acdream/src/AcDream.Core/Physics
Erik 6c3cd96b7a feat(#182): frames_stationary_fall round-trip in the kept transition internals (Slice 1b/1c)
Completes the TS-3 stub (the deferred 'full physics port'):
- ValidateTransition: the fsf increment/reset ladder + the fsf>=3 upward-contact-plane
  manufacture (retail validate_transition 0x0050aa70 pc:272625-656; ACE Transition.cs:
  1029-1061). Runs after acdream's fused contact block (structural adaptation preserving
  the L.2.3c/L.2.4/A6.P3 contact-retention divergences), deriving retail's _redo as
  cleanAdvance || OnWalkable — a grounded wall-slide is not a stuck-fall.
- The sweep-loop fsf early-out (retail find_valid_position pc:273745 / ACE :587): stop
  as soon as fsf != 0, so a later advancing sub-step can't reset it in the same frame
  (load-bearing — without it the counter never escalates across frames).
- ObjectInfo.MoverHasGravity gate (pc:272625).
- PhysicsEngine: seed ci.fsf from the body's Stationary* bits AFTER InitPath
  (retail transition() pc:280940-947); writeback publishes body.FramesStationaryFall +
  encodes the Stationary* bits (co-located with the fsf compute so the round-trip is
  self-contained in Core; retail encodes in handle_all_collisions — register note).

Tests: FramesStationaryFallTests — an airborne jump wedged under an overhead creature
escalates fsf 0->1->2->3 and at fsf 3 manufactures the UP plane (grounded 'glide onto
the crowd top'); a grounded wall-slide never accumulates fsf. Core 2609/0.
Behaviour dormant in ordinary locomotion (fsf stays 0 unless a gravity mover is blocked).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 14:11:35 +02:00
..
Motion fix #175 (take 2): the cycle lookup used the bare style key — silent no-op 2026-07-05 17:10:19 +02:00
AceModernCommandCatalog.cs feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance 2026-06-30 22:13:36 +02:00
AnimationCommandRouter.cs fix(anim): Phase L.1b route motion commands 2026-04-28 10:46:22 +02:00
AnimationHookRouter.cs feat(anim): Phase E.1 hook router + GameWindow wiring 2026-04-18 16:30:23 +02:00
AnimationSequencer.cs perf(pipeline): MP-Alloc Task 1 - reuse animation pose buffers per entity 2026-07-05 23:40:57 +02:00
BSPQuery.cs fix #180 (root): retail adjust_to_plane - PathClipped stops now resolve to the contact point, not a step boundary 2026-07-06 17:20:46 +02:00
BuildingPhysics.cs T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED (closes #99) 2026-06-11 14:37:50 +02:00
CellArray.cs feat(physics): Stage 1 — CellArray ordered/deduped cell collection (retail CELLARRAY) 2026-06-03 08:54:45 +02:00
CellDump.cs feat(phys): A6.P3 #98 Step 2 — cell-dump probe + roundtrip test 2026-05-23 15:16:56 +02:00
CellSurface.cs fix(phys): #111 - ground the validated claim via PHYSICS walkable polygons, not the CellSurface triangle soup 2026-06-10 14:21:59 +02:00
CellTransit.cs chore: strip world-load deep-dive diagnostic probes 2026-06-23 00:23:15 +02:00
CollisionExemption.cs fix(physics): #137 Task 3 — port obstruction_ethereal verbatim; retire AD-7 shim 2026-06-24 19:20:02 +02:00
CollisionPrimitives.cs feat(physics): Task 2 — true sphere collision primitive (CSphere::intersects_sphere) 2026-06-24 19:08:53 +02:00
EntityCollisionFlags.cs feat(physics): live-entity collision plumbing (Commit A) 2026-04-29 13:12:56 +02:00
GfxObjDump.cs feat(phys): A6.P3 #98 — GfxObj dump infrastructure (ACDREAM_DUMP_GFXOBJS) 2026-05-23 20:24:26 +02:00
IAnimationHookSink.cs feat(anim): Phase E.1 hook router + GameWindow wiring 2026-04-18 16:30:23 +02:00
IMotionCommandCatalog.cs feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance 2026-06-30 22:13:36 +02:00
InterpolationManager.cs feat(motion): L.3 M1 — fresh InterpolationManager port + retail spec 2026-05-05 14:56:42 +02:00
InterpretedMotionFunnel.cs fix(R4-V5): moveto wedge - StopCompletely's missing animation dispatch orphaned pending_motions; + the P1 autonomous store family 2026-07-03 14:15:36 +02:00
LandDefs.cs feat(physics #145): Slice 1 — Position/Frame types + LandDefs.GetBlockOffset (0x0043e630) 2026-06-21 10:30:20 +02:00
MotionCommandResolver.cs feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance 2026-06-30 22:13:36 +02:00
MotionInterpreter.cs feat(physics): R5-V4 behavioral slice — head stance dispatch (all mt) + #164 autonomy bit + mt-0 wire flags 2026-07-05 10:18:26 +02:00
MotionSequenceGate.cs feat(L.2g-S1): retail movement-event staleness gate (DEV-6) 2026-07-02 15:44:06 +02:00
PhysicsBody.cs feat(#182): PhysicsBody fsf state + CachedVelocity; ungate small-velocity-zero (Slice 1a) 2026-07-07 13:39:28 +02:00
PhysicsDataCache.cs fix(physics): D8 — RemoveCellsForLandblock; cell transforms rebase per apply 2026-06-24 19:34:16 +02:00
PhysicsDiagnostics.cs fix(#171): gate NPC UP hard-snaps while stuck — the sticky/snap tug-of-war (gate-1 residuals) 2026-07-05 09:34:25 +02:00
PhysicsEngine.cs feat(#182): frames_stationary_fall round-trip in the kept transition internals (Slice 1b/1c) 2026-07-07 14:11:35 +02:00
PhysicsResolveCapture.cs test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation 2026-06-02 15:20:24 +02:00
PlayerWeenie.cs feat(R3-W3): verbatim jump family — charge gates, jump_is_allowed chain, epsilon fixes; StandingLongJump misattribution retired (closes J5, J6, J7-interp-side, J16-epsilons) 2026-07-02 22:37:07 +02:00
PortalInfo.cs feat(physics): Phase 2 — wire CellBSP + Portals into CellPhysics 2026-05-19 16:52:20 +02:00
PortalPlane.cs fix(core): Phase B.3 — add centroid + radius bounds to PortalPlane crossing test 2026-04-12 19:08:46 +02:00
Position.cs refactor(physics #145): Slice 1 — rename Frame->CellFrame to avoid DatReaderWriter.Types.Frame collision 2026-06-21 10:34:36 +02:00
RawMotionState.cs feat(R3-W1): retail state completion — action FIFOs, MovementParameters, MotionNode, WeenieError renumber (closes J2, J16-codes) 2026-07-02 22:12:33 +02:00
RemoteMotionCombiner.cs feat(physics): R5-V1 — port PositionManager/Sticky/Constraint + TargetManager (Core, unwired) 2026-07-03 19:34:49 +02:00
RemoteWeenie.cs fix(R4-V5): #160 remote run movetos in slow motion - remote interps had no weenie, so retail's run-rate chain never reached my_run_rate 2026-07-03 16:18:40 +02:00
ResolveResult.cs feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks) 2026-06-05 11:10:32 +02:00
Retail2013CommandCatalog.cs feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance 2026-06-30 22:13:36 +02:00
ServerControlledLocomotion.cs feat(R4-V4): REMOTE cutover - per-remote MoveToManager; RemoteMoveToDriver + PlanMoveToStart DELETED (closes M1-remote, M4/M5/M6/M8-remote; retires AD-8, AD-9, AP-8, AP-9) 2026-07-03 12:18:05 +02:00
ShadowObjectRegistry.cs feat(physics): Task 2 — true sphere collision primitive (CSphere::intersects_sphere) 2026-06-24 19:08:53 +02:00
ShadowShape.cs feat(phys): add ShadowShape record (no callers yet) 2026-05-24 15:07:40 +02:00
ShadowShapeBuilder.cs fix #175: door BSP collision poses at the motion-table closed pose 2026-07-05 17:00:06 +02:00
TerrainSurface.cs fix(scenery): #49 9×9 loop, per-spawn building check, triangle slope 2026-05-07 21:15:11 +02:00
TransitionTypes.cs feat(#182): frames_stationary_fall round-trip in the kept transition internals (Slice 1b/1c) 2026-07-07 14:11:35 +02:00
WalkMissDiagnostic.cs feat(physics): WalkMissDiagnostic aggregator for ISSUES #83 probe spike 2026-05-20 10:31:39 +02:00