docs(milestones): promote indoor work to M1.5 — primary focus
Continued indoor testing through 2026-05-20 surfaced a deep family of physics + lighting bugs that span buildings AND dungeons. Today's session shipped 5 surgical fixes (A4 + #89 + #90 + #91 + #92) that close the user-visible "walls walk through at Holtburg inn" symptom, but #90 specifically is a CLAUDE.md-rules workaround (sphere-overlap stickiness on top of point-only cell containment) added without prior approval. The underlying issue (BSP push-back distance probably diverges from retail) hasn't been measured. Plus the umbrella #83 (indoor multi-Z walking) has been open since 2026-05-19 with multiple aborted fix attempts; plus indoor lighting (#80 + #81 + new #93 + #94) has been deferred as "M7 polish" but is actually part of the same indoor-experience problem. Promoting to a milestone of its own forces the work to be central, retail-anchored, and complete — not another whack-a-mole patch. Milestone M1.5 — "Indoor world feels right": Demo: enter Holtburg Sewer through the in-town portal, navigate through 5-7 rooms with stairs + a multi-Z chamber, exit back to town. Walls block. Stairs work. Items block. Lighting reads correctly. Cell transitions smooth. Phases: A6 — Indoor physics fidelity (cdb-driven) A7 — Indoor lighting fidelity (RenderDoc + retail-decomp driven) Issues in scope: #80, #81, #83, #88, #90 (workaround removal), #93 (new lighting umbrella), #94 (held-item spotlight), + TryFindIndoorWalkablePlane synthesis removal. M2 ("Kill a drudge") deferred until M1.5 lands. This commit updates: - docs/plans/2026-05-12-milestones.md (M1.5 block inserted, M2 moved to deferred status) - docs/plans/2026-04-11-roadmap.md (A6 + A7 sub-pieces detailed) - CLAUDE.md (Currently working toward updated to M1.5, M2 paragraph marked deferred, M1.5 baseline shipped paragraph added) - docs/ISSUES.md (#80, #81, #83, #88, #90 tagged M1.5 scope; new #93 indoor lighting umbrella + #94 held-item spotlight filed) - docs/research/2026-05-21-open-items-pickup-prompt.md (landscape table reorganized around M1.5 phases) A6 + A7 specs to be drafted in the next session(s). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -6,17 +6,33 @@ relate, what depends on what, what order makes sense.
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The pasteable session-start prompt is at the bottom of this doc.
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## The landscape at a glance (updated 2026-05-20)
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## The landscape at a glance (updated 2026-05-20 — MILESTONE PROMOTION)
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| # | Item | Domain | Depends on | M2-blocker? |
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**Status as of end of 2026-05-20 session:** the original 6-item landscape
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has been promoted to a milestone of its own — **M1.5 "Indoor world feels
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right"** — opened today. M2 ("Kill a drudge") is deferred until M1.5 lands.
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Today's session shipped a 5-fix M1.5 baseline (A4 + #89 + #90 workaround +
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#91 + #92) closing the user-visible "walls walk through at Holtburg inn"
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symptom; the proper root-cause fix (BSP push-back distance investigation +
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synthesis removal) is the actual M1.5 work.
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| # | Item | Domain | M1.5 phase | Status |
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|---|---|---|---|:---:|
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| **#90 ping-pong** | **NEW TOP BLOCKER** — CellId flips between outdoor `0xA9B40022` and indoor vestibule `0xA9B40164` on each wall push-back at the inn doorway; user perceives "walls walk through everywhere" | Collision — cell tracking | — | **YES** (M2) |
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| A4 | ~~Walls walk-through in vestibule cells — multi-cell BSP iteration~~ | Collision | — | **CLOSED 2026-05-20** (shipped, but dormant in practice until #90 is fixed) |
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| stairs | Stairs walk-through — likely same root cause as #90 (also a doorway-edge geometry issue) | Collision | #90 | YES (likely subsumed by #90) |
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| A2 | PHSP inversion — `polygon_hits_sphere` early-return logically inverted vs retail | Collision math | — | Low (subtle correctness only) |
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| A3 | Synthesis removal — delete `TryFindIndoorWalkablePlane`, rely on retail CP retention | Architectural | A4 + #90 + A2 | No (cleanup, retail-faithful) |
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| L-indoor | Lighting indoors broken | Rendering | — | No (M7 polish) |
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| L-spotlight | Items projecting spotlight on walls | Rendering | — | No (M7 polish) |
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| A4 | Multi-cell BSP iteration — walls in adjacent cells too | Collision | (baseline, shipped) | ✅ CLOSED 2026-05-20 |
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| #89 | Sphere-overlap in CheckBuildingTransit | Collision | (baseline, shipped) | ✅ CLOSED 2026-05-20 |
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| #90 | CellId ping-pong at doorway threshold (workaround in place) | Collision — cell tracking | A6.P4 (workaround removal) | ⚠ WORKAROUND |
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| #91 | Indoor cell shadows in FindObjCollisions | Collision | (baseline, shipped) | ✅ CLOSED 2026-05-20 |
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| #92 | Server cell id at player-mode entry | Cell tracking | (baseline, shipped) | ✅ CLOSED 2026-05-20 |
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| #83 | Indoor multi-Z walking (cellars, 2nd floors) — UMBRELLA | Physics | A6.P1-P3 | OPEN (M1.5 primary) |
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| stairs | Stairs walk-through + stuck-in-falling | Physics | A6.P1-P3 (subsumed by #83) | OPEN |
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| 2nd-floor / cellar | Multi-Z navigation | Physics | A6.P1-P3 (subsumed by #83) | OPEN |
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| `TryFindIndoorWalkablePlane` | Per-frame CP synthesis (99.87% MISS) | Physics — synthesis removal | A6.P4 | OPEN (workaround) |
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| #88 | Indoor static objects vibrate | Physics — sub-step state | A6 (suspected family) | OPEN |
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| **#93** | Indoor lighting broken (UMBRELLA — new) | Lighting | A7.L1-L3 | OPEN (M1.5 primary) |
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| **#94** | Held items project spotlight on walls (new) | Lighting | A7.L1-L3 | OPEN |
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| #80 | Camera on 2nd floor goes dark | Lighting | A7.L1-L3 | OPEN |
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| #81 | Static building stabs don't react to atmospheric lighting | Lighting | A7.L1-L3 | OPEN |
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| A2 | PHSP inversion | Collision math | post-M1.5 (Low) | OPEN |
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## Two domains, one critical-path chain
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