acdream/src/AcDream.Core
Erik 91b29d1a89 fix(physics): route indoor walkable-plane synthesis through retail BSP walker
TryFindIndoorWalkablePlane (Phase 2 commit eb0f772) used a linear
first-match XY scan of cellPhysics.Resolved with no Z-proximity test.
For any cell with two walkable polys overlapping in XY at different Z
(cellars, 2nd floors, balconies, stairs spanning floors), it returned
whichever polygon came first in dictionary order — typically the upper
floor when descending, causing the player to be reported below the
synthesized plane → ValidateWalkable fails → falling-stuck. Symptoms
reported by user 2026-05-19: cannot descend into cellar; cannot walk
on 2nd floor; "invisible obstacles at certain spots" (suspected
cascade from wrong-Z ContactPlane misrouting the resolver state).

Fix: route through BSPQuery.FindWalkableSphere (added previous commit),
which wraps the existing retail-faithful FindWalkableInternal
(BSPNODE::find_walkable + BSPLEAF::find_walkable port). Adds a
sphereRadius parameter to TryFindIndoorWalkablePlane so the foot
sphere is built with the actual entity radius rather than a guess.
WalkableAllowance is save/restored via try/finally so the slope
threshold used by walkable_hits_sphere doesn't leak back to the
resolver. Method becomes an instance method (was static) to access
this.SpherePath.

Deletes the now-dead PointInPolygonXY helper.

Updates IndoorWalkablePlaneTests.cs: all TryFindIndoorWalkablePlane
test fixtures now include a PhysicsBSPTree leaf node (required by
the new routing path), calls pass sphereRadius, and the PointInPolygonXY
tests are removed (method deleted). Adds TransitionTypesTests.cs with
an integration test covering two-overlapping-floors selection AND
WalkableAllowance preservation.

Closes (pending visual verification): ISSUES #83.
Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 21:47:49 +02:00
..
Allegiance feat(allegiance): Phase H.2 AllegianceRequests + AllegianceTree model 2026-04-18 17:17:45 +02:00
Audio feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
Chat fix(chat): /help client-side handler + System dedup + ThatIsNotAValidCommand template 2026-04-25 21:22:07 +02:00
Combat feat(combat): Phase L.1c wire live attack input 2026-04-28 11:58:57 +02:00
Items feat(items): Phase F.2 ItemRepository + AppraiseRequest round-trip 2026-04-18 16:55:36 +02:00
Lighting feat(lighting): Phase G.2 — Setup.Lights + SetLightHook wiring 2026-04-19 10:46:49 +02:00
Meshing feat(vfx #C.1.5b): SetupPartTransforms helper for per-part anchor transforms 2026-05-11 23:54:33 +02:00
Physics fix(physics): route indoor walkable-plane synthesis through retail BSP walker 2026-05-19 21:47:49 +02:00
Player feat(player): #6 fold enchantment buffs into vital max via EnchantmentMath 2026-04-25 17:55:15 +02:00
Plugins fix(movement+anim+session): clothing dedup, motion wire format, jump-skill default 2026-04-18 15:01:32 +02:00
Rendering feat(rendering): Task 1 — RenderingDiagnostics static class 2026-05-19 11:24:38 +02:00
Selection fix(picker): Cluster A #86 — cell-BSP ray occlusion in WorldPicker 2026-05-19 14:41:56 +02:00
Spells fix(player): EnchantmentMask bit fix + Vitae key=0 + absolute Vitals overlay 2026-04-25 18:15:20 +02:00
Terrain refactor(A.5 T9): _surfaceCache -> ConcurrentDictionary for off-thread mesh build 2026-05-09 22:55:53 +02:00
Textures refactor(N.3): thread isAdditive + substitute 5 decode methods with WB TextureHelpers 2026-05-08 11:32:37 +02:00
Ui fix(retail): rotation rate, useability gate, retail toast strings 2026-05-16 12:17:54 +02:00
Vfx fix(vfx #56): ParticleHookSink applies CreateParticleHook.PartIndex transform 2026-05-11 23:57:20 +02:00
World fix(world #53): namespace stab Ids globally for Tier 1 cache safety 2026-05-10 20:07:19 +02:00
AcDream.Core.csproj phase(N.0): wire up WorldBuilder fork as submodule + project refs 2026-05-08 08:51:49 +02:00