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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@ -160,6 +160,17 @@ public static class RenderingDiagnostics
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public static bool ProbeClipRouteEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_CLIPROUTE") == "1";
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/// <summary>
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/// Campaign FW3.2b-2 flip apparatus (2026-08-30): when true and the walk
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/// registries are wired, RetailPViewRenderer runs the PRODUCTION retail
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/// frame walk per frame in SHADOW (no draws change) and emits one
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/// [walk-shadow] line per frame whose cell/building sets diverge from the
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/// old visibility path — the I5 dual-shadow pattern applied to the FW3
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/// static cutover. Throwaway apparatus — dies with the flip commit.
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/// </summary>
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public static bool ProbeWalkShadowEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_WALK_SHADOW") == "1";
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/// <summary>
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/// Bounded-propagation port apparatus (2026-06-08). When true, PortalVisibilityBuilder.Build emits
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/// one [portal-churn] summary line per call: per-cell pop count (re-pops = churn), total re-enqueues,
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