acdream/src/AcDream.Core/Physics
Erik 45d7154712
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probe(physics): ACDREAM_PROBE_STEP_HEIGHTS — three readings along #338's chain
The live reading of 0.400 says the controller held its default at that
instant, not why. Two very different causes produce it: the
Setup-derived prepare/publish path never runs for the local player, or
it runs and a later writer clobbers the result. Fixing without knowing
which is a coin flip.

One reading at each hop — prepare (Setup value computed and scaled),
publish (assigned to the controller), resolve (what the resolver is
actually handed) — with a decision table on the flag mapping each
pattern to its cause, including the 0.000 case that would mean a null
Setup took the retail dummy path.

Edge-triggered per site, so the per-tick resolve site prints once per
distinct pair and cannot drown the two one-shot sites it exists to be
compared against. Prepare prints the raw authored pair beside the
scaled one, so a surprise separates wrong-Setup from wrong-scale
without a second run.

Lives in PhysicsDiagnostics per code-structure rule 5 rather than as
per-call-site env reads. Zero cost when off.

Suite 11,231 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-06 22:50:42 +02:00
..
Motion refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
AceModernCommandCatalog.cs feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance 2026-06-30 22:13:36 +02:00
AnimationCommandRouter.cs fix(anim): Phase L.1b route motion commands 2026-04-28 10:46:22 +02:00
AnimationHookRouter.cs feat(anim): Phase E.1 hook router + GameWindow wiring 2026-04-18 16:30:23 +02:00
AnimationSequencer.cs fix(animation): harden presentation phase handoffs 2026-07-21 10:01:25 +02:00
BSPQuery.cs fix(physics): restore retail path-6 collision response 2026-07-31 13:44:55 +02:00
BuildingPhysics.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
CellArray.cs feat(runtime): seal dormant SetPosition evaluations 2026-08-01 11:31:58 +02:00
CellDump.cs feat(phys): A6.P3 #98 Step 2 — cell-dump probe + roundtrip test 2026-05-23 15:16:56 +02:00
CellSurface.cs refactor(physics): remove parsed collision graphs 2026-07-25 18:21:19 +02:00
CellTransit.cs fix(physics): port retail's find_bbox_cell_list outdoor extent walk (#334) 2026-08-06 19:07:06 +02:00
CollisionExemption.cs fix(physics): #299 — port retail's mover-side IsImpenetrable exemption branch 2026-08-03 20:13:05 +02:00
CollisionPrimitives.cs feat(physics): Task 2 — true sphere collision primitive (CSphere::intersects_sphere) 2026-06-24 19:08:53 +02:00
CollisionShadowVerifier.cs perf(physics): cut production traversal to flat assets 2026-07-25 17:00:04 +02:00
CollisionTraversal.cs fix(physics): validate retail cell containment roots 2026-07-31 14:48:26 +02:00
CollisionWorldState.cs wip(physics): collision O(changed) delta-commit (O1-O3) - ON HOLD, feel-test failed 2026-08-02 20:06:59 +02:00
EncumbranceSystem.cs feat(physics): Campaign P P1 - stat-coupled movement (burden/stamina/vitae) 2026-07-30 08:18:06 +02:00
EntityCollisionFlags.cs feat(physics): C4 route 4b-3 — remote teleport + cell-less through the canonical placement 2026-08-04 16:00:10 +02:00
FlatBspQuery.cs fix(physics): restore retail path-6 collision response 2026-07-31 13:44:55 +02:00
FlatCollisionAssetBuilder.cs feat(content): bake and read flat collision assets 2026-07-25 15:22:08 +02:00
FlatCollisionAssets.cs perf(physics): cut production traversal to flat assets 2026-07-25 17:00:04 +02:00
GfxObjDump.cs feat(phys): A6.P3 #98 — GfxObj dump infrastructure (ACDREAM_DUMP_GFXOBJS) 2026-05-23 20:24:26 +02:00
IAnimationHookSink.cs feat(#188): fading-wall + sliding-door translucency; hold open past animation settle 2026-07-09 09:17:50 +02:00
IMotionCommandCatalog.cs feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance 2026-06-30 22:13:36 +02:00
InterpolationManager.cs fix(physics): remote bodies slide on steep faces instead of freezing (#32) 2026-08-04 10:21:16 +02:00
InterpretedMotionFunnel.cs fix(R4-V5): moveto wedge - StopCompletely's missing animation dispatch orphaned pending_motions; + the P1 autonomous store family 2026-07-03 14:15:36 +02:00
LandDefs.cs feat(physics #145): Slice 1 — Position/Frame types + LandDefs.GetBlockOffset (0x0043e630) 2026-06-21 10:30:20 +02:00
MotionCommandResolver.cs feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance 2026-06-30 22:13:36 +02:00
MotionInterpreter.cs fix #270 closeout: strip investigation probes; close the issue 2026-07-31 07:26:57 +02:00
MovementSystem.cs fix #266: retail run-rate 800 branch is exact-equality sentinel, not a cap 2026-07-30 19:22:41 +02:00
ObjectRangeMath.cs fix(items): use retail cylinder range for loot windows 2026-07-17 20:32:34 +02:00
PhysicsBody.cs refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
PhysicsDataCache.cs fix(physics): port retail's find_bbox_cell_list outdoor extent walk (#334) 2026-08-06 19:07:06 +02:00
PhysicsDiagnostics.cs probe(physics): ACDREAM_PROBE_STEP_HEIGHTS — three readings along #338's chain 2026-08-06 22:50:42 +02:00
PhysicsEngine.cs probe(physics): ACDREAM_PROBE_SUPPORT + ACDREAM_WIRE_MESH — separate #337's three candidates 2026-08-06 19:49:59 +02:00
PhysicsObjUpdate.cs feat(runtime): commit dormant SetPosition activation 2026-08-01 14:25:02 +02:00
PhysicsResolveCapture.cs test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation 2026-06-02 15:20:24 +02:00
PhysicsSetPosition.cs feat(runtime): seal dormant SetPosition evaluations 2026-08-01 11:31:58 +02:00
PhysicsTimestampGate.cs feat(runtime): own initial create residence transaction 2026-08-01 19:35:08 +02:00
PlayerWeenie.cs fix #266: retail run-rate 800 branch is exact-equality sentinel, not a cap 2026-07-30 19:22:41 +02:00
PortalInfo.cs feat(physics): Phase 2 — wire CellBSP + Portals into CellPhysics 2026-05-19 16:52:20 +02:00
PortalPlane.cs fix(core): Phase B.3 — add centroid + radius bounds to PortalPlane crossing test 2026-04-12 19:08:46 +02:00
Position.cs refactor(physics #145): Slice 1 — rename Frame->CellFrame to avoid DatReaderWriter.Types.Frame collision 2026-06-21 10:34:36 +02:00
PositionFrameValidation.cs feat(net): port retail physics spawn and event timestamps 2026-07-14 00:22:17 +02:00
ProjectilePhysicsStepper.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RawMotionState.cs feat(R3-W1): retail state completion — action FIFOs, MovementParameters, MotionNode, WeenieError renumber (closes J2, J16-codes) 2026-07-02 22:12:33 +02:00
RemoteMotionCombiner.cs docs: close the AD-10 review findings — AD-65's magnitude was half the truth 2026-08-06 10:08:53 +02:00
RemoteWeenie.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
ResolveResult.cs refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
Retail2013CommandCatalog.cs feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance 2026-06-30 22:13:36 +02:00
RetailFrameMath.cs feat(physics): port retail projectile integration 2026-07-14 11:43:11 +02:00
RetailObjectActivityGate.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RetailObjectManagerTail.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RetailObjectQuantumClock.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RetailPhysicsStateTransition.cs feat(vfx): port retail hidden and teleport presentation 2026-07-14 14:59:48 +02:00
ServerControlledLocomotion.cs fix(combat): persist death and retarget on kill 2026-07-12 09:19:38 +02:00
ShadowEntrySnapshot.cs perf(physics): pool collision cell snapshots 2026-07-23 06:12:34 +02:00
ShadowObjectRegistry.cs fix(physics): port retail's find_bbox_cell_list outdoor extent walk (#334) 2026-08-06 19:07:06 +02:00
ShadowPartBox.cs fix(physics): port retail's find_bbox_cell_list outdoor extent walk (#334) 2026-08-06 19:07:06 +02:00
ShadowShape.cs fix(physics): port retail's find_bbox_cell_list outdoor extent walk (#334) 2026-08-06 19:07:06 +02:00
ShadowShapeBuilder.cs fix(physics): port retail's find_bbox_cell_list outdoor extent walk (#334) 2026-08-06 19:07:06 +02:00
SpawnPlacementSettler.cs fix(physics): adopt the settle's resolved cell across an indoor seam (#276 remainder) 2026-08-06 06:37:46 +02:00
TerrainSurface.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
TransitionScratchArena.cs perf(physics): reuse reset-complete transition scratch 2026-07-25 14:37:02 +02:00
TransitionTypes.cs fix(physics): delete the query-site broadphase reach filter (#333, closing #337) 2026-08-06 22:16:53 +02:00
WalkMissDiagnostic.cs feat(physics): WalkMissDiagnostic aggregator for ISSUES #83 probe spike 2026-05-20 10:31:39 +02:00
WeenieError.cs feat(core): adopt retail's full WeenieError code table 2026-07-29 07:33:27 +02:00