acdream/tests/AcDream.Core.Tests
Erik f51c1dffa5 feat(#184): Slice 3 — Setup-derived mover sphere for the remote de-overlap sweep
The per-tick remote de-overlap sweep used a hardcoded HUMAN collision sphere
(0.48 m radius / 1.835 m capsule top) for EVERY creature, so large and small
monsters de-overlapped at human spacing (register TS-46). Retail seeds the
transition from the object's OWN Setup sphere list scaled by its wire ObjScale
(CPhysicsObj::transition 0x00512dc0 -> init_sphere(GetNumSphere, GetSphere,
m_scale); ObjScale from set_description 0x00514f40).

Slice 3 (one call site, no signature change): before the Path B ResolveWithTransition
call, read the creature's Setup-derived dims via the existing GetSetupCylinder
helper -- (setup.Radius, setup.Height) x ObjScale, the same source the local player
and the moveto/sticky radii already use, consistent with the spawn-time shadow
registration's entScale -- and pass them as sphereRadius/sphereHeight. Fall back to
the human capsule when GetSetupCylinder returns (0,0) for a shapeless / unresolvable
Setup (a zero radius would degenerate the sweep). The player call site is unchanged
(the player IS the human Setup). stepUp/stepDown stay 0.4 m (retail derives those
from the Setup too -- an adjacent divergence left as-is).

Big monsters now spread wider, small ones tighter -- the de-overlap distance tracks
each creature's true radius.

Test: RemoteDeOverlapMechanismTests.ConvergingLargeCreatures_DeOverlapWiderThanHuman
(an R=0.9 pair settles ~1.8 m -- materially wider than the human 0.96 m contact --
proving the sweep de-overlaps at the radius it is given). Register: narrows TS-46
(remotes no longer human-dimmed; residual = the two-scalar reconstruction vs retail's
sphere list, plus the 0.4 m step heights). Core 2621 / App 741 green.

Research: workflow wf_e8306250-21b (3-agent read-only sweep: acdream data source /
retail init_sphere reference / minimal-edit path).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 22:53:21 +02:00
..
Allegiance feat(allegiance): Phase H.2 AllegianceRequests + AllegianceTree model 2026-04-18 17:17:45 +02:00
Audio feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
Chat fix(chat): /help client-side handler + System dedup + ThatIsNotAValidCommand template 2026-04-25 21:22:07 +02:00
Combat fix(combat): #159 — derive CombatAnimationMotionCommands from the DRW enum 2026-07-04 09:08:11 +02:00
Conformance refactor(pipeline): MP1a cleanup - narrow public surface, csproj parity, move residue 2026-07-05 20:52:01 +02:00
Fixtures feat(L.2g-S2a): CMotionInterp inbound funnel in Core + live-retail conformance harness (DEV-1 core) 2026-07-02 18:50:09 +02:00
Input fix #174: RemoveLinkAnimations seam is HandleEnterWorld (strip + drain) 2026-07-05 16:33:41 +02:00
Items fix(D.2b): wield is ContainerId-based — drop the WielderId write (code review) 2026-06-22 22:15:18 +02:00
Lighting fix #176: light pool tracked the camera via flood scoping - collect residents, anchor at player 2026-07-06 15:12:31 +02:00
Meshing fix(render): hide editor-only placement markers in dungeons — port retail's degrade-to-nothing (#136) 2026-06-14 19:03:08 +02:00
Physics feat(#184): Slice 3 — Setup-derived mover sphere for the remote de-overlap sweep 2026-07-07 22:53:21 +02:00
Player feat(player): #5 PlayerDescription parser — Stam/Mana via attribute block 2026-04-25 16:42:24 +02:00
Plugins feat(D.2b): IUiRegistry plugin UI surface + buffered drain into UiHost 2026-06-14 17:46:37 +02:00
Rendering feat(lighting): SelectForCell (all dynamic lights per EnvCell) + #176 handoff — residual is a runtime z-fight 2026-07-06 13:55:16 +02:00
Selection test(picker): Cluster A #86 — screen-rect cell-occlusion tests 2026-05-19 14:56:51 +02:00
Spells fix(player): EnchantmentMask bit fix + Vitae key=0 + absolute Vitals overlay 2026-04-25 18:15:20 +02:00
Streaming fix(streaming): recover the player from the pending bucket — invisible-player / world-not-loading bug 2026-07-03 22:03:44 +02:00
Terrain fix #108-residual (root cause): terrain drew DOUBLE-SIDED - port retail landPolysDraw eye-side gate as terrain backface cull 2026-06-12 22:05:31 +02:00
Textures fix(textures): DecodeSolidColor null-safe against null ColorValue 2026-06-14 14:36:07 +02:00
Ui fix(retail): rotation rate, useability gate, retail toast strings 2026-05-16 12:17:54 +02:00
Vfx fix(vfx #56): ParticleHookSink applies CreateParticleHook.PartIndex transform 2026-05-11 23:57:20 +02:00
World feat(streaming): PhysicsDatBundle on LoadedLandblock (datLock fix scaffold) 2026-06-23 09:31:26 +02:00
AcDream.Core.Tests.csproj test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation 2026-06-02 15:20:24 +02:00
SmokeTest.cs chore: phase 1 — add Core, Abstractions, App, Tests projects 2026-04-10 09:22:33 +02:00
xunit.runner.json test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation 2026-06-02 15:20:24 +02:00