acdream/src/AcDream.Core/Physics
Erik 2388fe7aa7 docs: CC6b-PRE re-review residuals R1/R2 + cross-branch renumbering
R1: the unsound elided-ctor-byte argument survived at its canonical
citation site (ChargenPreviewEntityBuilder's class doc, which the two
corrected docs point at) and in the ledger row's Deliverables column,
which contradicted its own review-status column. Both now carry the real
evidence: InitializePage @0x0047FDD0 writes an explicit m_bZoomedIn = 0
at 0x004802C3.

R2: the verified 180-degree initial heading (m_fCurHeading = 180f at
0x00480235 + SetPlayerHeading at 0x0048023F, cross-confirmed at
gmBarberUI::PostInit and the summary page) now has a durable home in the
CC6b-mount OWED list — without it the mount half ships a character
facing away from the camera.

Merge prep: the branch-local TS-82 renumbered to TS-84 (the CC4 branch
independently allocated TS-82 and landed first) and the branch-local
ISSUES #402 renumbered to #403 (same collision, same rule), with the
Core doc reference updated.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 19:39:16 +02:00
..
Motion refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
AceModernCommandCatalog.cs feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance 2026-06-30 22:13:36 +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(animation): harden presentation phase handoffs 2026-07-21 10:01:25 +02:00
BSPQuery.cs fix(physics): S1B — indoor cell membership admits on the part BOX, as retail does (#335, AP-159 narrowed) 2026-08-07 07:46:57 +02:00
BuildingPhysics.cs T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED (closes #99) 2026-06-11 14:37:50 +02:00
CellArray.cs feat(runtime): seal dormant SetPosition evaluations 2026-08-01 11:31:58 +02:00
CellDump.cs feat(phys): A6.P3 #98 Step 2 — cell-dump probe + roundtrip test 2026-05-23 15:16:56 +02:00
CellSurface.cs refactor(physics): remove parsed collision graphs 2026-07-25 18:21:19 +02:00
CellTransit.cs fix(physics): S1B — indoor cell membership admits on the part BOX, as retail does (#335, AP-159 narrowed) 2026-08-07 07:46:57 +02:00
CollisionExemption.cs fix(physics): #299 — port retail's mover-side IsImpenetrable exemption branch 2026-08-03 20:13:05 +02:00
CollisionPrimitives.cs feat(physics): Task 2 — true sphere collision primitive (CSphere::intersects_sphere) 2026-06-24 19:08:53 +02:00
CollisionShadowVerifier.cs fix(physics): S1B — indoor cell membership admits on the part BOX, as retail does (#335, AP-159 narrowed) 2026-08-07 07:46:57 +02:00
CollisionTraversal.cs fix(physics): S1B — indoor cell membership admits on the part BOX, as retail does (#335, AP-159 narrowed) 2026-08-07 07:46:57 +02:00
CollisionWorldState.cs wip(physics): collision O(changed) delta-commit (O1-O3) - ON HOLD, feel-test failed 2026-08-02 20:06:59 +02:00
EncumbranceSystem.cs feat(physics): Campaign P P1 - stat-coupled movement (burden/stamina/vitae) 2026-07-30 08:18:06 +02:00
EntityCollisionFlags.cs feat(physics): C4 route 4b-3 — remote teleport + cell-less through the canonical placement 2026-08-04 16:00:10 +02:00
FlatBspQuery.cs fix(physics): S1B — indoor cell membership admits on the part BOX, as retail does (#335, AP-159 narrowed) 2026-08-07 07:46:57 +02:00
FlatCollisionAssetBuilder.cs feat(content): bake and read flat collision assets 2026-07-25 15:22:08 +02:00
FlatCollisionAssets.cs perf(physics): cut production traversal to flat assets 2026-07-25 17:00:04 +02:00
GfxObjDump.cs feat(phys): A6.P3 #98 — GfxObj dump infrastructure (ACDREAM_DUMP_GFXOBJS) 2026-05-23 20:24:26 +02:00
IAnimationHookSink.cs feat(#188): fading-wall + sliding-door translucency; hold open past animation settle 2026-07-09 09:17:50 +02:00
IMotionCommandCatalog.cs feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance 2026-06-30 22:13:36 +02:00
InterpolationManager.cs fix(physics): remote bodies slide on steep faces instead of freezing (#32) 2026-08-04 10:21:16 +02:00
InterpretedMotionFunnel.cs fix(R4-V5): moveto wedge - StopCompletely's missing animation dispatch orphaned pending_motions; + the P1 autonomous store family 2026-07-03 14:15:36 +02:00
LandDefs.cs feat(physics #145): Slice 1 — Position/Frame types + LandDefs.GetBlockOffset (0x0043e630) 2026-06-21 10:30:20 +02:00
MotionCommandResolver.cs feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance 2026-06-30 22:13:36 +02:00
MotionInterpreter.cs fix #270 closeout: strip investigation probes; close the issue 2026-07-31 07:26:57 +02:00
MovementSystem.cs fix #266: retail run-rate 800 branch is exact-equality sentinel, not a cap 2026-07-30 19:22:41 +02:00
ObjectRangeMath.cs fix(items): use retail cylinder range for loot windows 2026-07-17 20:32:34 +02:00
PhysicsBody.cs refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
PhysicsDataCache.cs fix(physics): port retail's find_bbox_cell_list outdoor extent walk (#334) 2026-08-06 19:07:06 +02:00
PhysicsDiagnostics.cs fix(chat): Campaign CH user-gate round 2 -- portal notice rerouted to SpewBox, verbatim /help extraction, jump-in-air evidence 2026-08-10 08:40:24 +02:00
PhysicsEngine.cs probe(physics): ACDREAM_DUMP_TRANSIT_FAIL — self-selecting transition-phase trace for #345 2026-08-07 10:48:46 +02:00
PhysicsObjUpdate.cs feat(runtime): commit dormant SetPosition activation 2026-08-01 14:25:02 +02:00
PhysicsResolveCapture.cs test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation 2026-06-02 15:20:24 +02:00
PhysicsSetPosition.cs feat(runtime): seal dormant SetPosition evaluations 2026-08-01 11:31:58 +02:00
PhysicsTimestampGate.cs feat(runtime): own initial create residence transaction 2026-08-01 19:35:08 +02:00
PlayerWeenie.cs fix #266: retail run-rate 800 branch is exact-equality sentinel, not a cap 2026-07-30 19:22:41 +02:00
PortalInfo.cs feat(physics): Phase 2 — wire CellBSP + Portals into CellPhysics 2026-05-19 16:52:20 +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
Position.cs refactor(physics #145): Slice 1 — rename Frame->CellFrame to avoid DatReaderWriter.Types.Frame collision 2026-06-21 10:34:36 +02:00
PositionFrameValidation.cs feat(net): port retail physics spawn and event timestamps 2026-07-14 00:22:17 +02:00
ProjectilePhysicsStepper.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RawMotionState.cs feat(R3-W1): retail state completion — action FIFOs, MovementParameters, MotionNode, WeenieError renumber (closes J2, J16-codes) 2026-07-02 22:12:33 +02:00
RemoteMotionCombiner.cs docs: close the AD-10 review findings — AD-65's magnitude was half the truth 2026-08-06 10:08:53 +02:00
RemoteWeenie.cs fix(R4-V5): #160 remote run movetos in slow motion - remote interps had no weenie, so retail's run-rate chain never reached my_run_rate 2026-07-03 16:18:40 +02:00
ResolveResult.cs refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
Retail2013CommandCatalog.cs feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance 2026-06-30 22:13:36 +02:00
RetailAnimationCyclePlayback.cs docs: CC6b-PRE re-review residuals R1/R2 + cross-branch renumbering 2026-08-15 19:39:16 +02:00
RetailFrameMath.cs feat(physics): port retail projectile integration 2026-07-14 11:43:11 +02:00
RetailObjectActivityGate.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RetailObjectManagerTail.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RetailObjectQuantumClock.cs feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
RetailPhysicsStateTransition.cs feat(vfx): port retail hidden and teleport presentation 2026-07-14 14:59:48 +02:00
ServerControlledLocomotion.cs fix(combat): persist death and retarget on kill 2026-07-12 09:19:38 +02:00
ShadowEntrySnapshot.cs perf(physics): pool collision cell snapshots 2026-07-23 06:12:34 +02:00
ShadowObjectRegistry.cs fix(physics): S1B — indoor cell membership admits on the part BOX, as retail does (#335, AP-159 narrowed) 2026-08-07 07:46:57 +02:00
ShadowPartBox.cs fix(physics): S1B — indoor cell membership admits on the part BOX, as retail does (#335, AP-159 narrowed) 2026-08-07 07:46:57 +02:00
ShadowShape.cs fix(physics): port retail's find_bbox_cell_list outdoor extent walk (#334) 2026-08-06 19:07:06 +02:00
ShadowShapeBuilder.cs fix(physics): port retail's find_bbox_cell_list outdoor extent walk (#334) 2026-08-06 19:07:06 +02:00
SpawnPlacementSettler.cs fix(physics): adopt the settle's resolved cell across an indoor seam (#276 remainder) 2026-08-06 06:37:46 +02:00
TerrainSurface.cs fix(physics): AP-10 - restore retail's 0.1m dry-corner water sink-in; wire WATER_CONTACT_TS 2026-07-30 10:52:39 +02:00
TransitionScratchArena.cs perf(physics): reuse reset-complete transition scratch 2026-07-25 14:37:02 +02:00
TransitionTypes.cs fix(physics): #345 — a grounded mover glides along a too-steep face; validate_walkable's return is scoped as retail's bytes scope it 2026-08-07 13:32:51 +02:00
WalkMissDiagnostic.cs feat(physics): WalkMissDiagnostic aggregator for ISSUES #83 probe spike 2026-05-20 10:31:39 +02:00
WeenieError.cs feat(core): adopt retail's full WeenieError code table 2026-07-29 07:33:27 +02:00