diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 8abe2820..63e83b6a 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -70,6 +70,20 @@ pre-validation failed` spam) — re-gate after Bug A to confirm. NOTE: a render- EnvCell hydration decouple was tried in G.3a and REVERTED (`e7058ca`) — it made the player character invisible at Holtburg (it touched the shared building hydration path); re-approach separately if a geometry-less collision cell ever needs it. + +**NEW GAP (2026-06-13 PM — login-INTO-a-dungeon):** logging in while the saved +character is inside a far dungeon hangs at the auto-entry hold (player frozen, +no `[snap]`/`auto-entered player mode`, movement input ignored). Root: the +streaming center is set ONCE at startup to the default (`_liveCenterX/Y = centerX/ +centerY`, `GameWindow.cs:1942` → "centered on 0xA9B4FFFF") and the login spawn never +recenters it; a dungeon spawn 46 km away never streams, so `IsSpawnCellReady(spawn +cell)` stays false and the #107 hold waits forever. The TELEPORT-arrival path +recenters (G.3a `TeleportArrivalController`); the LOGIN path does not. Fix shape = +recenter streaming onto the spawn landblock when the login spawn first arrives +(mind the #107 auto-entry hold's `SampleTerrainZ(pe.Position)` frame after the +recenter). Pre-existing; only surfaces now that the test character can be saved in +a dungeon. Workaround to unblock testing: move `+Acdream` out of the dungeon +server-side (ACE) before logging in. **Severity:** HIGH (any far/dungeon teleport is unusable) **Filed:** 2026-06-13 (M1.5 dungeon-demo gate attempt — meeting-hall portal) **Component:** physics/streaming — teleport-arrival snap vs async landblock hydration