Four tests were asserting pre-change behavior after intentional production
changes:
#2 BSPStepUpTests.C3_Path6_AirborneMoverHitsSteepSlope_SetsCollide
b1af56e (L.4, 2026-04-30) added a steep-normal gate in Path 6 that
fires BEFORE SetCollide. Airborne sphere hitting steep poly now returns
Slid + Collide=false (slide-tangent interim fix). Updated assertion +
renamed to ReturnsSlid.
#7 PlayerMovementControllerTests.Update_ForwardInput_MovesInFacingDirection
#8 DispatcherToMovementIntegrationTests.Dispatcher_W_held_produces_forward_motion
235de33 (L.5, 2026-04-30) added _physicsAccum accumulator gate: a single
Update(1.0f) only integrates one MaxQuantum (0.1s ~ 0.312m at walk speed),
not the full 1s. Time is carried in accumulator (not dropped). Fixed both
tests to loop Update(MaxQuantum) for ~11 ticks to accumulate >2m of real
forward motion, preserving the original distance-threshold assertion intent.
#9 PositionManagerTests.ComputeOffset_BothActive_Combined
842dfcd (L.3.2, 2026-05-03) changed ComputeOffset from additive
(rootMotion + correction) to replace semantics: when AdjustOffset returns
non-zero, it REPLACES root motion (retail Frame::operator= semantics).
offset.Y = 0 (not 0.4); root motion is dropped when catch-up engages.
Updated assertion and renamed to CorrectionReplacesRootMotion.
Suite: 9 failures → 5 (only the 5 known-bug tests remain red).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>