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