docs: abandon two-pipe render approach; scope Phase U (unified retail-faithful pipeline)

Decision (2026-05-30, with user): the WB-inherited two-pipe (inside/outside) render
split is the root cause of the indoor seam bugs (flap, missing/transparent walls,
terrain bleed) and cannot be seamless. Abandon A8/A8.F (#103); build ONE unified
pipeline driven by retail's PView portal visibility — seamless by construction. The
2026-05-30 camera-collision + physics viewer-cap work is kept (retail-faithful, but a
detour from the seam fix). New Phase U scoped; #103 superseded; CLAUDE.md / roadmap /
milestones updated; full decision + scope + next-session pickup prompt in
docs/research/2026-05-30-unified-render-pipeline-decision-and-handoff.md.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-30 11:35:41 +02:00
parent aae5300fea
commit 75b1df9cc3
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@ -46,7 +46,12 @@ Copy this block when adding a new issue:
## #103 — Phase A8.F portal-frame indoor rendering broken at runtime (visual-gate failure)
**Status:** OPEN
**Status:** SUPERSEDED 2026-05-30 by **Phase U (Unified Render Pipeline)**. The
two-pipe (inside/outside) approach this bug lives in is being abandoned wholesale —
the broken `RenderInsideOut` two-pipe path is deleted as Task 1 of Phase U and
replaced by a single unified retail `PView` portal-visibility pipeline. #103 will
not be fixed in place. See
[docs/research/2026-05-30-unified-render-pipeline-decision-and-handoff.md](research/2026-05-30-unified-render-pipeline-decision-and-handoff.md).
**Severity:** MEDIUM (opt-in branch only — default game unaffected)
**Filed:** 2026-05-29
**Component:** render (indoor visibility)