Merge branch 'campaign-hover-ui-round'
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1fbdf23597
1 changed files with 29 additions and 0 deletions
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@ -24,6 +24,35 @@ What does NOT go here:
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- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
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- Promoting to a Phase: mark as `DONE (promoted to Phase X)` + commit SHA where the Phase entry landed.
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## #419 — Portal-tunnel rim polygon visible (FOV-coupled) + ring flash at exit (camera dolly vs retail's view-plane animation)
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**Status:** OPEN (filed 2026-08-17, user screenshot + FOV experiment).
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**Symptom:** the tunnel's low-poly mouth shows as a faceted polygon
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silhouette against black, scaling with the Config FOV slider (barely
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visible at minimum FOV); a brief ring flash remains at exit even at
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minimum FOV. **Decomp truth (`gmSmartBoxUI::UseTime @0x004D6F34`):**
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retail renders portal space as a CreatureMode UI VIEWPORT with its OWN
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projection — NOT the game camera. On tunnel entry it starts the 40 fps
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authored animation (`set_sequence_animation`, DID via GetDIDByEnum
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`0x10000002` slot 7) and parks the viewport camera at the authored point
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**(0.24, −2.7, 0.88)** (`CreatureMode::SetCameraPosition`, constants
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`0x3e75c28f/0xc02ccccd/0x3f6147ae`); the swirl's drift is a randomized
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roll via `CreatureMode::SetCameraDirection_Degrees` (angle/duration
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random-walk block @0x004d6fd0, beside the "In Portal Space - Please
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Wait..." notice). The exit "zoom" is NOT a camera move: `TUNNEL_FADE_OUT`
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@0x004d713b animates the transition view PLANE's distance
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(`TRANSITION_VIEW_PLANE_DISTANCE` / `TELEPORT_ANIM_FADE_TIME`
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constants) with the camera parked. **Our defect:** the portal viewport
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draws with `_camera.Active.Projection` (game FOV + display aspect —
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`LocalPlayerPortalViewport.Draw` in PrivatePresentationRenderer.cs), so
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a wide FOV/aspect reveals the tube mouth retail's fixed frustum clips;
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and if our exit moves the camera, the mouth sweeps through view once
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(the min-FOV flash). **Fix shape:** authored fixed camera + viewport
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projection for the tunnel pass (find CreatureMode's projection
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parameters in the viewport render setup), port the roll drift, express
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the exit as the view-plane distance animation. Retail-faithfulness fix —
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no tuning knobs.
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## #418 — Login world load takes ~27 s: publication advances at a flat 32 blocks/s
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**Status:** IN-PROGRESS 2026-08-17 — producer half landed (this commit's
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