docs(overhaul): close issue 469
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3 changed files with 93 additions and 6 deletions
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@ -122,9 +122,10 @@ left no client. The separate #469 lighting-direction transition remains open.
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## #469 — Atmospheric shadow-gate transition switches the whole outdoor lighting direction abruptly and can darken the world
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**Status:** IN FLIGHT — lead contract written 2026-09-05 in S5 packet §31;
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Campaign OVERHAUL v2 renderer-solid/G4 scope. This predates S5-c2: exact parent
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`5c106bcdf` and candidate `ef819eedf` reproduce the same dark re-enable.
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**Status:** DONE 2026-09-05 — contract `809887524`; reviewed scratch
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implementation `c09b6cf0f`; campaign implementation `94ddde69a`; route
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`62efc72cb`; packet §§31–32. This predated S5-c2: exact parent `5c106bcdf` and
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candidate `ef819eedf` reproduce the old dark re-enable.
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**Evidence:** parent
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`s5-c2-ab-parent/logs/selfgate-20260904-183815-s5c2-parent-shadow-ab` and
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@ -154,6 +155,16 @@ shadow/volumetric projection and correcting IA-24 in the same implementation
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commit. Production SPIR-V plus a real Vulkan mesh/terrain witness must
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discriminate the old branch before this exact off/on/dusk A/B is repeated.
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**Closeout:** sequential OpenAI retail/deviation pass 1/10 and production/gate-
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honesty pass 2/10 both PASS with no finding. Exact scratch gates: Release
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0W/0E; focused 126/126; physical Vulkan 2/2; hermetic 16,983/16,983;
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InstalledDat 386 pass / the unchanged 10 accepted failures / 1 accepted skip.
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Lead gate `logs/selfgate-20260905-040449-s5-469-lighting-transition-r1` captured
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five fixed-pose noon/dusk retail/High frames, exit 0, graceful logout, and no
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client left. Both noon High rows carried 2,500 casters, four cascades, 26 draws,
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and nonzero strength; the former near-black whole-world relight is gone and
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both retail frames restore. Visual PASS is provisional pending owner inspection.
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## #468 — Teleport to the Holtburg cottage doorway pose seats the player in the house-interior cell at a point outside its floor; the player falls through the world
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**Status:** OPEN — found 2026-09-04 by the lead while running the G3 self-gate's capture pose 15 (`tools/overhaul-selfgate/route-g3b.txt`, `/teleloc A9B4013F 133.603592 13.391837 96.330009 …`, the retail capture's EYE pose used as a player pose). Placement/collision, NOT Campaign OVERHAUL v2 (the frame it produces is a correct render of a player in free fall); tactical, own fix. START at `claude-memory/project_placement_cutover_closed.md` (#331) and `project_physics_collision_digest.md`.
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@ -694,7 +694,8 @@ Update immediately when a slice changes state. Chat is not the ledger.
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| S5-c3 | **LANDED + REVIEW-CLOSED 2026-09-04** at `c673f767e` (reviewed scratch `01e5a15d0`; packet §§17–21). | **C3 SCOPE SELF-GATE PROVISIONAL PASS; whole-renderer finding #470 OPEN. G4 UNPASSED.** | OpenAI retail pass 3/10 PASS and production narrow re-review pass 5/10 PASS. Fix round 3 added ordinary landblock-lifetime ownership for every unique nonzero ladder GfxObj, rearmed walk-frame miss requests, and made the one-tick-before-BeginFrame proof discriminating. Fresh clean campaign: Release 0W/0E; focused 101/101; hermetic 16,811/16,811; InstalledDat 469 pass / the unchanged documented 10 fail / 1 skip; manifests 30/30. Self-gate `logs/selfgate-20260904-223345-s5c3-building-degrade` produced five PNGs, exited 0/gracefully, and left no client. The selected building shells are complete; the Holtburg frame also exposed pre-existing atmospheric ordered-draw sidecar defect #470, which is not a c3 regression and blocks renderer-solid/G4 until repaired. |
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| S5-c4 | **LANDED + REVIEW-CLOSED 2026-09-05; LEAD GRAPHICAL GATE PROVISIONAL PASS.** Campaign stack `75664805f` -> `15ed57a1e` -> `d5cfd1c91` -> `03a108ffa`; reviewed scratch tip `db8136448`; packet §§22–26. | G4 UNPASSED | Retail/material pass 3/10 PASS. Full production pass 4/10 found one classic/private detail-off regression; fix round 3 restored the prior AlphaBlend/coalescing path, and narrow production pass 5/10 PASS reproduced all three mutations. Fresh campaign Release 0W/0E, App 245/245, Content 71/71; scratch hermetic 16,971/16,971 and InstalledDat 469/10/1 with both manifests 32/32. Full recipe-10 bake: 2,237,865 keys, zero failures, SHA `4E0FA6C5…29B59B`. Gate `logs/selfgate-20260905-020703-s5c4-onepass-detail`: 13/13 PNGs, exit 0, graceful, no client left; visual PASS provisional. #471 DONE; #470 narrowed to local-sidecar indexing. |
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| S5-#470 | **LANDED + REVIEW-CLOSED 2026-09-05; LEAD GRAPHICAL A/B PROVISIONAL PASS.** Campaign implementation stack `15a796c3a` -> `7506e5f14` -> `b333edb4f`; route `19b44e5e3`; reviewed scratch `51f974da4` -> `2cad9c84` -> `98c004aa7`; packet §§27–30. | G4 UNPASSED | Retail/behavior pass 2/10 and production pass 4/10 closed the two evidence-only findings. Fresh campaign Release 0W/0E and focused 48/48; exact scratch hermetic 16,976/16,976 and canonical InstalledDat 386/10/1, manifests 30/30. Pinned gate `logs/selfgate-20260905-032132-s5-470-pinned-shadow-ab-r1`: retail/off -> High -> retail/off, 3/3 PNGs, exit 0, graceful, no client; visual PASS provisional. The stale recipe-8 pre-route launch is excluded and recorded in §30. |
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| S5 | IN FLIGHT — c1–c4 plus #470 landed/review-closed/provisionally self-gated; #469 contract written; c5, closeout, and G4 remain | G4 | Packet §§7 and 12–31 are binding. Next: implement, sequentially review, land, and graphically gate §31's #469 authored-light repair; then c5 cleanup, closeout, and G4. Never merge main before G4. |
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| S5-#469 | **LANDED + REVIEW-CLOSED 2026-09-05; LEAD GRAPHICAL TRANSITION PROVISIONAL PASS.** Contract `809887524`; reviewed scratch `c09b6cf0f`; campaign implementation `94ddde69a`; route `62efc72cb`; packet §§31–32. | G4 UNPASSED | Retail/deviation pass 1/10 and production pass 2/10 both PASS with no finding. The two atmospheric vertex receivers keep retail's authored unnormalized `uLights` direction across every shadow gate; celestial direction remains for opt-in shadow/volumetric projection; IA-24 corrected in the same commit. Exact scratch: Release 0W/0E, focused 126/126, Vulkan 2/2, hermetic 16,983/16,983, InstalledDat 386/10/1. Fresh campaign Release 0W/0E, focused 82/82, Vulkan 2/2. Gate `logs/selfgate-20260905-040449-s5-469-lighting-transition-r1`: five PNGs, active 2,500-caster/four-cascade High rows, no near-black relight, exit 0/graceful, no client; visual PASS provisional. |
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| S5 | IN FLIGHT — c1–c4 plus #470/#469 landed, review-closed, and provisionally self-gated; c5, closeout, and G4 remain | G4 | Packet §§7 and 12–32 are binding. Next: write and execute c5 cleanup, then closeout and G4. Never merge main before G4. |
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---
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@ -1,7 +1,7 @@
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# Campaign OVERHAUL v2 — S5 consumers, material, and closeout packet
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**Status:** S5-c1 through S5-c4 LANDED + REVIEW-CLOSED with lead graphical
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gates PROVISIONAL PASS; #470, #469, S5-c5, closeout, and G4 remain.
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**Status:** S5-c1 through S5-c4 plus #470/#469 LANDED + REVIEW-CLOSED with lead
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graphical gates PROVISIONAL PASS; S5-c5, closeout, and G4 remain.
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**Branch:** `claude/campaign-w-retail-frame-walk`.
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**Gate:** G4 remains unpassed. Nothing merges to `main` before G4.
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@ -2852,3 +2852,78 @@ shutdown. PASS requires no whole-world base-light jump as shadow work gates,
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while pack-active shadow direction/visibility still changes and the final
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retail frame restores. Record exact PNG paths; the result remains provisional
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until owner inspection.
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## 32. S5-#469 landing, review closeout, and graphical transition — 2026-09-05
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S5 issue #469 is **LANDED + REVIEW-CLOSED**. Contract `809887524`; reviewed
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scratch implementation `c09b6cf0f`; campaign implementation `94ddde69a`; fixed-
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pose route `62efc72cb`.
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The implementation removes the binary shadow-gate/celestial-direction branch
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from both atmospheric vertex receivers. Mesh now always uses the exact
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unnormalized `-uLights[i].dirAndRange.xyz`; terrain always uses the exact
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unnormalized `-uLights[0].dirAndRange.xyz`. Fragment receiver shadow
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projection/bias/PCF and atmospheric volumetrics continue to use the selected
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celestial direction. IA-24 was amended in the same implementation commit to
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record that ownership and its possible light/shadow-angle separation.
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Retail/deviation review pass 1/10 returned **PASS with no findings** after
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independently verifying `SkyDesc::GetLighting`,
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`LScape::set_landscape_lighting`, and
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`PrimD3DRender::UpdateLightsInternal` against the matching 2013 executable/PDB
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and reproducing both old receiver branches plus the old IA-24 assertion.
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Production/gate-honesty pass 2/10 returned **PASS with no findings** after
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inspecting the complete source -> compiler -> SPIR-V -> pipeline/descriptor ->
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pixel/readback path, independently reproducing all four code mutations, and
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proving the dedicated Vulkan lane fails rather than skips without a driver.
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Exact reviewed scratch evidence at `c09b6cf0f`:
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- compiled 23/23 shader pairs; mesh vertex SPIR-V SHA-256
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`AB642649B055A564B49C088BEAC9601593508CAB69778B71719C66C9A812CD3C` and
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terrain vertex SPIR-V SHA-256
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`7DE30E426401F637A28C1F1F8D69D1A465462AD7A5CEE1927FAE7E1BA5355B1F`;
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- Release solution build 0 warnings / 0 errors;
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- implementer-focused 64/64 and reviewer-focused 126/126;
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- physical `Lane=Vulkan` 2/2, including the committed production mesh+terrain
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lighting witness;
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- `artifacts/s5-469-hermetic-c09b6cf0f`: 16,983 passed / 0 failed / 0 skipped,
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exact clean tip, manifest 32/32; and
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- `artifacts/s5-469-installeddat-c09b6cf0f`: canonical
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`Lane=InstalledDat&Purpose!=Diagnostic`, 386 passed / the unchanged ten
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accepted failures / one accepted skip, exact clean tip, manifest 30/30.
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The lead independently rechecked the executable/PDB identity and all three
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function-range hashes, inspected the production/test diff, reproduced the
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generated hashes, and verified both artifact manifests with zero bad entries.
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Fresh campaign verification after integration: Release 0 warnings / 0 errors;
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focused atmospheric/receiver/manifest/source-resolver set 82/82; physical
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`Lane=Vulkan` 2/2. Recipe 10 and prepared content are unchanged.
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The lead graphical transition is **PROVISIONAL PASS pending owner inspection**
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at clean `62efc72cb`. Before launch, ACE listened on UDP 9000 as PID 13340 and
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neither acdream nor retail client was running. One route used the verified
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recipe-10 session, established authored time, 1024 x 768 framebuffer, and
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camera before acceptance, then held pose/camera/framebuffer fixed across
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retail/off -> High -> retail/off -> High and advanced the authored light once
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for the final High frame. Run
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`logs/selfgate-20260905-040449-s5-469-lighting-transition-r1` produced five
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PNGs, exited 0, confirmed graceful logout, emitted no fatal/validation match,
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left no client, and left ACE running:
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- `artifacts/screenshots/s5-469-noon-retail-before.png`;
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- `artifacts/screenshots/s5-469-noon-high.png`;
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- `artifacts/screenshots/s5-469-noon-retail-after.png`;
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- `artifacts/screenshots/s5-469-noon-high-repeat.png`; and
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- `artifacts/screenshots/s5-469-dusk-high.png`.
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Both High noon metadata rows prove active shadow work: 2,500 selected casters,
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four cascades, 26 pack draws, no failure, and directional-shadow strengths
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0.5429/0.5300. The dusk High row is likewise active and whole: 2,500 casters,
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four cascades, 26 draws, strength 0.5760. Lead original-resolution inspection
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finds the terrain, buildings, foliage, local player, equipment, and ordinary
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sidecars present in every frame. The former near-black binary whole-world
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relight is gone; the retail-before/after frames restore, while High retains its
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expected shadows and post-processing. This closes #469; no new divergence row
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is required beyond the truthful IA-24 amendment. Next is S5-c5, then closeout
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and G4. Nothing has merged to `main`.
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