docs(vfx #C.1.5b): ship Phase C.1.5b — closes #56 + EnvCell DefaultScript dispatch

Roadmap:
- Status header now reads "Between phases" with C.1.5b in the recent-wins
  bullet list.
- New SHIPPED row in the table (C.1.5b) summarising both slices, the
  reality discovery about EnvCell statics, and the 4 visual-verified sites.
- The "IN FLIGHT — C.1.5b" sub-bullet under Phase C flipped to SHIPPED.

ISSUES.md:
- #56 removed from Active.
- #56 added to Recently closed with full commit chain (1e3c33b spec+plan,
  f3bc15e SetupPartTransforms helper, 11521f4 ParticleHookSink part-transform,
  5ca5827 activator refactor, 8735c39 GpuWorldState fire-sites), resolution
  notes, and the visual-verification record.

CLAUDE.md:
- "Currently in flight" pointer replaced by a "Currently between phases"
  marker + a C.1.5b shipped paragraph that's parallel to the existing
  C.1.5a entry.
- "After C.1.5b" → "Next phase candidates".

Visual verification 2026-05-12: portal swirl matches retail extent + lateral
spread (no ground-burial); Holtburg Inn fireplace flames; cottage chimney
smoke; spell-cast particles on +Acdream — all match retail.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-12 08:51:26 +02:00
parent 8735c39a40
commit c988e98b5a
3 changed files with 55 additions and 45 deletions

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@ -526,23 +526,43 @@ acdream's plan lives in two files committed to the repo:
acceptance criteria. Do not drift from the spec without explicit user
approval.
**Currently in flight: Phase C.1.5b — issue #56 (per-part transforms for
multi-emitter PES) + EnvCell static-object `DefaultScript` walker.**
Pickup at [`docs/plans/2026-05-12-phase-c1.5b-handoff.md`](docs/plans/2026-05-12-phase-c1.5b-handoff.md).
#56 first per the C.1.5a final reviewer — every multi-emitter PES on a
multi-part entity (portals, chimneys, fireplaces) currently collapses
its emitters to entity root because `ParticleHookSink` ignores
`CreateParticleHook.PartIndex`. The mechanism is correct end-to-end;
the part-relative transform application is the gap.
**Currently between phases.** Phase C.1.5b just shipped; next phase is
the user's call from the candidate list below.
**Phase C.1.5b (per-part PES transforms + dat-hydrated entity DefaultScript)
shipped 2026-05-12.** Closes issue #56. `SetupPartTransforms.Compute(setup)`
walks `PlacementFrames[Resting]``[Default]` → first-available and
returns one `Matrix4x4` per Setup part; `ParticleHookSink.SpawnFromHook`
now transforms each `CreateParticleHook.Offset` through
`partTransforms[PartIndex]` before applying entity rotation, so
multi-emitter scripts distribute across mesh parts instead of collapsing
to entity root. The `EntityScriptActivator.OnCreate` `ServerGuid==0`
guard was relaxed: it now keys by `entity.ServerGuid` when non-zero, else
`entity.Id` (the `0x40xxxxxx` interior-entity range is collision-free
with server guids, so no synthetic-ID scheme is needed). `GpuWorldState`
fires the activator from 4 new sites — `AddLandblock` +
`AddEntitiesToExistingLandblock` (Far→Near promotion) for OnCreate,
`RemoveLandblock` + `RemoveEntitiesFromLandblock` (Near→Far demotion)
for OnRemove — so dat-hydrated EnvCell statics (inn fireplaces, building
decorations) and exterior stabs (cottage chimneys) now activate their
`Setup.DefaultScript` automatically. **Reality discovery during design
(folded into spec §3):** EnvCell `StaticObjects` are already hydrated as
`WorldEntity` instances by `GameWindow.BuildInteriorEntitiesForStreaming`
with stable `entity.Id` in `0x40xxxxxx` — the handoff's §4 Q1/Q2
(synthetic ID scheme, separate walker class) were mooted by this.
**Visual-verified 2026-05-12** at Holtburg Town network portal (no
ground-burial, distributed swirl), Inn fireplace flames, cottage
chimney smoke, and a spell cast on `+Acdream`. Plan archived at
[`docs/superpowers/plans/2026-05-13-phase-c1.5b.md`](docs/superpowers/plans/2026-05-13-phase-c1.5b.md).
**Phase C.1.5a (portal PES wiring) shipped 2026-05-11** (merge `88bda12`).
Server-spawned `WorldEntity` entities fire their `Setup.DefaultScript`
through `PhysicsScriptRunner` on enter-world via the new ~70-line
through `PhysicsScriptRunner` on enter-world via the
`EntityScriptActivator` ([src/AcDream.App/Rendering/Vfx/EntityScriptActivator.cs](src/AcDream.App/Rendering/Vfx/EntityScriptActivator.cs)).
Visual-verified at the Holtburg Town network portal: 10-hook portal
script fires end-to-end with correct color, persistence, orientation,
multi-emitter dispatch. Known visual gap filed as #56 (per-part
transform handling); resolution is slice A of C.1.5b. Plan archived at
multi-emitter dispatch. Filed #56 for per-part transform handling
(resolved in C.1.5b above). Plan archived at
[`docs/superpowers/plans/2026-05-12-phase-c1.5a-portals.md`](docs/superpowers/plans/2026-05-12-phase-c1.5a-portals.md).
**Phase N.6 slice 1 (gpu_us fix + radius=12 perf baseline) shipped
@ -564,7 +584,7 @@ issues closed: #52 (lifestone, `e40159f`), #54 (JobKind, `bf31e59`),
together comprise the streaming + rendering perf foundation for the
project.
**After C.1.5b, candidate next phases (in rough preference order):**
**Next phase candidates (in rough preference order):**
- **Triage the chronic open-issue list** in `docs/ISSUES.md`#2 (lightning),
#4 (sky horizon-glow), #28 (aurora), #29 (cloud thinness), #37 (humanoid
coat), #50 (stray tree), #41 (remote-motion blips) have been open since

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@ -46,37 +46,6 @@ Copy this block when adding a new issue:
# Active issues
## #56`ParticleHookSink` ignores `CreateParticleHook.PartIndex`; multi-emitter scripts collapse to entity root
**Status:** OPEN
**Severity:** MEDIUM (every multi-emitter PES on a multi-part entity is visually wrong — portals, chimneys, fireplaces, animation-hook spell effects, anything where the dat author distributed emitters across mesh parts)
**Filed:** 2026-05-12
**Component:** vfx / `ParticleHookSink` (call-site contract gap with the renderer)
**Description:** When `EntityScriptActivator` (Phase C.1.5a) fires a multi-emitter `PhysicsScript` such as a portal's `DefaultScript`, every `CreateParticleHook` in the script spawns at `entity.Position + rotated(hook.Offset.Origin)` — ignoring the hook's `PartIndex`. The Holtburg Town network portal's script `0x3300126D` has 10 hooks (8 `CreateParticle` + sounds + sub-script calls) intended to attach to different mesh parts of the Setup (arch base, columns, apex). All 10 collapse to one point, producing a compressed, ground-buried swirl instead of the multi-tier shape retail renders.
Captured during C.1.5a visual verification 2026-05-12:
- Portal A: entity `0x7A9B405B`, script `0x3300126D`, anchor `(27.33, 137.49, 66.30)`, 10 hooks
- Portal B: entity `0x7A9B4080`, script `0x3300067A`, anchor `(14.39, 55.61, 78.20)`, 4 hooks
User report: "It's less flat [than pre-rotation-fix] but in retail it seems to expand more in all directions. … still buried in the ground."
**Root cause / status:** Documented in [ParticleHookSink.cs:18-24](../src/AcDream.Core/Vfx/ParticleHookSink.cs#L18) as a known C.1 limitation: "Retail attaches to a specific mesh part; we attach to the entity's root and will refine per-part when the renderer exposes per-part world transforms." The renderer (`WbDrawDispatcher`) does compute per-part transforms each frame for the modern bindless path, but they're not surfaced to the sink. The activator passes only `entity.Position` + `entity.Rotation`; the part-relative offsets the dat author chose are lost.
**Files:**
- [src/AcDream.Core/Vfx/ParticleHookSink.cs:176-217](../src/AcDream.Core/Vfx/ParticleHookSink.cs) (`SpawnFromHook` — currently `anchor = worldPos + Vector3.Transform(offset, rotation)`; missing the `part[PartIndex].Transform` multiplication).
- [src/AcDream.App/Rendering/Vfx/EntityScriptActivator.cs](../src/AcDream.App/Rendering/Vfx/EntityScriptActivator.cs) (would need to pass per-part transforms, or arrange for the sink to query them).
- Renderer-side: per-part transforms live in `WbDrawDispatcher` / `AnimatedEntityState`.
**Research:** For static entities (portals, chimneys, fireplaces), per-part offsets can be precomputed from `Setup.PlacementFrames[Resting]` at spawn time — no animation tick needed. For animated entities, the per-part transform varies per frame and the sink would need a per-tick refresh similar to how `UpdateEntityAnchor` works for AttachLocal emitters today.
**Acceptance:** The Holtburg Town network portal's swirl matches retail in vertical extent (no ground-burial) and lateral spread (multiple emitters at distinct part positions, not collapsed to one point). Side-by-side dual-client visual check, same procedure as the C.1.5a acceptance gate.
**Blocks / unblocks:**
- Phase C.1.5b (EnvCell static chimneys + fireplaces) will visually disappoint without this fix — chimneys are multi-part dat objects with smoke emitters attached to the chimney-top part.
- Phase C.1.5a (portal wiring) shipped without it because the mechanism is correct end-to-end and the gap is a separate concern that benefits every multi-part PES path.
---
## #55 — Static-entity slow path reports ~1.45M `meshMissing` per 5s at r4 standstill
**Status:** OPEN
@ -1817,6 +1786,26 @@ Unverified. The likely culprits, ranked by suspected probability:
# Recently closed
## #56 — [DONE 2026-05-12 · 8735c39] `ParticleHookSink` ignores `CreateParticleHook.PartIndex`; multi-emitter scripts collapse to entity root
**Closed:** 2026-05-12
**Commit chain (newest first):**
- `8735c39` — feat(vfx #C.1.5b): GpuWorldState fires activator for dat-hydrated entities (4 new fire-sites + 5 integration tests; also picks up EnvCell statics & exterior stabs as a side-effect of the activator-guard relaxation)
- `5ca5827` — feat(vfx #C.1.5b): activator handles dat-hydrated entities + per-part transforms (resolver returns `ScriptActivationInfo(ScriptId, PartTransforms)`; keys by ServerGuid OR entity.Id; GameWindow resolver lambda upgraded; 4 existing + 3 new tests)
- `11521f4` — fix(vfx #56): `ParticleHookSink` applies `CreateParticleHook.PartIndex` transform (new `_partTransformsByEntity` side-table; `SpawnFromHook` transforms offset through `partTransforms[PartIndex]` before applying entity rotation; 2 new tests + 2 existing pass)
- `f3bc15e` — feat(vfx #C.1.5b): `SetupPartTransforms` helper for per-part anchor transforms (walks `PlacementFrames[Resting]``[Default]` → first-available; 4 tests)
- `1e3c33b` — docs(vfx #C.1.5b): design + plan for issue #56 + EnvCell DefaultScript
**Component:** vfx / `ParticleHookSink` + `EntityScriptActivator` + `GpuWorldState` + `SetupPartTransforms`
**Resolution.** Two-slice fix that also folded in slice 2 of the C.1.5 phase work. **Slice A (the #56 fix proper)**: precomputed per-part `Matrix4x4` array at activator-spawn time via the new `SetupPartTransforms.Compute(setup)` helper, threaded through `EntityScriptActivator``ParticleHookSink.SetEntityPartTransforms(entityId, partTransforms)` (mirrors the existing `_rotationByEntity` side-table pattern), applied inside `SpawnFromHook` as `partLocal = Transform(offset, partTransforms[PartIndex])` before the existing world-rotation step. Backwards-compatible: entities without registered part transforms fall through to identity (pre-fix behavior). **Slice B (folded in same phase, makes the fix matter for slice 2 visual gates)**: dropped the activator's `ServerGuid==0` early-return guard. Activator now keys by `entity.ServerGuid` when non-zero, else `entity.Id` — collision-free because dat-hydrated entity IDs live in the `0x40xxxxxx` (interior) / `0x80xxxxxx` (scenery) / `0xC0xxxxxx` ranges, all disjoint from server guids. `GpuWorldState` fires the activator from 4 new sites: `AddLandblock` + `AddEntitiesToExistingLandblock` (Far→Near promotion) for OnCreate, `RemoveLandblock` + `RemoveEntitiesFromLandblock` (Near→Far demotion) for OnRemove. Live entities are filtered out by `ServerGuid != 0` on the `AddLandblock` path so pending-bucket merges don't double-fire OnCreate.
**Reality discovery folded into spec §3:** the handoff doc's §4 Q1/Q2 (synthetic-ID scheme + new walker class) were mooted by finding that `GameWindow.BuildInteriorEntitiesForStreaming` already hydrates EnvCell `StaticObjects` as `WorldEntity` instances with stable `entity.Id`. No new walker, no synthetic IDs.
**Verification.** Build green. 77 Vfx+Meshing+Activator+Streaming tests pass (4 new for SetupPartTransforms + 2 new for ParticleHookSink + 4 updated + 3 new for activator + 5 new for GpuWorldState integration). 8 pre-existing Physics/Input failures unchanged (verified by stash-and-rerun on Task 4). **Visual verification 2026-05-12**: Holtburg Town network portal (entity `0x7A9B405B`, script `0x3300126D`) — swirl no longer ground-buried, emitters distributed across the arch; Holtburg Inn fireplace flames over the firebox; cottage chimney smoke; spell cast on `+Acdream` cast-anim particles — all match retail.
**Acceptance reproducer:** the C.1.5a verification log captured portal A entity `0x7A9B405B` swirl compressed to a partly-ground-buried point. Post-fix at the same portal, the swirl extends through the arch in retail-matching shape.
## #53 — [DONE 2026-05-11 · f928e66] A.5/tier1-redo: entity-classification cache retry
**Closed:** 2026-05-11

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@ -1,6 +1,6 @@
# acdream — strategic roadmap
**Status:** Living document. Updated 2026-05-11. **In flight: Phase C.1.5b** (issue #56 per-part transforms for multi-emitter PES + EnvCell static-object `DefaultScript` walker); pickup at [`docs/plans/2026-05-12-phase-c1.5b-handoff.md`](2026-05-12-phase-c1.5b-handoff.md). **Since the last header update:** post-A.5 polish completed (#52 lifestone, #54 JobKind, #53 Tier 1 cache); N.6 slice 1 shipped (gpu_us fix + radius=12 perf baseline, conclusion CPU dominates GPU 3050×); C.1.5a shipped (portal PES wiring; surfaced #56 for C.1.5b to resolve).
**Status:** Living document. Updated 2026-05-12. **Between phases.** **Since the last header update:** C.1.5b shipped (issue #56 per-part transforms for multi-emitter PES + `EntityScriptActivator` extended to dat-hydrated EnvCell statics & exterior stabs — portal swirl, inn fireplace flames, cottage chimney smoke, spell-cast particles all match retail). **Earlier this week:** post-A.5 polish completed (#52 lifestone, #54 JobKind, #53 Tier 1 cache); N.6 slice 1 shipped (gpu_us fix + radius=12 perf baseline, conclusion CPU dominates GPU 3050×); C.1.5a shipped (portal PES wiring; surfaced #56 → resolved in C.1.5b).
**Purpose:** One source of truth for where the project is and where it's going. Every observed defect or missing feature has a named phase that owns it; when something looks wrong in-game, look here to find the phase that'll address it. Implementation details live in per-phase specs under `docs/superpowers/specs/`, not in this file.
---
@ -65,6 +65,7 @@
| N.5b | Terrain on the modern rendering path — `TerrainModernRenderer` replaces `TerrainChunkRenderer` (the latter plus `TerrainRenderer` + `terrain.vert/.frag` deleted). Single global VBO/EBO with slot allocator (one slot per landblock), per-frame `DrawElementsIndirectCommand[]` upload + `glMultiDrawElementsIndirect`, bindless atlas handles passed as `uvec2` uniforms reconstructed via `sampler2DArray(handle)`. **Path C** chosen: mirrors WB's `TerrainRenderManager` pattern but consumes `LandblockMesh.Build` so retail's `FSplitNESW` formula is preserved (closes ISSUE #51). Path A killed by 49.98% measured divergence between WB's `CalculateSplitDirection` and retail's at addr `00531d10`; Path B (fork-patch WB) rejected for permanent maintenance burden. Perf at Holtburg radius=5 (commit `da56063`): modern 6.4-7.0 µs / 9-14 µs p95 vs legacy 1.5 µs / 3.0 µs — **modern is ~4× SLOWER on CPU at radius=5** because legacy's 16×16-LB chunking collapsed visible LBs to one `glDrawElements`. Architectural wins (zero `glBindTexture`/frame, constant-cost dispatch, per-LB frustum cull) manifest at higher radius (A.5 territory). Spec acceptance criterion 5 ("≥10% lower CPU at radius=5") amended via `docs/plans/2026-05-09-phase-n5b-perf-baseline.md`. Three gotchas captured in memory: `uniform sampler2DArray` + `glProgramUniformHandleARB` GL_INVALID_OPERATIONs on at least one driver (use `uniform uvec2` + `sampler2DArray(handle)` constructor instead — N.5's mesh_modern pattern); `MaybeFlushTerrainDiag` median-calc underflow on first sample; visual gates need actual visual confirmation, not assent. Plan archived at `docs/superpowers/plans/2026-05-09-phase-n5b-terrain-modern.md`. | Live ✓ |
| N.6 slice 1 | GPU timing fix + radius=12 perf baseline. Fixed the gpu_us double-buffering bug in `WbDrawDispatcher` (ring-of-3 query slots, read-before-overwrite, vendor-neutral across AMD/NVIDIA/Intel desktop GL). Added env-gated `ACDREAM_DUMP_SURFACES=1` one-shot surface-format histogram dump in `TextureCache` for the atlas-opportunity audit. Captured authoritative baseline at Holtburg radii 4 / 8 / 12 (standstill + walking) with the now-working `gpu_us` diagnostic; baseline doc concludes CPU dominates GPU by 3050× at every radius and recommends C.1.5 next then reduced-scope slice 2 (atlas + persistent-mapped buffers dropped). Baseline numbers at [docs/plans/2026-05-11-phase-n6-perf-baseline.md](2026-05-11-phase-n6-perf-baseline.md). Plan archived at `docs/superpowers/plans/2026-05-11-phase-n6-slice1.md`. | Live ✓ |
| C.1.5a | Portal PES wiring — server-spawned `WorldEntity` entities now fire their `Setup.DefaultScript` through the already-shipped `PhysicsScriptRunner` on enter-world. New ~70-line [`EntityScriptActivator`](../../src/AcDream.App/Rendering/Vfx/EntityScriptActivator.cs) class wires into `GpuWorldState`'s spawn lifecycle (`AppendLiveEntity``OnCreate`, `RemoveEntityByServerGuid``OnRemove`). Resolver lambda in `GameWindow` hits `_dats.Get<Setup>(...)?.DefaultScript.DataId` with defensive try/catch returning `0u` on miss. Activator also seeds `_particleSink.SetEntityRotation` so hook offsets transform from entity-local to world space correctly. **Verified at the Holtburg Town network portal**: 10-hook portal script fires end-to-end with correct color, persistence, orientation, multi-emitter dispatch. **Known limitation surfaced and filed as issue #56**: `ParticleHookSink` ignores `CreateParticleHook.PartIndex`, so the 10 emitters collapse to one root position instead of distributing across the portal Setup's parts — visually produces a compressed, partly-ground-buried swirl. Mechanism is correct; per-part transform handling is the next vfx-pipeline work (blocks slice 2 visual delight; affects every multi-emitter PES). Spec: [`docs/superpowers/specs/2026-05-12-phase-c1.5a-portals-design.md`](../superpowers/specs/2026-05-12-phase-c1.5a-portals-design.md). Plan: [`docs/superpowers/plans/2026-05-12-phase-c1.5a-portals.md`](../superpowers/plans/2026-05-12-phase-c1.5a-portals.md). | Live ✓ (with #56) |
| C.1.5b | Per-part PES transforms + dat-hydrated entity DefaultScript dispatch. Closes issue #56. Shipped 2026-05-12 across 5 commits (`1e3c33b` docs+plan, `f3bc15e` SetupPartTransforms helper, `11521f4` ParticleHookSink applies `CreateParticleHook.PartIndex`, `5ca5827` activator refactor + GameWindow resolver lambda, `8735c39` GpuWorldState 4 new fire-sites). **Slice A** — new [`SetupPartTransforms.Compute(setup)`](../../src/AcDream.Core/Meshing/SetupPartTransforms.cs) walks `PlacementFrames[Resting]``[Default]` → first-available (mirrors `SetupMesh.Flatten` priority) and returns `Matrix4x4` per part; new `ParticleHookSink.SetEntityPartTransforms(entityId, partTransforms)` mirrors the existing `_rotationByEntity` pattern; `SpawnFromHook` now transforms hook offset through `partTransforms[partIndex]` before applying entity rotation. **Slice B** — activator's `ServerGuid==0` guard relaxed: keys by `entity.ServerGuid` when non-zero, else `entity.Id` (collision-free with server guids in the `0x40xxxxxx` interior / `0x80xxxxxx` scenery / `0xC0xxxxxx` ranges). Resolver delegate refactored to return `ScriptActivationInfo(ScriptId, PartTransforms)` so one dat lookup yields both pieces. `GpuWorldState` fires the activator from 4 new sites: `AddLandblock` + `AddEntitiesToExistingLandblock` (Far→Near promotion) for OnCreate, `RemoveLandblock` + `RemoveEntitiesFromLandblock` (Near→Far demotion) for OnRemove. ServerGuid==0 filter on AddLandblock avoids double-firing pending-bucket merges. **Reality discovery folded into spec §3**: EnvCell `StaticObjects` are already hydrated as `WorldEntity` instances by `GameWindow.BuildInteriorEntitiesForStreaming` (with stable `entity.Id` in `0x40xxxxxx`) — no synthetic-ID scheme or separate walker class needed (handoff §4 Q1/Q2 mooted). **Visual verification 2026-05-12**: Holtburg Town network portal swirl distributes across the arch (no ground-burial), Inn fireplace flames render over the firebox, cottage chimney smoke columns render, spell-cast animation-hook particles all match retail. 18 new + 4 updated tests, all Vfx/Meshing/Streaming/Activator green. Spec: [`docs/superpowers/specs/2026-05-13-phase-c1.5b-design.md`](../superpowers/specs/2026-05-13-phase-c1.5b-design.md). Plan: [`docs/superpowers/plans/2026-05-13-phase-c1.5b.md`](../superpowers/plans/2026-05-13-phase-c1.5b.md). | Live ✓ |
Plus polish that doesn't get its own phase number:
- FlyCamera default speed lowered + Shift-to-boost
@ -124,7 +125,7 @@ Plus polish that doesn't get its own phase number:
- **✓ SHIPPED — C.1 — VFX / particle system + sky-pass refinements.** Retail-faithful `ParticleEmitterInfo` runtime + 13-type motion integrator port + `PhysicsScript` runner + instanced billboard renderer with material-derived blend + global back-to-front sort + AttachLocal live-parent follow. Sky-pass refinements: Translucent+ClipMap alpha-blend, raw-Additive fog-skip, per-keyframe SkyObjectReplace divide-by-100, sampler-object wrap selection (ported from WorldBuilder), gated post-scene Z-offset. Sky-PES disabled by default — named-retail decomp proves `GameSky` drops `pes_id`. **Portal swirls, chimney smoke, fireplace flames** still need a Phase C.1.5 follow-up to wire entity-attached emitters to retail effect IDs (the data layer is ready; only the wiring is deferred). Lands as merge `feat(vfx): Phase C.1 — PES particle renderer + post-review fixes` (`ec1bbb4`) + `refactor(sky): replace per-frame wrap-mode mutation with persistent samplers` (`3d21c13`).
- **C.1.5 — entity-attached PES wiring (sliced).** Three sub-slices wiring `PhysicsScript` / `DefaultScript` dispatch to the entity lifecycle so portals, chimneys, fireplaces, and sky effects animate per retail:
- **✓ SHIPPED — C.1.5a (portals)** — 2026-05-11 (merge `88bda12`). `EntityScriptActivator` fires `Setup.DefaultScript` on every server-spawned `WorldEntity` via `PhysicsScriptRunner`. Visual-verified at Holtburg Town network portal. Surfaced known limitation as issue #56 (per-part transform handling) — addressed in C.1.5b. Plan archived at [`docs/superpowers/plans/2026-05-12-phase-c1.5a-portals.md`](../superpowers/plans/2026-05-12-phase-c1.5a-portals.md).
- **IN FLIGHT — C.1.5b (per-part transforms + EnvCell static walker).** Fix issue #56 first (every multi-emitter PES on a multi-part entity — portals, chimneys, fireplaces — currently collapses to entity root because `ParticleHookSink` ignores `CreateParticleHook.PartIndex`), then add EnvCell static-object `DefaultScript` walker for chimney smoke + fireplace flames. Pickup at [`docs/plans/2026-05-12-phase-c1.5b-handoff.md`](2026-05-12-phase-c1.5b-handoff.md).
- **✓ SHIPPED — C.1.5b (per-part transforms + EnvCell statics)** — 2026-05-12. Closes #56. `SetupPartTransforms.Compute` + `ParticleHookSink.SetEntityPartTransforms` + `SpawnFromHook` part-transform application — multi-emitter scripts now distribute across mesh parts. `EntityScriptActivator` `ServerGuid==0` guard relaxed (keys by `entity.Id` when ServerGuid is zero) + 4 new `GpuWorldState` fire-sites pick up dat-hydrated entities (EnvCell statics + exterior stabs) — fireplaces and chimneys now fire their `DefaultScript` automatically. Reality discovery during design: EnvCell statics are already hydrated as `WorldEntity` items by `BuildInteriorEntitiesForStreaming`, so no synthetic-ID scheme or separate walker was needed. Visual-verified at Holtburg portal + Inn fireplace + cottage chimney + spell cast. Plan archived at [`docs/superpowers/plans/2026-05-13-phase-c1.5b.md`](../superpowers/plans/2026-05-13-phase-c1.5b.md).
- **PLANNED — C.1.5c (sky-PES dispatch chain).** Promoted from former issue #36 (2026-05-11 triage). Ports retail's persistent-emitter creation on celestial / sky objects + the PES timeline driver (`CallPESHook::Execute``CPhysicsObj::CallPES``create_particle_emitter`) that drives them ~150×/min. Decomp anchors + live-trace evidence + 6-step impl outline in closed issue [#36](../ISSUES.md#36). **Closes #2 (lightning), #28 (aurora), #29 (cloud thinness) when shipped.** Does NOT close #4 (sky horizon-glow fog) — that's shader work, not PES.
- **C.2 — Dynamic point lights.** Fireplaces and lamps need local lighting; small upgrade to the mesh shader to accumulate N (e.g., 4) nearest point lights per draw. Uniform-buffer or UBO-friendly layout.
- **C.3 — Palette range tuning.** Small per-range offset/length tweaks to match retail skin/hair/eye colors. Mostly diff and verify work, no architecture change.