feat(render) Campaign FW1: street fixture retail-exact except flood depth
Three pinned corrections close the outdoor frame: (1) the camera basis RE-pinned to +Y-forward - the terrace-edge fixture EXTERNAL ground truth (the ledge faces the F518 vista, east) overrules the walkabout motion sweep, whose camera was mouse-turned off the run line; (2) alwaysDrawObjects (.data default 1 @0x00820ed4) drawn into the DrawSortCell gate - cell contents draw for every cell of an in-view block; (3) the building portal side decode data-pinned as the INVERSE of the cell 0x2 bit (the sweep winning arm). Street result: all 13 buildings in retail exact order (a9b3003c in, aab50002 correctly absent), punches at exactly 001a and 0022 opening the exact first cells 16e/164. SOLE remaining delta: look-in flood depth (mine 1 cell, retail 3-4) - the doorway-still fixture adjudicates the interior flood in isolation next. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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4 changed files with 30 additions and 19 deletions
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@ -242,7 +242,9 @@ public static class WalkWorldDatAdapter
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/// <summary>Adjudication toggle: the BuildingPortal side-flag decode.
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/// 0 = (Flags & 0x2), 1 = inverted 0x2, 2 = (Flags & 0x1),
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/// 3 = inverted 0x1.</summary>
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public static int BuildingSideMode;
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public static int BuildingSideMode = 1; // data-pinned 2026-08-30: building
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// portal_side = the INVERSE of the cell decode's 0x2 bit (the sweep's
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// winning arm - punches land at retail's exact buildings/cells with it).
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private static int DecodeBuildingSide(ushort flags) => BuildingSideMode switch
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{
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