docs: file #140 (Fix D — outdoor objects too bright near torches) + register UN-7
A7 lighting Fix A/B/C shipped this session; Fix D (object torch over-brightness) grounded but blocked on the render-path capture. Filed as #140 + divergence register UN-7 (object point-light model unconfirmed). Detail in the 2026-06-18 handoff doc. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -46,6 +46,25 @@ Copy this block when adding a new issue:
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## #140 — A7 "Fix D": outdoor objects too bright near torches
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**Status:** OPEN
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**Severity:** MEDIUM (visible — buildings blow out warm near torches vs retail; ambient/sun itself is correct after Fix C)
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**Filed:** 2026-06-18
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**Component:** render — point lighting on outdoor objects
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**Description (user):** Outdoor buildings (e.g. the Holtburg meeting hall) read much brighter near torches in acdream than in retail — the walls blow out warm where retail stays dim. The general ambient/sun is correct after Fix C (`57c1135`); this is specifically the per-object point-light *contribution*.
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**Root cause / status:** GROUNDED but BLOCKED on one capture. Retail's object point-light path (`config_hardware_light` 0x0059ad30): `Diffuse=color×intensity`, `Attenuation=(0,1,0)`⇒1/d, `Range=falloff×rangeAdjust` (`rangeAdjust=1.5`⇒9 m), `material.diffuse=(1,1,1)`. CONTRADICTION: by that math a torch 3 m away = color×33 ⇒ retail walls should blow to WHITE — but they're DIM. Material/range/intensity all captured + ruled out. So the scaling is in the building's RENDER PATH (unknown). Leading hypothesis: static buildings DON'T use D3D hardware lighting — they use the `SetStaticLightingVertexColors` BAKE (`calc_point_light`, like cells), and the captured `intensity=100` light was a different object (player/portal). **DO NOT port the D3D-FF model — the math says it would make objects brighter, not dimmer.**
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**Files:** `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` (`pointContribution`/`accumulateLights`); `src/AcDream.Core/Lighting/LightManager.cs` (`SelectForObject`); `LightBake.cs` (verbatim calc_point_light, unwired).
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**Research:** `docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md` (full grounding + cdb cheat-sheet + the next capture); `claude-memory/reference_retail_ambient_values.md`.
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**Acceptance:** Determine the building's actual render path (bake vs D3D-FF; is `SetStaticLightingVertexColors` 0x0059cfe0 called for it / is `D3DRS_LIGHTING` on), then make the object torch contribution match retail — user side-by-side sign-off (meeting hall stays dim near torches).
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## #139 — D.2b retail UI polish: chat text colors + buttons
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**Status:** OPEN
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@ -194,6 +194,7 @@ equivalence argument (promote to AD/AP) or a fix.
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| UN-4 | GfxObj double-sided/negative-surface handling keeps WB's legacy logic (cull-mode double-siding, no reversed-winding duplicate, different neg-surface predicate) while the CellStruct path follows the retail-cited `ConstructMesh` reading | `src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs:1059` (CellStruct contrast :1396-1410) | No recorded justification on the GfxObj side — it is the unmodified WB extraction; the retail citation was added only to the CellStruct path | GfxObj models retail draws via duplicated-reversed-winding get wrong back-face lighting (normals not inverted) or missing/extra negative faces — dark or absent faces from behind | `D3DPolyRender::ConstructMesh` 0x0059dfa0 |
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| UN-5 | Run multiplier applied to backward (and strafe) speed while the wire reports speed 1.0; the 0.65 backward factor IS retail's, the runMul on top is justified only by feel ("~2.4× ratio felt wrong"); strafe cites holtburger, backward cites nothing | `src/AcDream.App/Input/PlayerMovementController.cs:909` | Feel fix (K-fix3); no retail citation for run-scaling backward movement | If retail does NOT run-scale backward, the local body moves up to ~2.4× faster backward than the wire declares — observers dead-reckon slower and see lag/teleport when backing up at run | adjust_motion FUN_00528010 (0.65 only); holtburger common.rs (sidestep) |
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| UN-6 | Fixed 200 ms sleep between ConnectRequest and ConnectResponse; retail inserts no delay. Annotated only as "with 200ms race delay"; the 2026-06-04 audit flagged it, the follow-up refuted "forbidden workaround" but wrote no fuller rationale back | `src/AcDream.Core.Net/WorldSession.cs:484` | Presumed ACE port+1 listener race guard — four words, no citation | Every login eats a flat 200 ms; if the race needs longer on a loaded server, the handshake fails intermittently (ConnectResponse ignored → CharacterList never arrives, exit-29 shape) with no retry — a timing constant masking an unconfirmed root cause | (none recorded) |
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| UN-7 | Outdoor OBJECT point lighting uses `calc_point_light` (wrap/norm + per-channel cap, `~1/d²`) for ALL meshes including static buildings, but retail's object path is unconfirmed — `config_hardware_light` (0x0059ad30) sets D3D-FF point lights (`Diffuse=color×intensity`, `Attenuation=(0,1,0)`⇒`1/d`, `Range=falloff×1.5`, `material.diffuse=white`) yet that math would blow walls WHITE while retail stays DIM, so static buildings may instead use the `SetStaticLightingVertexColors` bake. Model + the brightness-scaling factor both UNRESOLVED (issue #140 / Fix D) | `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` (`pointContribution`); `src/AcDream.Core/Lighting/LightManager.cs` (`SelectForObject`) | Fix A/B ported calc_point_light + per-object selection for objects without confirming retail uses that model for static buildings; cdb captured the D3D-FF path but it contradicts the observed dim result | Outdoor buildings blow out warm near torches (the #140 meeting-hall symptom); whichever model is wrong, the object torch contribution is too strong | `config_hardware_light` 0x0059ad30; `SetStaticLightingVertexColors` 0x0059cfe0; `rangeAdjust=1.5` 0x00820cc4 — see docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md |
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