feat(render) Campaign FW3.3: ShellDrawLiftZ is RETIRED - cells draw at the dat origin

Retail draws cell geometry at the dat EnvCell origin verbatim; the
0.02 m lift was our z-fight stand-in (register row AP-32, deleted in
this commit). With the walk owning retail draw ORDER under
WorldDepthContract Less (first-drawn-wins: DrawBlock terrain-then-
objects per cell, DrawCells shells-then-contents), the coplanar
tie-breaks the lift compensated for are now resolved the way retail
resolves them.

Deleted at every site: the PortalVisibilityBuilder const + the
drawLiftZ Build parameter and its lifted exit-portal projection branch
(gate and drawn geometry now share ONE space); the seal/punch fan
lifts (DrawPortalDepthWrite + the walk's DrawWalkPunchFan); the
LandblockBuildFactory drawn-cell-transform lift (render and physics
share the one verbatim transform).

The #130 proof flipped exactly as its own doc predicted:
UnliftedGate_LeavesTheStripAtTheDrawnTopEdge is deleted (its premise -
gate space != drawn space - no longer exists), and the renamed
ExitDoorTopEdge_GateCoversTheDrawnApertureWithinPixelTolerance sweep
(147 eye/gaze combos at the Holtburg corner door) passes with both in
the same unlifted space (worst plane gap <= 1.2 px, scissor <= 0.15 px
- unchanged tolerances). Ten more replay-test call sites swept to the
new Build signature.

Suites: full Release build 0 warnings; hermetic 6,750/0; the 21
affected InstalledDat replay tests green; Walk conformance 40/1
untouched.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-30 16:08:52 +02:00
parent 1955a0d5f1
commit 05240d2cab
12 changed files with 55 additions and 196 deletions

View file

@ -711,10 +711,11 @@ internal sealed partial class RetailPViewPassExecutor :
int count = Math.Min(localVertices.Length, world.Length);
for (int vertex = 0; vertex < count; vertex++)
{
// FW3.3: fans draw at the dat aperture verbatim (the
// ShellDrawLiftZ retirement — shells draw unlifted too).
world[vertex] = Vector3.Transform(
localVertices[vertex],
cell.WorldTransform);
world[vertex].Z += PortalVisibilityBuilder.ShellDrawLiftZ;
}
_diagnostics.EmitSeamMask(