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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docs/ISSUES.md
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docs/ISSUES.md
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@ -883,15 +883,13 @@ Retail oracle for cell-id hysteresis: `acclient_2013_pseudo_c.txt:308742-308783`
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---
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---
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## #97 — Phantom collisions + occasional fall-through on indoor 2nd floor (post-slice-1 happy-testing)
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## #97 — Phantom collisions + occasional fall-through on indoor 2nd floor (post-slice-1 happy-testing) — [DONE 2026-06-11 · T6/BR-7 + T5 gate]
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**Status:** OPEN — **LIKELY CLOSED by T6/BR-7 (2026-06-11), verify at the T5
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**Status:** DONE — closed by T6/BR-7 (the +5 m radial query pad that made
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visual gate.** The +5 m radial query pad that made spheres test objects in
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spheres test objects in cells they never overlapped — the structural
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cells they never overlapped (the structural producer of this phantom class,
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producer of this phantom class per the WF1 verification — was deleted with
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per the WF1 verification) is deleted with the per-cell query; indoor 2nd
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the per-cell query) and **user-confirmed at the T5 gate** ("5. Check" —
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floor now tests only the overlapped cells' own shadow lists. If T5's inn
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clean inn 2nd-floor walk, no invisible barriers).
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2nd-floor walk is clean, close; if phantoms persist they have a different
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mechanism and this gets a fresh capture.
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**Severity:** MEDIUM (intermittent; doesn't block stair-walking which works post-slice-1)
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**Severity:** MEDIUM (intermittent; doesn't block stair-walking which works post-slice-1)
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**Filed:** 2026-05-21
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**Filed:** 2026-05-21
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**Component:** physics, ContactPlane stability
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**Component:** physics, ContactPlane stability
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@ -3703,9 +3701,14 @@ Unverified. The likely culprits, ranked by suspected probability:
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---
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---
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## #108 — Cellar↔main-floor transition: terrain (grass) sweeps across the upstairs door opening
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## #108 — Cellar↔main-floor transition: terrain (grass) sweeps across the upstairs door opening — [DONE 2026-06-11 · T5 gate]
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**Status:** OPEN — **RE-ATTRIBUTED to MEMBERSHIP 2026-06-11** (was: render)
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**Status:** DONE — user-confirmed GONE at the T5 comprehensive gate
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("3. Check" — cellar descent + ascent with the upstairs doorway watched
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during the transition). Closed by the holistic-port stack: the T1 retail
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frame order + T2 flood fidelity + the BR-7 membership/collision work
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(the punch that previously masked-then-exposed it was rebuilt as part of
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the discipline). No isolated fix commit — the discipline retired the class.
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**Severity:** MEDIUM
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**Severity:** MEDIUM
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**Component:** ~~render / indoor PView~~ → **physics / membership** (cellar-transition root flip)
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**Component:** ~~render / indoor PView~~ → **physics / membership** (cellar-transition root flip)
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@ -3730,9 +3733,12 @@ separate real mechanism to rebuild under BR-3 — it does NOT fix #108.
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---
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---
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## #109 — Exit door across the room oscillates between door texture and background color
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## #109 — Exit door across the room oscillates between door texture and background color — [DONE 2026-06-11 · T5 gate]
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**Status:** OPEN
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**Status:** DONE — user-confirmed at the T5 comprehensive gate ("7. No."
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— the far exit door no longer oscillates). Closed by the holistic-port
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stack (T1 dynamics-last frame order + depth discipline + T2 flood
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fidelity). No isolated fix commit — the discipline retired the class.
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**Severity:** MEDIUM
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**Severity:** MEDIUM
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**Component:** render / indoor PView (exit-portal region vs door entity draw order)
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**Component:** render / indoor PView (exit-portal region vs door entity draw order)
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@ -3904,6 +3910,94 @@ ad hoc — the DO-NOT-RETRY table's slide entries (physics digest) apply.
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---
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---
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## #117 — Aperture-shaped see-through: doors/interiors visible through terrain hills and through nearer buildings
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**Status:** OPEN
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**Severity:** HIGH (the most visible remaining render artifact post-port)
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**Filed:** 2026-06-11 (T5 comprehensive gate, user items 11a+11b)
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**Component:** render — aperture depth discipline (the T1 punch pass)
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**Symptom (user, axioms):** (a) "looking downhill I can see certain parts
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of houses (not everything) like doors and some textures" through the
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terrain; (b) "when I'm behind a house I can see the openings on the house
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behind that house through the house in front of me, like doors and
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windows." Both shapes are APERTURE-shaped (doors/windows), which points at
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one mechanism: the far-Z punch erases the depth of NEARER occluders
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(terrain hills, closer buildings) at the punched aperture pixels, so
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interior content + door entities (dynamics drawn last) paint over them.
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**Diagnosis direction (mechanism, not live-probing):** decomp
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`DrawPortalPolyInternal` (Ghidra 0x0059bc90) for the punch's depth STATE —
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retail either depth-tests the punch polygon against the existing buffer
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(only punching where the aperture is actually visible) or relies on
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far→near per-building draw order so nearer geometry re-establishes depth
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AFTER the punch. Compare against the T1 (`579c8b0`) punch pass wiring.
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---
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## #118 — Character clipped + disappears for a moment when exiting houses
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**Status:** OPEN
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**Severity:** MEDIUM-HIGH (every house exit, brief)
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**Filed:** 2026-06-11 (T5 comprehensive gate, user item 10)
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**Component:** render — dynamics handling at the indoor→outdoor transition
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**Symptom (user):** "We get clipped and disappear when we exit houses.
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Like when we are just outside for a moment." Transition frames where the
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viewer is still indoors and the player is just outside the door.
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**Suspects (in order):** (1) the LOCAL player entity's partition in
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`InteriorEntityPartition` — T1's rule routes `ServerGuid != 0` to
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Dynamics (never dropped); the local player may carry ServerGuid==0 and
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fall into a per-cell static class that drops when its cell isn't in the
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flood; (2) the landscape-through-aperture pass's plane clips slicing the
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player if it draws in that pass ("clipped" wording). Check the partition
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first.
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---
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## #119 — Old tower: stairs partially invisible + extraneous water barrel; two meshes permanently invisible at startup
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**Status:** OPEN
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**Severity:** MEDIUM (pre-existing — "same issue as before" per the user)
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**Filed:** 2026-06-11 (T5 comprehensive gate, user items 9+13)
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**Component:** render — mesh upload / content inclusion
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**Symptom (user):** the old tower has missing stair parts (pre-existing;
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the tower stairs ARE visible in retail — user axiom recorded 2026-06-11
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in the render digest) and shows a water barrel that retail doesn't.
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**Lead (from the T5 launch log):** exactly two
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`[up-null] upload returned null for 0x00010002B4 / 0x00010008A8 — caching
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EMPTY render data (permanently invisible)` lines at startup. Identify
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which models those are (likely GfxObjs 0x010002B4 / 0x010008A8 — plausibly
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the stair parts) and why `ObjectMeshManager`'s upload returned null; the
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"permanently invisible" cache makes any transient failure sticky. The
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barrel is a separate static-inclusion question (which cell owns it, and
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is it admitted by a view it shouldn't be).
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---
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## #120 — [pv-ERROR] in-place propagation tripwire: convergence invariant broken at depth 128 (cottage interior cells)
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**Status:** OPEN
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**Severity:** HIGH (self-detected invariant break in the new flood growth)
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**Filed:** 2026-06-11 (T5 launch log; fired during normal cottage play)
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**Component:** render — PortalVisibilityBuilder in-place growth (T2/BR-4)
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**Evidence:** `[pv-ERROR] in-place propagation tripwire at depth 128 on
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cell=0xA9B40175 / 0xA9B40174 / 0xA9B40162 — convergence invariant broken,
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investigate` (3+ firings in the T5 session, exactly the cottage interior
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cells the user was walking). T2's in-place growth (which replaced the
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`MaxReprocessPerCell=16` cap) re-propagated one cell's view 128 times
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within a single build — a re-emission cycle the dedup misses, or growth
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ping-ponging through a reciprocal portal pair. May be load-bearing for
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#117/#118 (runaway view growth → wrong clip/punch volumes). Investigate
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FIRST among the post-T5 set: loudest signal, cheapest repro (the tripwire
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self-reports), and a correctness invariant of the new code.
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---
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# Recently closed
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# Recently closed
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## #113 — Phantom staircase: REOPENED 2026-06-11, folded into the HOLISTIC BUILDING-RENDER PORT
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## #113 — Phantom staircase: REOPENED 2026-06-11, folded into the HOLISTIC BUILDING-RENDER PORT
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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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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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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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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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1416/0/2skip, App 225, UI 420, Net 294.
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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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**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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**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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USER: "I don't care if it is non-playable… I want everything ported, then we
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