Long session that shipped A6.P4 infrastructure (Tasks 1-6 of the per-part BSP plan) but discovered the specific shapes we register from door setup 0x020019FF don't catch the player. Per-part BSP at 0x010044B5 produced ZERO collision attributions in 188K+ resolve lines despite player walking at doors. Cylinder still blocks center-only. Task 7 (refactor RegisterLiveEntityCollision) was implemented and visually tested, but reverted because the new per-part BSP shape didn't actually fix the door bug. The infrastructure stays — it's correctly modeling retail's CPhysicsObj-with-parts model — but the shapes we feed it need to be re-investigated apparatus-first. Three hypotheses ranked: (A) part BSPs are visual-only, no collision polys; (B) building BSP has a wide doorway gap our tiny cylinder doesn't fill; (C) retail uses Setup.Radius/Height directly. Next- session move: dump GfxObj 0x010044B5's PhysicsBSP first, then cdb retail at a doorway. Recommends: stop speculation, build apparatus, decide fix from evidence. #99 stays OPEN. Slice 1's "Closes #99" claim was premature; the real close requires the per-part BSP work + correct shape identification. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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| .. | ||
| architecture | ||
| audit | ||
| plans | ||
| research | ||
| superpowers | ||
| bugs.md | ||
| ISSUES.md | ||