docs: mark Phase N.1 shipped + file road-edge tree as known issue
Adds Phase N.1 to "Phases already shipped" table at top of roadmap, updates the Phase N section to mark N.1 with checkmark SHIPPED status, and files the known road-edge-tree cosmetic difference at landblock 0xA9B1 in ISSUES.md as issue #50 follow-up. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -46,6 +46,50 @@ Copy this block when adding a new issue:
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# Active issues
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## #50 — Road-edge tree at 0xA9B1 visible in acdream but not retail
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**Status:** OPEN
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**Severity:** LOW (cosmetic; one spawned tree near the road in Holtburg)
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**Filed:** 2026-05-08
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**Component:** scenery placement / Phase N (WorldBuilder rendering migration)
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**Description:** With `ACDREAM_USE_WB_SCENERY=1` (default since commit `b84ecbd`),
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a tree at landblock 0xA9B1 around `(lx=85.08, ly=190.97)` appears in acdream but
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neither retail nor ACME WorldBuilder render it. Upstream Chorizite/WorldBuilder
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DOES render it, so our migration to WB's helpers (Phase N.1) inherited this
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discrepancy from upstream.
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**Root cause (suspected):** ACME WorldBuilder includes a per-vertex road check that
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skips the entire vertex when its road bit is set (see
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`references/WorldBuilder-ACME-Edition/WorldBuilder/Editors/Landscape/GameScene.cs:1074`).
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The current vertex (4,8) has a road bit set in the dat. ACME skips it;
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Chorizite/WorldBuilder doesn't; we don't.
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**Fix attempt that didn't work:** commit `e279c46` added the per-vertex road check
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directly to our `GenerateViaWb` (and legacy `Generate` for parity). It successfully
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removed the offending tree but over-suppressed scenery in other landblocks (visual
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regressions during user testing). Reverted in commit `677a726`. ACME's check likely
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interacts with other factors (per-vertex building check, or something else in ACME's
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pipeline) that we'd need to port together, not the road check alone.
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**Next steps:**
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1. Investigate ACME's full per-vertex filter set (road + building + anything else)
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and port them as a coherent unit, not piecemeal.
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2. OR upstream the per-vertex road check to Chorizite/WorldBuilder (which is now our
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submodule fork) so it lands as a generic ACME-conformance improvement.
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3. OR consider switching fork target from Chorizite/WorldBuilder to ACME WorldBuilder
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for future phases (N.2+).
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Visually undetectable to most users; one extra tree at one landblock. Defer until
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other Phase N work catches a similar issue and a coherent fix becomes obvious.
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**Files:**
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- `src/AcDream.Core/World/SceneryGenerator.cs` — `GenerateInternal` is the active path
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- `src/AcDream.Core/World/WbSceneryAdapter.cs` — adapter used by `GenerateInternal`
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- `references/WorldBuilder-ACME-Edition/WorldBuilder/Editors/Landscape/GameScene.cs:1074` — ACME's per-vertex road filter
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---
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## #49 — Scenery (X, Y) placement drifts from retail at some landblocks
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**Status:** OPEN
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