docs(overhaul): close S5 c2 landing gate

This commit is contained in:
Erik 2026-09-04 18:44:50 +02:00
parent ef819eedf5
commit c3ac20b2ad
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
remain closed. See remain closed. See
[`docs/research/2026-08-28-owner-closed-issue-validity-audit.md`](research/2026-08-28-owner-closed-issue-validity-audit.md). [`docs/research/2026-08-28-owner-closed-issue-validity-audit.md`](research/2026-08-28-owner-closed-issue-validity-audit.md).
## #469 — Atmospheric shadow-gate transition switches the whole outdoor lighting direction abruptly and can darken the world
**Status:** OPEN — found 2026-09-04 by the S5-c2 lead graphical gate; Campaign
OVERHAUL v2 renderer-solid/G4 scope. This predates S5-c2: exact parent
`5c106bcdf` and candidate `ef819eedf` reproduce the same dark re-enable.
**Evidence:** parent
`s5-c2-ab-parent/logs/selfgate-20260904-183815-s5c2-parent-shadow-ab` and
candidate `logs/selfgate-20260904-183925-s5c2-candidate-shadow-ab`, especially
`transition_disabled_retail.png`, `transition_reenabled_high.png`, and
`transition_dusk_high.png`. Both runs captured 7/7 frames, exited 0 with
graceful logout, and contained no fatal/validation match. The candidate's
re-enabled frame had a valid atmospheric runtime, 3,087 selected casters, four
cascades, 26 draws, and strength 0.5853; this is not missing shadow work.
**Mechanism:** `mesh_atmospheric.vert` and `terrain_atmospheric.vert` choose
retail's authored `-uLights[0].dirAndRange.xyz` while shadow flag bit 0 is
clear, but switch the directional diffuse term to normalized
`uShadowLightDirectionAndSource.xyz` as soon as that bit is set. Shadow
visibility/strength is weighted later, but the lighting-direction selection is
binary. Pack off/on, night/day, portal cover, indoor/outdoor, or a strength-zero
crossing can therefore relight the whole world in one frame; at the captured
Caul pose the celestial direction leaves most terrain/buildings nearly black.
IA-24 records that this alignment was intentional, so the repair must preserve
the declared opt-in behavior or explicitly revise that deviation—not quietly
mix two incompatible directions.
**Bounded next step before G4:** write a focused pack-lighting contract that
keeps the pack-active receiver direction stable across shadow-work gate
transitions (or proves a better single-direction policy), pins meshes and
terrain together, preserves exact pack-off pixels/work, recompiles and verifies
the shader manifest, then repeats this exact off/on/dusk A/B. G4 cannot call the
renderer solid while this remains unexplained and visibly severe; alternatively
the owner may explicitly accept the transition as part of IA-24.
## #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 ## #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
**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`. **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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@ -62,7 +62,7 @@ accepted-divergence entries (#96, #49, #50).
| IA-21 | When ACE sends player BoolProperty `68` (`SpellComponentsRequired`) false, acdream presents the retail scarab/prismatic-taper formula even without a directly carried school focus. With component enforcement enabled, retail's exact focus/infusion versus account-customized selection remains intact. | `src/AcDream.App/Spells/SpellComponentRequirementService.cs` | A component-disabled server has no actionable legacy recipe; explicit product direction is that this client/server mode uses the modern scarab/taper component presentation | A custom server could expect retail's legacy recipe to remain visible even though casting consumes no components | `ClientMagicSystem::AreSpellComponentsRequired @ 0x00567B90`; `ClientMagicSystem::GetAppropriateSpellFormula @ 0x00567D50`; `CSpellBase::InqScarabOnlyFormula @ 0x00597050` | | IA-21 | When ACE sends player BoolProperty `68` (`SpellComponentsRequired`) false, acdream presents the retail scarab/prismatic-taper formula even without a directly carried school focus. With component enforcement enabled, retail's exact focus/infusion versus account-customized selection remains intact. | `src/AcDream.App/Spells/SpellComponentRequirementService.cs` | A component-disabled server has no actionable legacy recipe; explicit product direction is that this client/server mode uses the modern scarab/taper component presentation | A custom server could expect retail's legacy recipe to remain visible even though casting consumes no components | `ClientMagicSystem::AreSpellComponentsRequired @ 0x00567B90`; `ClientMagicSystem::GetAppropriateSpellFormula @ 0x00567D50`; `CSpellBase::InqScarabOnlyFormula @ 0x00597050` |
| IA-22 | **Filed 2026-08-13 (#391, user-directed: "we should only support modern resolutions. Not any old format").** The Config Resolution dropdown offers a CURATED list — the monitor's real mode enumeration filtered to modern widescreen families (16:9/16:10/21:9/32:9, ≥1280 wide, fitting the desktop; `DisplayModeCatalog.Curate`) — and its Defaults value is the desktop's own mode. Retail offered the adapter's complete enumeration including 4:3 legacy modes and authored `800x600` as the row default (`gmConfigUI::InitOptions SetDefaultValue(0x03200258)`; `gmClient::Init @0x004047af` `Device::ForceDisplayResolution(1, 0x320, 0x258)`). | `src/AcDream.App/Rendering/DisplayModeCatalog.cs`; `src/AcDream.App/UI/Layout/ConfigOptionsPageController.cs` (Resolution row); fixture fallback `src/AcDream.UI.Abstractions/Panels/Settings/DisplaySettings.cs` (`AvailableResolutions`, 800x600 removed) | Explicit product direction. **Amended 2026-08-16 (#407, Campaign CC gate round 1):** the dropdown now offers `DisplayModeCatalog.WindowedResolutions` — the curated hardware modes UNIONed with the static modern-ladder sizes that fit the desktop — because a WINDOWED pick is a plain Size write needing no video mode, and remote/RDP virtual displays advertise almost no modes (the live RDP display exposed only 1920x1080 + the 2056x1290 desktop, starving the dropdown). The original "an offered mode is supported by construction" invariant now holds for the FULLSCREEN half only: the fullscreen apply still validates against the hardware `Resolutions` list plus `GlfwDisplayModeSwitcher`'s monitor-mode-list hard guard, so a fullscreen pick of a windowed-only entry refuses safely (log-and-stay, #388; the #392 apply-result seam is that family's open follow-up) — "Graphics mode not supported" crashes remain unreachable from the dropdown. | A user wanting a genuine legacy 4:3 mode cannot pick it; retail-parity comparisons of the Config tab's list/default will show the deviation. | decomp sites in the Divergence column; ISSUES #391 | | IA-22 | **Filed 2026-08-13 (#391, user-directed: "we should only support modern resolutions. Not any old format").** The Config Resolution dropdown offers a CURATED list — the monitor's real mode enumeration filtered to modern widescreen families (16:9/16:10/21:9/32:9, ≥1280 wide, fitting the desktop; `DisplayModeCatalog.Curate`) — and its Defaults value is the desktop's own mode. Retail offered the adapter's complete enumeration including 4:3 legacy modes and authored `800x600` as the row default (`gmConfigUI::InitOptions SetDefaultValue(0x03200258)`; `gmClient::Init @0x004047af` `Device::ForceDisplayResolution(1, 0x320, 0x258)`). | `src/AcDream.App/Rendering/DisplayModeCatalog.cs`; `src/AcDream.App/UI/Layout/ConfigOptionsPageController.cs` (Resolution row); fixture fallback `src/AcDream.UI.Abstractions/Panels/Settings/DisplaySettings.cs` (`AvailableResolutions`, 800x600 removed) | Explicit product direction. **Amended 2026-08-16 (#407, Campaign CC gate round 1):** the dropdown now offers `DisplayModeCatalog.WindowedResolutions` — the curated hardware modes UNIONed with the static modern-ladder sizes that fit the desktop — because a WINDOWED pick is a plain Size write needing no video mode, and remote/RDP virtual displays advertise almost no modes (the live RDP display exposed only 1920x1080 + the 2056x1290 desktop, starving the dropdown). The original "an offered mode is supported by construction" invariant now holds for the FULLSCREEN half only: the fullscreen apply still validates against the hardware `Resolutions` list plus `GlfwDisplayModeSwitcher`'s monitor-mode-list hard guard, so a fullscreen pick of a windowed-only entry refuses safely (log-and-stay, #388; the #392 apply-result seam is that family's open follow-up) — "Graphics mode not supported" crashes remain unreachable from the dropdown. | A user wanting a genuine legacy 4:3 mode cannot pick it; retail-parity comparisons of the Config tab's list/default will show the deviation. | decomp sites in the Divergence column; ISSUES #391 |
| IA-23 | **Filed 2026-08-17 at the night-round review fix round (F8).** `gmHouseUI::DisplayPurchaseTimeText @0x004a3110`'s not-yet-expired branch renders `"You may buy another landscape house at " + strftime("%c", localtime(timestamp + 0x278d00)) + ". This restriction does not apply to apartments."` — byte-decoded from raw pushed literals at `@0x004a3265`/`@0x004a321d`/`@0x004a3235` (all three text pieces confirmed; a prior filing had wrongly called this "unrecoverable"). This port renders the SAME three pieces, in the same order, with the same expiry-timestamp math, but formats the middle date/time piece with .NET's culture-default `DateTime.ToString()` (no explicit format string) rather than the C runtime's `strftime("%c", ...)` — the two engines do not share a format table, so the RENDERED SHAPE of the date/time differs (e.g. .NET's short numeric date+time vs the CRT's `Ddd Mon DD HH:MM:SS YYYY`-style locale string) even though both express "the process's own locale's full date+time" and use the SAME underlying instant (local time, matching retail's `localtime()`). | `src/AcDream.Runtime/Gameplay/RuntimeHouseState.cs` (`Recompute`'s not-expired branch) | Both are "whatever the process locale says" full date+time strings; no game-logic reads or parses this text back, it is pure chat-scroll presentation, so a differently-shaped (but equally legible) date string carries no functional risk | A retail-side-by-side visual comparison will show a differently formatted date/time (not a byte-identical `strftime("%c")` reproduction) — cosmetic only | `gmHouseUI::DisplayPurchaseTimeText @0x004a3110`; `strftime`/`localtime` CRT calls at `@0x004a322c`/`@0x004a3216` | | IA-23 | **Filed 2026-08-17 at the night-round review fix round (F8).** `gmHouseUI::DisplayPurchaseTimeText @0x004a3110`'s not-yet-expired branch renders `"You may buy another landscape house at " + strftime("%c", localtime(timestamp + 0x278d00)) + ". This restriction does not apply to apartments."` — byte-decoded from raw pushed literals at `@0x004a3265`/`@0x004a321d`/`@0x004a3235` (all three text pieces confirmed; a prior filing had wrongly called this "unrecoverable"). This port renders the SAME three pieces, in the same order, with the same expiry-timestamp math, but formats the middle date/time piece with .NET's culture-default `DateTime.ToString()` (no explicit format string) rather than the C runtime's `strftime("%c", ...)` — the two engines do not share a format table, so the RENDERED SHAPE of the date/time differs (e.g. .NET's short numeric date+time vs the CRT's `Ddd Mon DD HH:MM:SS YYYY`-style locale string) even though both express "the process's own locale's full date+time" and use the SAME underlying instant (local time, matching retail's `localtime()`). | `src/AcDream.Runtime/Gameplay/RuntimeHouseState.cs` (`Recompute`'s not-expired branch) | Both are "whatever the process locale says" full date+time strings; no game-logic reads or parses this text back, it is pure chat-scroll presentation, so a differently-shaped (but equally legible) date string carries no functional risk | A retail-side-by-side visual comparison will show a differently formatted date/time (not a byte-identical `strftime("%c")` reproduction) — cosmetic only | `gmHouseUI::DisplayPurchaseTimeText @0x004a3110`; `strftime`/`localtime` CRT calls at `@0x004a322c`/`@0x004a3216` |
| IA-24 | **Filed 2026-08-22, Campaign AR; amended 2026-09-04, Campaign OVERHAUL S5-c2.** An explicitly selected atmospheric render pack adds cascaded real-time directional shadows from terrain, trees, buildings, players, monsters, and other retained outdoor casters. The one shadow direction follows the visible authored sun, then the dominant haloed moon (`0x01001F6A`), then the secondary moon (`0x01001F67`); a moon supplies direction only while colour/energy remains retail's single interpolated `SkyTimeOfDay.DirColor × DirBright` channel. Its active terrain/object projection borrows retail's **prior successfully completed** landscape visibility by exact set reference, then selects ordinary objects by S2's retained retail CELLARRAY intersection and building shells by their outdoor placement `EffectCellId`; missing membership and no completed view fail closed, with no resident/frustum fallback. **While shadows render, the pack's receiver vertex shaders (`mesh_atmospheric.vert`, `terrain_atmospheric.vert`) also take the outdoor directional LIGHTING direction from that same celestial source instead of retail's authored `uLights[0]` direction, so the lit term agrees with the shadow direction; whenever the shadow gate is closed (night, user strength 0, portal cover, indoor) the flag bit is clear and both shaders fall back to the plain pipeline's authored-light expression (Campaign VM VM6 round 5, `754d59d9`).** Retail renders none of these real-time object-shadow maps and does not expose a second moon light. | `src/AcDream.App/Rendering/Packs/AuthoredCelestialShadowSource.cs`; `src/AcDream.App/Rendering/DirectionalSunShadowRenderer.cs`; `src/AcDream.App/Rendering/Scene/DirectionalShadowCasterFrame.cs`; pack-only receiver shaders; evidence `docs/research/2026-08-22-dereth-celestial-shadow-sources.md` and OVERHAUL packet §14 | This is the user-requested headline graphics enhancement and is strictly opt-in. Borrowing the prior completed retail landscape product and exact S2 membership narrows pack-on work without inventing another visibility owner. The retail path remains the default and authoritative fallback; pack-off does not build, select, upload, or draw shadow work and does not change `SceneLighting`. One selected source reuses one cascade array, so moon support does not multiply shadow resources. | Pack-on output intentionally differs from retail and deliberately trails camera visibility by one successfully completed world view. A wrong CELLARRAY/EffectCell identity, stale prior-view transaction, or celestial transform would visibly add, omit, or misalign shadows; pack-off output changing would violate the campaign's primary safety contract. | Landscape input: `LScape::draw_check_blocks @0x00505F80`, `LScape::landcell_check @0x005050A0`, `CLandCell::IsInView @0x00532CB0`; celestial: `SkyDesc::GetLighting @0x00500A80`, `GameSky::UseTime @0x005075B0`; installed Region `0x13000000`; cited research notes | | IA-24 | **Filed 2026-08-22, Campaign AR; amended 2026-09-04, Campaign OVERHAUL S5-c2 and its graphical closeout.** An explicitly selected atmospheric render pack adds cascaded real-time directional shadows from terrain, trees, buildings, players, monsters, and other retained outdoor casters. The one shadow direction follows the visible authored sun, then the dominant haloed moon (`0x01001F6A`), then the secondary moon (`0x01001F67`); a moon supplies direction only while colour/energy remains retail's single interpolated `SkyTimeOfDay.DirColor × DirBright` channel. Its active terrain/object projection borrows retail's **prior successfully completed** landscape visibility by exact set reference, then selects ordinary objects by S2's retained retail CELLARRAY intersection and building shells by their outdoor placement `EffectCellId`; missing membership and no completed view fail closed, with no resident/frustum fallback. **While shadows render, the pack's receiver vertex shaders (`mesh_atmospheric.vert`, `terrain_atmospheric.vert`) also take the outdoor directional LIGHTING direction from that same celestial source instead of retail's authored `uLights[0]` direction, so the lit term agrees with the shadow direction; whenever the shadow gate is closed (night, user strength 0, portal cover, indoor) the flag bit is clear and both shaders fall back to the plain pipeline's authored-light expression (Campaign VM VM6 round 5, `754d59d9`). The switch is binary even when the effective shadow strength is small: S5-c2's exact-parent/candidate graphical A/B (§16) reproduces a conspicuous whole-world darkening across pack re-enable. Issue #469 keeps that pre-existing gate discontinuity open before G4; recording it here does not classify it as an S5-c2 regression.** Retail renders none of these real-time object-shadow maps and does not expose a second moon light. | `src/AcDream.App/Rendering/Packs/AuthoredCelestialShadowSource.cs`; `src/AcDream.App/Rendering/DirectionalSunShadowRenderer.cs`; `src/AcDream.App/Rendering/Scene/DirectionalShadowCasterFrame.cs`; pack-only receiver shaders; evidence `docs/research/2026-08-22-dereth-celestial-shadow-sources.md` and OVERHAUL packet §§14,16 | This is the user-requested headline graphics enhancement and is strictly opt-in. Borrowing the prior completed retail landscape product and exact S2 membership narrows pack-on work without inventing another visibility owner. The retail path remains the default and authoritative fallback; pack-off does not build, select, upload, or draw shadow work and does not change `SceneLighting`. One selected source reuses one cascade array, so moon support does not multiply shadow resources. | Pack-on output intentionally differs from retail and deliberately trails camera visibility by one successfully completed world view. A wrong CELLARRAY/EffectCell identity, stale prior-view transaction, celestial transform, or unresolved #469 gate transition would visibly add, omit, misalign, or abruptly relight the world; pack-off output changing would violate the campaign's primary safety contract. | Landscape input: `LScape::draw_check_blocks @0x00505F80`, `LScape::landcell_check @0x005050A0`, `CLandCell::IsInView @0x00532CB0`; celestial: `SkyDesc::GetLighting @0x00500A80`, `GameSky::UseTime @0x005075B0`; installed Region `0x13000000`; cited research notes |
| IA-25 | **Filed 2026-08-22, Campaign VM VM6.** An explicitly selected atmospheric render pack sways procedural-scenery foliage (trees/bushes — entity ids in the `0x8XXYYIII` `ProceduralSceneryIdAllocator` namespace) in `mesh_atmospheric.vert` and the four `directional_shadow_world_*` caster vertex shaders, driven by a weather-table lean/branch/flutter vertex displacement (`foliage_wind.glsl`, `FoliageWindModel` CPU mirror) whose mean/gust strength is looked up per DAT-classified `AcDream.Core.World.WeatherKind` (Clear/Overcast/Rain/Snow/Storm — the same classification `WeatherState.cs` already derives from the active day group's authored name, not the day group's raw index, which carries no weather meaning by itself) and eases toward its target over `WeatherSystem.TransitionSeconds` (10 s) so a weather change never snaps. Retail's fixed-function renderer applies no per-vertex wind displacement to any scenery mesh — Dereth's trees are static geometry. Wind direction (`wind-direction-degrees`, default 225°) is a plain pack default: there is no authored retail wind direction to read (no wind data exists in retail at all). Render-only: `WorldPicker` picks the undisplaced mesh, so a swaying leaf can be up to `lean + branch` metres from its pick volume at the moment of a click; foliage subsets are cosmetic scenery, not interactable in retail either. | `src/AcDream.App/Rendering/Shaders/foliage_wind.glsl`; `src/AcDream.App/Rendering/Wb/FoliageWindClassification.cs`; `src/AcDream.App/Rendering/Packs/FoliageWindModel.cs`; `src/AcDream.App/Rendering/Packs/AtmosphericPostProcessGraph.cs` (`ResolveFoliageWind`); `src/AcDream.App/Rendering/Packs/BuiltInAtmosphericRenderPack.cs` (wind settings + `FoliageWindByWeather`) | Explicitly opt-in graphics enhancement — the retail path (`mesh_modern`, `terrain_modern`, `mesh_detail`) never reads `BatchData.flags` bits 1/2 and is pixel-identical with the pack off. The classification never touches Runtime/Core physics — the collision BSP is the trunk, and picking against the undisplaced mesh has no gameplay consequence since foliage is not interactable. | Pack-on output intentionally differs from retail (moving foliage where retail has none). A wrong classification bit would sway a non-foliage object or leave a real tree still; a caster/receiver clock or amplitude mismatch would visibly misalign a leaf's shadow from the leaf itself. Pack-off output changing would violate the campaign's primary safety contract. | None — retail applies no vertex wind displacement to any geometry; `ProceduralSceneryIdAllocator` (top-nibble-0x8 entity-id namespace, existing acdream mechanism, not retail) | | IA-25 | **Filed 2026-08-22, Campaign VM VM6.** An explicitly selected atmospheric render pack sways procedural-scenery foliage (trees/bushes — entity ids in the `0x8XXYYIII` `ProceduralSceneryIdAllocator` namespace) in `mesh_atmospheric.vert` and the four `directional_shadow_world_*` caster vertex shaders, driven by a weather-table lean/branch/flutter vertex displacement (`foliage_wind.glsl`, `FoliageWindModel` CPU mirror) whose mean/gust strength is looked up per DAT-classified `AcDream.Core.World.WeatherKind` (Clear/Overcast/Rain/Snow/Storm — the same classification `WeatherState.cs` already derives from the active day group's authored name, not the day group's raw index, which carries no weather meaning by itself) and eases toward its target over `WeatherSystem.TransitionSeconds` (10 s) so a weather change never snaps. Retail's fixed-function renderer applies no per-vertex wind displacement to any scenery mesh — Dereth's trees are static geometry. Wind direction (`wind-direction-degrees`, default 225°) is a plain pack default: there is no authored retail wind direction to read (no wind data exists in retail at all). Render-only: `WorldPicker` picks the undisplaced mesh, so a swaying leaf can be up to `lean + branch` metres from its pick volume at the moment of a click; foliage subsets are cosmetic scenery, not interactable in retail either. | `src/AcDream.App/Rendering/Shaders/foliage_wind.glsl`; `src/AcDream.App/Rendering/Wb/FoliageWindClassification.cs`; `src/AcDream.App/Rendering/Packs/FoliageWindModel.cs`; `src/AcDream.App/Rendering/Packs/AtmosphericPostProcessGraph.cs` (`ResolveFoliageWind`); `src/AcDream.App/Rendering/Packs/BuiltInAtmosphericRenderPack.cs` (wind settings + `FoliageWindByWeather`) | Explicitly opt-in graphics enhancement — the retail path (`mesh_modern`, `terrain_modern`, `mesh_detail`) never reads `BatchData.flags` bits 1/2 and is pixel-identical with the pack off. The classification never touches Runtime/Core physics — the collision BSP is the trunk, and picking against the undisplaced mesh has no gameplay consequence since foliage is not interactable. | Pack-on output intentionally differs from retail (moving foliage where retail has none). A wrong classification bit would sway a non-foliage object or leave a real tree still; a caster/receiver clock or amplitude mismatch would visibly misalign a leaf's shadow from the leaf itself. Pack-off output changing would violate the campaign's primary safety contract. | None — retail applies no vertex wind displacement to any geometry; `ProceduralSceneryIdAllocator` (top-nibble-0x8 entity-id namespace, existing acdream mechanism, not retail) |
--- ---

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@ -681,8 +681,8 @@ Update immediately when a slice changes state. Chat is not the ledger.
| S4-c3a | **LANDED 2026-09-04 after the owner-authorized §21 evidence exception.** Reviewed scratch stack `44e2bc227b``b6bf6c131``eea5793d2``14397b14c``359061b82``255194e90``9cfddf301`; campaign cherry-picks `a86ec73ec``8e0c6fb14``01674bcc7``8bd75ba31``b6b015604``316193043``67c76026e`. The earlier stop remains in history at `06b986622`. | G3/G4 UNPASSED | Final retail lens PASS; production behavior/lifecycle/allocation/scope clean. The narrow independent gate-honesty re-review PASS reproduced the exact first failure (AP-table-boundary `Assert.True`, `rowIndex=-1`, before `Assert.Single`), restored AP-241 byte-identically, and passed the pin 1/1. Fresh campaign: Release 0W/0E; focused class lane 96/96; no-surface 1/1; AP pin 1/1; real allocation 2/2 at 0 B; shader 32/32; `git diff --check` clean. No client launched. NEXT: write c3b's deletion-only contract from the landed code; G3 stays locked until c3b lands. | | S4-c3a | **LANDED 2026-09-04 after the owner-authorized §21 evidence exception.** Reviewed scratch stack `44e2bc227b``b6bf6c131``eea5793d2``14397b14c``359061b82``255194e90``9cfddf301`; campaign cherry-picks `a86ec73ec``8e0c6fb14``01674bcc7``8bd75ba31``b6b015604``316193043``67c76026e`. The earlier stop remains in history at `06b986622`. | G3/G4 UNPASSED | Final retail lens PASS; production behavior/lifecycle/allocation/scope clean. The narrow independent gate-honesty re-review PASS reproduced the exact first failure (AP-table-boundary `Assert.True`, `rowIndex=-1`, before `Assert.Single`), restored AP-241 byte-identically, and passed the pin 1/1. Fresh campaign: Release 0W/0E; focused class lane 96/96; no-surface 1/1; AP pin 1/1; real allocation 2/2 at 0 B; shader 32/32; `git diff --check` clean. No client launched. NEXT: write c3b's deletion-only contract from the landed code; G3 stays locked until c3b lands. |
| S4-c3b | **LANDED 2026-09-04** — implementation `26e97ba41`, provenance contract `5110bf676`, packet-only correction `3f2f00c9f`; packet §22§25. Dead classic-group `LocalSortCenters`/`CachedBatch.LocalSortCenter` storage and the alpha camera-parameter/digest chain are deleted. Live per-cell/particle CYpt keys, opaque `SortDistance`, building/private/portal distances, two FIFO lists, all state/barriers, and AP/AD rows remain. | **G3 LEAD SELF-GATE PROVISIONAL PASS; owner acceptance/owner-only rows pending. G4 UNPASSED.** | Retail/deletion lens PASS. Production lens found no code defect and one artifact-provenance omission; packet-only fix round 1 passed its narrow re-review. Fresh campaign: Release 0W/0E; App 132/132; Core 29/29; allocation 2/2 at 0 B; shader 32/32. G3: route 1 13/13, route 2 4/4, route 3 retry 3/3, all exit 0/graceful. The first route-3 attempt stopped before Nanto on registered #462. Exact PNG paths: packet §25. | | S4-c3b | **LANDED 2026-09-04** — implementation `26e97ba41`, provenance contract `5110bf676`, packet-only correction `3f2f00c9f`; packet §22§25. Dead classic-group `LocalSortCenters`/`CachedBatch.LocalSortCenter` storage and the alpha camera-parameter/digest chain are deleted. Live per-cell/particle CYpt keys, opaque `SortDistance`, building/private/portal distances, two FIFO lists, all state/barriers, and AP/AD rows remain. | **G3 LEAD SELF-GATE PROVISIONAL PASS; owner acceptance/owner-only rows pending. G4 UNPASSED.** | Retail/deletion lens PASS. Production lens found no code defect and one artifact-provenance omission; packet-only fix round 1 passed its narrow re-review. Fresh campaign: Release 0W/0E; App 132/132; Core 29/29; allocation 2/2 at 0 B; shader 32/32. G3: route 1 13/13, route 2 4/4, route 3 retry 3/3, all exit 0/graceful. The first route-3 attempt stopped before Nanto on registered #462. Exact PNG paths: packet §25. |
| S5-c1 | **LANDED 2026-09-04 after the owner-authorized documentation/evidence exception.** Mandatory stop `efb075619` remains in history; final campaign tip `1718832e2`, reviewed scratch tip `b2d56f9e3`. | G4 UNPASSED | Narrow exception re-review PASS. Clean evidence: hermetic 16,760/16,760; inclusive InstalledDat 385 pass / the same documented 10 fail / 1 skip; both exact `d6592d3ac`, `WorktreeDirty=false`, manifests fully verified. Fresh campaign Release 0W/0E, Core 111/111, visibility 38/38, allocation/AP-116 4/4. Lead graphical portal-haze gate PROVISIONAL PASS, exit 0/graceful, 10 PNGs under `logs/selfgate-20260904-171137-s5c1-particle-visibility`; owner inspection pending. | | S5-c1 | **LANDED 2026-09-04 after the owner-authorized documentation/evidence exception.** Mandatory stop `efb075619` remains in history; final campaign tip `1718832e2`, reviewed scratch tip `b2d56f9e3`. | G4 UNPASSED | Narrow exception re-review PASS. Clean evidence: hermetic 16,760/16,760; inclusive InstalledDat 385 pass / the same documented 10 fail / 1 skip; both exact `d6592d3ac`, `WorktreeDirty=false`, manifests fully verified. Fresh campaign Release 0W/0E, Core 111/111, visibility 38/38, allocation/AP-116 4/4. Lead graphical portal-haze gate PROVISIONAL PASS, exit 0/graceful, 10 PNGs under `logs/selfgate-20260904-171137-s5c1-particle-visibility`; owner inspection pending. |
| S5-c2 | **IMPLEMENTED 2026-09-04; documentation-only fix round 1 implemented, narrow re-review pending.** The opt-in IA-24 path borrows the exact prior-completed landscape set/flag, selects world casters through S2 CELLARRAY or building `EffectCellId`, selects authored terrain slots, and projects arbitrary active instance runs without rebuilding retained topology. Pack-off remains unchanged. | G4 UNPASSED | Retail/deviation review PASS. Production review found code/architecture/GPU-flight otherwise passing and returned FAIL only on stale evidence/status prose. Exact clean commit `603d4bbb05e`: hermetic 16,768/16,768; preserved broader InstalledDat 468 pass / 10 fail / 1 skip; canonical comparison 385 pass / the same 10 fail / 1 skip; all three manifests fully verified and both nonpassing-identity comparisons against accepted S5-c1 returned no differences. Packet §15 fix is implemented pending narrow re-review; not landed, review-closed, self-gated, or user-accepted. | | S5-c2 | **LANDED + REVIEW-CLOSED 2026-09-04; lead graphical gate PROVISIONAL PASS.** Campaign stack `a4de2efc4` -> `048027e71` -> `ef819eedf`; reviewed scratch tip `521f5edda54`; packet §§1416. The opt-in IA-24 path borrows the exact prior-completed landscape set/flag, selects world casters through S2 CELLARRAY or building `EffectCellId`, selects authored terrain slots, and projects exact active instance runs without rebuilding retained topology. Pack-off remains unchanged. | G4 UNPASSED | Retail/deviation PASS; production's documentation-only fix round 1 narrowly re-reviewed PASS. Fresh campaign Release 0W/0E and affected 137/137. Official evidence: hermetic 16,768/16,768; broader InstalledDat 468 pass / 10 fail / 1 skip; canonical 385 pass / the same 10 fail / 1 skip; manifests and nonpassing identities exact. Valid lead gate `logs/selfgate-20260904-183925-s5c2-candidate-shadow-ab`: seven PNGs, exit 0, graceful logout, no fatal match, no client left. Exact parent `5c106bcdf` A/B at `s5-c2-ab-parent/logs/selfgate-20260904-183815-s5c2-parent-shadow-ab` proves the gate-visible dark lighting switch predates c2; #469/IA-24 carry it for resolution or explicit owner acceptance before G4. Owner PNG inspection pending. |
| S5 | IN FLIGHT — c1 landed/provisionally self-gated; c2 implemented with clean evidence and documentation-only fix round 1 pending narrow re-review; c3c5 and closeout remain | G4 | Packet §§7 and 1215 are binding; never merge main before G4. | | S5 | IN FLIGHT — c1 and c2 landed/review-closed/provisionally self-gated; c3c5, #469 disposition, closeout, and G4 remain | G4 | Packet §§7 and 1216 are binding; S5-c3 is next; never merge main before G4. |
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@ -1,7 +1,7 @@
# Campaign OVERHAUL v2 — S5 consumers, material, and closeout packet # Campaign OVERHAUL v2 — S5 consumers, material, and closeout packet
**Status:** S5-c1 LANDED + lead graphical gate PROVISIONAL PASS 2026-09-04; **Status:** S5-c1 and S5-c2 LANDED + lead graphical gates PROVISIONAL PASS
S5-c2 CONTRACTED below. 2026-09-04; S5-c3 is next.
**Branch:** `claude/campaign-w-retail-frame-walk`. **Branch:** `claude/campaign-w-retail-frame-walk`.
**Gate:** G4 remains unpassed. Nothing merges to `main` before G4. **Gate:** G4 remains unpassed. Nothing merges to `main` before G4.
@ -885,3 +885,65 @@ One narrow independent production/gate-honesty re-review then checks only the
two corrected documents against the three clean artifact directories and the two corrected documents against the three clean artifact directories and the
two recorded review verdicts. A new correction-worthy finding would be fix two recorded review verdicts. A new correction-worthy finding would be fix
round 2; a third fix round still stops S5-c2 and is written up. round 2; a third fix round still stops S5-c2 and is written up.
## 16. S5-c2 review closeout, landing, and lead graphical A/B — 2026-09-04
The narrow independent production/gate-honesty re-review returned **PASS**
with no finding. It checked the two-document fix-round scope, all three clean
artifact directories and manifests, both InstalledDat filters and counts, the
two unchanged nonpassing-identity comparisons, and the recorded sequential
review verdicts. No production or test file changed in fix round 1.
The reviewed scratch stack maps to the campaign branch as follows:
- implementation `603d4bbb05e` -> `a4de2efc4`;
- lead fix-round contract `0025bb2c097` -> `048027e71`;
- evidence/status correction `521f5edda54` -> `ef819eedf`.
The integrated campaign tree at `ef819eedf` is byte-identical to reviewed
scratch tip `521f5edda54`. Fresh campaign verification passed: Release solution
build 0 warnings / 0 errors and the affected 137-test lane 137/137. The
official clean evidence remains §14.7's hermetic 16,768/16,768, broader
InstalledDat 468 pass / 10 documented fail / 1 skip, and canonical
InstalledDat 385 pass / the same 10 documented fail / 1 skip, with all
manifests and nonpassing identities verified.
The first graphical run at
`logs/selfgate-20260904-182320-s5c2-shadow-selection` captured all seven
transition PNGs and reached its checkpoint without a fatal log entry, but its
route omitted `close-client`. GLFW exposes no main-window handle to the runner,
so the runner's graceful external close could not succeed. The owner was away
from the computer and explicitly directed the lead to close it; after the
graceful path was exhausted, the lead terminated only the verified campaign
PID. This run is retained as visual evidence but its teardown is **FAIL**, not
the valid c2 gate.
The lead then added an out-of-tree A/B route with an in-client `close-client`
step and built exact parent `5c106bcdf` in detached worktree
`s5-c2-ab-parent` (Release 0 warnings / 0 errors). Before each run ACE was UP on
UDP 9000 as PID 13340 and no graphical client was running. Exact evidence:
- parent: `s5-c2-ab-parent/logs/selfgate-20260904-183815-s5c2-parent-shadow-ab`;
- candidate:
`logs/selfgate-20260904-183925-s5c2-candidate-shadow-ab` at clean
`ef819eedf`.
Both runs produced all seven PNGs, exited 0, logged graceful logout confirmed,
left no client process, and contained no fatal/unhandled/device-lost/validation
match. Candidate metadata shows exact active selection rather than retained
topology fallback: 2,500 selected casters on the first high frame and 3,087
after re-enable, with four cascades and 26 draws; pack-off reports zero pack
work. Terrain, buildings, actors, UI, weather transitions, resize, and pack
off/on recovery remain present. The lead verdict for S5-c2's own scope is
**PROVISIONAL PASS pending owner inspection**.
The A/B also proves a conspicuous darkening on atmospheric re-enable is
pre-existing: exact parent and candidate both reproduce it. The receiver
shaders switch outdoor directional lighting from authored
`-uLights[0].dirAndRange` to `uShadowLightDirectionAndSource` whenever the
shadow flag becomes nonzero; the shadow-strength weight does not blend that
lighting-direction change. This is not an S5-c2 regression, but it is not
silently accepted as a solid-renderer result: issue #469 records it and IA-24
now names the gate-visible discontinuity. It must be resolved or explicitly
owner-accepted before G4. S5-c3 is next; G4 remains unpassed and nothing may
merge to `main`.