fix #131 (root cause 4, structurally forced): look-in cells draw their DYNAMICS - the town portal is a server object in the hall's porch cell

The headless replay of the captured indoor frame proved the look-in flood ADMITS the porch 0x017A (Diagnostic_LookInFlood_AdmitsHallPorchFromCottage: 14 cells). So the portal (a SERVER object - the teleport proves it - with ParentCellId 0xA9B4017A) routes to partition.Dynamics and draws NOWHERE under an interior root: dynamics-last viewcone-culls it (the main cone has no look-in cells) and post-seal it would z-fail beyond the root's door plane (the #118 lesson). This is AP-33's own recorded deferral - 'look-in DYNAMICS are not drawn' - the deferred case was the most-stared-at object in town. Outdoors the merge path puts the porch in the main cone -> drawn -> 'appears when I walk out'.

Fix: DrawBuildingLookIns pass 2 draws look-in-cell dynamics with the statics (whole, AP-33 over-include) and their emitters ride the same DrawCellParticles call. No double-draw: dynamics-last keeps culling them; DrawDynamicsParticles only sees its cone survivors. #124 CLOSED by user gate same session. AP-33 row updated. Suites: App 261+1skip / Core 1439+2skip / UI 420 / Net 294 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-12 20:52:34 +02:00
parent 47f32cd45c
commit d208002bf8
4 changed files with 89 additions and 27 deletions

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@ -4304,7 +4304,7 @@ of which draw list the building's shell left.
## #124 — Looking out through an opening: far buildings with openings show missing/transparent back walls
**Status:** FIX SHIPPED — awaiting user visual gate
**Status:** CLOSED (user-gated 2026-06-12 evening: "124, that one is solved")
**Severity:** MEDIUM
**Filed:** 2026-06-11 (re-gate; pre-existing — "still have that issue";
user 2026-06-12: "especially visible when I look out through a door
@ -4637,22 +4637,27 @@ terrain, outdoor static meshes (the look-in punches need their depth, the
dynamics' meshes + ALL attached scene particles + weather + the
unattached pass. (This FIXED #132 indoors but not the portal.)
**ROOT CAUSE (fix 3 — the real one, pinned by the teleport capture):**
walking into the portal flipped `pCell` to **0xA9B4017A — the hall's
porch EnvCell**. The portal's swirl emitter is owned by a STATIC inside
ANOTHER BUILDING'S CELL, not an outdoor entity at all. Outdoors the
hall's cells merge into the main frame and the per-cell object pass
runs `DrawCellParticles` → swirl visible. Under an interior root the
#124 look-in sub-pass drew the far cells' shells + statics but had NO
cell-particles call — retail's nested DrawCells draws objects WITH
their emitters (`DrawObjCellForDummies`). Every earlier suspect
(unattached pass, owner-cone verdicts, alpha ordering) was real-but-
adjacent; the cone math was correct all along (the 0xC0A9B462 flips
were a porch torch, geometrically defensible).
**ROOT CAUSE (fix 4 — structurally forced; fixes 13 were
real-but-adjacent):** the teleport capture flipped `pCell` to
**0xA9B4017A — the hall's porch EnvCell** (the portal is a SERVER
object standing inside a look-in cell), and the headless replay of the
captured indoor frame proved the look-in flood ADMITS 0x017A (14 cells
incl. the porch — `Issue131SetupProbeTests.Diagnostic_LookInFlood_*`).
The partition routes server objects to the dynamics-last pass, where
(a) the viewcone has NO entries for look-in cells → culled, and (b)
even un-culled they would z-fail post-seal beyond the root's door plane
(the #118 lesson). This is exactly AP-33's recorded "look-in DYNAMICS
are not drawn (deferred)" — the deferred case was the town portal.
Outdoors the merge path puts the porch in the main cone → drawn →
"appears when I walk out."
**Fix 3:** `DrawBuildingLookIns` pass 2 invokes `DrawCellParticles` per
look-in cell with its static bucket (same callback as the main per-cell
pass; no-clip slice when the cell has no slot).
**Fix 4:** look-in-cell DYNAMICS draw inside `DrawBuildingLookIns`
pass 2 (with the statics, whole — AP-33's over-include), and their
emitters ride the same `DrawCellParticles` call (fix 3). Retail
equivalent: the nested DrawCells draws the cell's objects
(`DrawObjCellForDummies` pc:432878+). No double-draw: dynamics-last
keeps culling them (cell absent from the main cone);
DrawDynamicsParticles only sees dynamics-last cone survivors.
**Gate:** stand inside, look out the doorway at the town portal — the
swirl renders through the door.