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>
This commit is contained in:
Erik 2026-08-29 11:44:19 +02:00
parent f7aa8e0eb7
commit 85530c0b7e
4 changed files with 82 additions and 9 deletions

View file

@ -271,8 +271,10 @@ public sealed class LightManager
/// geometrically closer than the player's own room's torches and win the cap,
/// leaving the visible room dark. Scoping candidacy to the frame's actual
/// visible cells (the render already computes this — callers pass last frame's
/// <c>RetailPViewFrameResult.DrawableCells</c>, one frame of latency, to avoid
/// re-threading a mid-render callback) removes those from contention before the
/// <c>RetailPViewFrameResult.InViewCells</c>, the main flood PLUS building
/// look-in cells, one frame of latency, to avoid re-threading a mid-render
/// callback; flood-only scoping darkened look-in rooms' lanterns) removes
/// non-visible cells from contention before the
/// cap ever applies. The distance-sort anchor stays the PLAYER either way — this
/// parameter only narrows candidacy, it does not change the sort (the #176
/// correction: CAMERA anchoring, not cell scoping itself, caused the earlier