docs(A): wrap Render Residual A — handoff + roadmap for the core inside render
Residual A (camera collision = verbatim SmartBox::update_viewer) is SHIPPED + user-kept (0ffc3f5/5177b54/9e70031). Wrap it and hand off to the render session: - New canonical handoff (docs/research/2026-06-05-render-residual-a-shipped-core- inside-render-handoff.md): what A shipped, what A EXPOSED (the render roots at the viewer cell — clipRoot=CameraCell, GameWindow.cs:7322 — and A made that cell accurate, so the PVS flood from the viewer cell doesn't reach the player's cell → cellar floor drops), the reframing (the user's "step C" = the CORE inside render / R1 completion, NOT R2 outside-looking-in), the evidence-first job, KEEP/DON'T, the kickoff prompt. - CLAUDE.md banner: A SHIPPED; next = core inside render (R1 completion). - Render redesign spec: 2026-06-05 sync note (A shipped; R1 is actually incomplete — the bleed + cellar-floor drop are the unfinished flood/seal; next is R1, not R2). The visible problems (bleed + the floor A exposed) are the same family: the inside path still draws the whole outdoor world instead of retail's "inside → DrawInside only". A faithful DrawInside seals them by construction (render spec 2026-06-02 §2). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -245,6 +245,14 @@ the closest-first order (early-Z) are the mitigations. Measure at the R1 gate; d
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> A = camera-collision (walls grey while inside; eye outside the cell) → fold into R4 or a focused phase;
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> B = particles through the floor → **R1b** (#104); C = transparent walls from the street → **R2** below.
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> Canonical: [`docs/research/2026-06-03-membership-and-bluehole-shipped-handoff.md`](../../research/2026-06-03-membership-and-bluehole-shipped-handoff.md).
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>
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> **UPDATE 2026-06-05:** Residual **A (camera collision) SHIPPED** as a verbatim `update_viewer` port
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> (commits `0ffc3f5`/`5177b54`/`9e70031`). It made the viewer cell (which this pipeline roots on,
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> `clipRoot = CameraCell`) **accurate**, which exposed that **R1 is actually INCOMPLETE**: the
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> "inside → `DrawInside` only" inversion + the general-case flood were not finished, so the **bleed**
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> (other buildings through walls) + the **cellar-floor drop** (PVS flood from the viewer cell doesn't
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> reach the player's cell) remain. **The next phase is R1 completion (this §2/§4 work), NOT R2.**
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> Canonical: [`docs/research/2026-06-05-render-residual-a-shipped-core-inside-render-handoff.md`](../../research/2026-06-05-render-residual-a-shipped-core-inside-render-handoff.md).
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**Retail anchors:** `RenderNormalMode @ 0x453aa0` (binary decision), `PView::DrawInside @ 0x5a5860`,
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`ConstructView @ 0x5a57b0`, `DrawCells @ 0x5a4840` (the seal + the three per-cell loops), fact 8
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