acdream/src/AcDream.Core
Erik 967d065141 feat(physics): A4 — wire CheckOtherCells into FindEnvCollisions
After the primary cell's BSP returns OK, query every other cell the
foot-sphere overlaps via CellTransit.FindCellSet + Transition.CheckOtherCells.
Closes the Holtburg inn vestibule wall walk-through: the vestibule
(cell 0xA9B40164) has only 4 BSP polys; walls live in the adjacent
interior cell (0xA9B40157). Without A4 the adjacent cell's BSP was
never queried.

End-to-end test reduces the real Holtburg bug to a minimal synthetic
two-cell fixture: empty vestibule BSP + interior cell with the
existing BSPStepUpFixtures.TallWall (the same fixture B2 uses to
prove a grounded mover can't scale a 5m wall). Pre-A4: returns OK
(walks through). Post-A4: returns Slid (the wall halts the
transition).

FindEnvCollisions visibility tightened from private → internal so
the integration test can call it directly without going through
FindTransitionalPosition's sub-step iteration.

Retail oracle: acclient_2013_pseudo_c.txt:272717-272798
(CTransition::check_other_cells).

Spec: docs/superpowers/specs/2026-05-20-phase-a4-multi-cell-bsp-design.md
Plan: docs/superpowers/plans/2026-05-20-phase-a4-multi-cell-bsp.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 16:23:00 +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 feat(physics): A4 — wire CheckOtherCells into FindEnvCollisions 2026-05-20 16:23:00 +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