Today's evening session ran from "harness still doesn't reproduce the
cap" → "harness reproduces it" → "wait, the cap is only a symptom, the
real cause is upstream Z drift from the contact plane never refreshing."
The breakthrough question, from the user: "we know how retail OPENs it
from above, how hard can it be to know how to open it from below?" —
which reframed the investigation away from cap-event mechanics (where
six prior attempts looked) and toward "what about our STATE is wrong
when the player is in the cellar but not on the ramp?"
The math: player at cap is 10 m away from the cellar ramp in cell-local
X, but body.ContactPlane is still the ramp's slope plane. AdjustOffset
projects forward motion along that stale slope every tick, lifting Z
by +0.201 m per tick. After enough ticks of horizontal walking, the
head sphere reaches Z=94 and bumps the cottage floor. If the contact
plane refreshed to the flat cellar floor when the player walked off
the ramp, the drift would be zero, the cap would never be reachable.
Next session's task (per the pickup prompt at the bottom of the
findings doc): (1) verify the hypothesis chronologically against the
live capture, (2) find the walkable-refresh gap in
Transition.FindEnvCollisions / SpherePath.SetWalkable, (3) cross-ref
retail's CObjCell::find_env_collisions for the per-tick contact-plane
refresh logic.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>