fix(physics): traverse prepared indoor portal topology

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Erik 2026-07-27 00:02:44 +02:00
parent b12d94047c
commit 4d095be286
9 changed files with 400 additions and 5 deletions

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@ -103,6 +103,33 @@ Copy this block when adding a new issue:
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## #246 — Prepared indoor cells stopped traversing their portals
**Status:** DONE — 2026-07-26; connected house/dungeon gate passed
**Severity:** HIGH
**Filed:** 2026-07-26
**Component:** physics / cell membership / portal visibility
**Description:** Houses and dungeons could collide with empty space, expose
the background through walls, retain the wrong room, and fail on stairs after
the parsed collision graph was removed.
**Root cause / status:** The prepared package retained exact portal topology,
planes, and BSPs, but `CellTransit.FindTransitCellsSphere` still returned
immediately when the old parsed portal-polygon dictionary was absent. It now
consumes the prepared topology's direct polygon index, preserving retail's
portal traversal and failing loudly on corrupt topology. Synthetic graph-free
tests and the exact connected Holtburg cottage camera path pass, along with
1,778 physics tests / 1 skip.
**Research:**
[`research/2026-07-26-prepared-indoor-transit-regression.md`](research/2026-07-26-prepared-indoor-transit-regression.md).
**Acceptance:** PASSED — the user confirmed house/dungeon collision, doorway
entry, stairs, and interior rendering work in the corrected connected build.
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## #245 — Distant Use stayed busy without turning or walking
**Status:** DONE — 2026-07-25; connected gate passed