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