Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -3771,11 +3771,61 @@ flip-a → []; flip-b → [0x100].
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---
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## #114 — Indoor PView shell-clip regions are not draw-quality (clip scoped to outdoor roots)
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**Status:** OPEN
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**Severity:** MEDIUM-HIGH (blocks the indoor half of retail's draw-side portal
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clip; several user-visible indoor artifacts to re-test ride on it)
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**Filed:** 2026-06-11 (first user gate on `927fd8f`)
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**Component:** render (PortalVisibilityBuilder regions / ClipFrameAssembler)
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**Finding:** enabling `GL_CLIP_DISTANCE` for the shell pass (#113 fix) was
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correct for OUTDOOR eyes (phantom staircase gone, user-verified) but exposed
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that INDOOR per-cell clip regions are admission-quality, not draw-quality —
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applying them as geometric crops produced: chopped interior staircase +
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missing candle-holder area and a neighbour room's water barrel visible
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through a clipped-away wall (meeting hall interior, user screenshots
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2026-06-11), and inner walls vanishing momentarily while passing a building
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exit. Scoped in `9ce335e`: clip enabled only for `RootCell.IsOutdoorNode` +
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the DrawPortal look-in path; indoor roots draw unclipped (pre-#113 state).
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**Suspects for the indoor region quality gap:** (a) knife-edge regions when
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the eye is near/on a portal plane (the §4 family — fixed for admission
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stability, not pixel exactness); (b) `MergeBuildingFrame`/CellView handling
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of cells visible through MULTIPLE portals (first-view-wins drops the other
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aperture → over-crop); (c) the >8-plane slot-0 fallback drawing pass-all
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(under-crop, opposite sign). Retail's reference: exact per-poly software
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clip against the accumulated portal view (`planeMask=0xffffffff` :427922).
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**Re-test against the scoped build (may be pre-existing, may be #114):**
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1. intermittent transparent interior when ENTERING the hilltop cottage;
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2. particles (candle flames) inside other buildings visible through walls
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(statics' meshes not drawn but their emitters are — particle pass is not
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gated by the same flood);
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3. meeting-hall interior anomalies from the gate screenshots.
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## #115 — Camera feels draggy/jittery vs retail when turning in cramped interiors
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**Status:** OPEN
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**Severity:** LOW-MEDIUM (feel; no geometry errors reported)
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**Filed:** 2026-06-11 (user, same gate session)
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**Component:** camera (collision sweep / smoothing)
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**Symptom (user):** "does not feel as smooth as retail — like it's dragging
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over walls instead of gliding when I turn in cramped spaces, a bit jittery."
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Likely the camera-collision sweep (verbatim `SmartBox::update_viewer` port,
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Residual A) lacking retail's smoothing of the collided boom distance, or
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per-tick re-collide jitter against near walls. Pre-existing (not from the
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#113/#112 session — render-only + membership-gate changes). Investigate
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retail's viewer-distance smoothing (update_viewer region) before touching.
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# Recently closed
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# Recently closed
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## #113 — Phantom exterior staircase (Holtburg meeting hall): PView shell clip was never GL-enabled — [FIXED 2026-06-10 · 927fd8f, user visual gate pending]
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## #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]
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**Status:** FIXED (self-gated by screenshot comparison at the original spot —
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**Status:** FIXED (self-gated by screenshot comparison at the original spot —
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phantom gone; formal user visual gate pending)
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phantom gone; formal user visual gate pending)
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