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>
This commit is contained in:
Erik 2026-08-30 11:07:29 +02:00
parent 28475d0544
commit 66f9e0d459
6 changed files with 158 additions and 14 deletions

View file

@ -63,7 +63,10 @@ public static class WalkWorldDatAdapter
? 0xFFFFFFFFu
: lbMask | portal.OtherCellId,
PolygonIndex = i,
PortalSide = ((ushort)portal.Flags & 0x2) != 0 ? 1 : 0,
// Data-pinned 2026-08-30 (the doorway-still flood): cell
// portal_side is the INVERSE of the 0x2 bit — the same
// convention the building-portal sweep pinned.
PortalSide = ((ushort)portal.Flags & 0x2) != 0 ? 0 : 1,
ExactMatch = ((ushort)portal.Flags & 0x1) != 0,
OtherPortalId = unchecked((short)portal.OtherPortalId),
};