docs(portal): record arrival visual gate

Close the retained-projection regression after the user confirmed both /ls and spell recall show the retail purple materialization silhouette without a character pop or leftover animation/effect tail.

Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-25 10:34:48 +02:00
parent 7aa9618136
commit 14b48cf553
3 changed files with 16 additions and 2 deletions

View file

@ -1211,7 +1211,7 @@ Passed 2026-07-17: “Yes works.”
## #218 — Portal silhouette pose, destination reveal, and indoor observer snap
**Status:** REGRESSION FIX IMPLEMENTED 2026-07-25 — visual re-gate pending
**Status:** DONE — 2026-07-25, `/ls` and spell-recall visual re-gate passed
**Severity:** HIGH
**Filed:** 2026-07-16
**Component:** portal VFX / streaming / physics / outbound movement
@ -1296,6 +1296,9 @@ snap back to the entrance.
**Gate:** Passed 2026-07-21. The user confirmed the final two-client
portal-out/materialization and indoor observer comparison on the R6 baseline.
The 2026-07-25 retained-runtime regression re-gate also passed: both `/ls` and
spell recall briefly show the purple materialization silhouette without an
opaque character pop, late purple effect, or source-action animation tail.
---

View file

@ -806,7 +806,7 @@ Research: R9 + R12 + R13.
- **✓ SHIPPED — G.1 — Sky + weather + day-night.** Deterministic client-side from Portal Year time. Sky dome geometry + keyframe gradients + rain/snow particles. See `r12-weather-daynight.md`. Full data + visual stack shipped: Region dat loader, keyframe interp, WeatherSystem with 5-kind PDF + transitions + storm flashes, WorldSession→WorldTimeService sync via ConnectRequest+TimeSync, SkyRenderer with sky-object arcs + UV scroll, rain/snow billboard renderer, F7/F10 debug cycle keys.
- **✓ SHIPPED — G.2 — Dynamic lighting.** 8-light D3D-style fixed pipeline. Hard-cutoff at Range, no attenuation inside. Cell ambient. Shader UBO per frame. See `r13-dynamic-lighting.md`. SceneLightingUbo std140 at binding=1 feeds terrain + mesh + mesh_instanced + sky shaders. LightingHookSink auto-registers Setup.Lights at entity stream-in, flips IsLit on SetLightHook, unregisters on landblock unload.
- **Indoor portal-based cell tracking (follow-up to Indoor walking Phase 1 / issue #87).** Replace `PhysicsDataCache.TryFindContainingCell` AABB containment with retail's `CObjMaint::HandleObjectEnterCell` portal traversal. When the player crosses a cell portal boundary, `CellId` propagates through the `CEnvCell` portal connectivity graph. Prerequisite for wall collision from outside (#85) and the remaining #84 threshold symptom. PDB symbols and `acclient.h` `CCellStructure` refs are in place (see #87). **Unblocks G.3.**
- **✓ SHIPPED — G.3 — Dungeon streaming + portal space.** `EnvCellStreamer`, portal-visibility BFS, `PlayerTeleport (0xF751)` handling with post-transition `LoginComplete`, and the retail DAT-authored portal-space CreatureMode viewport (Setup `0x02000306`, animation `0x030005AC`, exact camera/light/timing/view-plane transitions, forward-axis roll, direct portal→world viewport switch, projection warp, destination viewer reset, object/physics-before-network frame barrier, pre-network input movement/jump output, post-inbound AutonomousPosition, non-advancing spatial reconciliation, and retail `set_hidden` PartArray timeline teardown on both Hidden and UnHide; `/ls` and spell-recall corrective visual gates passed 2026-07-16, with non-blocking visual polish deferred). Dungeons render, stream, teleport, collide, light, and their doors work; the final end-to-end dungeon round-trip gate passed 2026-07-10. See the shipped-table rows (G.3, G.3a, #137 collision, A7.L1 lighting) and the M1.5 section of `docs/plans/2026-05-12-milestones.md`. The far-town unstreamed-edge arrival residual is tracked separately as #153. See `r09-dungeon-portal-space.md` and `docs/research/2026-07-15-retail-portal-space-pseudocode.md`.
- **✓ SHIPPED — G.3 — Dungeon streaming + portal space.** `EnvCellStreamer`, portal-visibility BFS, `PlayerTeleport (0xF751)` handling with post-transition `LoginComplete`, and the retail DAT-authored portal-space CreatureMode viewport (Setup `0x02000306`, animation `0x030005AC`, exact camera/light/timing/view-plane transitions, forward-axis roll, direct portal→world viewport switch, projection warp, destination viewer reset, object/physics-before-network frame barrier, pre-network input movement/jump output, post-inbound AutonomousPosition, non-advancing spatial reconciliation, and retail `set_hidden` PartArray timeline teardown on both Hidden and UnHide; `/ls` and spell-recall corrective visual gates passed 2026-07-16, and the retained-projection arrival regression re-gate passed 2026-07-25, with non-blocking visual polish deferred). Dungeons render, stream, teleport, collide, light, and their doors work; the final end-to-end dungeon round-trip gate passed 2026-07-10. See the shipped-table rows (G.3, G.3a, #137 collision, A7.L1 lighting) and the M1.5 section of `docs/plans/2026-05-12-milestones.md`. The far-town unstreamed-edge arrival residual is tracked separately as #153. See `r09-dungeon-portal-space.md` and `docs/research/2026-07-15-retail-portal-space-pseudocode.md`.
**Acceptance:** walk outside at dusk, see the sky gradient + sun moving; enter a torch-lit dungeon via portal; leave back to daylight.

View file

@ -496,6 +496,17 @@ the Lifestone recall boundary and a MagicPortal casting timeline. The user
confirmed `/ls` and spell-recall arrivals no longer replay their animation
tails; additional portal visual polish is explicitly deferred.
**2026-07-25 portal arrival regression closeout.** A connected PES trace found
that destination Place updated the controller, mesh root, and authoritative
full cell without rebucketing the retained local-player projection. The queued
Hidden PES therefore remained cell-paused until after the world viewport
returned, causing the opaque character pop and late purple/action tail.
`LocalPlayerTeleportPlacement` now commits the resolved destination bucket
before spatial reconciliation and before destination simulation resumes,
matching retail `CPhysicsObj::enter_world`/`update_object`. The user confirmed
both `/ls` and spell recall now briefly show the purple materialization
silhouette without a pop or leftover tail.
**2026-07-16 corrective portal gate (#218).** A side-by-side retail observer
check found three distinct state-publication defects after the arrival-tail
fix. Hidden now recomposes the post-`HandleEnterWorld` cyclic pose without