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 New Phase U scoped; #103 superseded; CLAUDE.md / roadmap /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>
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Erik 2026-05-30 11:35:41 +02:00
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@ -187,6 +187,17 @@ close range and the player sees "You pick up the X." in chat.
### M1.5 — "Indoor world feels right" — 🔵 ACTIVE (resumed 2026-05-21 after Phase O ship)
**2026-05-30 — render-pipeline pivot.** The indoor *rendering* seam (seamless
in/out: the flap, missing/transparent walls, terrain bleed) will be solved by a
**single unified retail-faithful render pipeline (Phase U)**, replacing the
abandoned two-pipe inside/outside split (A8/A8.F, issue #103). The two-pipe split
is a WorldBuilder inheritance; retail uses one portal-visibility pass and is
seamless by construction. Decision + scope:
[`docs/research/2026-05-30-unified-render-pipeline-decision-and-handoff.md`](../research/2026-05-30-unified-render-pipeline-decision-and-handoff.md).
Camera-collision + a physics viewer-cap fix shipped 2026-05-30 and are kept (they
were a detour from the real seam fix, but retail-faithful and worth keeping). A6
(physics) and A7 (lighting) are unaffected.
**Phase O — DatPath Unification — shipped 2026-05-21.** ONE thing
touches the DATs. ~33 WB files (~7.7K LOC) extracted into
`src/AcDream.{Core,App}/Rendering/Wb/`; project references to