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>
56 lines
2.4 KiB
Markdown
56 lines
2.4 KiB
Markdown
# 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:** `WorldEntity` ObjDesc application, `TextureCache`,
|
|
or the CreaturePalette pipeline in `InstancedMeshRenderer`.
|
|
- **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_heading` formula:
|
|
`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)_
|