acdream/src/AcDream.Core/Physics
Erik a48883af2d fix(physics): L.4-cliffslide-priority — steep ContactPlane check before OnWalkable gate
User-reported: "still don't slide down steep roofs" after the previous
trigger-gate fix (52e257d). Traced through the EdgeSlide dispatcher:
the gate IS firing now, but ValidateTransition's L.2.3i FloorZ test
clears OnWalkable as soon as the player is on a steep surface. So
EdgeSlideAfterStepDownFailed enters Branch 1 (`!OnWalkable → restore
+ OK`) and stops the player BEFORE Branch 2's steep-ContactPlane
CliffSlide can fire.

Re-order: check the steep-ContactPlane condition FIRST, before the
Branch 1 OnWalkable gate. If the surface is too steep AND we have a
contact plane on it AND the EdgeSlide flag is set, run CliffSlide
regardless of OnWalkable state. The cross-product deflection plus
gravity produces continuous downhill drift, frame after frame.

Branch 1's "stop at edge" still fires for the original case it was
meant for: walked off into thin air with no contact plane at all.
That should still stop (or fall normally) rather than CliffSlide
against nothing.

Tests: 1491 still pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 10:29:30 +02:00
..
AnimationCommandRouter.cs fix(anim): Phase L.1b route motion commands 2026-04-28 10:46:22 +02:00
AnimationHookRouter.cs feat(anim): Phase E.1 hook router + GameWindow wiring 2026-04-18 16:30:23 +02:00
AnimationSequencer.cs fix(anim): Phase L.1c sequencer cycle fallback for missing MoveTo motion 2026-04-29 10:33:48 +02:00
BSPQuery.cs fix(physics): #32 L.2c precipice edge-slide context 2026-04-30 08:04:37 +02:00
CellSurface.cs feat(core): Phase B.3 — CellSurface (indoor floor polygon projection) 2026-04-12 09:51:22 +02:00
CollisionExemption.cs feat(physics): retail PvP exemption + viewer/creature/missile gates (Commit C) 2026-04-29 13:21:36 +02:00
CollisionPrimitives.cs feat(physics): port 9 collision primitives from acclient.exe (chunk_00530000.c) 2026-04-12 23:53:47 +02:00
EntityCollisionFlags.cs feat(physics): live-entity collision plumbing (Commit A) 2026-04-29 13:12:56 +02:00
IAnimationHookSink.cs feat(anim): Phase E.1 hook router + GameWindow wiring 2026-04-18 16:30:23 +02:00
MotionCommandResolver.cs feat(anim): Phase L.1c select combat maneuvers 2026-04-28 11:44:17 +02:00
MotionInterpreter.cs fix(anim): Phase L.1b route motion commands 2026-04-28 10:46:22 +02:00
PhysicsBody.cs docs(physics): L.3c attempt — friction threshold investigation, deferred 2026-04-30 09:46:42 +02:00
PhysicsDataCache.cs test(physics): conformance fixtures for BSP step-up + roof-landing (Phase L.2.0) 2026-04-29 15:44:16 +02:00
PhysicsEngine.cs feat(physics): L.3a — wall-bounce velocity reflection on airborne hits 2026-04-30 09:41:04 +02:00
PlayerWeenie.cs feat(physics): PlayerWeenie with retail Run/Jump formulas 2026-04-13 23:15:25 +02:00
PortalPlane.cs fix(core): Phase B.3 — add centroid + radius bounds to PortalPlane crossing test 2026-04-12 19:08:46 +02:00
RemoteMoveToDriver.cs fix(anim): Phase L.1c clamp approach velocity to prevent overshoot 2026-04-29 10:14:35 +02:00
ResolveResult.cs feat(physics): L.3a — wall-bounce velocity reflection on airborne hits 2026-04-30 09:41:04 +02:00
ServerControlledLocomotion.cs fix(anim): Phase L.1c match MoveTo run speed 2026-04-28 20:58:22 +02:00
ShadowObjectRegistry.cs feat(physics): live-entity collision plumbing (Commit A) 2026-04-29 13:12:56 +02:00
TerrainSurface.cs fix(physics): #32 L.2c precipice edge-slide context 2026-04-30 08:04:37 +02:00
TransitionTypes.cs fix(physics): L.4-cliffslide-priority — steep ContactPlane check before OnWalkable gate 2026-04-30 10:29:30 +02:00