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>
This commit is contained in:
Erik 2026-08-30 11:02:16 +02:00
parent 5f18ba5507
commit 28475d0544
4 changed files with 30 additions and 19 deletions

View file

@ -242,7 +242,9 @@ public static class WalkWorldDatAdapter
/// <summary>Adjudication toggle: the BuildingPortal side-flag decode.
/// 0 = (Flags &amp; 0x2), 1 = inverted 0x2, 2 = (Flags &amp; 0x1),
/// 3 = inverted 0x1.</summary>
public static int BuildingSideMode;
public static int BuildingSideMode = 1; // data-pinned 2026-08-30: building
// portal_side = the INVERSE of the cell decode's 0x2 bit (the sweep's
// winning arm - punches land at retail's exact buildings/cells with it).
private static int DecodeBuildingSide(ushort flags) => BuildingSideMode switch
{