acdream/tests/AcDream.Core.Tests/Physics
Erik d53891557d feat(phys L.2g slice 1): ShadowObjectRegistry.UpdatePhysicsState
New mutator that overwrites cached PhysicsState bits on every shadow copy
of the named entity. The existing CollisionExemption.ShouldSkip(...) check
(acclient_2013_pseudo_c.txt:276782) reads the same cached field, so a
post-spawn ETHEREAL flip is now honored on the next resolver tick without
any resolver-path change.

Retail anchor: CPhysicsObj::set_state at acclient_2013_pseudo_c.txt:283044.
Slice 1 scopes to the bare state-write — retail's cosmetic side-effect
handlers (0x800 lighting, 0x20 nodraw, 0x4000 hidden) don't fire for the
ETHEREAL bit and stay deferred.

Three TDD tests cover: ETHEREAL flip from 0->0x4; unregistered-entity
no-op; entity spanning multiple cells gets all copies updated.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 22:22:32 +02:00
..
AnimationCommandRouterTests.cs fix(anim): Phase L.1b route motion commands 2026-04-28 10:46:22 +02:00
AnimationHookRouterTests.cs feat(anim): Phase E.1 hook router + GameWindow wiring 2026-04-18 16:30:23 +02:00
AnimationSequencerTests.cs fix(anim): Phase L.1c sequencer cycle fallback for missing MoveTo motion 2026-04-29 10:33:48 +02:00
BSPQueryTests.cs feat(physics): PhysicsDataCache + BSP sphere query 2026-04-13 23:28:39 +02:00
BSPStepUpFixtures.cs feat(physics): Phase L.2.1+L.2.2 — BSP step-up and rooftop landing 2026-04-29 16:16:39 +02:00
BSPStepUpTests.cs fix(physics): L.4 — steep airborne hits slide-tangent (interim, deviates from retail) 2026-04-30 13:22:07 +02:00
CellSurfaceTests.cs feat(core): Phase B.3 — CellSurface (indoor floor polygon projection) 2026-04-12 09:51:22 +02:00
CollisionExemptionTests.cs feat(physics): retail PvP exemption + viewer/creature/missile gates (Commit C) 2026-04-29 13:21:36 +02:00
CollisionPrimitivesTests.cs feat(physics): port 9 collision primitives from acclient.exe (chunk_00530000.c) 2026-04-12 23:53:47 +02:00
EntityCollisionFlagsTests.cs feat(physics): live-entity collision plumbing (Commit A) 2026-04-29 13:12:56 +02:00
InterpolationManagerTests.cs feat(motion): L.3 M1 — fresh InterpolationManager port + retail spec 2026-05-05 14:56:42 +02:00
MotionCommandResolverTests.cs fix(anim): Phase L.1b route motion commands 2026-04-28 10:46:22 +02:00
MotionInterpreterTests.cs test(physics): MyRunRate fallback test for GetMaxSpeed (L.3.1 Task 2 polish) 2026-05-02 19:20:39 +02:00
PhysicsBodyTests.cs feat(core): port decompiled AC client physics — CollisionPrimitives + PhysicsBody 2026-04-12 23:54:51 +02:00
PhysicsDiagnosticsTests.cs feat(phys L.2d slice 1): BSP-hit diagnostic probe + plan-of-record correction 2026-05-12 19:14:34 +02:00
PhysicsEngineTests.cs fix(physics): #42 skip self in FindObjCollisions — airborne XY drift 2026-05-05 19:01:07 +02:00
PlayerWeenieTests.cs feat(physics): PlayerWeenie with retail Run/Jump formulas 2026-04-13 23:15:25 +02:00
PortalPlaneTests.cs feat(core): Phase B.3 — PortalPlane (plane math + crossing detection) 2026-04-12 18:17:48 +02:00
PositionManagerTests.cs fix(motion): project anim root motion onto terrain plane (slope staircase) 2026-05-05 21:37:42 +02:00
RemoteMoveToDriverTests.cs fix(anim): Phase L.1c clamp approach velocity to prevent overshoot 2026-04-29 10:14:35 +02:00
ServerControlledLocomotionTests.cs fix(anim): Phase L.1c match MoveTo run speed 2026-04-28 20:58:22 +02:00
ShadowObjectRegistryTests.cs feat(phys L.2g slice 1): ShadowObjectRegistry.UpdatePhysicsState 2026-05-12 22:22:32 +02:00
TerrainSurfaceTests.cs fix(scenery): #49 9×9 loop, per-spawn building check, triangle slope 2026-05-07 21:15:11 +02:00
TransitionTests.cs feat(physics): Transition.FindTransitionalPosition core algorithm 2026-04-13 23:52:45 +02:00