docs(roadmap): A4 shipped + #90 cell-tracking ping-pong filed
Phase A4 (multi-cell BSP iteration) ships in three commits (e6369e2,493c5e5,691493e— with revert3add110+ reapply during visual verification that proved A4 is not the cause of the issue surfaced). 1139 + 8 baseline maintained. 10 new unit tests pass. Wires retail's CTransition::check_other_cells (acclient_2013_pseudo_c.txt:272717-272798) into Transition.FindEnvCollisions. Visual verification at the Holtburg inn vestibule surfaced a separate, pre-existing M2 blocker (filed as #90): CellId ping-pongs between outdoor 0xA9B40022 and indoor 0xA9B40164 on every wall push-back because the push-back exits the indoor CellBSP volume, causing the resolver to flip back to outdoor and bypass walls on outdoor ticks. Indoor BSP results (Collided/Adjusted/Slid all firing) prove walls ARE detected when the player is indoor; the aggregate "walls walk through" appearance comes from CellId classification instability, not from collision detection. Bug reproduces fully with A4 reverted (launch-revert2.log captured 18 cell-id flips between 0xA9B40022 ↔ 0xA9B40164, 11 inside=True building-transit events, 61 indoor-bsp queries firing the full result distribution). A4 is correct and tested but dormant in practice until #90 is fixed. Updates: - docs/research/2026-05-20-phase-a4-shipped-cell-pingpong-finding.md (new) - docs/plans/2026-04-11-roadmap.md (A4 shipped row added) - CLAUDE.md (Indoor walking Phase A4 paragraph + next-step pointer to #90 with retail oracle anchor at acclient_2013_pseudo_c.txt:308742-308783) - docs/ISSUES.md (#90 filed, HIGH severity, M2-blocker) - docs/research/2026-05-21-open-items-pickup-prompt.md (landscape table updated — A4 closed, #90 promoted to top blocker) Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -6,14 +6,15 @@ relate, what depends on what, what order makes sense.
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The pasteable session-start prompt is at the bottom of this doc.
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## The landscape at a glance
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## The landscape at a glance (updated 2026-05-20)
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| # | Item | Domain | Depends on | M2-blocker? |
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|---|---|---|---|:---:|
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| A4 | Walls walk-through in vestibule cells — multi-cell BSP iteration | Collision | — | **YES** |
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| stairs | Stairs walk-through — likely falls out of A4 | Collision | A4 | YES (if still broken after A4) |
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| **#90 ping-pong** | **NEW TOP BLOCKER** — CellId flips between outdoor `0xA9B40022` and indoor vestibule `0xA9B40164` on each wall push-back at the inn doorway; user perceives "walls walk through everywhere" | Collision — cell tracking | — | **YES** (M2) |
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| A4 | ~~Walls walk-through in vestibule cells — multi-cell BSP iteration~~ | Collision | — | **CLOSED 2026-05-20** (shipped, but dormant in practice until #90 is fixed) |
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| stairs | Stairs walk-through — likely same root cause as #90 (also a doorway-edge geometry issue) | Collision | #90 | YES (likely subsumed by #90) |
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| A2 | PHSP inversion — `polygon_hits_sphere` early-return logically inverted vs retail | Collision math | — | Low (subtle correctness only) |
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| A3 | Synthesis removal — delete `TryFindIndoorWalkablePlane`, rely on retail CP retention | Architectural | A4 + A2 | No (cleanup, retail-faithful) |
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| A3 | Synthesis removal — delete `TryFindIndoorWalkablePlane`, rely on retail CP retention | Architectural | A4 + #90 + A2 | No (cleanup, retail-faithful) |
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| L-indoor | Lighting indoors broken | Rendering | — | No (M7 polish) |
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| L-spotlight | Items projecting spotlight on walls | Rendering | — | No (M7 polish) |
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