# Indoor follow-up — fresh-session kickoff prompt

Copy the block below into a fresh Claude Code session in this repo. The model
will load CLAUDE.md automatically and find the handoff doc + filed issues
on its own.

---

```
Pick up the indoor-walking follow-up work for acdream. The starting point:

1. Read docs/research/2026-05-19-indoor-followup-handoff.md — that's the
   session-start brief.

2. Read docs/ISSUES.md issues #78 through #86 — these are the 9 bugs the
   user observed once floors started rendering at Holtburg Inn. They are
   ALL pre-existing (not caused by Phase 1+2 which just made indoor floors
   visible).

3. Use the existing [indoor-*] probe infrastructure shipped in Phase 1
   (toggleable via ACDREAM_PROBE_INDOOR_ALL=1 + DebugPanel checkboxes).
   WbMeshAdapter also injects a real ConsoleErrorLogger now, so any
   silently-caught WB exception will appear as [wb-error] lines in the
   log automatically.

4. The recommended approach per the handoff:
   - START with Cluster A (cell-BSP / portal-cull cluster — issues #78,
     #84, #85, #86). These share a likely root cause and have the biggest
     gameplay impact.
   - Don't try to fix all 9 at once. Pick the cluster, pick one issue
     within it, brainstorm via superpowers:brainstorming, and proceed
     phase-by-phase.

5. CLAUDE.md's rules apply:
   - No workarounds; fix root causes.
   - Use superpowers skills for major work (brainstorming → writing-plans
     → subagent-driven-development → finishing-a-development-branch).
   - Drive autonomously — Claude picks what to work on next; user
     reviews. Don't ask "what should I work on?" between phases.
   - Visual verification by the user is the acceptance test for any
     rendering / collision / lighting fix.

6. Phase 1+2 took 4 client launches total. Your work should be similar
   if you preserve the diagnostic-driven approach: probe → capture →
   diagnose → fix → verify.

State the milestone and current cluster in the first action you take.
Then begin by reading the handoff doc.
```

---

## Quick reference for the helper

If the new session asks "which phase should I do first?":

- **Cluster A (cell-BSP/portal)** — #78 see-through floor + #84 blocked-by-air + #85 pass-through-walls + #86 click-through-walls. Hypothesis: cell BSP is cached but not consulted correctly by the movement resolver / picker, AND outdoor stabs aren't stencil-culled when player is in a sealed cell.
- **Cluster B (lighting plumbing)** — #79 + #80 + #81 + (maybe #82). Less urgent.
- **Standalone #83 stairs** — physics work on EnvCell stair geometry. Smaller scope.

## Quick reference for the user

To start the new session: open a fresh Claude Code in the acdream repo and paste the boxed prompt above. Or just say:

> "Read `docs/research/2026-05-19-indoor-followup-handoff.md` and start on the indoor-walking follow-up work."
