Replaces the hybrid that double-counted forward translation:
predicted body.Velocity (set per-tick by apply_current_movement) +
the seqVel-derived offset both pushed the remote body forward at
~11.7 m/s × dt for run, summing to ~23.4 m/s × dt — the user's
"way too fast" + 1-Hz blip.
Per the named-retail decomp investigation 2026-05-03 (research agent
report dispatched against acclient_2013_pseudo_c.txt for
CSequence::update + UpdatePositionInternal + UpdateObjectInternal +
adjust_offset, line citations in the env-var path comments):
CPhysicsObj::UpdateObjectInternal (0x005156b0)
→ UpdatePositionInternal (0x00512c30)
→ CPartArray::Update (writes anim root motion into the offset frame)
→ PositionManager::adjust_offset (REPLACES the offset with catch-up
when the body is far from the queue head; otherwise leaves the
anim root motion alone — Frame::operator=(arg2, &__return)
semantics, NOT additive)
→ Frame::combine (out = m_position + offset)
→ UpdatePhysicsInternal (out += body.Velocity × dt + 0.5·accel·dt²)
For a remote in steady-state RunForward where the server hasn't pushed
an explicit velocity, m_velocityVector ≈ 0 and ALL per-tick translation
comes from the animation root motion (CSequence::update_internal +
Frame::combine of crossed pos_frames keyframes). Our port doesn't
extract per-keyframe pos_frames from the .anm assets; instead
AnimationSequencer.CurrentVelocity is the synthesized equivalent
(RunAnimSpeed × ForwardSpeed averaged), passed through
PositionManager.ComputeOffset.
Concrete changes in the env-var (ACDREAM_INTERP_MANAGER=1) path:
* Pass seqVel = ae.Sequencer.CurrentVelocity to ComputeOffset (was
Vector3.Zero — that disabled the animation-root-motion source and
left only the queue catch-up to drive translation, which lagged
server pace).
* Clear rm.Body.Velocity to Vector3.Zero for grounded remotes each
tick. Mirrors retail's m_velocityVector ≈ 0 for remotes; prevents
UpdatePhysicsInternal from adding a second 11.7 m/s × dt on top of
the seqVel-driven translation.
* Stop calling apply_current_movement per tick. Retail only calls it
on motion-state changes (per cdb traces from the L.5 investigation),
not per physics tick. body.Velocity-based translation is now the
AIRBORNE-only path (gravity integration during jumps).
Also reverts an unacceptable "scaling hack" (per-tick body.Velocity
scaled by observed serverSpeed/predictedSpeed) the user explicitly
rejected as patching over an unsolved structural problem.
GetMaxSpeed reverted to RunAnimSpeed × rate (matches ACE
MotionInterp.cs:670-678; the earlier "return bare rate" change came
from a misread of an x87-decompiled get_max_speed where Binary Ninja
showed the return type as void).
AnimationSequencer.SetCycle now ALWAYS overwrites CurrentVelocity for
known locomotion cycles (Walk/WalkBackward/Run/SideStepRight/
SideStepLeft) instead of gating on `CurrentVelocity.LengthSquared() <
1e-9f`. The gate was correct for non-locomotion entities with
dat-baked HasVelocity, but for Humanoid where the dat is silent and
the only thing that could set CurrentVelocity before synthesis was a
transition link's HasVelocity flag, the gate would silently leave the
body advancing at the link's velocity instead of the cycle's intended
steady-state.
Adds wire-arrival diagnostics gated on ACDREAM_REMOTE_VEL_DIAG=1
(SETCYCLE, FWD_WIRE) used to trace the bug to ground truth.
User-confirmed improvements vs prior state:
- Steady-state run no longer "way too fast"
- Run-in-circles smoother (rectangle effect gone)
- Jump landing in correct location
- Turn-left visibly turns left
Outstanding (not addressed by this commit, deferred for next
investigation): walk↔run direct transitions don't visibly switch the
animation cycle until the next motion event fires. Both legacy and
new paths exhibit the same behavior, so the bug lives in the
SetCycle queue manipulation pipeline shared by both — not in the
per-tick translation path that this commit revises. Wire trace
confirms ACE delivers the WalkForward → RunForward transition
correctly and SetCycle does fire for it.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>