docs(issues): #464 reproduced by script — seven outside views draw the artifact, five draw clean; the unclipped punch-fan fallback is the prime suspect
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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@ -119,6 +119,8 @@ then `/teleloc F4180113 39.502899 19.589222 181.119247 1 0 0 0`, zoom out, tilt
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**The arch located (lead, 2026-09-03 22:55, DAT):** the gothic arch in both screenshots is NOT a doorway at the stairwell's open face; it is the far wall of the corridor cell `0xF4180109` (world y 24 → 38, z 181.9 → 190.7, the cell the front-view eye sat in), fourteen metres beyond the open face: `0x109`'s near face at y=24 is its three EXIT portals (polys 0x1E/0x1F/0x20, local y=+12, facing the stairwell's exits on the same plane), and its far wall at world y=38 is fourteen wall polygons `0x0000`–`0x000D` (local y=−2.0, world normal (0,−1,0), i.e. FACING the stairs, single-sided, `emitPos=True`) around the nine-vertex arch portal `0x1D` into `0xF418010E`. Retail's solid wall above the arch is `0x109`'s polys `0x0000`/`0x0001` (z 188.9–190.7) and beside it `0x0008`–`0x000D`; the vault is `0x109`'s ceiling. Acdream draws `0x109` too (it is the FIRST hall group, `DC pv=1 n=1: f4180109`), yet content from the farther cells (`0x10E`'s columns and vault through the arch, `0x108`/`0x10B`…) appears ABOVE and BESIDE the arch where `0x109`'s far wall should occlude it — so some draws land there after the wall's depth was cleared or without a depth test: candidates, in order of likelihood, (H1) delayed ALPHA subsets flushed AFTER the gated Z clear instead of before it (retail flushes at `PView::DrawCells` @0x005a4872 BEFORE the stamp/Z clear; acdream's `FlushFartherThan` approximation, AP-34, can leave entries for a later flush) — S4-c2's exact territory; (H2) cell draws under a building-portal view not clipped to that view (the per-cell clip machinery S3 deleted as dead; retail's `PView` clip) — would spill content outside the doorway outline but not through an occluding wall; (H3) another depth-state difference. The pink quad = clear colour showing where nothing was drawn after a clear. The retail alphadepth frame's event order (FL sites vs seals) and acdream's replay order are being compared; pixel attribution at the scripted tilt decides.
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**SCRIPTED REPRODUCTION (lead, 2026-09-03 22:55, `logs/selfgate-20260903-225434-464-tilt3`, route `route-464-tilt3.txt`, the new `mouselook <dx> <dy>` automation verb landed at `ddae5704d` — one raw mouse-look sample per call, consumed while `CameraInstantMouseLook` is held; negative dy looks UP, about 0.0033 m of eye drop per unit):** at the owner's pose, sixteen samples of −20 walk the eye down from the default (39.50, 17.33, 183.18). **Frame `464-tilt3-01-neg160.png` (eye 182.61) SHOWS THE ARTIFACT** — the hall's structure and a hanging pier above and left of the arch, a pink doorway — while **frame `464-tilt3-02-neg240.png` (eye 182.32, the owner's height to a centimetre) is CLEAN and matches the retail screenshot.** Both frames: root `0xF4180114`, sweep uncontacted, no fallback. Their walk transcripts differ in ONE thing: the artifact frame's interior root has SEVEN outside views (`DC pv=0 ov=7`, 18 groups: `f3180105`, four `f4180104`, a lone `f4180109` first among the hall groups), the clean frame FIVE (`ov=5`, 14 groups, no `f3180105`, three `f4180104`, no lone `f4180109`). The owner's own frame and the retail capture at the same pose both have `ov=7` with retail drawing clean, so the two extra exit views are admitted correctly; what their content DOES on screen diverges. Prime suspect: the AD-17 clip-slot overflow — a view polygon with more than eight edges after screen clipping becomes a zero-plane slice and that view's punch fans draw UNCLIPPED (`ClipPlaneSet.From`: 'draw unclipped — still a superset of the polygon → over-include, safe' — NOT safe for a far-Z punch, which then punches depth to far outside the exit view). A replay dump of each outside view's edge count and overflow flag at both scripted eyes (client viewport 1760×990) is running.
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## #463 — Soak `turn` samples can report a 0.1 ms GPU p50 (the turn window catches non-world frames)
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**Status:** OPEN — found 2026-09-03 by the Campaign OVERHAUL v2 S3 review's perf re-measure.
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