acdream/tests/AcDream.Core.Tests
Erik 5e2be19b4e fix(physics): TS-4 retired — Path-6 steep-poly shortcut deleted
Per docs/research/2026-07-30-ts4-116-oracle-plan.md §1, §4 item 2 (the
decisive TS-4 confirming run). Retail's BSP layer has NO steepness test at
all (acclient_2013_pseudo_c.txt:323783-323821, 0x0053a793) — every airborne
hit, steep or shallow, falls through to the same unconditional
`SetCollide` + `Adjusted`. The L.4 slide-tangent shortcut (worldNormal.Z <
FloorZ -> project-and-Slid, with its own SetSlidingNormal write) is deleted
from both BSPQuery.cs's and FlatBspQuery.cs's Path 6 sphere0 branch.

Fixing FlatBspQuery.cs (the flat/indexed engine Slice I6/I7 made
production-authoritative) was necessary in this same commit: it carried an
exact structural duplicate of the shortcut, caught by
FlatBspQueryDifferentialTests.InstalledDat_LargeRandomizedSweep_HasZeroBitMismatch
(graph=Adjusted vs flat=Slid) once the graph side was fixed alone. Its
sphere1 branch is also brought in line with the #116 shape-1 fix landed
in db2889af (direct Collided + SetCollisionNormal instead of the deferred
SetCollide/shortcut treatment) — that parity gap existed since shape-1's
commit only touched BSPQuery.cs and the randomized differential sweep
didn't happen to exercise the narrow foot-clear/head-hit case until this
session's broader change surfaced it.

DECISIVE CONFIRMING RUN (Ts4SteepRoofWedgeCaptureTests, per the plan's own
required test-first order): added
FallOntoSteepSlope_WithHorizontalVelocity_NeverFreezesForOverHalfASecond_AndReachesFloor
— the same steep-roof drop as the existing pure-vertical fixture, but with
a small residual horizontal velocity (vx=-0.3 m/s), matching the realistic
live-play input (WASD, jump momentum) that validated the shortcut on
2026-04-30. With the shortcut removed, this variant converges cleanly to
the flat floor with zero freeze. The pure-vertical fixture, run
shortcut-removed, DOES still freeze — per the oracle plan's root-cause
trace (§1.2 Step E), this is the DEGENERATE case: AdjustOffset's crease
projection (Cross(ContactPlane.Normal, SlidingNormal)) is mathematically
orthogonal to a purely-Z gravity offset, crushing it to zero every tick
before TransitionalInsert can run again — present identically in the raw
decomp, ACE's port, and this port. Renamed and re-asserted as a PINNED
known-degenerate test
(FallOntoSteepSlope_PureVertical_FreezesAtDegenerateFixedPoint_RetailParity)
rather than treated as a bug. Filed as register row AD-56.

BSPStepUpTests.C3_Path6_AirborneMoverHitsSteepSlope_ReturnsSlid pinned the
OLD shortcut's Slid-no-Collide behavior directly; renamed to
...ReturnsAdjustedAndSetsCollide and corrected to the retail-faithful
Adjusted/Collide=true outcome.

Register: TS-4 row retired (struck through, retirement note); AD-56 filed
for the pure-vertical degenerate case; the retire-next shortlist's TS-4
entry removed and renumbered.

Full AcDream.Core.Tests suite: 4060 passed / 2 skipped (D4 stays Skip-tagged
in this commit; its own un-skip is a separate, dependent test-only commit
for #116 shape-2), no regressions.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 12:51:44 +02:00
..
Allegiance feat(allegiance): Phase H.2 AllegianceRequests + AllegianceTree model 2026-04-18 17:17:45 +02:00
Audio feat(core): adopt retail's SoundType catalog; retire AC2D 2026-07-29 07:38:56 +02:00
Chat refactor(runtime): own communication and social state 2026-07-26 07:50:16 +02:00
Combat refactor(input): own gameplay action routing 2026-07-22 12:43:05 +02:00
Conformance refactor(pipeline): MP1a cleanup - narrow public surface, csproj parity, move residue 2026-07-05 20:52:01 +02:00
Fixtures fix(#185): landblock collision part-id uint32 overflow dropped stair steps 2026-07-08 10:07:50 +02:00
Input refactor(runtime): own per-session physics simulation 2026-07-26 13:39:57 +02:00
Items fix(interaction): restore retail loot placement and world-drop projection 2026-07-27 00:03:15 +02:00
Lighting perf(lighting): bound global light selection 2026-07-25 05:40:32 +02:00
Meshing feat(vfx): bind effects to live animated poses 2026-07-14 10:56:01 +02:00
Physics fix(physics): TS-4 retired — Path-6 steep-poly shortcut deleted 2026-07-30 12:51:44 +02:00
Player refactor(net): converge live session state reset 2026-07-21 12:00:48 +02:00
Plugins fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
Properties feat(core): adopt retail's full WeenieError code table 2026-07-29 07:33:27 +02:00
Rendering fix(render): the near plane is col3, not col4 + col3 (#248) 2026-07-29 03:33:20 +02:00
Selection refactor(net): converge live session state reset 2026-07-21 12:00:48 +02:00
Social refactor(net): converge live session state reset 2026-07-21 12:00:48 +02:00
Spells feat(physics): Campaign P P1 - stat-coupled movement (burden/stamina/vitae) 2026-07-30 08:18:06 +02:00
Streaming fix(test): stop the streaming priority-apply tests reading a warm JIT 2026-07-28 18:09:08 +02:00
Terrain fix #108-residual (root cause): terrain drew DOUBLE-SIDED - port retail landPolysDraw eye-side gate as terrain backface cull 2026-06-12 22:05:31 +02:00
Textures fix(render): keep authored surface translucency on composite textures 2026-07-29 21:40:26 +02:00
Ui feat(chat): port retail client command families 2026-07-13 14:50:15 +02:00
Vfx fix(vfx): classify hardwareless particle emitters once 2026-07-27 00:03:44 +02:00
World fix(diag): Campaign V slice V7 commit 2 - pin the world clock, because the route never did 2026-07-28 19:34:13 +02:00
AcDream.Core.Tests.csproj test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation 2026-06-02 15:20:24 +02:00
GlobalUsings.cs refactor(runtime): own local movement and outbound cadence 2026-07-26 12:33:53 +02:00
SmokeTest.cs chore: phase 1 — add Core, Abstractions, App, Tests projects 2026-04-10 09:22:33 +02:00
xunit.runner.json test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation 2026-06-02 15:20:24 +02:00