diag #181: retraction + exoneration - the 'scissor rect' was the user's snip-tool marquee; applied light sets FROZEN across all vis=32 frames

The seam-diff run ([seam-cell] applied sets correlated with [flap] vis across 107k parked frames): zero applied-set changes after startup hydration, including all 1,394 vis=32 frames - the vis 31<->32 flap has no lighting consequence. The t0b/still-* pixel-diff evidence was contaminated (the user was dragging the snipping-tool marquee + the chat window overlapped the game). Camera, pool, applied sets, and the sliver cell's own geometry are now ALL probe-exonerated. What stands: the flicker per the user's eyes and their clean screenshots (pink wash patches + a brick-textured stripe across the floor). Next: unobstructed-window captures while the user confirms the flicker is live.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-06 21:50:08 +02:00
parent d366f36557
commit d4ff80cb2b

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@ -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