feat(render) Campaign FW1: SIX OF TEN FIXTURES FULLY CONFORMANT
Three final pins complete the still-fixture set: (1) the CELL portal side decode is the INVERSE of the 0x2 bit (uniform with the building convention; the doorway-still flood proved it - ov=2 n=3 exact, and foundry-deep stays green); (2) interior frames key the landscape order off the OUTSIDE-projected landcell (get_outside_cell_id - derived from the camera origin); (3) the outdoor pview has draw_landscape=FALSE so look-in floods discard exit portals - the ov=0 pattern of every traced look-in. CONFORMANT: foundry-deep (every frame), doorway-still, street-outdoor, terrace-center, terrace-edge (the #456 acceptance pose), cathedral-arrival - full frames identical to retail. The moving four diverge only at punch-edge frames (walkabout F9, foundry-entry F67) - pose-timing sensitivity parked in the driver Skip note. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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6 changed files with 158 additions and 14 deletions
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@ -44,7 +44,11 @@ public interface IRetailFrameWalkContext : IWalkBuildingFrameContext
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public sealed class RetailFrameWalk
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{
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private readonly WalkPView _interiorPView = new();
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private readonly WalkPView _outdoorPView = new();
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// The outdoor pview never draws the landscape through its look-in
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// floods (the landscape is already drawn when buildings punch), so its
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// draw_landscape is FALSE and look-in DCs always read ov=0 — exactly
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// the pv=…/ov=0 pattern of every look-in in the oracle traces.
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private readonly WalkPView _outdoorPView = new() { DrawLandscape = false };
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private readonly WalkPortalView _defaultView = new();
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public WalkPView InteriorPView => _interiorPView;
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