diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 69162e56..d14537fc 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -3771,11 +3771,61 @@ flip-a → []; flip-b → [0x100]. --- +## #114 — Indoor PView shell-clip regions are not draw-quality (clip scoped to outdoor roots) + +**Status:** OPEN +**Severity:** MEDIUM-HIGH (blocks the indoor half of retail's draw-side portal +clip; several user-visible indoor artifacts to re-test ride on it) +**Filed:** 2026-06-11 (first user gate on `927fd8f`) +**Component:** render (PortalVisibilityBuilder regions / ClipFrameAssembler) + +**Finding:** enabling `GL_CLIP_DISTANCE` for the shell pass (#113 fix) was +correct for OUTDOOR eyes (phantom staircase gone, user-verified) but exposed +that INDOOR per-cell clip regions are admission-quality, not draw-quality — +applying them as geometric crops produced: chopped interior staircase + +missing candle-holder area and a neighbour room's water barrel visible +through a clipped-away wall (meeting hall interior, user screenshots +2026-06-11), and inner walls vanishing momentarily while passing a building +exit. Scoped in `9ce335e`: clip enabled only for `RootCell.IsOutdoorNode` + +the DrawPortal look-in path; indoor roots draw unclipped (pre-#113 state). + +**Suspects for the indoor region quality gap:** (a) knife-edge regions when +the eye is near/on a portal plane (the §4 family — fixed for admission +stability, not pixel exactness); (b) `MergeBuildingFrame`/CellView handling +of cells visible through MULTIPLE portals (first-view-wins drops the other +aperture → over-crop); (c) the >8-plane slot-0 fallback drawing pass-all +(under-crop, opposite sign). Retail's reference: exact per-poly software +clip against the accumulated portal view (`planeMask=0xffffffff` :427922). + +**Re-test against the scoped build (may be pre-existing, may be #114):** +1. intermittent transparent interior when ENTERING the hilltop cottage; +2. particles (candle flames) inside other buildings visible through walls + (statics' meshes not drawn but their emitters are — particle pass is not + gated by the same flood); +3. meeting-hall interior anomalies from the gate screenshots. + +--- + +## #115 — Camera feels draggy/jittery vs retail when turning in cramped interiors + +**Status:** OPEN +**Severity:** LOW-MEDIUM (feel; no geometry errors reported) +**Filed:** 2026-06-11 (user, same gate session) +**Component:** camera (collision sweep / smoothing) + +**Symptom (user):** "does not feel as smooth as retail — like it's dragging +over walls instead of gliding when I turn in cramped spaces, a bit jittery." +Likely the camera-collision sweep (verbatim `SmartBox::update_viewer` port, +Residual A) lacking retail's smoothing of the collided boom distance, or +per-tick re-collide jitter against near walls. Pre-existing (not from the +#113/#112 session — render-only + membership-gate changes). Investigate +retail's viewer-distance smoothing (update_viewer region) before touching. + --- # Recently closed -## #113 — Phantom exterior staircase (Holtburg meeting hall): PView shell clip was never GL-enabled — [FIXED 2026-06-10 · 927fd8f, user visual gate pending] +## #113 — Phantom exterior staircase (Holtburg meeting hall): PView shell clip was never GL-enabled — [FIXED 2026-06-10 · 927fd8f + scope 9ce335e; outdoor half user-verified 2026-06-11] **Status:** FIXED (self-gated by screenshot comparison at the original spot — phantom gone; formal user visual gate pending)