fix(render): feed look-in cells to particle and light visibility
Look-in rooms (cells reached through building portals) drew their geometry but never entered the visible-cell set consumed by the particle gate and the point-light candidacy scope, so their emitters stayed frozen and their lanterns dark until the player entered or the camera left the building. Retail has no look-in split: ShouldDrawParticles @0x0050FE60 gates on cell->IsInView(), and a cell installed by DrawBuilding @0x0059F2A0 -> PView::ConstructView @0x005A57B0 is drawn by the same DrawCells traversal as any flooded cell, so it is in view identically (per-cell in_view stamped by PView::InitCell @0x005A4B70). RetailPViewFrameResult now carries InViewCells (main flood + look-in cells, the existing prepareCells union; the borrowed-scratch contract is unchanged because RecycleLookInFrames runs at the start of the next DrawInside). WorldSceneRenderer feeds InViewCells to ParticleVisibilityController and the point-light scope. DrawableCells is untouched for seals, the outside-stage predicate, diagnostics, and the packed-product referee. The legacy 4-arg Reset defaults InViewCells = DrawableCells for standalone callers. User-gated 2026-08-29 at the Sanctuary Cathedral: adjacent look-in rooms show particles and lantern lights from the root cell without entry or an outside camera; recall/waterfall/Holtburg/paperdoll unregressed. The pre-existing #132-family candle-behind-opening report remains open and is unchanged by this fix. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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4 changed files with 82 additions and 9 deletions
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@ -251,10 +251,13 @@ public sealed class RetailPViewRenderer
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RenderProjectionCounts sourceCounts = frameViewBorrowed
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? frameView.SourceDigest.Counts
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: LegacySourceCounts(partition!);
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// prepareCells is exactly "main flood ∪ look-in cells" — the cells
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// this traversal actually reached, i.e. retail's in-view set.
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RetailPViewFrameResult result = _frameResultScratch.Reset(
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pvFrame,
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clipAssembly,
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drawableCells,
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prepareCells,
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counts,
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sourceCounts,
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partition);
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@ -1910,6 +1913,23 @@ public sealed class RetailPViewFrameResult
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public PortalVisibilityFrame PortalFrame { get; private set; } = null!;
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public ClipFrameAssembly ClipAssembly { get; private set; } = null!;
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public HashSet<uint> DrawableCells { get; private set; } = null!;
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/// <summary>
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/// Every cell this completed view actually reached: the main flood
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/// (<see cref="DrawableCells"/>) plus the building look-in cells. This is
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/// retail's per-cell <c>in_view</c> answer for effect consumers —
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/// <c>CPhysicsObj::ShouldDrawParticles</c> @0x0050FE60 gates on
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/// <c>cell->IsInView()</c>, and a cell entered through a building portal
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/// (<c>PView::ConstructView</c> @0x005A57B0, installed by
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/// <c>RenderDeviceD3D::DrawBuilding</c> @0x0059F2A0) is drawn by the same
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/// <c>PView::DrawCells</c> traversal as a flooded cell, so retail marks it
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/// in view identically. acdream's look-in adaptation keeps those cells out
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/// of <see cref="DrawableCells"/> (seals / outside-stage predicate stay
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/// main-flood scoped, #124); particle and light visibility must consume
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/// THIS set or look-in rooms render with frozen emitters and dark lights.
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/// </summary>
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public HashSet<uint> InViewCells { get; private set; } = null!;
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internal RenderFrameDiagnosticCounts DiagnosticCounts { get; private set; }
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internal RenderProjectionCounts SourceCounts { get; private set; }
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internal InteriorEntityPartition.Result? DiagnosticPartition
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@ -1919,6 +1939,7 @@ public sealed class RetailPViewFrameResult
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PortalVisibilityFrame portalFrame,
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ClipFrameAssembly clipAssembly,
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HashSet<uint> drawableCells,
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HashSet<uint> inViewCells,
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RenderFrameDiagnosticCounts diagnosticCounts,
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RenderProjectionCounts sourceCounts,
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InteriorEntityPartition.Result? diagnosticPartition)
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@ -1926,6 +1947,7 @@ public sealed class RetailPViewFrameResult
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PortalFrame = portalFrame;
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ClipAssembly = clipAssembly;
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DrawableCells = drawableCells;
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InViewCells = inViewCells;
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DiagnosticCounts = diagnosticCounts;
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SourceCounts = sourceCounts;
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DiagnosticPartition = diagnosticPartition;
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@ -1941,6 +1963,7 @@ public sealed class RetailPViewFrameResult
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portalFrame,
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clipAssembly,
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drawableCells,
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drawableCells,
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RetailPViewRenderer.LegacyDiagnosticCounts(
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diagnosticPartition),
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RetailPViewRenderer.LegacySourceCounts(
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@ -254,8 +254,14 @@ internal sealed class WorldSceneRenderer : IPreparedWorldSceneFramePhase
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camera.Camera.View,
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_diagnostics.CameraCellResolution));
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_particleVisibility.MarkVisibleCells(pviewResult.DrawableCells);
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_frames.ObserveDrawableCells(pviewResult.DrawableCells);
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// Effect visibility consumes InViewCells (main flood ∪ look-in
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// cells), not the flood-only DrawableCells: retail's
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// ShouldDrawParticles @0x0050FE60 asks cell->IsInView(), and a
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// look-in cell drawn via DrawBuilding @0x0059F2A0 is in view
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// exactly like a flooded cell. Flood-only scoping froze
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// emitters and darkened lights in visible adjacent rooms.
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_particleVisibility.MarkVisibleCells(pviewResult.InViewCells);
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_frames.ObserveDrawableCells(pviewResult.InViewCells);
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_diagnostics.EmitPViewInput(
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pviewResult.PortalFrame,
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camera.ViewProjection,
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@ -271,8 +271,10 @@ public sealed class LightManager
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/// geometrically closer than the player's own room's torches and win the cap,
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/// leaving the visible room dark. Scoping candidacy to the frame's actual
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/// visible cells (the render already computes this — callers pass last frame's
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/// <c>RetailPViewFrameResult.DrawableCells</c>, one frame of latency, to avoid
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/// re-threading a mid-render callback) removes those from contention before the
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/// <c>RetailPViewFrameResult.InViewCells</c>, the main flood PLUS building
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/// look-in cells, one frame of latency, to avoid re-threading a mid-render
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/// callback; flood-only scoping darkened look-in rooms' lanterns) removes
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/// non-visible cells from contention before the
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/// cap ever applies. The distance-sort anchor stays the PLAYER either way — this
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/// parameter only narrows candidacy, it does not change the sort (the #176
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/// correction: CAMERA anchoring, not cell scoping itself, caused the earlier
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