acdream/tests
Erik 4f7e29f7cf fix(physics): AP-7 - port calc_friction's retail 0.25f threshold; retire AP-7, file AD-55
Campaign P Slice P2 step 3 (docs/research/2026-07-30-response-layer-edge-family-pseudocode.md
§1, §6 Step 5). The named retail decomp (CPhysicsObj::calc_friction,
pseudo-C:276694-276822, 0050ee70) independently re-confirms the 0.25f
threshold (derived twice, once per BN-rendered branch); the in-code claim
that "the decompile uses 0.0" traced to the older, unnamed FUN_0050f940
Ghidra chunk at a different address -- per CLAUDE.md the named decomp wins.

calc_friction now reads angle = dot(Velocity, GroundNormal); if (angle >=
0.25f) return; then unconditionally removes the normal-aligned velocity
component, then applies the existing (already-present but previously
unreachable) PhysicsState.Sledding-gated friction overrides. The BN-rendered
"two duplicated branches" around the state check is adopted as a single
linear function matching ACE's PhysicsObj.calc_friction shape -- the branch
split is most likely a BN decompiler artifact around one `if (state &
SLEDDING_PS)` block (ACE-derived, Ghidra-verify; low implementation risk
either way since ACE's reading is adopted regardless).

Why this doesn't repeat the reverted 2026-04-30 L.3c regression (naive 0.0
-> 0.25f bump dropped forward locomotion 3 -> 0.16 m/s): that test predates
the 2026-07-17 R6 "local player animation-owned grounded movement" landing.
PlayerMovementController (Runtime/Gameplay, out of this slice's scope) zeroes
Velocity.X/Y to exactly zero every tick before calc_friction runs whenever
animation root motion drives the walk, so friction has nothing horizontal
left to hammer on the production graphical local-player path. Pinned at the
PhysicsBody level (the only file this slice may touch) by
GroundedRootMotion_FrictionThreshold_DoesNotHammerLocomotionTests. The
headless/get_state_velocity path and remote/NPC movers still feed real
velocity into this function and remain the ones to watch if a similar
regression resurfaces there -- flagged in the retired AP-7 row for future
sessions working in Runtime/Gameplay.

Left an open, explicitly-flagged discrepancy: the raw decomp's Sledding
slope-flatness test computes cos(10 deg) (~0.984808) while ACE's port (and
acdream's prior dead code) compares GroundNormal.Z > 0.99999536f (~0.175 deg
from flat) -- physically different tests, neither confirmed this pass
(Ghidra MCP down). Kept 0.99999536f provisionally (least churn) and filed
AD-55 for just that constant rather than silently picking one.

Register: AP-7 retired with a corrected citation; AD-55 filed for the
cos(10 deg) question. Core.Tests: 3916 passed, 2 skipped (both pre-existing
and unrelated), 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 08:17:32 +02:00
..
AcDream.App.Tests fix(ui): interactive window moves must survive the per-frame anchor layout; lock the dragbar cursor 2026-07-29 21:24:49 +02:00
AcDream.Bake.Tests feat(content): bake and read flat collision assets 2026-07-25 15:22:08 +02:00
AcDream.Cli.Tests perf(diag): complete trustworthy Slice A capture tooling 2026-07-24 12:46:51 +02:00
AcDream.Content.Tests test(content): give the loader concurrency tests real concurrency 2026-07-28 21:52:53 +02:00
AcDream.Core.Net.Tests feat(net): N6 - ConnectResponse retransmit + fragment assembler eviction 2026-07-29 17:20:12 +02:00
AcDream.Core.Tests fix(physics): AP-7 - port calc_friction's retail 0.25f threshold; retire AP-7, file AD-55 2026-07-30 08:17:32 +02:00
AcDream.Core.Tests.Fixtures.HelloPlugin feat(core): add PluginLoader with collectible ALC 2026-04-10 09:51:16 +02:00
AcDream.Headless.Tests perf(headless): enforce K4 resource envelope 2026-07-27 11:14:50 +02:00
AcDream.Runtime.Tests feat(render): Campaign V slice V11 commit 1 - delete ImGui, Studio, and the DevTools frontend 2026-07-28 23:56:04 +02:00
AcDream.UI.Abstractions.Tests feat(linux): add graphical platform services 2026-07-27 11:54:59 +02:00