feat(render) Campaign FW3.2b-1: the walk frame driver
WalkFrameDriver executes one full static-content frame from the walk's turns so GPU command-buffer order equals retail's walk order. One rule does the interleaving: the accumulated OrderedDrawStream flushes through SubmitOrderedStream immediately before EVERY non-stream draw (sky, terrain slice, cell shell, punch fan, alpha barrier). Turn script, all decomp-cited and two of them corrected in review: - Interior flood: per cell IN FLOOD ORDER, shell first then contents (PView::DrawCells @0x005a4840: DrawEnvCell @0x005a4abe precedes DrawObjCellForDummies @0x005a4b0d). - Landscape: sky once, terrain per active slice, then blocks far-to-near; per cell the building turn precedes the cell's outdoor statics (DrawSortCell @0x0059f140). - Building (DrawBuilding @0x0059f2a0): the BLD probe event stays at entry, but the ENTIRE body - alpha barrier, portal passes, shell - sits inside retail's gfxobj[deg_level]!=0 gate @0x0059f2d3, and the order is FlushAlphaList @0x0059f30b -> the two-pass punch/look-in walk -> THEN the shell draw @0x0059f345. The driver review caught both the missing gate and a shell-before-punch inversion; fixed with the addresses cited. Walk seam: three additive default-implemented IWalkEventSink hooks (OnLandscapeCellTurn / OnBuildingTurn / OnBuildingShellTurn / OnPunchGeometry) - every existing sink and all FW1 conformance fixtures unchanged. WalkLandBlock gains LandblockId for the cell-id encoding. Leaf draws go through IWalkFrameLeafRenderer so FW3.2b-2 wires the real renderers and the referee suite runs on fakes + RecordingGpuDevice. Flagged for FW3.2b-2/FW4 adjudication (documented in code): FlushFartherThan(building distance) vs retail flush-all FlushAlphaList(0f); terrain-before-statics within the landscape turn. Suites: full Release build 0 warnings; Walk lane 200/1 skip; InstalledDat Walk conformance 40/1 untouched; hermetic 6,752/0. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -168,6 +168,9 @@ public sealed class WalkLandscapeAssembler
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int sideCellCount = SideCellCountForRing(RingOf(gx, gy));
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var block = new WalkLandBlock
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{
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// Additive (Campaign FW3.2b-1): same (bx<<24 | by<<16) encoding
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// BlockCoords decodes below — see WalkLandBlock.LandblockId.
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LandblockId = (uint)bx << 24 | (uint)by << 16,
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SideCellCount = sideCellCount,
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MaxZ = data.MaxZ,
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MinZ = data.MinZ,
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