acdream/docs/bugs.md
Erik 3997839d1a docs: update bugs.md — close BUG-002/003/004, add BUG-005/006/007
Closed: jump server packet (002), facing direction (003), run speed (004).
New: collision penetration (005), corner stuck (006), missing trees (007).
All collision bugs stem from static-overlap detection instead of
swept-sphere — needs Transition restructure to use FindTimeOfCollision.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 12:17:31 +02:00

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# 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-005: Collision penetration — body enters objects before blocking
- **Observed:** 2026-04-14
- **Description:** Player walks partway into boulders, trees, and walls
before collision is detected. Root cause: static overlap detection
instead of swept-sphere. Retail uses FindTimeOfCollision to compute
the exact contact point BEFORE moving the sphere. Our system moves
first, detects overlap, then tries to push out.
- **Repro:** Walk into a boulder at any speed — body clips into it.
- **Fix required:** Restructure Transition loop to compute collision
time before advancing position. Use CollisionPrimitives.FindTimeOfCollision
(already ported from FUN_00539BA0).
- **Phase:** B.3 (collision completion)
### BUG-006: Getting stuck at object corners and tight spaces
- **Observed:** 2026-04-14
- **Description:** Player gets permanently stuck when walking into
building corners or between objects. The SlideSphere crease projection
degenerates when two collision normals are nearly parallel or the
sphere is already penetrating.
- **Repro:** Run along a building wall and hit a corner.
- **Fix required:** Pre-move collision prevents penetration (fixes
BUG-005), which eliminates the degenerate crease case. Also need
stuck detection + push-out as a safety valve.
- **Phase:** B.3 (collision completion)
### BUG-007: Some trees don't have collision
- **Observed:** 2026-04-14
- **Description:** Some scenery trees/objects pass through despite
CylSphere collision being implemented. Likely missing CylSphere
data in their Setup, or the Setup isn't cached in PhysicsDataCache.
- **Repro:** Walk through certain trees near Holtburg.
- **Phase:** B.3 (collision completion)
---
## Fixed
### BUG-002: Jump not visible from retail client
- **Fixed:** 5634e71 — Jump packet (opcode 0xF61B) now sent to server.
### BUG-003: Facing direction mismatch with server
- **Fixed:** 6523c71 — YawToAcQuaternion converts from our yaw convention
to AC heading (0=West, 90=North) using holtburger's from_heading formula.
### BUG-004: Run speed not verified working
- **Fixed:** bb7eced — Server doesn't echo UpdateMotion to sender. Compute
RunRate locally via PlayerWeenie.InqRunRate (Run skill 200 → 9.5 m/s).