feat(render): Phase A8 — indoor visibility + streaming fixes batch
Lands the working A8 indoor-rendering and streaming fixes accumulated this session. User has verified these visually to some degree (e.g. lifestone / translucent meshes confirmed fine under the FrontFace flip; bridge / wall / collision regressions confirmed fixed after travel); not every path has been exhaustively gated. The cellar-flap defect remains OPEN and will be solved the retail-faithful way via a dedicated brainstorm (see handoff docs). Rendering core (reviewed, high confidence): - EnvCellRenderer SSBO stride fix: upload packed Matrix4x4[] (64B) instead of the 80B CPU InstanceData struct the shader never expected — fixes the transform/texture "explosion" for any draw with >1 instance (cells that dedupe to a shared cellGeomId). Real root cause. - WB-style global FrontFace(CW) + per-batch CullMode carried through the MDI layout (GroupKey + BuildIndirectArrays + DrawIndirectRange split into same-cull runs with absolute uDrawIDOffset per run). - EntitySet partitioning (IndoorPass / OutdoorScenery / LiveDynamic) + WorldEntity.BuildingShellAnchorCellId so building shells scope to their dat-derived building cell instead of rendering everywhere. - RenderOutsideInAcdream (look into buildings from outside) + CollectVisiblePortalBuildings frustum cull of portal bounds. - Sky-when-inside-building + per-cell audit probe + GL-state probe. Streaming / perf (test-covered; not independently code-reviewed this session): - Near/far priority queues so near work wins over far; PromoteToNear carries full landblock + mesh data; LandblockEntriesWithoutAnimatedIndex avoids rebuilding the animated-lookup dict in the hot draw path. Fixes the bridge-not-appearing / missing-walls / broken-collision-after-travel regressions and improves post-transition FPS. Tooling + docs: - tools/A8CellAudit: offline dat cell/portal/building dumper (portals + buildings modes) — reproduces the cellar-flap investigation with no launch. - docs/research cellar-flap root-cause + option-2 handoff (the didInsideStencil double-duty finding + the WB-recursive design decision + brainstorm prompt), entity-taxonomy, replan, issue-78 visibility investigation. Diagnostics retained on purpose: ACDREAM_A8_DIAG_* gates, portal_stencil.vert provisional pos.w clamp, and the probe families are kept (env-var gated, zero cost when off) because the pending option-2 cellar-flap brainstorm needs them. Strip in the option-2 ship commit. Indoor branch stays behind ACDREAM_A8_INDOOR_BRANCH=1 (default off = pre-A8 visual). Build green; App tests + Core (streaming/dispatcher/loader) tests pass. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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38 changed files with 3965 additions and 277 deletions
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@ -38,6 +38,13 @@ public sealed record RuntimeOptions(
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int HidePartIndex,
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bool RetailCloseDegrades,
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bool DumpSceneryZ,
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bool DumpLiveSpawns,
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bool A8DiagDisableInsideStep4Terrain,
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bool A8DiagDisableInsideStep4Outdoor,
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bool A8DiagDisableInsideStep3EnvCellOpaque,
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bool A8DiagDisableInsideStep3IndoorPass,
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bool A8DiagDisableInsideStep2Punch,
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bool A8DiagDisablePortalDepthClamp,
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int? LegacyStreamRadius)
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{
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/// <summary>
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@ -77,6 +84,19 @@ public sealed record RuntimeOptions(
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// only for before/after diagnostic comparisons.
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RetailCloseDegrades: !string.Equals(env("ACDREAM_RETAIL_CLOSE_DEGRADES"), "0", StringComparison.Ordinal),
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DumpSceneryZ: IsExactlyOne(env("ACDREAM_DUMP_SCENERY_Z")),
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DumpLiveSpawns: IsExactlyOne(env("ACDREAM_DUMP_LIVE_SPAWNS")),
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A8DiagDisableInsideStep4Terrain:
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IsExactlyOne(env("ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP4_TERRAIN")),
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A8DiagDisableInsideStep4Outdoor:
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IsExactlyOne(env("ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP4_OUTDOOR")),
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A8DiagDisableInsideStep3EnvCellOpaque:
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IsExactlyOne(env("ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP3_ENVCELL_OPAQUE")),
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A8DiagDisableInsideStep3IndoorPass:
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IsExactlyOne(env("ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP3_INDOORPASS")),
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A8DiagDisableInsideStep2Punch:
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IsExactlyOne(env("ACDREAM_A8_DIAG_DISABLE_INSIDE_STEP2_PUNCH")),
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A8DiagDisablePortalDepthClamp:
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IsExactlyOne(env("ACDREAM_A8_DIAG_DISABLE_PORTAL_DEPTH_CLAMP")),
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// Legacy override for ACDREAM_STREAM_RADIUS. Caller applies it on
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// top of the quality preset's radii. Null when unset or invalid.
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LegacyStreamRadius: TryParseNonNegativeInt(env("ACDREAM_STREAM_RADIUS")));
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