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>
This commit is contained in:
Erik 2026-08-30 14:47:15 +02:00
parent d80d47d611
commit 878533597d
4 changed files with 131 additions and 3 deletions

View file

@ -517,7 +517,8 @@ internal sealed class FrameRootCompositionPhase
// data, published/retired with each landblock by the
// render publisher (FW3.1).
live.LandblockPipeline.RenderPublisher?.WalkBuildings,
live.LandblockPipeline.RenderPublisher?.WalkLandscape),
live.LandblockPipeline.RenderPublisher?.WalkLandscape,
d.CellVisibility),
retailPViewPassExecutor,
retailPViewPassExecutor),
retailPViewCells,