docs(#186): file indoor->indoor grey flap at a connecting room (new house type)

Camera-direction-dependent grey (world background) at a top-floor connecting room.
Diagnosed by class (doorway-FLAP family): null viewer-cell root -> AD-21 outdoor
fallback; camera dependence -> AD-20 camera-eye viewer-cell resolution. Report-only
investigation next: ACDREAM_PROBE_FLAP capture at the spot.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Erik 2026-07-08 10:26:54 +02:00
parent 5a9df00aa9
commit cd42369581

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@ -46,6 +46,34 @@ Copy this block when adding a new issue:
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## #186 — Indoor→indoor GREY flap at a connecting room (top floor, new house type)
**Status:** OPEN (diagnosed by class only — NOT captured for this instance; investigation report-only)
**Severity:** MEDIUM · **Filed:** 2026-07-08 · **Component:** render / indoor visibility (viewer-cell root)
**Description:** Top floor of a house type not tried before; a connecting opening/room between two
parts of the house. Passing through → a brief **GREY** flap (world background). Stopping at the precise
spot → the WHOLE screen is grey and stays; **turning the camera clears it, turning back → grey again**
(camera-direction dependent, player stationary).
**Root cause / status (BY CLASS — unconfirmed for this instance):** the doorway-FLAP family. Grey =
the world/sky background drawn via the null-clipRoot legacy fallback (**AD-21**) when the renderer has
no indoor visibility root that frame. The camera-direction dependence points at the **camera-EYE
viewer-cell resolution** (**AD-20**): the eye seats via the *player's* cell stab-list, so a
connecting-room cell/portal topology this house type introduces can seat the eye in the wrong/no cell
→ viewer root null → grey; turning re-seats the eye. **Distinct from #176/#181** (a LIT flicker,
parked) — this is a GREY/background flap. SSOT: `claude-memory/project_render_pipeline_digest.md`
("root at VIEWER cell"; flap DO-NOT-RETRY table).
**Next step (apparatus, when resumed):** `ACDREAM_PROBE_FLAP=1` capture at the exact connecting room —
stop where grey, turn to clear, turn back to grey ×2. Confirm the viewer-cell root goes null there,
which cell the eye seats in, and whether the portal flood admits the connecting room.
**Acceptance:** no grey flap passing through OR stopping in the connecting room at any camera angle;
regression pass on the outside→inside doorway + other multi-room houses.
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## #185 — [DONE 2026-07-08 · `07c5b832`] LOCAL player jams half-way up outdoor stairs (house on stilts); a jump clears it
**Status:** DONE (live gate PASSED — "OK works"). Root cause was NOT the collision response.