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

@ -24,13 +24,7 @@ public sealed class WalkLookInGateSweepTests
public void Emit(in WalkEvent walkEvent) => Events.Add(walkEvent);
}
[Fact(Skip = "Adjudicated 2026-08-30: NO gate decode reproduces retail, and "
+ "the join diagnostic proves the data is right — the missing mechanism "
+ "is CEnvCell::GetVisible's LOADED-interior-cell gate (retail punched "
+ "only the two buildings nearest the player; their interiors were "
+ "loaded, farther ones were not; the replay loads everything). Port "
+ "the interior load radius (landcell stab-list pull around the "
+ "player) and re-run this sweep to pin the plane/side decode.")]
[Fact]
public void Sweep_the_lookin_gate_decodes_against_the_street_fixture()
{
string? datDir = CornerFloodReplayTests.ResolveDatDir();