Session 2026-04-14 summary: rendering rebuild complete, movement speed+jump+facing working, collision partially working but needs full retail port. Memory updated with explicit user feedback: no more patching collision, must port from decompiled code faithfully per CLAUDE.md. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
75 lines
3 KiB
Markdown
75 lines
3 KiB
Markdown
# Session Handoff — 2026-04-14
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## What shipped this session
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### Rendering rebuild (5 steps, all complete)
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- Step 1: Instanced mesh rendering (DrawElementsInstanced, 800+ FPS)
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- Step 2: Terrain chunk batching (16×16 ACME-style chunks)
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- Step 3: AdjustPlanes lighting (ACME constants)
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- Step 4: EnvCell portal visibility (BFS, conditional depth clear)
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- Step 5: Animation already in instanced pipeline
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### Movement (Layer 1 — working)
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- Run speed from PlayerWeenie RunRate formula (Run skill 200 → 9.5 m/s)
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- Charged jump with proper physics arc + server packet (0xF61B)
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- Facing direction quaternion convention (AC heading via holtburger)
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- Jump apex velocity zeroing bug fixed (SmallVelocity threshold)
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- Airborne momentum preservation (no velocity replacement while jumping)
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### Collision (partially working — needs full rewrite)
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- ShadowObjectRegistry cell-based spatial index
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- PhysicsDataCache stores GfxObj BSP + Setup CylSphere + CellStruct BSP
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- BSPQuery with 6-path dispatcher (attempted but incomplete)
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- CylSphere collision for trees/rocks
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- SlideSphere crease-projection for wall sliding
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- Multiple bug fixes (broad-phase, push-out, corner stuck, safety margins)
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### Infrastructure
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- docs/bugs.md for tracking known issues
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- Movement completion design spec + implementation plan
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## What did NOT work
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The collision system was built by patching symptoms instead of porting
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the retail code faithfully. After ~10 iterations of fixes, it handles
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~60-70% of cases but still clips through some buildings, trees, and
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objects. The user explicitly requested a full retail port — no shortcuts.
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## Build/test state
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- `dotnet build`: green, 0 errors
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- `dotnet test`: 470 passed (361 core + 109 net), 0 failures
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- All commits on main
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## What to do next
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**PORT THE RETAIL COLLISION SYSTEM FROM SCRATCH.**
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The full plan is in `memory/project_collision_port.md`. The approach:
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1. Read the decompiled function (ground truth)
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2. Cross-reference ACE's C# (naming aid)
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3. Write pseudocode
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4. Port line-by-line to C#
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5. When ACE and decompiled disagree, decompiled wins
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### Files to port (ACE → acdream):
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- `Sphere.cs` → sphere-vs-sphere collision dispatcher (FUN_005387c0)
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- `BSPTree.cs` → find_collisions 6-path dispatcher
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- `BSPNode.cs` / `BSPLeaf.cs` → BSP traversal with movement
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- `Polygon.cs` → pos_hits_sphere with FindTimeOfCollision
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- `Transition.cs` → FindTransitionalPosition, TransitionalInsert
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- `SpherePath.cs` → sphere state management
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- `LandCell.cs` → outdoor terrain collision
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- `EnvCell.cs` → indoor room collision
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- `ObjCell.cs` → object collision + cell enumeration
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### What to keep:
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- CollisionPrimitives.cs (9 functions, faithfully ported from decompiled)
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- PhysicsDataCache.cs (dat loading — correct)
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- ShadowObjectRegistry.cs (cell bucketing — correct concept)
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- PhysicsBody.cs, MotionInterpreter.cs, PlayerWeenie.cs (correct)
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### What to replace:
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- BSPQuery.cs — simplified, not retail-faithful
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- TransitionTypes.cs Transition methods — patched, not retail-faithful
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- PhysicsEngine.ResolveWithTransition — may need restructuring
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