feat(render) Campaign FW1: the degrade-level BSP gate kills the wrong punches

The offline degrade probe proved the mechanism: every Holtburg building
carries PORT nodes ONLY in its level-0 GfxObj (out to ~24-48 m); every
degraded level has zero. Retail walks the CURRENT degrade level BSP
(part->gfxobj[deg_level]) - that is what limits look-in punches to the
nearest buildings. WalkBuilding gains the degrade ladder +
SelectDrawingBsp (band pick; UpdateViewerDistance hysteresis is a port
TODO), the walk selects per viewer distance, the adapter builds
per-level BSPs, and the stab-list load rule (CLandBlock::init_buildings
@0052fd80: a full-res block loads exactly its buildings portal stab
cells) replaces load-everything in the landscape builder. The sweep now
shows clean rosters with all far-building punches gone; remaining
deltas: the near buildings 001a/0022 (50 m/28 m center distance vs the
48 m band edge - sphere-adjusted distance/hysteresis to port) and the
one ring-1 frustum boundary pair (aab50002/a9b3003c).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-30 10:51:05 +02:00
parent e5cdd2364e
commit b3ac5872e9
8 changed files with 90 additions and 12 deletions

View file

@ -108,9 +108,31 @@ public static class WalkLandscapeDatBuilder
int cellIndex = (int)(entry.Building.PositionCellId & 0xFFFFu) - 1;
if (cellIndex >= 0 && cellIndex < 64)
block.CellBuildings[cellIndex] = entry.Building;
// Retail's loaded-interior rule (CLandBlock::init_buildings
// @0052fd80 → add_to_stablist → grab_visible_cells): a
// full-res block loads exactly its buildings' portal
// stab cells — NOT every interior. The flood halts at
// unloaded cells (GetVisible null), which is what
// limits retail's look-in punches to nearby doorways.
foreach (WalkBldPortal portal in entry.Building.Portals)
{
if (portal.OtherCellId != 0xFFFFFFFFu
&& !cells.ContainsKey(portal.OtherCellId))
{
WalkCell? c = WalkWorldDatAdapter.BuildCell(
dats, portal.OtherCellId, blockOffset);
if (c is not null) cells[c.CellId] = c;
}
foreach (uint stab in portal.StabList)
{
if (cells.ContainsKey(stab)) continue;
WalkCell? c = WalkWorldDatAdapter.BuildCell(
dats, stab, blockOffset);
if (c is not null) cells[c.CellId] = c;
}
}
}
WalkWorldDatAdapter.BuildInteriorCells(
dats, landblockId, blockOffset, cells);
}
landscape.Blocks[gx * midWidth + gy] = block;
}