docs(render): record V6l - three amendments, and the last three renderers cross
Section 5.5.17 records the slice: the instanced-vertex-input amendment and particles (b1ad1d48), the stencil dimension and the portal mask (eced67d0), and the offscreen viewports (2e8b8b91). The V4e row is no longer blocked and the V4g row is no longer half-landed; the slice table gains a V6l row and section 5.1's accumulated-debt table gains one for the two connected captures the offline gate cannot reach. Four defects are recorded as found by RUNNING rather than by validation, which is the pattern this campaign keeps paying for: the standalone particle texture cache and the entity-appearance composite cache were both bindless-only, so the Vulkan arm could draw neither a textured particle nor any entity with a palette override; a pipeline bakes one depth/stencil format, so an offscreen target's depth had to take the device's; and the paperdoll rendered upside down because a GL framebuffer's origin is bottom-left and a Vulkan image's is not. The V7 list is rewritten. Nothing on it is blocked on a contract decision any more. What is left is one absent renderer (PortalTunnelPresentation has no Vulkan arm), EnvCellRenderer's arm narrowed from unproven to proven-by-one-frame after a Marketplace interior rendered on Vulkan, the MSAA-off requirement, the per-draw descriptor writes, the portal mask's two shader sources, and the appraisal viewport's carried-forward half-discharge. AP-92 is narrowed rather than retired: the private viewports are backend-neutral targets on both arms and the blit's V origin is derived rather than assumed, so the origin half of that row's risk column is closed. The rest of it - retail renders each CreatureMode directly against a cloned CPhysicsObj - is unchanged. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -192,7 +192,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
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| AP-87 | **NPC MoveOrTeleport placement adds a 4 m body-to-target snap + a no-Sequencer snap** beyond retail's <96 m-unconditional interpolate (remote-creature de-overlap #184, 2026-07-07): retail `CPhysicsObj::MoveOrTeleport` (0x00516330) hard-places only on the teleport-timestamp / cell==0 branch or the ≥96 m far-snap, and InterpolateTo-queues every near correction; acdream ADDS two snap conditions — `|Body.Position − worldPos| > 4 m` (a large correction / an unplaced first-UP body) and `!willBeDrTicked` (no Sequencer to consume the queue). Without them an unplaced body (origin / spawn seed) would enqueue, the InterpolationManager's 100 m far-blip would fire, and the per-tick sweep would run over a huge distance in a cell not containing the body → garbage resolved pos → the reverted attempt's INVISIBLE monster. `firstUp` (`LastServerPosTime<=0`) is a belt hint only — the 4 m guard is the load-bearing backstop | `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` (NPC MoveOrTeleport routing, `BodySnapThresholdNpc`/`willBeDrTickedNpc`) | acdream's catch-up+sweep needs the body already near the target (a valid nearby cell) for the per-frame sweep to be small; the 4 m snap keeps it there, and retail's own large-correction path (the 100 m far-blip) is upstream of it. The de-overlap sweep also uses the fixed human sphere (R 0.48 / H 1.835) for the mover regardless of creature size, so large packed creatures de-overlap at human radii — inherits **TS-46** | A grounded remote that legitimately lags >4 m from its server pos snaps (a small pop) where retail would slide; a no-Sequencer server-moved entity hard-snaps every UP (no DR smoothing). Both are rare | `CPhysicsObj::MoveOrTeleport` 0x00516330 (near-interpolate <96 m; teleport/cell-0 snap; far-snap ≥96 m); `InterpolationManager` 100 m `AutonomyBlipDistance` (the retail large-correction path) |
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| AP-89 | **TransparentPartHook fade multiplies the SAMPLED TEXTURE alpha, not a separate material alpha channel** (#188, 2026-07-08 — the fading-wall secret-passage doors, e.g. "Pedestal Weak Spot"): retail's `CPhysicsPart::SetTranslucency` (0x0050e670) → `CMaterial::SetTranslucencySimple` (0x005396f0) REPLACES the D3D9 material's 4 alpha channels wholesale (`Ambient.a = Diffuse.a = Specular.a = Emissive.a = 1 − translucency`) — a per-material alpha that composes with, but is conceptually separate from, the surface's own sampled texture alpha. acdream's `mesh_modern.frag` has no material-alpha concept at all; the port multiplies the runtime fade's opacity multiplier directly against the already-sampled `color.a` (`FragColor = vec4(rgb, color.a * vOpacityMultiplier)`) | `src/AcDream.App/Rendering/Shaders/mesh_modern.frag` (final `FragColor` line); `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs` (`ClassifyBatches` `opacityMultiplier` param, `InstanceGroup.Opacities`); `src/AcDream.Core/Rendering/TranslucencyFadeManager.cs` | Observably identical to retail for any surface whose base texture alpha is 1.0 everywhere — the Pedestal Weak Spot's stone-wall texture, and the overwhelming majority of AC surfaces, since `color.a * 1.0 == color.a` and the fade multiplier alone then drives the ramp exactly as `1 − translucency` would | A hypothetical object that is BOTH already alpha-keyed/blended from its own texture (stained glass, a flame surface) AND plays a TransparentPartHook fade simultaneously would compound the two alphas (texture-alpha × fade-multiplier) instead of the fade cleanly replacing/overriding the surface's own alpha as retail's material-replace does — such an object would fade darker / more-transparent than retail, not just at retail's rate | `CPhysicsPart::SetTranslucency` 0x0050e670; `CMaterial::SetTranslucencySimple` 0x005396f0 (`alpha = 1 − translucency`, applied to all 4 D3D9 material alpha channels) |
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| AP-90 | **Radar fellowship/allegiance relationship state is modeled but not yet delivered at runtime.** `RetailRadar.GetBlipShape` and `RadarBlipColors.For` implement retail's leader/member/allegiance precedence, and `RadarSnapshotProvider` exposes a `relationshipFor(guid)` seam, but acdream does not yet maintain live fellowship membership and its `AllegianceTree` is not wired into GameWindow. PK/PKLite relationship shapes do work from PWD flags. | `src/AcDream.App/UI/Layout/RadarSnapshotProvider.cs`; `src/AcDream.Core/Ui/RetailRadar.cs`; `src/AcDream.Core/Ui/RadarBlipColors.cs` | Preserve the exact model/seam now and avoid inventing membership from names or chat; connect it when the social game-event state is ported | Fellowship members render their ordinary player color/shape instead of bright-green leader/member triangles; allegiance members render an ordinary plus instead of a hollow box | `gmRadarUI::GetBlipColor` 0x004D76F0; `gmRadarUI::GetBlipShape` 0x004D7B60 |
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| AP-92 | Private creature viewports (paperdoll and examination) render through isolated FBO/RTTs and blit into `UiViewport`; retail renders each `CreatureMode` directly and advances a cloned `CPhysicsObj`, while examination currently refreshes its clone from the live target's animated mesh pose | `src/AcDream.App/Rendering/PrivateEntityViewportRenderer.cs`; `src/AcDream.App/Rendering/PaperdollFramePresenter.cs`; `src/AcDream.App/Rendering/CreatureAppraisalPresentation.cs`; `src/AcDream.App/UI/UiViewport.cs` | GL RTT is the modern backend equivalent; shared live pose data provides animation without registering a second gameplay entity or duplicating the world sequencer | FBO origin, alpha, lighting, state isolation, or an assessment-time cloned motion diverging later from the live target can differ from direct retail CreatureMode presentation | `CPhysicsObj::makeObject(CPhysicsObj const*) @ 0x005144B0`; `gmPaperDollUI::PostInit @ 0x004A5360`; `BasicCreatureExamineUI::Init @ 0x004AB9C0`; `UIElement_Viewport::SetCamera`; retail `CreatureMode::Render` |
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| AP-92 | Private creature viewports (paperdoll and examination) render through isolated `IGpuRenderTarget`s and blit into `UiViewport`; retail renders each `CreatureMode` directly and advances a cloned `CPhysicsObj`, while examination currently refreshes its clone from the live target's animated mesh pose. **V6l narrowing (2026-07-28):** the target is backend-neutral on both arms and the blit's V origin is no longer assumed — `IUiViewportRenderer.TextureIsBottomUp` derives it from the backend that made the texture, so a GL framebuffer's bottom-left origin and a Vulkan image's top-left one both composite upright. | `src/AcDream.App/Rendering/PrivateEntityViewportRenderer.cs`; `src/AcDream.App/Rendering/PaperdollFramePresenter.cs`; `src/AcDream.App/Rendering/CreatureAppraisalPresentation.cs`; `src/AcDream.App/UI/UiViewport.cs` | GL RTT is the modern backend equivalent; shared live pose data provides animation without registering a second gameplay entity or duplicating the world sequencer | Alpha, lighting, state isolation, or an assessment-time cloned motion diverging later from the live target can differ from direct retail CreatureMode presentation. The origin half of this risk is closed on both backends; a THIRD backend would have to answer `TextureIsBottomUp` for itself | `CPhysicsObj::makeObject(CPhysicsObj const*) @ 0x005144B0`; `gmPaperDollUI::PostInit @ 0x004A5360`; `BasicCreatureExamineUI::Init @ 0x004AB9C0`; `UIElement_Viewport::SetCamera`; retail `CreatureMode::Render` |
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| AP-93 | Paperdoll does not port `UpdateForRace`; all characters use the cdb-confirmed default held pose `0x030003C0` and default presentation | `src/AcDream.App/Rendering/DollEntityBuilder.cs`; `RetailPaperdollPoseApplicator` in `src/AcDream.App/Rendering/PaperdollFramePresenter.cs` | Exact for the tested Horan character; unresolved for other heritage/gender/body combinations | Non-default races can use the wrong pose, heading, camera framing, or presentation asset | `gmPaperDollUI::UpdateForRace @ 0x004A3ED0` |
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| AP-94 | Imported Type-12 text defaults to interactive/selectable behavior; display labels can focus/capture/drag, and vitals synthesize duplicate runtime labels instead of binding `0x100000EB/ED/EF` | `src/AcDream.App/UI/UiText.cs`; `src/AcDream.App/UI/Layout/VitalsController.cs` | Historical widget-generalization default; Wave 1 ports explicit Display/Selectable/Editable roles | Invisible/static text steals input and duplicate labels drift from DAT geometry | `UIElement_Text` property handlers; `gmVitalsUI::PostInit @ 0x004BFCE0` |
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| ~~AP-95~~ | **RETIRED 2026-07-11** — `UiButton` owns retail hover/pressed/released-outside, disabled, selected/toggle, missing-state fallback, hot-click, and distinct press/release controller callbacks. | `src/AcDream.App/UI/UiButton.cs`; `UiButtonStateMachine.cs` | — | — | `UIElement_Button::UpdateState_ @ 0x00471CF0`; mouse handlers `0x00471FF0..0x004721F0` |
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