docs: #108 re-attributed render -> membership (BR-2 gate finding)

The BR-2 punch/seal gate proved #108 (cellar grass-sweep) is a membership
flip (player classified outdoor mid-cellar), not a render depth bug. The
punch only masked it on outdoor-root frames. Move #108 to the membership
track; the interior depth seal is a separate mechanism that does not fix it.
This commit is contained in:
Erik 2026-06-11 10:37:40 +02:00
parent 88be519ec0
commit 9abbf58cb0

View file

@ -3676,18 +3676,28 @@ Unverified. The likely culprits, ranked by suspected probability:
## #108 — Cellar↔main-floor transition: terrain (grass) sweeps across the upstairs door opening
**Status:** OPEN
**Status:** OPEN**RE-ATTRIBUTED to MEMBERSHIP 2026-06-11** (was: render)
**Severity:** MEDIUM
**Component:** render / indoor PView (OutsideView slice vs interior-root depth handling)
**Component:** ~~render / indoor PView~~**physics / membership** (cellar-transition root flip)
During the cellar→main-floor ascent (Holtburg), the door opening visible on the main floor
shows the outdoor GRASS texture sweeping over it — "like outdoor ground rising up from the
floor to cover it (as if watching it from below) and lowering back down when crossing up"
(user gate, 2026-06-10, post-`dac8f6a`). Likely the landscape drawn through the OutsideView
slice while the viewer is in the stairwell, with the eye below outdoor terrain height — the
terrain surface crosses the doorway region as the eye rises. Needs its own capture (probe
run on the cellar stairs) to pin whether the OutsideView region, the doorway depth-clear,
or terrain-vs-cell draw order is at fault.
(user gate, 2026-06-10, post-`dac8f6a`).
**ROOT CAUSE FOUND (BR-2 visual gate, 2026-06-11):** this is NOT a render depth bug — it
is a MEMBERSHIP flip. The BR-2 far-Z punch (wired for OUTDOOR roots + look-in ONLY)
suppressed #108 when wired and #108 returned when reverted; since the punch never runs on a
clean interior frame, the grass-sweep frames must render through the **outdoor root**, i.e.
**the player is being classified OUTDOOR mid-cellar** (the #112/#106 cellar membership
ping-pong family). The outdoor root then draws the landscape, whose terrain crosses the
doorway region as the eye rises. The punch was MASKING it — and harmfully (it erased the
depth of dynamic objects standing in doorways, so characters went transparent by their
overlap with the opening; reverted `88be519`). **Fix belongs in the membership track:**
stop the cellar-transition root from flipping to outdoor (render is downstream of
membership). The genuine interior-root exit-door depth seal (retail
`DrawPortalPolyInternal` maxZ2, kept reserved in `PortalDepthMaskRenderer.cs`) is a
separate real mechanism to rebuild under BR-3 — it does NOT fix #108.
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