From 052764442d486485693dcd8dcefbca90e006eb12 Mon Sep 17 00:00:00 2001 From: Luis Gonzalez Date: Thu, 9 Jul 2026 19:46:17 -0700 Subject: [PATCH] =?UTF-8?q?Docs:=20session=20log=20Part=20D=20=E2=80=94=20?= =?UTF-8?q?solid=20sweep=20+=20height=20pass=20record?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-Authored-By: Claude Fable 5 --- ...2026-07-09_B4d_Tail_Collision_Grounding.md | 30 +++++++++++++++++-- 1 file changed, 28 insertions(+), 2 deletions(-) diff --git a/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md b/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md index 6f96724f5..f7023fd74 100644 --- a/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md +++ b/Docs/Vault/07_Sessions/2026/2026-07-09_B4d_Tail_Collision_Grounding.md @@ -104,11 +104,37 @@ on `SM_Env_Rocks_Spikey_03.fbx` + `SM_Env_Rock_06.fbx` (PNB_Arid_Desert) → 8/8 parked player. No freezes. - EditMode suite green + console clean post-fix (bake exceptions gone). +## Part D — operator extension: generic solid sweep + height pass (committed `5382cbf34`) + +Operator: "a bunch of items in base/expedition still lack collisions; height pass — nothing should look +climbable/hilly in a way that lets the player phase through. Commit after verification." Tool extended + re-applied: + +- **Generic solid sweep**: every LOD0 visual inside the LOCAL fitted wall that isn't soft flora (regex list: + grass/flower/bush/pebble/groundcover/…) and stands ≥0.5 u tall with walk-band geometry gets a walk-band OBB — + **85 adds**: cacti, succulents, boulders (`Rock_12`), bone piles, small rocks, **craters as FULL set-piece + blocks** (rim mounds read as "hilly"; blocking the whole depression avoids both phase-through and + float-over — flag for the feel-lap, rim-gap walkable craters are a possible follow-up), crates, tree trunk, + turbine poles, dish, solar rigs. 595 soft-flora + 38 elevated/sub-threshold skipped; **0 too-big items + in-play** (all background hills/arches sit beyond the walls). +- **Height pass**: ring sampling dropped to the ANKLE band (0.45–2.5) — the wall stops the player before any + visibly rising skirt (numbers landed identical to torso band: cliff faces are near-vertical at their + innermost points); every generated collider's top = the visual's top (floor 0.8, cap 3.0); rings span + y −0.5..4.5; elevated-only geometry (rotor blades, panel plates) gets NO ground collider (phantom-wall + hazard, caught in design). +- **Two tool bugs caught by the audit loop**: (1) ring fit read r0 from the CURRENT segments → the window + RATCHETS inward every re-run (base drifted 30→25.9→min 17.9, near the wave-spawn ring 16!) — r0 now pinned + to the DESIGN radii (30/52), restoring idempotency (audit×2 → identical numbers); (2) the solar ARM reached + the generic branch before the Swivel cluster branch → rig fragmenting into a 0.4 u pole box. +- **Validation (all passed)**: static bodies 249→323 (+74 = exactly the new adds), 10/10 solidity samples + (both slots + base), open room ground free (no over-collision), ring closure 32/32/region, server==client + parity 323, enemy smoke in the dense room (embedded-in-crater enemy depenetrated + re-engaged across ~12 u; + 4 others converged through ~40 obstacles), 466/466 EditMode, console clean. + ## Next-session intent Phase 1.5 continues: lighting/atmosphere pass → art-look decision gate (pixel filter ON/OFF side-by-sides). -Operator: eyeball the refit walls + cover rocks + new prop colliders in a real lap (fidelity is numeric-verified, -feel is not), plus the still-pending B5 split-panels visual smoke. +Operator: eyeball the refit walls + cover + the 85 new prop colliders in a real lap — special attention to the +solid CRATERS (set-piece blocks vs walkable rim-gap follow-up) — plus the still-pending B5 split-panels smoke. Related: [[Iteration_2026-07_CoopHades]] · [[2026-07-07_Workflow_Consolidation]] · [[2026-07-07_Expedition_Enemy_Stuck_Harvest_Feedback]]