falling-edge latch was blind to zone-less (collision) deaths
The peer wreck lifecycle listened to two different signals: wreck ON came
from the replicated death explosion (unconditional), wreck OFF from a
damage-zone falling edge (wasWrecked latch, armed only when a zone crossed
>= 1.0 on the observer). The #83 collision damage prices as internal
rattle and never moves a zone, so a fresh mech killed by ramming could
NEVER un-wreck on peers -- the live respawned mech drove around wearing
the hulk (night-7 field report: SAURON's Loki, screenshotted by both
observers at the exact minute the log analysis places the ram death).
MechDeathHandler::Tick now tracks prevMode and fires the rebuild + warp
when the replicated MovementMode leaves the death modes {2,9} -- only
Mech::Reset ever does that, and the state rides every record header, so
the trigger is cause-agnostic. The zone falling edge just refreshes the
cache. Side effect fixed for free: the peer respawn warp vortex now
plays for zone-less deaths too (same gate).
Bench (scratchpad/night7/mp_zoneless.sh + the new
BT_SELF_DAMAGE_TYPE=collision harness option, which dispatches type-0
through the real TakeDamage divert): 14/14 zone-less deaths un-wrecked
(mode 9->1) with zero zone rises on the observer; explosive regression
leg 12/12 with zone destruction active.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_019Zh7PTkFy4KwTzVighLR9J
Two field observations from watching the 4-node stress, both run down:
1. "A respawn happened without the blue vortex" -- REAL. The translocation
effect is ONE global slot shared by the POV lifecycle and the world-anchored
peer sphere (a port extension). A peer's un-wreck arriving while the local
pilot's own collapse/wait/expand was in flight overwrote gWarpPhase/gWarpPOV
and killed the POV vortex. Invisible before the respawn fix only because
overlapping respawns barely existed; now they are routine. Fix: the POV
lifecycle owns the slot -- BTStartWarpEffect self-skips while it is active
([tloc] peer warp SKIPPED). 2-node bench: 20/20 POV collapse+expand pairs,
9 peer spheres played, 11 correctly skipped; solo: 8/8 pairs unchanged.
2. "Comms panel counted no deaths" -- panel machinery CORRECT; the 4-node
zeros were the bench's own CPU crush (4 core-pinned instances starved the
PilotList to <0.6 Hz, so rows redrew minutes-stale). Added the arbiter:
[score] panel DRAW slot/pilot/kills/deaths edge log (BT_SCORE_LOG) -- the
2-node rerun drew 0->9 / 0->11 live on both nodes, local AND replicated
(SBMIRROR rows confirm owner->replicant tally flow on all 4 stress nodes).
Also: the mech3 offline-authoring stubs declared every <Subsystem>::DefaultData
as Entity__SharedData while the real statics are Simulation__SharedData (this
engine derives Entity FROM Simulation) -- ~20 ghost symbols /FORCE silently
resolved to garbage. DefaultData half fixed (SubsystemDefaultData now returns
the true common base Simulation::SharedData); the CreateStreamedSubsystem stub
signatures remain wrong (nested SubsystemResource* + ResourceFile*), are
cold (no callers), and are tracked in open-questions + gotchas §6 stub-typedef
corollary.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User observed peer warp spheres in 2-player mode; the KB (translocation-warp.md
frontmatter+body, multiplayer.md frontmatter+body) still called the peer path a
"local-player sphere stand-in until SimulationState/DropZoneLocation replication."
STALE: mechdmg.cpp:1074 fires BTStartWarpEffect at the peer's position gated to
ReplicantInstance, and simulationState rides every update-record header -- so an
observer DOES see a peer's un-wreck/respawn warp. Committed 160b78e ("observer
sees peer un-wreck"). The only genuine remainder is a [T3] fidelity nuance: the
peer sphere is anchored to the peer's WORLD position rather than the peer's
authentic (un-replicated) DropZoneLocation. (The staleness audit itself missed
this -- it trusted the file's own stale wording over its body + the code.)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The death/respawn "blue whirlwind" (tsphere) now matches the original cabinet
photo (capture.png): a smooth spinning lavender vortex with a bright core.
Root cause of the long-standing "radial spokes" artifact was NOT the warp code
but a general engine bug: L4D3D::SetTextureScrolling computed its texture-matrix
offset as scrollDelta * absolute_time, which grows unbounded and collapses UV
float precision -> a smooth scrolled cloud shatters into grainy radial steps.
Wrapped with fmodf(..., 1.0f) (identical under REPEAT tiling, full precision).
This also cleans the scrolling bexp beam grit and any other SCROLL material.
Visual reconstruction (verified against the real 45-vtx TSPHERE.BGF bicone,
offline-rasterized then ported):
- view ON-AXIS (eye centred on the throat) + spin in place -> concentric rings
(decomp FUN_00453dc4 does spin-about-local-Z + submit; the port had stubbed it)
- bintA cloud through a WIDE lavender ramp at full contrast (drawn as SKY);
no geometry "bands", no log-polar twist, no off-axis tornado (all discarded)
- tessellate the 12-facet bicone smooth; isotropic + trilinear; ramp baked into
the texture and drawn SELECTARG1(TEXTURE) to avoid double-tinting
Env knobs (BT_WARP_*) default to the verified values; BT_WARP_SELFTEST/SELFSHOT
are an off-by-default visual-verification harness (backbuffer frame dump).
Docs: new context/translocation-warp.md (geometry/material/visual/lifecycle/env);
reconstruction-gotchas.md gains the accumulated-time precision-collapse bug class;
rendering.md / multiplayer.md / decomp-reference.md / CLAUDE.md cross-linked.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>