fix #483: restore far terrain and close OVERHAUL with #484 deferred
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Erik 2026-09-06 10:22:51 +02:00
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@ -39,10 +39,56 @@ confirmed closed by the owner, 11 need a focused live gate, and 43 are safe to
remain closed. See
[`docs/research/2026-08-28-owner-closed-issue-validity-audit.md`](research/2026-08-28-owner-closed-issue-validity-audit.md).
## #484 — Distant mountain silhouettes flicker and change with viewpoint
**Status:** OPEN — OWNER-DEFERRED, 2026-09-06, after report on #483 candidate.
Flicker continues while still; camera movement reveals more mountain at some
spots. Exact pose/consecutive-frame reproduction still needed; no fix/PASS.
Read-only investigation found complete terrain index coverage and no obvious
stale-list accumulation. Finite GPU far clipping is a candidate explanation,
not a confirmed cause: the named and paired retail also use finite far clipping.
See `research/2026-09-01-overhaul/484-distant-terrain-flicker-investigation.md`.
The owner explicitly directed deferral and campaign closeout/merge. Exact
viewpoint and /loc remain future investigation work. Retail was untouched.
No speculative projection/fog or FPS change made; no fix/PASS claimed.
## #483 — Far terrain loads but disappears at the near-tier boundary
**Status:** DONE — repair accepted in owner-directed campaign closeout,
2026-09-06. Release build (0 warnings/errors), 106 narrow tests and the final
7,161-test App lane pass. Initial 105/1 narrow run selected the stale default
package and remains recorded. Both post-owner reviews PASS with no blocking
findings. The owner's subsequent silhouette-flicker report is separately
deferred as #484; no visual PASS for that symptom is claimed.
Original owner G4 regression: owner reports a hard
terrain cutoff and reduced visible distance in `logs/owner-g4-20260906-r1/`.
The launch and later settings-reapply log both show NearRadius4/FarRadius25;
the saved landscape setting is25, so this is not a reduced preference.
No screenshot or exact cutoff-distance measurement was supplied for this row.
Static cause: LoadFar has no EnvCells, while the sole landscape registration
in LandblockRenderPublisher.AdvanceCompleteOne is gated on EnvCells. Far GPU
terrain meshes consequently have no landscape slot/draw turn. Near-to-far
retirement independently removes the whole landscape slot with the building
registry, although it retains terrain. The production walk grid is51x51;
the standalone WalkLandscape11x11 default is not the production limit.
Repair: terrain bounds/population now travel independently of buildings,
including the worker's Far stripping and both accepted-as-Far conversions.
Demotion retains terrain; full removal retires it. No larger near window, fog
change or second pass. Six production/two test files; AP-149 remains open.
The repaired build was launched for the owner in logs/owner-g4-20260906-r2/
and r3. Retail was untouched; its presence no longer blocks builds by explicit
owner override. Exact hashes, review scope and proof limits:
`research/2026-09-01-overhaul/483-far-terrain-registration-contract.md` and
`research/2026-09-01-overhaul/2026-09-06-campaign-closeout.md`.
## #482 — Some exterior cathedral walls do not stop the player
**Status:** IN-PROGRESS — scoped repair, automated gates and lead graphical
wall gate PASS/provisional; owner acceptance pending. At F4180012 [48.002960,39.257545,160.004990],
**Status:** DONE — repair accepted in owner-directed campaign closeout,
2026-09-06. Automated gates and lead graphical wall gate PASS/provisional
remain the recorded proof, not newly executed tests. At F4180012 [48.002960,39.257545,160.004990],
AcDream can remain halfway through the wall. Retail teleported to that position
pushes out to x48.480000. Read-only retail capture identifies the neighboring
F418000A building Gfx01001FB3;0012 has no building pointer. Paired native code