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>
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8 changed files with 90 additions and 12 deletions
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@ -24,13 +24,7 @@ public sealed class WalkLookInGateSweepTests
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public void Emit(in WalkEvent walkEvent) => Events.Add(walkEvent);
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}
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[Fact(Skip = "Adjudicated 2026-08-30: NO gate decode reproduces retail, and "
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+ "the join diagnostic proves the data is right — the missing mechanism "
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+ "is CEnvCell::GetVisible's LOADED-interior-cell gate (retail punched "
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+ "only the two buildings nearest the player; their interiors were "
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+ "loaded, farther ones were not; the replay loads everything). Port "
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+ "the interior load radius (landcell stab-list pull around the "
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+ "player) and re-run this sweep to pin the plane/side decode.")]
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[Fact]
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public void Sweep_the_lookin_gate_decodes_against_the_street_fixture()
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{
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string? datDir = CornerFloodReplayTests.ResolveDatDir();
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