checkpoint(render): G2 owner findings — terrain punch assigned to S4, portal-haze probe
Owner G2 check at 4b0b29e4: Facility Hub PASS, Holtburg house PASS,
cathedral leak unchanged (S3/S4). Two new findings:
- doorway-sized fragments of houses on the terrace below show through
the hill in Holtburg: PortalDepthMaskRenderer draws every visited cell's
exit-portal fan with depth compare Always + write, so a doorway behind
terrain still punches far depth through it. Pre-existing; S4 owns the
punch (ledger row updated).
- the purple UnHide haze (script type 0x75, played on the retail
Hidden->visible physics-state edge) no longer shows on the local player
after a portal. Under investigation: temporary print-only traces
[pes-spawn]/[pes-vis] under ACDREAM_DUMP_PLAYSCRIPT=1 (launch-options row
amended; both die with the investigation) and a timed arrival route
tools/overhaul-selfgate/route-portal-haze.txt.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
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6 changed files with 69 additions and 7 deletions
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@ -470,6 +470,10 @@ internal sealed class ContentEffectsAudioCompositionPhase :
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Fault(ContentEffectsAudioCompositionPoint.EmitterRegistryPublished);
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ParticleSystem particles = _factory.CreateParticleSystem(emitters);
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// TEMPORARY (2026-09-03 portal-haze investigation): the system's
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// own trace is gated inside on ACDREAM_DUMP_PLAYSCRIPT=1.
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particles.DiagnosticSink = message =>
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_dependencies.Error($"vfx: {message}");
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_publication.PublishParticleSystem(particles);
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Fault(ContentEffectsAudioCompositionPoint.ParticleSystemPublished);
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