docs(render): Phase U.4c — flap fixed + residuals handoff (checkpoint)

Canonical handoff (research note) for the U.4c flap fix + the three residuals the
visual gate revealed (#78 terrain-not-gated-inside, camera-collision need, U.5).
Records the full hypothesis journey (H1/H2 both evidence-disproven) so the next
session doesn't re-walk them. ISSUES.md: flap recorded in Recently-closed; #78
annotated (more visible post-fix). CLAUDE.md: U-phase orientation updated with the
flap-fixed status + the canonical handoff pointer + camera-collision-next.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-31 17:01:23 +02:00
parent 0ee328a824
commit 95b6874c12
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@ -348,6 +348,16 @@ terrain mesh visible over the stair geometry.
references, do-not-retry list, and pickup prompt for the
investigation session.
**2026-05-31 update (post-U.4c-flap-fix):** the U.4c flap fix (`0ee328a`, root
indoor visibility at the player's cell) made this MORE visible — terrain now
draws inside again (it was Skipped during the flap), so the "floor shows outdoor
ground / cellar floor transparent / see the world from below" symptom is now
prominent. Confirmed at visual gate. Fix direction unchanged: gate outdoor
terrain by indoor-cell visibility (port retail `CEnvCell::find_visible_child_cell`
`acclient_2013_pseudo_c.txt:311397` + `seen_outside` landscape-keep). See
[`docs/research/2026-05-31-u4c-flap-fixed-and-residuals-handoff.md`](research/2026-05-31-u4c-flap-fixed-and-residuals-handoff.md)
(residual 1).
---
## #79 — Indoor lighting: spurious spot lights on walls
@ -3612,6 +3622,28 @@ Unverified. The likely culprits, ranked by suspected probability:
# Recently closed
## Phase U.4c doorway "flap" — [DONE 2026-05-31 · 0ee328a] indoor visibility rooted at the camera eye
**Status:** DONE (Phase U.4c flap sub-step)
**Closed:** 2026-05-31
**Commits:** `0ee328a` (fix) + `13d58ca`/`b5f2bf2`/`8941d1e` (characterization)
**Component:** rendering, visibility
**Resolution:** Crossing a doorway, terrain + building shells + cell shells flapped off
(grey void + floating entities). Root cause (converged on a live `ACDREAM_PROBE_FLAP`
capture, after disproving a side-test/`PortalSide` hypothesis and a PVS-grounding
hypothesis): indoor portal visibility was rooted at the 3rd-person camera **eye**, which
drifts out of the player's cell; `FindCameraCell` then returned a **stale cell for its 3
grace frames**, and from that stale root the doorway portal was culled as "behind" the eye
→ the exit cell + terrain dropped. Fix: root indoor visibility (cell resolution + portal-
side test) at the **player's cell** (retail `CellManager::ChangePosition` tracks `curr_cell`
by the player; acdream already roots lighting at the player). Eye still drives projection.
Visual-verified "flap gone." **Residuals are NOT the flap** — see #78 (terrain not gated
inside, now more visible) + a new camera-collision need (the chase eye is outside the
player's cell ~79% of frames → eye-projected clip over-includes → transparent outer walls)
+ U.5 (outside-looking-in). Full record:
[`docs/research/2026-05-31-u4c-flap-fixed-and-residuals-handoff.md`](research/2026-05-31-u4c-flap-fixed-and-residuals-handoff.md).
## #100 — [DONE 2026-05-25 · f48c74aa + a64e6f2] Transparent rectangular patches around every house (terrain rendering)
**Status:** DONE