Three independent research agents converged: retail's "bouncy walls"
feel comes from CPhysicsObj::handle_all_collisions (acclient_2013_pseudo_c.txt:
282699-282715, ACE PhysicsObj.cs:2692-2697) which applies the canonical
reflection v_new = v - (1 + e) * dot(v, n) * n to the body's velocity
after every transition resolves. Player elasticity = 0.05 (5% bounce);
INELASTIC_PS = 0x20000 zeros velocity entirely (used by spell projectiles).
acdream had the data plumbed (PhysicsBody.Elasticity = 0.05 was already
set, ci.CollisionNormal was being populated in 8+ code paths) but
ResolveWithTransition discarded the normal before returning. Hence
"sticky walls on jumps" — perpendicular velocity got removed by
SlideSphere's geometric resolution, but never reflected back, so
hitting a wall mid-jump zeroed forward motion entirely instead of
producing a small push-back.
Files:
- PhysicsBody.cs: add PhysicsStateFlags.Inelastic = 0x20000.
- ResolveResult.cs: surface CollisionNormalValid + CollisionNormal.
- PhysicsEngine.cs:599-624: copy ci.CollisionNormal into ResolveResult
before returning (both ok and partial paths).
- PlayerMovementController.cs:445-503: after position commit, apply
reflection per the retail formula. Inelastic → zero velocity;
else → reflect with v += n * -(dot(v,n) * (e + 1)).
apply_bounce rule (more conservative than retail by design):
- Sledding: retail's strict rule — bounce unless both grounded.
- Otherwise: bounce ONLY when both prev and now airborne. Suppress on
landing (prev air, now ground) to avoid micro-bouncing on floor —
the post-reflection upward Z defeats the controller's Velocity.Z<=0
landing-snap gate. Retail's elasticity 0.05 makes the artifact
visually imperceptible there; acdream's per-frame architecture
amplifies it.
Tests: 1491 → 1491 still pass (existing AirborneFrames + WalkOffLedge
tests confirmed the conservative apply_bounce rule keeps landings
clean).
Live verification needed: jump into a wall mid-air — should produce a
visible bounce-back rather than sticking. Walking along corridor with
side-clip should still slide. Landing should still settle without
micro-bounce.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>