docs: A7.L1 session bookkeeping — close #190, update #93/#189, file #191

- #190 (interior entity id overflow) moved to Recently closed with full
  evidence trail — found + fixed same session as #189's investigation.
- #189 (missing particles) updated: root cause was #190's id aliasing,
  not the light-carrier hydration fix itself; fix shipped but the
  fountain's water spray hasn't been re-confirmed visually yet (session
  moved to an FPS question, then a movement bug, before circling back).
  The "candle" identification sub-thread stays open regardless.
- #93 (indoor lighting umbrella) updated earlier this session with the
  two A7.L1 root causes + fixes; #80/#94 still need re-verification
  before it can close.
- #191 filed: tapping W briefly glides forward without playing the step
  animation (retail: single visible step). Different subsystem
  (movement/animation, not rendering) — not investigated this session,
  filed to keep it from interrupting A7 lighting/particle work.
- Roadmap Phase A7 progress note added earlier this session.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-09 12:40:42 +02:00
parent e651cb6dd1
commit 6e034ac610
2 changed files with 174 additions and 6 deletions

View file

@ -293,6 +293,23 @@ successfully 2026-04-30 for the steep-roof case. Matching binaries
#### Phase A7 — Indoor lighting fidelity (RenderDoc + retail-decomp driven)
**A7.L1 progress (2026-07-09, `d275ed55` + `9ebb2060`):** the Town Network
"fountain room too dark" report (#79/#93 umbrella) is root-caused to TWO
distinct bugs, both fixed and user-confirmed improved ("lightning is
better"): (1) `BuildPointLightSnapshot`'s player-nearest cap had no
visibility filter — in a 463+ fixture hub, wall-disconnected-but-Euclidean-
closer fixtures could out-rank a visible room's own torches; scoped
candidacy to last frame's rendered visible-cell set. (2) THE bigger fix: the
mesh-empty hydration gate dropped an entity's ENTIRE registration — Setup
Lights included — whenever its visual mesh flattened to zero parts (a
mesh-less "light attach point" carrying only a Light, common dat pattern);
fixed via `EntityHydrationRules.ShouldKeepEntity`. Dungeon-wide effect:
registered lights 498→892 on the same launch. NOT closing A7 yet — #80
(2nd floor) and #94 (held-item spotlight) weren't re-verified this session,
and #189 (missing fountain/candle particles, found in the same room,
confirmed NOT the same root cause) is a fresh open thread. Full detail in
ISSUES.md #93 + AP-85 in the divergence register.
**Now also owns #176/#177 (2026-07-06):** the Facility Hub purple seam
flash + stair-room light pop-in are ROOT-CAUSED to this phase's "light
visibility culling" layer — a camera-nearest `MaxGlobalLights=128`