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>
This commit is contained in:
Erik 2026-07-05 19:32:48 +02:00
parent d4869154d2
commit 1494f10cb5

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@ -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 13) 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