpTests.cs fix(physics): restore retail path-6 collision response 2026-07-31 13:44:55 +02:00
BuildShadowCellSetTests.cs fix(physics): validate retail cell containment roots 2026-07-31 14:48:26 +02:00
CameraCornerSealReplayTests.cs fix(physics): traverse prepared indoor portal topology 2026-07-27 00:02:44 +02:00
CellarLipWedgeTests.cs chore(p2): strip cellar-lip dispatch-trace probes after visual confirmation 2026-06-05 09:24:20 +02:00
CellArrayTests.cs feat(physics): Stage 1 — CellArray ordered/deduped cell collection (retail CELLARRAY) 2026-06-03 08:54:45 +02:00
CellarUpTrajectoryReplayTests.cs refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
CellDumpRoundTripTests.cs feat(phys): A6.P3 #98 Step 2 — cell-dump probe + roundtrip test 2026-05-23 15:16:56 +02:00
CellGraphMembershipTests.cs fix(physics): validate retail cell containment roots 2026-07-31 14:48:26 +02:00
CellGraphPopulationTests.cs fix(physics): validate retail cell containment roots 2026-07-31 14:48:26 +02:00
CellMarchLandblockPreservationTests.cs fix(teleport D): cell-march preserves seed landblock id when no resident LB (no more lbX=0 outbound) 2026-06-22 13:38:48 +02:00
CellPhysicsPortalWiringTests.cs feat(physics): Phase 2 — wire CellBSP + Portals into CellPhysics 2026-05-19 16:52:20 +02:00
CellSurfaceTests.cs refactor(physics): remove parsed collision graphs 2026-07-25 18:21:19 +02:00
CellTransitAddAllOutsideCellsTests.cs fix(phys): #106 — outdoor membership crosses landblock boundaries (LandDefs global-lcoord port) 2026-06-09 23:10:59 +02:00
CellTransitCheckBuildingTransitTests.cs fix(physics): validate retail cell containment roots 2026-07-31 14:48:26 +02:00
CellTransitFindCellListTests.cs feat(physics): Phase 2 — BuildingPhysics + CheckBuildingTransit 2026-05-19 17:34:38 +02:00
CellTransitFindCellSetTests.cs fix(physics): validate retail cell containment roots 2026-07-31 14:48:26 +02:00
CellTransitFindTransitCellsSphereTests.cs fix(physics): traverse prepared indoor portal topology 2026-07-27 00:02:44 +02:00
CellTransitFindVisibleChildCellTests.cs fix(physics): validate retail cell containment roots 2026-07-31 14:48:26 +02:00
CellTransitTests.cs T6 (BR-7) C4: straddle-only outside-add (A6.P5 widening DELETED) + #90 stickiness removed 2026-06-11 14:44:49 +02:00
CollisionExemptionTests.cs fix(physics): #299 — port retail's mover-side IsImpenetrable exemption branch 2026-08-03 20:13:05 +02:00
CollisionPrimitivesTests.cs feat(physics): port 9 collision primitives from acclient.exe (chunk_00530000.c) 2026-04-12 23:53:47 +02:00
CollisionShadowVerifierTests.cs perf(physics): cut production traversal to flat assets 2026-07-25 17:00:04 +02:00
CylSphereFamilyTests.cs fix #172: port the retail CCylSphere collision family (platform step-up) 2026-07-05 14:52:28 +02:00
DoorBugTrajectoryReplayTests.cs feat(net): port retail physics spawn and event timestamps 2026-07-14 00:22:17 +02:00
DoorCollisionApparatusTests.cs docs(physics): #165 diagnostic pass - rule out (a)/(b), stop at (c) 2026-07-30 10:01:11 +02:00
DoorSetupGfxObjInspectionTests.cs test(phys): A6.P4 door inside-out — locate cottage wall, identify corner-slide hypothesis 2026-05-25 08:34:52 +02:00
DoorwayMembershipReplayTests.cs test(core): commit doorway-threshold fixture for DoorwayMembershipReplayTests (portable) 2026-06-02 15:22:57 +02:00
EdgeSlideBackProbePrecipiceSlideTests.cs docs+test(physics): retire stale TS-1 row; file AD-53/AD-54 for its two acdream-only branches 2026-07-30 08:13:20 +02:00
EncumbranceSystemTests.cs feat(physics): Campaign P P1 - stat-coupled movement (burden/stamina/vitae) 2026-07-30 08:18:06 +02:00
EntityCollisionFlagsTests.cs fix(physics): TS-23 - plumb real PK/PKLite/Impenetrable mover flags 2026-07-30 09:52:55 +02:00
FindEnvCollisionsMultiCellTests.cs T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED (closes #99) 2026-06-11 14:37:50 +02:00
FlatBspQueryDifferentialTests.cs fix(physics): traverse prepared indoor portal topology 2026-07-27 00:02:44 +02:00
FlatCollisionAssetBuilderTests.cs feat(physics): define deterministic flat collision assets 2026-07-25 14:52:47 +02:00
FlatCollisionInstalledDatTests.cs fix(physics): traverse prepared indoor portal topology 2026-07-27 00:02:44 +02:00
FramesStationaryFallTests.cs feat(#182): frames_stationary_fall round-trip in the kept transition internals (Slice 1b/1c) 2026-07-07 14:11:35 +02:00
GfxObjDumpRoundTripTests.cs feat(phys): A6.P3 #98 — GfxObj dump infrastructure (ACDREAM_DUMP_GFXOBJS) 2026-05-23 20:24:26 +02:00
HandleAllCollisionsTests.cs feat(vfx): port retail hidden and teleport presentation 2026-07-14 14:59:48 +02:00
HumanoidMotionTableRootMotionTests.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
IndoorContactPlaneRetentionTests.cs fix(physics): hold retail cell across inner retries 2026-07-31 12:40:50 +02:00
IndoorWalkablePlaneTests.cs Revert "fix(physics): remove per-frame indoor walkable-plane synthesis" 2026-05-20 09:17:24 +02:00
InitialPlacementOverlapTests.cs refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
InterpolationManagerTests.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
InWorldLinkGuardTests.cs fix(R4-V5): remote transition links stripped by the detached-object guard - door swings snapped (adds register TS-40) 2026-07-03 15:10:16 +02:00
Issue98CellarUpReplayTests.cs test(phys): A6.P3 #98 Step 3 — deterministic replay harness 2026-05-23 15:25:40 +02:00
Issue108CellarAscentViewerReplayTests.cs #108-residual apparatus: vertical cellar-ascent viewer harness - membership/viewer layer EXONERATED 2026-06-12 22:05:06 +02:00
Issue133DungeonTeleportPrefixTests.cs refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
Issue137CorridorSeamInspectionTests.cs fix #137 (window climb): the player's collision capsule topped out at 1.2m — head sphere 0.63m too low 2026-07-05 19:57:11 +02:00
Issue137CorridorSeamReplayTests.cs fix #137 (window climb): the player's collision capsule topped out at 1.2m — head sphere 0.63m too low 2026-07-05 19:57:11 +02:00
Issue137SlidingNormalLifecycleTests.cs fix #137 (corridor phantom resolved): slide_sphere opposing branch returns Collided; the 'wall' was synthetic 2026-07-05 18:27:40 +02:00
Issue147ArwicBuildingsDumpTests.cs fix(physics): #147 — far-town city/perimeter walls had no collision (portal-less buildings skipped) 2026-06-24 16:24:48 +02:00
Issue165RemoteWallPenetrationDiagnosticTests.cs docs(physics): #165 diagnostic pass - rule out (a)/(b), stop at (c) 2026-07-30 10:01:11 +02:00
Issue175HubDoorPoseInspectionTests.cs fix #175 (take 2): the cycle lookup used the bare style key — silent no-op 2026-07-05 17:10:19 +02:00
Issue180CorridorSweepHysteresisReplayTests.cs fix #180 (root): retail adjust_to_plane - PathClipped stops now resolve to the contact point, not a step boundary 2026-07-06 17:20:46 +02:00
Issue182CrowdJumpTests.cs feat(#182): route player collision response through the ported UpdateObjectInternal chain (Slice 2b/2c) 2026-07-07 14:25:47 +02:00
Issue185OutdoorStairsSeamReplayTests.cs test(physics): harden tight-gap collision controls 2026-07-31 12:17:35 +02:00
Issue186ConnectorCellGeometryInspectionTests.cs fix(#186): render side-cull mis-sided thin connectors — use dat PortalSide bit, not AABB centroid 2026-07-08 15:06:33 +02:00
Issue188FadingDoorMotionTableInspectionTests.cs feat(#188): fading-wall + sliding-door translucency; hold open past animation settle 2026-07-09 09:17:50 +02:00
Issue265SteepSlopeCaptureBisectTests.cs fix(physics): #265/#166 - stop zeroing grounded residual velocity, wire GroundNormal 2026-07-30 19:28:28 +02:00
Issue273HoltburgTightGapReplayTests.cs test(physics): harden tight-gap collision controls 2026-07-31 12:17:35 +02:00
Issue176177SeamTransitLagTests.cs docs+test #176/#177: 12 mechanisms refuted, apparatus shipped, probe protocol staged 2026-07-05 21:20:03 +02:00
LandDefsBlockOffsetTests.cs feat(physics #145): Slice 1 — Position/Frame types + LandDefs.GetBlockOffset (0x0043e630) 2026-06-21 10:30:20 +02:00
LandDefsTests.cs fix(phys): #106 — outdoor membership crosses landblock boundaries (LandDefs global-lcoord port) 2026-06-09 23:10:59 +02:00
LandingBounceSeedingTests.cs fix(physics): #265 landing-bounce family - retail check_contact seed + velocity-free landing commit 2026-07-30 20:12:06 +02:00
MissileCollisionRulesTests.cs feat(physics): port retail projectile integration 2026-07-14 11:43:11 +02:00
MotionCommandCatalogDatTests.cs feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance 2026-06-30 22:13:36 +02:00
MotionCommandCatalogTests.cs feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance 2026-06-30 22:13:36 +02:00
MotionCommandResolverTests.cs fix(anim): Phase L.1b route motion commands 2026-04-28 10:46:22 +02:00
MotionInterpreterDoMotionFamilyTests.cs feat(R3-W5): DoMotion family verbatim + the ONE DoInterpretedMotion + per-op zero-tick flush (closes J3, J4, J9, J14) 2026-07-03 08:57:33 +02:00
MotionInterpreterFunnelTests.cs feat(physics): R5-V4 behavioral slice — head stance dispatch (all mt) + #164 autonomy bit + mt-0 wire flags 2026-07-05 10:18:26 +02:00
MotionInterpreterGroundLifecycleTests.cs feat(R3-W4): ground transitions + lifecycle verbatim; K-fix18 DELETED (closes J8, J10, J11-shape, J12, J13, J18, J19) 2026-07-02 23:01:31 +02:00
MotionInterpreterJumpFamilyTests.cs feat(physics): P5 commit 1 - port ConstraintManager leash distance constants (#167) 2026-07-30 11:54:35 +02:00
MotionInterpreterPendingMotionsTests.cs feat(R3-W2): pending_motions lifecycle + the MotionDone consumer — the R2 seam lands (closes J1, J17) 2026-07-02 22:24:56 +02:00
MotionInterpreterTests.cs fix(physics): movement-parity fixes - adjusted catch-up cap, autorun retail semantics, AP-30 retired 2026-07-30 15:04:17 +02:00
MotionNormalizationTests.cs feat(R3-W6): LOCAL PLAYER UNIFICATION — edge-driven retail input; UpdatePlayerAnimation + the synthesis layer DELETED (closes J15) 2026-07-03 09:19:56 +02:00
MotionSequenceGateTests.cs feat(runtime): own initial create residence transaction 2026-08-01 19:35:08 +02:00
MotionVelocityPipelineTests.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
MovementSystemTests.cs fix #266: retail run-rate 800 branch is exact-equality sentinel, not a cap 2026-07-30 19:22:41 +02:00
NeighborhoodTerrainResidencyTests.cs fix(streaming): derive the portal reveal window from the live streaming radii (#280) 2026-08-05 23:54:59 +02:00
ObjectRangeMathTests.cs fix(items): use retail cylinder range for loot windows 2026-07-17 20:32:34 +02:00
ObstructionEtherealTests.cs fix(physics): port retail Layer-2 ethereal override -- open doors passable (pc:276961) 2026-06-24 21:03:08 +02:00
PhysicsBodyCellSyncTests.cs fix(portal): synchronize destination presentation state 2026-07-16 21:17:13 +02:00
PhysicsBodyTests.cs fix(physics): #265/#166 - stop zeroing grounded residual velocity, wire GroundNormal 2026-07-30 19:28:28 +02:00
PhysicsDataCacheProductionTests.cs fix(physics): validate retail cell containment roots 2026-07-31 14:48:26 +02:00
PhysicsDiagnosticsTests.cs feat(core): Phase W Stage 0 — [cell-swept] diagnostic (swept vs static cell, no behavior change) 2026-06-02 14:08:00 +02:00
PhysicsEngineAdjustPositionTests.cs fix(physics): validate retail cell containment roots 2026-07-31 14:48:26 +02:00
PhysicsEngineResidencyTests.cs refactor(streaming): extract landblock physics publisher 2026-07-21 21:13:22 +02:00
PhysicsEngineTests.cs refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
PhysicsSetPositionTests.cs feat(runtime): seal dormant SetPosition evaluations 2026-08-01 11:31:58 +02:00
PhysicsStateFlagsTests.cs feat(net): port retail physics spawn and event timestamps 2026-07-14 00:22:17 +02:00
PlayerWeenieTests.cs fix(physics): TS-23 - plumb real PK/PKLite/Impenetrable mover flags 2026-07-30 09:52:55 +02:00
PortalInfoTests.cs feat(physics): Phase 2 — wire CellBSP + Portals into CellPhysics 2026-05-19 16:52:20 +02:00
PortalPlaneTests.cs feat(core): Phase B.3 — PortalPlane (plane math + crossing detection) 2026-04-12 18:17:48 +02:00
PositionFrameValidationTests.cs feat(net): port retail physics spawn and event timestamps 2026-07-14 00:22:17 +02:00
ProjectilePhysicsStepperTests.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RemoteDeOverlapMechanismTests.cs fix(physics): #265 landing-bounce family - retail check_contact seed + velocity-free landing commit 2026-07-30 20:12:06 +02:00
RemoteMotionCombinerTests.cs fix(runtime): align portal and movement presentation 2026-07-17 08:48:27 +02:00
RemoteWeenieRunRateTests.cs fix(R4-V5): #160 remote run movetos in slow motion - remote interps had no weenie, so retail's run-rate chain never reached my_run_rate 2026-07-03 16:18:40 +02:00
RemoveCellsForLandblockTests.cs fix(physics): D8 — RemoveCellsForLandblock; cell transforms rebase per apply 2026-06-24 19:34:16 +02:00
ResolveCellIdTests.cs feat(physics): Phase 2 — BuildingPhysics + CheckBuildingTransit 2026-05-19 17:34:38 +02:00
ResolveResultOkTests.cs feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks) 2026-06-05 11:10:32 +02:00
RestrictionObjPrevalenceInspectionTests.cs test(physics): P4 review - RestrictionObj prevalence inspection over the installed cell DAT 2026-07-30 11:01:10 +02:00
RetailEdgeResponseOrderingTests.cs fix(physics): restore retail path-6 collision response 2026-07-31 13:44:55 +02:00
RetailObjectActivityGateTests.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RetailObjectManagerTailTests.cs fix(motion): restore retail object manager order 2026-07-19 21:40:14 +02:00
RetailObjectQuantumClockTests.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RetailObserverTraceConformanceTests.cs feat(physics): R5-V4 behavioral slice — head stance dispatch (all mt) + #164 autonomy bit + mt-0 wire flags 2026-07-05 10:18:26 +02:00
RetailPhysicsStateTransitionTests.cs feat(vfx): port retail hidden and teleport presentation 2026-07-14 14:59:48 +02:00
RetailStepDownPlacementTests.cs fix(physics): preserve retail step-down probe state 2026-07-31 13:24:25 +02:00
ServerControlledLocomotionTests.cs fix(combat): persist death and retarget on kill 2026-07-12 09:19:38 +02:00
ShadowObjectRegistryMultiPartTests.cs test(phys): Task 6 regression — Deregister clears _entityShapes cache 2026-05-24 15:22:30 +02:00
ShadowObjectRegistryTests.cs fix(physics): #297 — keep the PWD bitfield live so PK status reaches the client 2026-08-03 20:59:01 +02:00
ShadowRegistrationOverflowTests.cs fix(#185): landblock collision part-id uint32 overflow dropped stair steps 2026-07-08 10:07:50 +02:00
ShadowSetPositionCommitTests.cs fix(runtime): preserve hidden setposition collision ownership 2026-08-01 18:22:45 +02:00
ShadowShapeBuilderShapeSourceTests.cs fix #182: port CSphere collision family — retail-faithful crowd wiggle (retires TS-45) 2026-07-07 11:25:56 +02:00
ShadowShapeBuilderTests.cs refactor(world): extract live projection mechanics 2026-07-21 16:17:03 +02:00
SpawnPlacementSettlerTests.cs feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8) 2026-08-02 18:10:33 +02:00
SphereCollisionFamilyTests.cs fix #182: port CSphere collision family — retail-faithful crowd wiggle (retires TS-45) 2026-07-07 11:25:56 +02:00
SphereIntersectsCellBspTests.cs fix(physics): #90 — sphere-overlap cell stickiness at doorway threshold 2026-05-20 20:30:36 +02:00
SphereIntersectsSphereConformanceTests.cs feat(physics): Task 2 — true sphere collision primitive (CSphere::intersects_sphere) 2026-06-24 19:08:53 +02:00
TeleportFarTownRunawayTests.cs fix(teleport D): cell-march preserves seed landblock id when no resident LB (no more lbX=0 outbound) 2026-06-22 13:38:48 +02:00
TerrainSurfaceTests.cs perf(physics): reuse reset-complete transition scratch 2026-07-25 14:37:02 +02:00
TransitionAllocationBaselineTests.cs perf(physics): reuse reset-complete transition scratch 2026-07-25 14:37:02 +02:00
TransitionCheckOtherCellsTests.cs chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments 2026-05-23 15:11:49 +02:00
TransitionInsertIntoCellRetryTests.cs fix(physics): hold retail cell across inner retries 2026-07-31 12:40:50 +02:00
TransitionScratchDifferentialTests.cs refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
TransitionScratchResetTests.cs perf(physics): reuse reset-complete transition scratch 2026-07-25 14:37:02 +02:00
TransitionTests.cs feat(physics): port retail projectile integration 2026-07-14 11:43:11 +02:00
TransitionTypesTests.cs refactor(physics): remove parsed collision graphs 2026-07-25 18:21:19 +02:00
Ts4Path6ConformanceTests.cs fix(physics): restore retail path-6 collision response 2026-07-31 13:44:55 +02:00
Ts4ProductionQuantumConformanceTests.cs fix(physics): validate retail cell containment roots 2026-07-31 14:48:26 +02:00
Ts4SteepRoofWedgeCaptureTests.cs test(physics): harden TS-4 production chronology 2026-07-31 14:08:51 +02:00
Ts46SphereListConformanceTests.cs fix(physics): TS-46 - seed the sweep from the Setup's own sphere list 2026-07-30 09:05:44 +02:00
WalkMissDiagnosticTests.cs feat(physics): WalkMissDiagnostic aggregator for ISSUES #83 probe spike 2026-05-20 10:31:39 +02:00
WeenieErrorCodeTableTests.cs feat(R4-V1): command-selection family + state widening (closes M2-mechanics, M11, M12, M15) 2026-07-03 11:13:15 +02:00