Two fixes for jump physics: - Skip ground-snap when velocity Z > 0 (prevents immediate re-landing at high framerates where per-frame Z delta < 0.05 snap threshold) - Guard apply_current_movement velocity write behind OnWalkable check (prevents MotionInterpreter.DoMotion from zeroing jump velocity on every frame while airborne) - Guard PlayerMovementController velocity replacement behind OnWalkable (preserves momentum during airborne flight) Jump works locally but server packet not yet sent (BUG-002). Facing direction mismatch logged as BUG-003. RunRate not verified as BUG-004. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2.4 KiB
2.4 KiB
acdream — known bugs
Track visual, gameplay, and protocol bugs here. Close by moving to the "Fixed" section with the commit hash that resolved it.
Open
BUG-001: Wrong cloth textures on characters
- Observed: 2026-04-13
- Description: Character clothing renders with incorrect textures. ObjDesc Phase 5 (AnimPartChange + TextureChanges + SubPalettes) is shipped but something is off — either a texture-swap ordering issue, a missing remapping step, or a palette application bug.
- Repro: Connect to ACE server, observe player character or NPCs.
- Likely area:
WorldEntityObjDesc application,TextureCache, or the CreaturePalette pipeline inInstancedMeshRenderer. - Phase: Unassigned (investigate after rendering rebuild Step 5).
BUG-002: Jump not visible from retail client
- Observed: 2026-04-14
- Description: Jump works locally (player rises and falls) but no jump packet is sent to the server. Other clients don't see the jump.
- Repro: Jump in acdream, observe from retail client — no jump visible.
- Likely area: GameWindow.cs jump packet sending (currently a TODO Console.WriteLine). Need to research jump packet format from holtburger.
- Phase: B.2 (movement completion)
BUG-003: Facing direction mismatch with server
- Observed: 2026-04-14
- Description: Character facing direction in acdream doesn't match
what other clients see. Our quaternion convention for outbound
MoveToState/AutonomousPosition packets is wrong.
AC convention: heading 0 = West, 90 = North, 180 = East, 270 = South.
Our convention: Yaw 0 = +X (East in AC terms). The wireRot quaternion
needs to use holtburger's
from_headingformula:theta = (450 - degrees).to_radians(),w=cos(theta/2),z=sin(theta/2). - Repro: Walk in acdream, observe from retail client — character faces wrong direction.
- Likely area: GameWindow.cs wireRot computation (line ~1899).
- Phase: B.2 (movement completion)
BUG-004: Run speed not verified working
- Observed: 2026-04-14
- Description: RunRate wiring exists (Task 1) but user reported no speed change. Either the server's UpdateMotion ForwardSpeed isn't being received, or it's not propagating to the velocity computation. Need to add diagnostic logging to verify the UpdateMotion path fires.
- Phase: B.2 (movement completion)
Fixed
(none yet)