docs(G.3): gate correction — G.3a core landed; #95 CONFIRMED LIVE (not superseded)
The G.3a visual gate ran a real PlayerTeleport into the 0x0007 dungeon. The core hold+place worked (grounded on the dungeon floor, no ocean) and Bug A (landblock- prefix mis-stamp) is fixed (2ce5e5c). But the gate proved #95 (portal-graph visibility blowup, ~9.1M instances/frame) is LIVE under the current pipeline — my plan's "likely superseded / conditional G.3b" premise was wrong. Spec §2.5/§3.2 + ISSUES #133/#95 updated: G.3b (grab_visible_cells stab_list bounding) is REQUIRED, needs its own grounding/brainstorm. Also noted: the render-only hydration decouple was reverted (e7058ca) for making the player invisible at Holtburg. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -51,10 +51,25 @@ Copy this block when adding a new issue:
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**Status:** OPEN — promoted to **Phase G.3** (Dungeon streaming + portal
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space + `PlayerTeleport` handling), **PULLED INTO M1.5** (user decision
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2026-06-13: the indoor world isn't done while dungeons are broken; full
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G.3 scope chosen). Brainstorming the spec → `docs/superpowers/specs/`.
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This is now an M1.5 exit-gate blocker, not deferred. The investigation
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below found it's not a single bug but a whole-feature gap (terrain-less
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dungeon landblocks unsupported across the pipeline).
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G.3 scope chosen). Spec: `docs/superpowers/specs/2026-06-13-dungeon-support-design.md`;
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G.3a plan: `docs/superpowers/plans/2026-06-13-dungeon-support-g3a.md`.
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This is now an M1.5 exit-gate blocker, not deferred.
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**PROGRESS (2026-06-13 PM — G.3a core LANDED + Bug A fixed; gate exposed #95):**
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the teleport-timing root cause IS fixed. G.3a shipped the `TeleportArrivalController`
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hold-until-hydration (`7947d7a`/`aca4b46`/`f22121b`) + the validated-claim
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landblock-prefix fix (`2ce5e5c`, "Bug A"). Live gate proof: a real `PlayerTeleport`
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into the `0x0007` dungeon held through the 46 km jump and grounded the player on the
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dungeon's walkable floor (`[snap] claim=0x00070143 VALIDATED -> z=0.000`) — **no
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ocean.** The "terrain-less landblock" framing was refuted earlier (dat probe: dungeon
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= flat-terrain LandBlock + EnvCells). REMAINING blockers, both exposed at the gate:
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(1) **#95 CONFIRMED LIVE** — the dungeon renders as "thin air" because WB-DIAG blows
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up to ~9.1M instances/frame at `0x0007` (see #95); (2) **possible Bug C** — per-tick
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membership may still drift in the dungeon's negative-local-Y frame (ACE `movement
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pre-validation failed` spam) — re-gate after Bug A to confirm. NOTE: a render-only
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EnvCell hydration decouple was tried in G.3a and REVERTED (`e7058ca`) — it made the
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player character invisible at Holtburg (it touched the shared building hydration
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path); re-approach separately if a geometry-less collision cell ever needs it.
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**Severity:** HIGH (any far/dungeon teleport is unusable)
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**Filed:** 2026-06-13 (M1.5 dungeon-demo gate attempt — meeting-hall portal)
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**Component:** physics/streaming — teleport-arrival snap vs async landblock hydration
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@ -887,7 +902,16 @@ Retail oracle for cell-id hysteresis: `acclient_2013_pseudo_c.txt:308742-308783`
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## #95 — Dungeon portal-graph visibility blowup (see-through-walls / other dungeons rendered)
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**Status:** OPEN — **explains user-observed "dungeons are broken"**
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**Status:** OPEN — **RE-CONFIRMED LIVE under the current Option-A pipeline (2026-06-13
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G.3a gate).** A real `PlayerTeleport` into the `0x0007` dungeon blew WB-DIAG up to
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entSeen=6.5M / instances=9.1M / drawsIssued=590K per frame (vs. 3345/4667 at Holtburg)
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with a flood of `[mesh-miss] 0x000100xxxx` interior re-requests → dungeon renders as
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"thin air." So the T1–T6 rewrite did NOT supersede this (the earlier "likely superseded"
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read was wrong). This is now the **#133/G.3b** blocker; fix shape = port retail
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`CEnvCell::grab_visible_cells` (:311878) stab_list bounding (seen_outside==0 → walk only
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stab_list, never the whole resident cell set). Needs its own grounding/brainstorm in the
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flap-sensitive `PortalVisibilityBuilder`. **Originally** also: **explains user-observed
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"dungeons are broken"**
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**Severity:** HIGH (blocks all dungeon navigation visually)
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**Filed:** 2026-05-21
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**Component:** rendering, visibility, EnvCell portal traversal
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