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 ## #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 **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 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 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" 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 (user gate, 2026-06-10, post-`dac8f6a`).
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 **ROOT CAUSE FOUND (BR-2 visual gate, 2026-06-11):** this is NOT a render depth bug — it
run on the cellar stairs) to pin whether the OutsideView region, the doorway depth-clear, is a MEMBERSHIP flip. The BR-2 far-Z punch (wired for OUTDOOR roots + look-in ONLY)
or terrain-vs-cell draw order is at fault. 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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