docs #137: corridor gate PASSED; file #176 (purple seam flash) + #177 (stairs pop-in) + the window-climb repro
User gate 2026-07-06 evening: 'not collision anymore. Good.' — the corridor-phantom arc (stub sliding-normal leak, slide_sphere opposing branch, CheckOtherCells stale footCenter) is user-verified fixed. Same gate surfaced three follow-ups: - #137 remaining scope: the window/opening climb — running into the last corridor window steps the player up into the opening, head+camera through its roof. Log anchor: transit 0x8A020179 -> 0x8A02017E at (90.209,-41.774,-5.209) — sill ~0.8m > stepUpHeight 0.6, climbed anyway. - #176 (NEW, render): purple floor flashing at cell seams, camera-angle dependent — survives the physics fix, so render-side; the seam floors ARE portal polygons to the under-rooms (placeholder-surface suspicion). - #177 (NEW, render): stairs between levels pop in/out — invisible from the corridor, appear on entering the room, vanish on the last step down. The #119 visibility class, dungeon edition. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -46,6 +46,65 @@ Copy this block when adding a new issue:
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---
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## #177 — Dungeon stairs pop in/out across levels (invisible until entering the room; last step vanishes running down)
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**Status:** OPEN
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**Severity:** MEDIUM (visible geometry churn in the M1.5 dungeon)
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**Filed:** 2026-07-06
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**Component:** render — indoor portal-flood visibility (dungeon multi-level)
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**Description (user, Facility Hub, 2026-07-06 gate session):** a staircase
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connecting two levels (a) disappears on roughly the last step when running
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DOWN it, (b) is not visible when looking into the stair room from the
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corridor, and (c) pops into existence on entering the room. Classic
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portal-visibility miss: the stair geometry's cell is not reached by the
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portal flood from the viewer's cell until the viewer crosses into it.
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**Root cause / status:** unknown; the #119 class (visibility volumes /
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portal flood), dungeon edition. Level connections here go through
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floor-portal slabs (see the #137 topology notes — corridor floors are
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portal polygons to under-rooms), which the render flood may treat
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differently from wall portals. Read
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`claude-memory/project_render_pipeline_digest.md` FIRST (Option A: one
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DrawInside(viewer_cell); DO-NOT-RETRY table applies). Log
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`launch-137-gate2.log` covers the session (cells around
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`0x8A020182 → 0x8A020183` show a −6 → −9 level transition on stairs).
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**Acceptance:** the staircase renders whenever its room is visible through
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the connecting opening, and stays rendered through the full descent.
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---
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## #176 — Purple flashing on dungeon floors at cell seams, camera-angle dependent
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**Status:** OPEN
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**Severity:** MEDIUM (visible artifact along every corridor seam in the M1.5 dungeon)
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**Filed:** 2026-07-06
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**Component:** render — floor-portal polygons / portal surface state
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**Description (user, Facility Hub, 2026-07-06 gate sessions):** the floor
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flashes with a purple overlay at cell seams, at certain camera angles only.
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Initially suspected to be the #137 physics oscillation exposed by the
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render; the physics fix landed (seam shake gone, user-gated) and the flash
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REMAINS — so it is a render-side issue in its own right, correlated with
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camera angle.
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**Root cause / status:** unknown. Suggestive topology fact from the #137
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work: the corridor floor tiles ARE portal polygons (PortalSide floor
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portals to under-rooms — e.g. 0x8A02016E polys 1/3/5 → 0x011E, spans in
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`Issue137CorridorSeamInspectionTests.CorridorCell_PortalPolygonWorldSpans`),
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so "the floor at the seams" is exactly where portal surfaces live —
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suspect the portal polygon being drawn with a placeholder/uninitialized
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surface under some flood/culling state ([[feedback_ui_resolve_zero_magenta]]:
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magenta = the 1×1 placeholder texture class). Angle-dependence points at
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the visibility/stencil state, not geometry. Read
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`claude-memory/project_render_pipeline_digest.md` FIRST.
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**Acceptance:** no purple/placeholder flashes on dungeon floors from any
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camera angle at the corridor seams.
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---
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## #175 — Door collision registers the Setup PLACEMENT pose, not the motion-table CLOSED pose (phantom slab behind the visual door)
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**Status:** 🟡 FIX SHIPPED 2026-07-05 (same session) — pending user gate (Facility Hub double door: closed blocks AT the visual panels from both sides, no embed, no phantom wall; Holtburg cottage door unregressed).
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@ -1183,6 +1242,25 @@ walls** in particular. (Symptoms not fully characterized yet: likely walking thr
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openings that should block / blocking at openings that should pass, and door collision not
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matching the door's open/closed state.)
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**✅ CORRIDOR GATE PASSED 2026-07-06 evening (user: "not collision anymore.
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Good.")** — the corridor phantom arc (mechanisms 1–3) is user-verified
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FIXED. REMAINING #137 scope from the same gate session:
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- **Window/opening climb (NEW repro, this is #137's "openings in walls"
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half):** running into the last corridor window, the player STEPS UP into
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the opening — head (and camera) pop through the opening's roof. Retail
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blocks this. Log anchor (`launch-137-gate2.log`): transit
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`0x8A020179 → 0x8A02017E at (90.209,-41.774,-5.209)` and back — the
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south-wall opening at y≈−41.7, sill ≈0.8 m (world z −5.2) — climbed
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despite stepUpHeight 0.6. Investigate the step-up acceptance (sill
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height vs budget; suspect the step-up's walkable probe accepting the
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sill top or the opening's floor from the neighbor cell).
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- Doors half (block/pass per open state) — unchanged.
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Two RENDER issues also observed at the gate (filed separately below as
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#176/#177): the purple floor flashing at seams is angle/camera-dependent
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(the floor IS a portal polygon to the under-room — likely the portal
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surface drawn under some culling state), and a stairs pop-in/out between
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levels (the #119 visibility class, dungeon edition).
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**SEAM SHAKE FIXED (same day): the stale `footCenter` in `CheckOtherCells`'
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per-cell loop** — the P2 cellar-lip lesson one loop deeper. A mid-loop
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other-cell query can MOVE the sphere (the boundary full-hit dispatches
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