docs(vfx #C.1.5a): ship Phase C.1.5a + file issue #56 for per-part collapse
Visual verification at the Holtburg Town network portal passed for the
slice's mechanism: 10-hook portal script fires end-to-end with correct
color, persistence, orientation, and multi-emitter dispatch. After the
334f0c6 rotation-seed fix, the swirl is oriented correctly along the
portal's facing instead of world-NS.
Known limitation surfaced during verification and filed as issue #56:
ParticleHookSink ignores CreateParticleHook.PartIndex, so all 10 of the
portal's emitters collapse to the entity root position + identity-rotated
offset, producing a compressed and partly-ground-buried swirl instead of
the multi-tier shape retail renders. Mechanism is correct; per-part
transform handling is the next vfx-pipeline concern (will affect every
multi-emitter PES — slice 2 chimneys/fireplaces in particular).
Documentation changes:
- docs/ISSUES.md: new #56 entry with the captured entity guids
(0x7A9B405B / 0x7A9B4080), script ids (0x3300126D / 0x3300067A),
symptom data, root-cause hypothesis, file pointers, and acceptance
criterion. Notes the blocks-slice-2 relationship explicitly.
- docs/superpowers/specs/2026-05-12-phase-c1.5a-portals-design.md §9:
new limitation #1 documenting the verified PartIndex collapse symptom.
- docs/plans/2026-04-11-roadmap.md: new "C.1.5a" row in the shipped
table referencing the spec, plan, and #56 caveat.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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3 changed files with 45 additions and 3 deletions
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@ -335,13 +335,23 @@ do not blindly retry.
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These are intentionally not fixed in slice 1; tracked here so the next slice
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or a future phase picks them up:
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1. **Moving entities** don't re-anchor their DefaultScript emitters per
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1. **`PartIndex` collapse on multi-part entities** (NEW — verified 2026-05-12
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at the Holtburg Town network portal). `ParticleHookSink.SpawnFromHook`
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ignores `CreateParticleHook.PartIndex`, so every emitter in a multi-emitter
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script collapses to `entity.Position + rotated(hook.Offset.Origin)`. Retail
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distributes the script's emitters across the entity's mesh parts (arch base,
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columns, apex). Visual symptom for the Holtburg portal: the 10-hook script
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produces a compressed swirl partially buried in the ground instead of the
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multi-tier shape retail renders. Filed as `docs/ISSUES.md` #56 with the
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captured entity guids + script ids; affects slice 2 (EnvCell chimneys /
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fireplaces are multi-part) and any future multi-emitter PES path.
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2. **Moving entities** don't re-anchor their DefaultScript emitters per
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frame. No evidence retail's portals or chimneys move; revisit if visual
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verification surfaces a regression.
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2. **WB's re-fire-after-1s loop** is not implemented. Persistent emitters
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3. **WB's re-fire-after-1s loop** is not implemented. Persistent emitters
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work today; looping non-persistent emitters (if EnvCell static objects
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use them) would need it in C.1.5b.
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3. **Animation-hook particle path** (`MotionInterpreter` →
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4. **Animation-hook particle path** (`MotionInterpreter` →
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`ParticleHookSink`) is shipped in C.1 but **not verified** by a recent
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visual test in this codebase state. Confirming this path is the second
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half of C.1.5b.
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