docs(overhaul): close S5 c2 landing gate
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4 changed files with 102 additions and 5 deletions
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@ -39,6 +39,41 @@ confirmed closed by the owner, 11 need a focused live gate, and 43 are safe to
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remain closed. See
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[`docs/research/2026-08-28-owner-closed-issue-validity-audit.md`](research/2026-08-28-owner-closed-issue-validity-audit.md).
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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:** OPEN — found 2026-09-04 by the S5-c2 lead graphical gate; Campaign
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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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**Evidence:** parent
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`s5-c2-ab-parent/logs/selfgate-20260904-183815-s5c2-parent-shadow-ab` and
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candidate `logs/selfgate-20260904-183925-s5c2-candidate-shadow-ab`, especially
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`transition_disabled_retail.png`, `transition_reenabled_high.png`, and
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`transition_dusk_high.png`. Both runs captured 7/7 frames, exited 0 with
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graceful logout, and contained no fatal/validation match. The candidate's
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re-enabled frame had a valid atmospheric runtime, 3,087 selected casters, four
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cascades, 26 draws, and strength 0.5853; this is not missing shadow work.
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**Mechanism:** `mesh_atmospheric.vert` and `terrain_atmospheric.vert` choose
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retail's authored `-uLights[0].dirAndRange.xyz` while shadow flag bit 0 is
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clear, but switch the directional diffuse term to normalized
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`uShadowLightDirectionAndSource.xyz` as soon as that bit is set. Shadow
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visibility/strength is weighted later, but the lighting-direction selection is
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binary. Pack off/on, night/day, portal cover, indoor/outdoor, or a strength-zero
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crossing can therefore relight the whole world in one frame; at the captured
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Caul pose the celestial direction leaves most terrain/buildings nearly black.
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IA-24 records that this alignment was intentional, so the repair must preserve
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the declared opt-in behavior or explicitly revise that deviation—not quietly
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mix two incompatible directions.
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**Bounded next step before G4:** write a focused pack-lighting contract that
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keeps the pack-active receiver direction stable across shadow-work gate
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transitions (or proves a better single-direction policy), pins meshes and
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terrain together, preserves exact pack-off pixels/work, recompiles and verifies
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the shader manifest, then repeats this exact off/on/dusk A/B. G4 cannot call the
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renderer solid while this remains unexplained and visibly severe; alternatively
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the owner may explicitly accept the transition as part of IA-24.
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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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