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 New Phase U scoped; #103 superseded; CLAUDE.md / roadmap / milestones updated; full decision + scope + next-session pickup prompt in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