feat(render) Campaign FW3.2b-2: the walk shadow probe (I5 pattern)
ACDREAM_PROBE_WALK_SHADOW=1 (documented row; throwaway - dies with the flip commit) runs the PRODUCTION retail frame walk per frame in shadow over the FW3.1 registries - WalkProductionFrameContext from the live camera, SetViewer recentring, interior rooting via LoadedCell.Walk - and prints one [walk-shadow] divergence line per frame whose visited cell set differs from the old path (main flood + look-ins), plus a loud PROBE FAULT line on any exception. No draws change. This is the I5 dual-shadow pattern applied to the FW3 static cutover: it proves the production walk world data live and quantifies old-vs-walk divergence before any pixel moves. CellVisibility joins the renderer plumbing as the walk cell registry. Suites: full Release build 0 warnings; hermetic 6,753/0; LaunchOptionsDocumentationTests green (both directions). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -314,6 +314,7 @@ issue is closed, the strip was missed; delete both.
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| `ACDREAM_PROBE_CELL_CACHE` | indoor walking phase d | `=1` | gates one `[cell-cache]` line per EnvCell first-cached in `PhysicsDataCache.CacheCellStruct` (poly counts, BSP root structure) | print-only; fires at most once per EnvCell (cache is no-op after first population); no DebugPanel mirror | `PhysicsDiagnostics.ProbeCellCacheEnabled` |
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| `ACDREAM_PROBE_CHILD_CELL` | c4 route 7 | `=1` | gates one `[child-cell]` line per Runtime committed-child canonical-cell write in `RuntimeLiveEntitySessionController`, `RuntimeEntityObjectLifetime`, `RuntimeEntityDirectory` (parent/child guid, old/new cell, cause tag) | print-only | `PhysicsDiagnostics.ProbeChildCellEnabled` |
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| `ACDREAM_PROBE_CLIPROUTE` | "throwaway apparatus — strip once §4 ships" | `=1` | print-on-change `[clip-route]` / `[clip-route-disp]` / `[clip-route-scis]` lines: outside-slice clip routing, region-SSBO bytes, terrain-UBO head, actual GL/RHI scissor state | print-only | `RenderingDiagnostics.ProbeClipRouteEnabled` |
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| `ACDREAM_PROBE_WALK_SHADOW` | Campaign FW3.2b-2 flip apparatus — dies with the flip commit | `=1` | runs the PRODUCTION retail frame walk per frame in SHADOW (no draws change) and prints one `[walk-shadow]` line per frame whose visited cell/building sets diverge from the old visibility path (the I5 dual-shadow pattern applied to the FW3 static cutover) | print-only; adds the per-frame CPU cost of the shadow walk while set | `RenderingDiagnostics.ProbeWalkShadowEnabled` |
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| `ACDREAM_PROBE_CONTACT_PLANE` | spike-only, 2026-05-20 | `=1` | gates one `[cp-write]` line per write to `CollisionInfo.ContactPlane*`/`LastKnownContactPlane*` fields (field, old→new, caller method via stack walk, source line); only logs on actual value changes | print-only, but performs a stack walk to identify the caller method when firing — real CPU cost per write while on (not just a string format); suppresses no-op writes to bound volume | `PhysicsDiagnostics.ProbeContactPlaneEnabled` |
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| `ACDREAM_PROBE_ENT` | #138 | `="1"` | Traces the persistent player entity across teleport streaming churn: presence in the render draw-set flat view vs. survival of the dynamics cull, to distinguish "missing from draw set" vs "present but culled" | print-only, "Observation-only — emits no behavior change" (doc comment). `LogPlayerDynOnChange` dedupes by transition to avoid per-frame spam. Marked STRIP-once-root-caused (like the dense-town FPS apparatus). | `EntityVanishProbe.Enabled` (`EntityVanishProbe.cs:23-24`), issue #138-B |
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| `ACDREAM_PROBE_FLAP` | "throwaway apparatus — strip once the flap mechanism is confirmed" | `=1` | EVERY FRAME (unthrottled, not change-gated) while the camera root is indoor: `[flap]` from `PortalVisibilityBuilder.Build` (portal side-test/traverse/cull/projection) + paired `[flap-cam]` from `PhysicsCameraCollisionProbe`/`[flap-sweep]` (FindCameraCell resolution, eye positions) | print-only, but unthrottled per-frame `StringBuilder` allocation + `Console.WriteLine` on multiple call sites while indoor — heavy log volume/allocation under sustained indoor play; does not alter rendered output | `RenderingDiagnostics.ProbeFlapEnabled` |
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