From 1494f10cb586cc0268092286c7b6d3d202d6a86e Mon Sep 17 00:00:00 2001 From: Erik Date: Sun, 5 Jul 2026 19:32:48 +0200 Subject: [PATCH] docs #137: corridor gate PASSED; file #176 (purple seam flash) + #177 (stairs pop-in) + the window-climb repro MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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 --- docs/ISSUES.md | 78 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 78 insertions(+) diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 3e6ed8f2..b13e0fa9 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -46,6 +46,65 @@ Copy this block when adding a new issue: --- +## #177 — Dungeon stairs pop in/out across levels (invisible until entering the room; last step vanishes running down) + +**Status:** OPEN +**Severity:** MEDIUM (visible geometry churn in the M1.5 dungeon) +**Filed:** 2026-07-06 +**Component:** render — indoor portal-flood visibility (dungeon multi-level) + +**Description (user, Facility Hub, 2026-07-06 gate session):** a staircase +connecting two levels (a) disappears on roughly the last step when running +DOWN it, (b) is not visible when looking into the stair room from the +corridor, and (c) pops into existence on entering the room. Classic +portal-visibility miss: the stair geometry's cell is not reached by the +portal flood from the viewer's cell until the viewer crosses into it. + +**Root cause / status:** unknown; the #119 class (visibility volumes / +portal flood), dungeon edition. Level connections here go through +floor-portal slabs (see the #137 topology notes — corridor floors are +portal polygons to under-rooms), which the render flood may treat +differently from wall portals. Read +`claude-memory/project_render_pipeline_digest.md` FIRST (Option A: one +DrawInside(viewer_cell); DO-NOT-RETRY table applies). Log +`launch-137-gate2.log` covers the session (cells around +`0x8A020182 → 0x8A020183` show a −6 → −9 level transition on stairs). + +**Acceptance:** the staircase renders whenever its room is visible through +the connecting opening, and stays rendered through the full descent. + +--- + +## #176 — Purple flashing on dungeon floors at cell seams, camera-angle dependent + +**Status:** OPEN +**Severity:** MEDIUM (visible artifact along every corridor seam in the M1.5 dungeon) +**Filed:** 2026-07-06 +**Component:** render — floor-portal polygons / portal surface state + +**Description (user, Facility Hub, 2026-07-06 gate sessions):** the floor +flashes with a purple overlay at cell seams, at certain camera angles only. +Initially suspected to be the #137 physics oscillation exposed by the +render; the physics fix landed (seam shake gone, user-gated) and the flash +REMAINS — so it is a render-side issue in its own right, correlated with +camera angle. + +**Root cause / status:** unknown. Suggestive topology fact from the #137 +work: the corridor floor tiles ARE portal polygons (PortalSide floor +portals to under-rooms — e.g. 0x8A02016E polys 1/3/5 → 0x011E, spans in +`Issue137CorridorSeamInspectionTests.CorridorCell_PortalPolygonWorldSpans`), +so "the floor at the seams" is exactly where portal surfaces live — +suspect the portal polygon being drawn with a placeholder/uninitialized +surface under some flood/culling state ([[feedback_ui_resolve_zero_magenta]]: +magenta = the 1×1 placeholder texture class). Angle-dependence points at +the visibility/stencil state, not geometry. Read +`claude-memory/project_render_pipeline_digest.md` FIRST. + +**Acceptance:** no purple/placeholder flashes on dungeon floors from any +camera angle at the corridor seams. + +--- + ## #175 — Door collision registers the Setup PLACEMENT pose, not the motion-table CLOSED pose (phantom slab behind the visual door) **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). @@ -1183,6 +1242,25 @@ walls** in particular. (Symptoms not fully characterized yet: likely walking thr openings that should block / blocking at openings that should pass, and door collision not matching the door's open/closed state.) +**✅ CORRIDOR GATE PASSED 2026-07-06 evening (user: "not collision anymore. +Good.")** — the corridor phantom arc (mechanisms 1–3) is user-verified +FIXED. REMAINING #137 scope from the same gate session: +- **Window/opening climb (NEW repro, this is #137's "openings in walls" + half):** running into the last corridor window, the player STEPS UP into + the opening — head (and camera) pop through the opening's roof. Retail + blocks this. Log anchor (`launch-137-gate2.log`): transit + `0x8A020179 → 0x8A02017E at (90.209,-41.774,-5.209)` and back — the + south-wall opening at y≈−41.7, sill ≈0.8 m (world z −5.2) — climbed + despite stepUpHeight 0.6. Investigate the step-up acceptance (sill + height vs budget; suspect the step-up's walkable probe accepting the + sill top or the opening's floor from the neighbor cell). +- Doors half (block/pass per open state) — unchanged. +Two RENDER issues also observed at the gate (filed separately below as +#176/#177): the purple floor flashing at seams is angle/camera-dependent +(the floor IS a portal polygon to the under-room — likely the portal +surface drawn under some culling state), and a stairs pop-in/out between +levels (the #119 visibility class, dungeon edition). + **SEAM SHAKE FIXED (same day): the stale `footCenter` in `CheckOtherCells`' per-cell loop** — the P2 cellar-lip lesson one loop deeper. A mid-loop other-cell query can MOVE the sphere (the boundary full-hit dispatches