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