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>
This commit is contained in:
Erik 2026-06-11 15:46:30 +02:00
parent 60c10707a3
commit af5d424df0
2 changed files with 124 additions and 15 deletions

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@ -14,9 +14,24 @@ designed (door apparatus + tick-13558 + tick-22760's blocking invariant);
the 4th (BSPStepUp D4) + 22760's lateral-slide delta proved to be a
SEPARATE pre-existing slide-response family — filed #116, D4 skipped with
the reference (probes show the cell-set layer innocent). Suites: Core
1416/0/2skip, App 225, UI 420, Net 294. REMAINING: **T5 — the single
comprehensive visual gate with the user** (checklist in the render
digest's ledger), then roadmap/digest closeout.**
1416/0/2skip, App 225, UI 420, Net 294.
**T5 EXECUTED 2026-06-11 (the single comprehensive user gate) — PARTIAL
PASS.** ✅ Confirmed by the user: doors block both ways incl. off-center
(#99 visual), 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 distance-pop class is dead). ❌ Remaining —
four filed render artifacts: **#117** aperture-shaped see-through
(doors/interiors through terrain hills + through nearer buildings — the
punch erases occluder depth), **#118** character clipped+vanishes for a
moment on house exit, **#119** old-tower stairs partially invisible +
extraneous barrel (pre-existing; `[up-null]` permanently-invisible mesh
lead in the T5 log), **#120** `[pv-ERROR]` in-place-propagation
convergence tripwire at depth 128 on the cottage cells (self-detected
T2 invariant break — investigate first). Rain-indoors not verifiable
(clear weather). NEXT: fix #120#117#118#119 at the mechanism
level, then a focused re-gate on just those spots.**
**Status: APPROVED + AMENDED (2026-06-11). EXECUTION DIRECTIVE CHANGED BY THE
USER: "I don't care if it is non-playable… I want everything ported, then we