#42 — moved from OPEN to DONE in place (rich investigation log preserved below the new Resolution block). The originally-listed mechanisms (H1 slope-driven AdjustOffset projection, H2 step-down probe, H3 EdgeSlide) were all RULED OUT by the first evidence run; root cause was self- collision in FindObjCollisions, not in-sweep mechanism choice. Added forward-pointer to retail's CObjCell::find_obj_collisions self-skip (named-retail acclient_2013_pseudo_c.txt:308931). #43 — new entry in Recently closed for the slope staircase on grounded player remotes. Diagnosis: PositionManager.ComputeOffset's seqVel-only fallback returned flat-Z motion because anim cycles bake Z=0 body-local, producing visible 5 Hz Z stepping at the server-UP cadence. Fix: project the fallback onto the local terrain plane (mirrors retail's CTransition::adjust_offset contact-plane projection at the queue-empty boundary). Verified via 9193 queue-empty-with-non-zero-offset.Z ticks across a 34m vertical traversal. Both diagnostic env-vars kept in tree for future regression hunts: ACDREAM_AIRBORNE_DIAG=1 and ACDREAM_SLOPE_DIAG=1. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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| architecture | ||
| audit | ||
| plans | ||
| research | ||
| superpowers | ||
| bugs.md | ||
| ISSUES.md | ||