diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 029008f3..8779d689 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -91,6 +91,22 @@ may never have been disabled. independent — a sliver cell flapping costs retail a few pixels; it costs us whole lit regions (the washed-region strobe). +**⚠️ RETRACTION + EXONERATION (same night, the seam-diff run):** the "per-frame +resizing dashed scissor rectangle" in the t0b captures was the USER'S SNIPPING-TOOL +MARQUEE (they were taking screenshots during the capture burst — the bright-inside/ +dim-outside rectangle is the snip overlay, and my frame-pair diffs were contaminated +by it + the chat window). Do not trust the t0b/still-* pixel-diff numbers. AND the +parked seam-diff run (launch-181-seamdiff.log, `[seam-cell]` per-cell applied sets + +`[flap]` vis) proves **the applied light sets are FROZEN across 107k parked frames +INCLUDING all 1,394 vis=32 frames — the vis 31↔32 flap has ZERO lighting consequence** +(the only 7 set-change events were startup hydration). Light-set path EXONERATED. +What stands: the flicker is real (user eyes + their clean screenshots: the pink wash +patches + a brick-textured stripe across the floor), the vis flap is real but +consequence-free, and camera/pool/applied-sets/sliver-geometry are all clean. **Next +instrument: a capture session with the game window UNOBSTRUCTED (no chat overlay, no +snip tool) while the user confirms the flicker is visibly active, + the user's +description of exactly WHAT changes (wash extent? the stripe? brightness?).** + **REFINEMENT (same night, after the a7-pseudocode CORRECTION-2 re-read):** the pool is ALREADY resident-scoped + player-anchored (`d8984e87` deleted the flood-scoped slice-1), so "flood-scoped lights" is NOT the amplifier as first framed. Measured: 0x0181's