From cd42369581432819e0fc3e85cdc288c5381f6c33 Mon Sep 17 00:00:00 2001 From: Erik Date: Wed, 8 Jul 2026 10:26:54 +0200 Subject: [PATCH] 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 --- docs/ISSUES.md | 28 ++++++++++++++++++++++++++++ 1 file changed, 28 insertions(+) diff --git a/docs/ISSUES.md b/docs/ISSUES.md index a4cd549b..a95a8749 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -46,6 +46,34 @@ Copy this block when adding a new issue: --- +## #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. + +--- + ## #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.