docs(G.3 A7): record dungeon light-selection fix (activeLights 2->8) + the 0.30 ambient follow-up
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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1 changed files with 15 additions and 5 deletions
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@ -95,11 +95,21 @@ into the `0x0007` dungeon: player grounded on the dungeon floor (`[snap] claim=0
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VALIDATED z=0.000`), correct membership (cell stays `0x0007…`, ZERO ACE `failed
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transition` spam), and the render budget is sane — **WB-DIAG instances ~39,000
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(meshMissing=0)** vs the 9.1M pre-Bug-A blowup (#95, now RESOLVED as a Bug-A symptom).
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User-confirmed: "no errors from ACE this time." REMAINING (not a render bug): dungeon
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**torch/point-lighting = Phase A7** — the dungeon correctly gets retail's flat 0.2 indoor
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ambient (`GameWindow.UpdateSunFromSky`, `playerInsideCell` true via `playerRoot && !SeenOutside`),
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but per-cell `Setup.Lights` point-lights (torches) aren't registered yet, so it looks dim
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("lighting off"). That's the A7 indoor-lighting feature, needs visual iteration.
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User-confirmed: "no errors from ACE this time."
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**✅ A7 dungeon lighting — selection fix LANDED + objectively verified (`a80061b`).** The
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"lighting off" report was NOT missing torches — the `ACDREAM_PROBE_LIGHT` diagnostic
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(`d6fb788`) showed the dungeon correctly gets retail's flat 0.2 indoor ambient + sun zeroed
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(`UpdateSunFromSky`, `playerInsideCell` true) AND **2227 torch/point-lights register**. The
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bug was the active-light SELECTION: `LightManager.Tick` dropped any light whose range didn't
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reach the VIEWER (`DistSq > Range²·slack² → skip`), so a room with 2227 torches lit only the
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~1 the player stood inside (`activeLights≈1`, rest at flat 0.2). Retail's D3D model picks the
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8 NEAREST lights and applies the hard range-cutoff PER SURFACE in the shader
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(`mesh_modern.frag: if (d < range)`). Fix = drop the viewer-range candidacy filter, take the
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nearest 8. Probe after: **`activeLights` 2→8** in the dungeon (the room's 8 nearest torches now
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light it). Core lighting suite green. SECONDARY (flagged, not fixed): retail's per-cell ambient
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default is 0.30 (`0x3e99999a`) read PER-CELL (`m_clrAmbientLight`) vs our flat 0.20 — a
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candidate brightness tweak needing a decomp pass to confirm the world-EnvCell ambient source.
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**Severity:** HIGH (any far/dungeon teleport is unusable)
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**Filed:** 2026-06-13 (M1.5 dungeon-demo gate attempt — meeting-hall portal)
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**Component:** physics/streaming — teleport-arrival snap vs async landblock hydration
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