docs: T5 comprehensive gate verdict - PARTIAL PASS; #108/#109/#97 closed, #117-#120 filed
The single comprehensive visual gate (2026-06-11, user-driven): CONFIRMED (user axioms): doors block both ways incl. off-center (#99 visual pass), cellar descent/ascent clean + #108 grass-sweep GONE, inn 2nd floor clean (#97 CLOSED), interiors stable through doorways incl. edge-on, #109 far-door oscillation GONE, formerly-popping stairs now stable at all ranges. The entire T6/BR-7 collision port passed 100%. REMAINING (render, filed at mechanism level - no live whack-a-mole): - #117 aperture-shaped see-through: doors/interiors visible through terrain hills and through nearer buildings (the far-Z punch erases occluder depth at aperture pixels). Decomp direction: DrawPortalPolyInternal depth state vs draw order. - #118 character clipped + vanishes momentarily on house exit (viewer-indoor/player-outdoor transition frames; local-player partition / aperture-clip suspects). - #119 old-tower stairs partially invisible + extraneous water barrel (pre-existing); T5-log lead: [up-null] 0x010002B4 + 0x010008A8 cached EMPTY render data, permanently invisible. - #120 [pv-ERROR] in-place propagation tripwire at depth 128 on the cottage interior cells (T2 convergence invariant break, self-detected during the gate) - investigate FIRST. Rain-indoors not verifiable (clear weather). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -14,9 +14,24 @@ designed (door apparatus + tick-13558 + tick-22760's blocking invariant);
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the 4th (BSPStepUp D4) + 22760's lateral-slide delta proved to be a
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SEPARATE pre-existing slide-response family — filed #116, D4 skipped with
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the reference (probes show the cell-set layer innocent). Suites: Core
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1416/0/2skip, App 225, UI 420, Net 294. REMAINING: **T5 — the single
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comprehensive visual gate with the user** (checklist in the render
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digest's ledger), then roadmap/digest closeout.**
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1416/0/2skip, App 225, UI 420, Net 294.
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**T5 EXECUTED 2026-06-11 (the single comprehensive user gate) — PARTIAL
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PASS.** ✅ Confirmed by the user: doors block both ways incl. off-center
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(#99 visual), cellar descent/ascent clean + #108 grass-sweep GONE, inn
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2nd floor clean (#97 closed), interiors stable through doorways incl.
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edge-on, #109 far-door oscillation GONE, formerly-popping stairs now
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STABLE at all ranges (the distance-pop class is dead). ❌ Remaining —
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four filed render artifacts: **#117** aperture-shaped see-through
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(doors/interiors through terrain hills + through nearer buildings — the
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punch erases occluder depth), **#118** character clipped+vanishes for a
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moment on house exit, **#119** old-tower stairs partially invisible +
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extraneous barrel (pre-existing; `[up-null]` permanently-invisible mesh
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lead in the T5 log), **#120** `[pv-ERROR]` in-place-propagation
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convergence tripwire at depth 128 on the cottage cells (self-detected
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T2 invariant break — investigate first). Rain-indoors not verifiable
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(clear weather). NEXT: fix #120 → #117 → #118 → #119 at the mechanism
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level, then a focused re-gate on just those spots.**
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**Status: APPROVED + AMENDED (2026-06-11). EXECUTION DIRECTIVE CHANGED BY THE
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USER: "I don't care if it is non-playable… I want everything ported, then we
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