docs: #100 ship + indoor-cell culling investigation handoff
Session-end documentation for the issue #100 ship and the visibility- culling investigation handoff for the next session. Three documents land together: - docs/superpowers/plans/2026-05-25-issue-100-terrain-cutout.md (the 3-task plan that drove this session'sf48c74a/a64e6f2/84e3b72— never committed by Tasks 1-2) - docs/research/2026-05-25-issue-100-terrain-cutout-handoff.md (the predecessor session's smoking-gun research that drove the #100 fix — never committed by the prior session) - docs/research/2026-05-25-issue-100-shipped-and-culling-handoff.md (THIS session's handoff: what shipped, what visual-verification surfaced, the issue family map for #78 + #95 + the new cellar- stairs finding, root-cause hypothesis, retail anchors, WB references, do-not-retry list, and pickup prompt for the next session's investigation + plan + implementation) Plus two updates to existing files: - CLAUDE.md — adds a ship paragraph for #100 to the M1.5 progress block. References the new handoff doc as the next-session pickup point. - docs/ISSUES.md #78 — broadens scope from "outdoor stabs visible through floor" to "outdoor stabs + terrain mesh visible inside EnvCells". Adds the 2026-05-25 cellar-stairs evidence (per user direction: not filed as new issue; treated as evidence reinforcing #78's hypothesis #2). Promotes hypothesis #2 to "high confidence as of 2026-05-25" and adds the retail anchor (acclient_2013_pseudo_c.txt:311397 CEnvCell::find_visible_child_cell). Acceptance criteria broadened to include the cellar-stairs case. Next session: pickup prompt at the bottom of the new handoff doc drives a /investigate → writing-plans → subagent-driven-development pass on indoor-cell visibility culling — the work that closes #78 + cellar-stairs together, and possibly #95 if the infrastructure overlaps. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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CLAUDE.md
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CLAUDE.md
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@ -972,6 +972,27 @@ ramp; no phantom diagonal slides (`[cyl-test]` count on `obj=0x40B500*`
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post-fix = 0 vs 7101 pre-fix). Spec:
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[`docs/superpowers/plans/2026-05-25-issue-101-stairs-cyl-phantom.md`](docs/superpowers/plans/2026-05-25-issue-101-stairs-cyl-phantom.md).
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**Issue #100 — Transparent ground around buildings — SHIPPED 2026-05-25 (primary acceptance);
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visibility-culling follow-up handed off.** Three commits: `f48c74a` (terrain shader Z nudge,
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retail `zFightTerrainAdjust = 0.00999999978` applied per-vertex in `terrain_modern.vert`),
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`a64e6f2` (removed ~50 LOC of `hiddenTerrainCells` / `BuildingTerrainCells` plumbing across
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LandblockMesh / LoadedLandblock / LandblockLoader / GameWindow / GpuWorldState /
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LandblockStreamer + 2 dead tests), `84e3b72` (docs SHA stabilization follow-up).
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Visual-verified 2026-05-25 PM at Holtburg: 24m × 24m transparent rectangles around
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every cottage are GONE; ground reads as continuous cobblestone / grass. Plan:
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[`docs/superpowers/plans/2026-05-25-issue-100-terrain-cutout.md`](docs/superpowers/plans/2026-05-25-issue-100-terrain-cutout.md);
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predecessor research [`docs/research/2026-05-25-issue-100-terrain-cutout-handoff.md`](docs/research/2026-05-25-issue-100-terrain-cutout-handoff.md).
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**Secondary finding from visual verification:** outdoor terrain mesh visible inside
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cottage cellars at certain camera angles (clears when camera moves closer; gameplay
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unaffected). High-confidence root cause: **indoor-cell visibility culling not gating
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outdoor terrain** — same family as filed issue #78 (outdoor stabs visible through inn
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floor) and #95 (dungeon portal-graph blowup). Per user direction, NOT filed as a new
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issue; treated as additional evidence for #78. Next session investigates + ports
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retail's `CEnvCell::find_visible_child_cell` (decomp anchor
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`acclient_2013_pseudo_c.txt:311397`) and/or WB's `RenderInsideOut` stencil pipeline.
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Full handoff with pickup prompt:
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[`docs/research/2026-05-25-issue-100-shipped-and-culling-handoff.md`](docs/research/2026-05-25-issue-100-shipped-and-culling-handoff.md).
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**Today's pre-M1.5 baseline (2026-05-20).** Five surgical fixes
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shipped to close the user-reported "logged in inside the inn, ran
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through walls" bug: A4 (multi-cell BSP iteration, `691493e`),
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