docs(overhaul): contract exact S5 c4 detail material
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@ -39,6 +39,32 @@ confirmed closed by the owner, 11 need a focused live gate, and 43 are safe to
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remain closed. See
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[`docs/research/2026-08-28-owner-closed-issue-validity-audit.md`](research/2026-08-28-owner-closed-issue-validity-audit.md).
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## #471 — Production walk-ordered building detail is classified but never rendered
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**Status:** OPEN — confirmed 2026-09-04 by the S5-c4 production audit;
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Campaign OVERHAUL v2 S5-c4 scope.
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**Evidence/mechanism:** the production path is
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`RetailPViewRenderer.DrawWalkDrivenStatics` → `WalkFrameDriver.Replay` →
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`PrepareOrderedStream` → `DrawOrderedRange`. Detail-category commands are
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uploaded and deliberately force solo merge runs, but
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`WbDrawDispatcher.OrderedStream.cs` issues only the base-pipeline indirect draw.
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Its file header still says the detail overlay was deferred. The classic
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`SubmitRhi` path does perform the second detail replay. Consequently opaque and
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ClipMap building shells drawn through the mandatory production walk omit their
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detail material even while the setting and category texture are live. The
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existing ordered submitter test proves only three base draws and therefore
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does not detect the omission.
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**Bounded repair:** S5-c4 packet §22 replaces all base-plus-overlay detail with
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retail's exact one-pass combined fragment. Arm that combine on the existing
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walk-ordered solo base run and retain its original order, blend/depth/cull,
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geometry, transform/sidecars, selected GfxObj, setting, sampler, and mip chain.
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Do not add an overlay replay or a compensating terrain flush. Prove an ordered
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ordinary → opaque-detail → ClipMap-detail → ordinary transcript, exact one draw
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per source subset, setting/unavailable-category off rows, nonzero shared
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transform prefix, and a pixel mutation that removes only the ordered arm.
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## #470 — Atmospheric ordered world draws use absolute transform indices for local sidecars
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**Status:** OPEN — found 2026-09-04 while auditing the S5-c3 graphical gate;
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