Docs: session log Part D — solid sweep + height pass record

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-09 19:46:17 -07:00
parent 5382cbf341
commit 052764442d
@@ -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 (0.452.5) — 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]]