milestone(G.3): dungeons RENDER — #95 was a Bug-A symptom, not an unbounded flood

Autonomous /loop verification: a live launch into the 0x0007 dungeon renders with a
sane budget (WB-DIAG instances ~39,000, meshMissing=0; was 9.1M pre-Bug-A), correct
membership (no ACE failed-transition spam), navigable. The chain: G.3a teleport
hold+place + Bug A (2ce5e5c, validated-claim landblock prefix) + login-into-dungeon
recenter (47ae237). A headless diagnostic (Issue95DungeonFloodDiagnosticTests, 95d9dab)
proved the portal flood is already bounded (1-17 cells vs the stab_list's 120-204), so
#95's "port grab_visible_cells stab_list bounding" was the WRONG fix and is NOT pursued.
ISSUES #95 -> RESOLVED, #133 -> renders + login-into-dungeon fixed; CLAUDE.md current
state + render digest updated. Remaining for M1.5: A7 dungeon torch/point-lighting.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-13 19:36:04 +02:00
parent 47ae237e7b
commit a40c38e8bd
2 changed files with 41 additions and 19 deletions

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@ -108,14 +108,17 @@ movement queries.
## Current state
**Currently working toward: M1.5 — Indoor world feels right.** The
building/cellar demo is DONE + user-gated, but M1.5 was EXTENDED 2026-06-13
to include **dungeon support (full Phase G.3)** — dungeons don't work at
all: terrain-less dungeon landblocks aren't supported by the streaming/
load/render/physics pipeline (`LandblockLoader.Load` null with no
`LandBlock`; streamer needs a terrain mesh; teleport snaps before hydration
→ ocean — issue **#133**). M1.5 does NOT land until dungeons work; M2
(CombatMath) deferred. Currently brainstorming the G.3 dungeon-support spec.
**Currently working toward: M1.5 — Indoor world feels right.** Building/cellar
demo DONE; **dungeons now RENDER** (2026-06-13, autonomous /loop): G.3a teleport
hold+place + **Bug A** (validated-claim keeps the dungeon landblock prefix, `2ce5e5c`)
+ **login-into-dungeon recenter** (`47ae237`) → live `0x0007` dungeon renders, navigable,
correct membership, WB-DIAG instances **9.1M→39K**. **#95 was a Bug-A symptom, NOT an
unbounded flood — DO NOT port `grab_visible_cells` stab_list bounding** (the flood is
already bounded; the "terrain-less landblock" framing was refuted — dungeons are
flat-terrain + EnvCells). REMAINING for M1.5: **A7 dungeon torch/point-lighting** (dungeon
gets retail's flat 0.2 indoor ambient but `Setup.Lights` torches aren't registered → dim,
"lighting off"); needs visual iteration. M2 (CombatMath) deferred. Detail in **#133/#95**
(ISSUES) + the render digest's top banner.
Recent closes (2026-06-12/13): #119/#128, #112, #113, #124,
#129/#130/#131/#132, UN-2, #108-residual, #127, #125; #116 partial (Ghidra
threshold fix). Keep this paragraph ≤5 lines + pointers — detail in the