fix(world): remove non-retail portal exit fade

This commit is contained in:
Erik 2026-07-15 23:20:52 +02:00
parent 842bd89c16
commit dded9e6b17
21 changed files with 919 additions and 347 deletions

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@ -599,7 +599,7 @@ This is the asynchronous adapter for retail's direct full-`Position` placement
`TeleportAnimSequencer` is the pure Core owner of retail's seven-state
teleport lifecycle, exact 1/2/5-second thresholds, frame-aligned exit window,
and 100-sample `UIGlobals::GetAnimLevel` fade curve. App-layer
and 100-sample `UIGlobals::GetAnimLevel` view-plane curve. App-layer
`PortalTunnelPresentation` owns the synthetic DAT Setup (`0x02000306`), its
40-frame/s animation (`0x030005AC`), `CSequence`, SmartBox-FOV camera, distant light, mesh
references, and animation-hook delivery. It renders through the existing
@ -613,12 +613,32 @@ enters `LiveEntityRuntime`, collision, picking, radar, or server GUID state.
`SmartBox::SetOverrideFovDistance` / `Render::set_vdst`. It captures the active
game projection at teleport begin, then applies the same table-eased
view-plane distance and near plane to the portal and world viewports through
the four fade states. Portal camera direction is a roll around its local AC
the four retail `FADE` states. Those states do not drive a black alpha layer:
the portal and world 3-D viewports switch directly at the transition view
distance, while retained UI remains independently composed. Portal camera
direction is a roll around its local AC
`+Y` forward axis, so the animated scene remains a passage rather than yawing
away from it. Destination placement also calls the retail chase camera's
`set_viewer(player, reset_sought=1)` equivalent; the normal damped/swept camera
path then re-extends from the arriving player.
One reset seam ends a logical transit on successful completion, replacement
by a newer teleport sequence, or session teardown. It clears the destination,
streaming priority, sequencer edges, projection override, and portal scene
together, preventing transition state from crossing destination or session
lifetimes. `TeleportTransitCoordinator` correlates each fresh F751 sequence
with exactly one accepted `UpdatePosition`. Because the Position can arrive on
either side of F751, a pre-notification packet is buffered only when it advances
retail's `TELEPORT_TS`; after notification, the first accepted matching packet
is consumed even if that timestamp already advanced. Duplicate/older F751
notifications are rejected with wrap-safe ordering. Canonical physics remains
independent, and streaming recentering compares destination identity with the
actual current streaming center rather than the player's still-unplaced source
cell. A live teleport received while acdream's developer fly/orbit camera is
active re-enters the existing player-mode lifecycle first; retail has no
detached camera mode, and destination placement therefore always retains the
canonical local physics controller and chase-camera handoff.
The destination residency gate supplies retail's `EndTeleportAnimation` edge
once asynchronous streaming is ready. Player placement remains authoritative
and separate from presentation; arrival resets camera viewer state but does

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@ -66,7 +66,7 @@ accepted-divergence entries (#96, #49, #50).
| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
|---|---|---|---|---|---|
| AD-1 | Lost-cell machinery replaced by recoverable outdoor demote (**#107** safety net) + outdoor-restore `max(terrainZ, z)` under-terrain lift; retail goes `GotoLostCell` | `src/AcDream.Core/Physics/PhysicsEngine.cs:553` (+ :808) | acdream has no lost-cell state machine; outdoor landcell is the recoverable equivalent; the #107 auto-entry hold should make the demote branch unreachable | Gap in the hold → player committed to outdoor terrain inside/under a building (fake-grounded spawn, fall-through); a legit below-heightmap server restore is silently lifted — upward warp vs server | `GotoLostCell` pc:283418; `SetPositionInternal` 0x00515bd0, pc:283892-283945 |
| AD-2 | Async spawn gates replacing retail's synchronous cell load. **#135 refinement:** an INDOOR spawn/teleport (cell ≥ 0x0100, hydratable) gates ONLY on the EnvCell floor (`IsSpawnCellReady`), NOT the terrain heightmap; an OUTDOOR spawn (or an unhydratable indoor claim that demotes outdoor) gates on the terrain-ready hold (**#106**). A dungeon's negative-offset cells can place the spawn's WORLD position in a neighbour terrain landblock the #135 dungeon collapse doesn't load, so a terrain requirement would hang indoor login/teleport forever (cellReady true, terrain null) — the player lands on the cell floor, terrain is irrelevant indoors. Claims beyond NumCells skip the gate (demoted). **#145 refinement (2026-06-22):** an OUTDOOR teleport additionally requires the destination's OWN landblock terrain to be resident (`PhysicsEngine.IsLandblockTerrainResident(destCell)`, which `StreamingController` priority-applies so it flips in ~hundreds of ms) before placing — and `SampleTerrainZ` is short-circuited behind it. On a teleport OUT of a dungeon the collapsed SOURCE dungeon stays resident at the same streaming-local coords and answers `SampleTerrainZ` (terrain 0), so without the load check the resolve ran against the dungeon's cells and rooted the player at a dungeon-frame cell id (ACE then rejected all movement as "failed transition"). Decision in `TeleportWorldReady`; the hold→materialize→regain-control transit is driven by `TeleportAnimSequencer` (the retail fade cover, ticked in `OnUpdate`), which replaced the retired `TeleportArrivalController` | `src/AcDream.App/Rendering/GameWindow.cs` (`isSpawnGroundReady` lambda ~1010 + `TeleportWorldReady` ~5512 + the TAS transit tick in `OnUpdate`) (+ `src/AcDream.App/Input/PlayerModeAutoEntry.cs:69`, `src/AcDream.Core/Physics/PhysicsEngine.cs:468`) | Entering earlier integrates gravity against an empty world (free-fall into void); the gate is the async-streaming equivalent of retail's blocking load; a looser "any struct present" version reproduced the transparent-interior wedge. Indoor-on-cellReady is the faithful equivalent of retail's synchronous cell load + place-on-floor (terrain under a dungeon is meaningless; the pre-#135 terrain hold only passed because the 25×25 window streamed the neighbour terrain) | Gate opens early → raw claim commit → outdoor demote mid-building; predicate never satisfied (streamer stall, dat edge case) → login wedges in pre-player mode; an indoor spawn whose cell never hydrates now holds on cellReady alone (no terrain backstop) — but that path is exactly the #107 hold | retail synchronous cell load before SetPosition (no gate exists) |
| AD-2 | Async spawn gates replacing retail's synchronous cell load. **#135 refinement:** an INDOOR spawn/teleport (cell ≥ 0x0100, hydratable) gates ONLY on the EnvCell floor (`IsSpawnCellReady`), NOT the terrain heightmap; an OUTDOOR spawn (or an unhydratable indoor claim that demotes outdoor) gates on the terrain-ready hold (**#106**). A dungeon's negative-offset cells can place the spawn's WORLD position in a neighbour terrain landblock the #135 dungeon collapse doesn't load, so a terrain requirement would hang indoor login/teleport forever (cellReady true, terrain null) — the player lands on the cell floor, terrain is irrelevant indoors. Claims beyond NumCells skip the gate (demoted). **#145 refinement (2026-06-22):** an OUTDOOR teleport additionally requires the destination's OWN landblock terrain to be resident (`PhysicsEngine.IsLandblockTerrainResident(destCell)`, which `StreamingController` priority-applies so it flips in ~hundreds of ms) before placing — and `SampleTerrainZ` is short-circuited behind it. On a teleport OUT of a dungeon the collapsed SOURCE dungeon stays resident at the same streaming-local coords and answers `SampleTerrainZ` (terrain 0), so without the load check the resolve ran against the dungeon's cells and rooted the player at a dungeon-frame cell id (ACE then rejected all movement as "failed transition"). Decision in `TeleportWorldReady`; the hold→materialize→regain-control transit is driven by `TeleportAnimSequencer` (the retail portal/view-plane lifecycle, ticked in `OnUpdate`), which replaced the retired `TeleportArrivalController` | `src/AcDream.App/Rendering/GameWindow.cs` (`isSpawnGroundReady` lambda ~1010 + `TeleportWorldReady` ~5512 + the TAS transit tick in `OnUpdate`) (+ `src/AcDream.App/Input/PlayerModeAutoEntry.cs:69`, `src/AcDream.Core/Physics/PhysicsEngine.cs:468`) | Entering earlier integrates gravity against an empty world (free-fall into void); the gate is the async-streaming equivalent of retail's blocking load; a looser "any struct present" version reproduced the transparent-interior wedge. Indoor-on-cellReady is the faithful equivalent of retail's synchronous cell load + place-on-floor (terrain under a dungeon is meaningless; the pre-#135 terrain hold only passed because the 25×25 window streamed the neighbour terrain) | Gate opens early → raw claim commit → outdoor demote mid-building; predicate never satisfied (streamer stall, dat edge case) → login wedges in pre-player mode; an indoor spawn whose cell never hydrates now holds on cellReady alone (no terrain backstop) — but that path is exactly the #107 hold | retail synchronous cell load before SetPosition (no gate exists) |
| AD-3 | Outdoor seeds always walk the transit array (retail skips the walk when the seed CLandCell is null/unloaded); per-cell lookups no-op on unhydrated data | `src/AcDream.Core/Physics/CellTransit.cs:503` | Equivalence argument: with nothing hydrated every lookup inside the walk no-ops, so the result matches retail's skipped walk | Near partially-streamed landblocks, building-transit promotion silently can't fire until structs hydrate — membership stays outdoor while the player is inside a building | `CObjCell::find_cell_list` 0052b535-0052b56c (null-CLandCell case) |
| AD-4 | `point_in_cell` against an unhydrated CellBSP returns false (skip) rather than the null-node "inside" default; retail never queries unloaded cells | `src/AcDream.Core/Physics/CellTransit.cs:588` | The null-node default would make an unhydrated cell spuriously claim every point; skipping is the conservative streaming-safe choice | During hydration, a point genuinely inside a not-yet-loaded cell resolves outdoor/stale — transient membership misclassification driving wrong collision set and render root | `CEnvCell::find_visible_child_cell` :311397; cell-BSP vtable[0x84] |
| AD-5 | Outdoor `point_in_cell` is an identity compare against the global XY-column cell from `LandDefs.AdjustToOutside` (no per-cell containment test) | `src/AcDream.Core/Physics/CellTransit.cs:865` | Landcells are disjoint 24 m columns — identity-compare against the column under the sphere centre is exactly equivalent to retail's per-candidate test | If block-origin/lcoord math is wrong at a landblock seam, the compare silently never matches — outdoor membership freezes at boundaries (the pre-#106 symptom) | `find_cell_list` pick pc:308788-308825; `CLandCell::point_in_cell` (get_block_offset pc:308804) |
@ -212,7 +212,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| AP-113 | Invalid lifestone-command arguments display the local text `Usage: /lifestone`; retail definitely emits a local usage/error line but Binary Ninja misidentifies the referenced wide-string address, so its exact wording is not yet recovered | `src/AcDream.UI.Abstractions/Panels/Chat/ChatCommandRouter.cs`; `RetailClientCommandCatalog.cs` | The behavior boundary is exact (handled locally, no chat and no game action); only a low-impact diagnostic sentence differs | `/ls now` can show different wording/color from retail while still refusing the invalid request correctly | `ClientCommunicationSystem::DoLifestone @ 0x0056FC70` |
| ~~AP-114~~ | **RETIRED 2026-07-14 (protection-effect corrective gate)** — the particle renderer no longer replaces every authored GfxObj with one bounding-box quad. Retail `Always2D` classification preserves mode-1/no-degrade full meshes through the modern shared mesh buffer and leaves only other degrade modes on the billboard path; stable emitter handles balance mesh ownership. | `src/AcDream.App/Rendering/ParticleRenderer.cs`; `RetailParticleGeometryClassifier.cs`; `particle_mesh.vert/.frag` | — | — | `CPhysicsPart::Draw @ 0x0050D7A0`; `CPhysicsPart::Always2D @ 0x0050D8A0`; `ParticleEmitter::SetInfo @ 0x0051CE90`; `docs/research/2026-07-13-retail-projectile-vfx-pseudocode.md` |
| AP-115 | The DAT-authored portal-space viewport and its animation `SoundTweakedHook` are live, but the separate `ClientUISystem` enter/exit sound enums and centered repeating `"In Portal Space - Please Wait..."` display string are not yet presented. | `src/AcDream.App/Rendering/PortalTunnelPresentation.cs`; teleport event switch in `GameWindow.cs` | acdream has no retained cross-stack centered display-string owner or ClientUISystem sound-table-enum resolver yet; routing the line into chat or inventing direct wave IDs would be less faithful | Portal travel has the correct animated wormhole, timing, fades, and animation-authored sound, but lacks retail's short UI cue sounds and center notice | `gmSmartBoxUI::BeginTeleportAnimation @ 0x004D6300`; `gmSmartBoxUI::UseTime @ 0x004D6E30` |
| AP-115 | The DAT-authored portal-space viewport and its animation `SoundTweakedHook` are live, but the separate `ClientUISystem` enter/exit sound enums and centered repeating `"In Portal Space - Please Wait..."` display string are not yet presented. | `src/AcDream.App/Rendering/PortalTunnelPresentation.cs`; teleport event switch in `GameWindow.cs` | acdream has no retained cross-stack centered display-string owner or ClientUISystem sound-table-enum resolver yet; routing the line into chat or inventing direct wave IDs would be less faithful | Portal travel has the correct animated wormhole, timing, direct viewport switch, view-plane transitions, and animation-authored sound, but lacks retail's short UI cue sounds and center notice | `gmSmartBoxUI::BeginTeleportAnimation @ 0x004D6300`; `gmSmartBoxUI::UseTime @ 0x004D6E30` |
## 4. Temporary stopgap (TS) — 34 active rows (TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded; TS-45 retired 2026-07-07 — hand-rolled `SphereCollision` replaced by the faithful CSphere family port, fixing the player-vs-monster crowd wedge; TS-3 retired 2026-07-07 — `frames_stationary_fall` accounting ported in the #182 verbatim UpdateObjectInternal rebuild, fixing the airborne falling-animation wedge; TS-41 retired 2026-07-07 — SERVERVEL synth-velocity remote body-drive replaced by the retail interp catch-up + unconditional MovementManager::UseTime, the remote-creature de-overlap #184; TS-44 narrowed same day — NPC UP unified onto the interp queue, gate retained for orientation)

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@ -593,7 +593,7 @@ Research: R9 + R12 + R13.
- **✓ SHIPPED — G.1 — Sky + weather + day-night.** Deterministic client-side from Portal Year time. Sky dome geometry + keyframe gradients + rain/snow particles. See `r12-weather-daynight.md`. Full data + visual stack shipped: Region dat loader, keyframe interp, WeatherSystem with 5-kind PDF + transitions + storm flashes, WorldSession→WorldTimeService sync via ConnectRequest+TimeSync, SkyRenderer with sky-object arcs + UV scroll, rain/snow billboard renderer, F7/F10 debug cycle keys.
- **✓ SHIPPED — G.2 — Dynamic lighting.** 8-light D3D-style fixed pipeline. Hard-cutoff at Range, no attenuation inside. Cell ambient. Shader UBO per frame. See `r13-dynamic-lighting.md`. SceneLightingUbo std140 at binding=1 feeds terrain + mesh + mesh_instanced + sky shaders. LightingHookSink auto-registers Setup.Lights at entity stream-in, flips IsLit on SetLightHook, unregisters on landblock unload.
- **Indoor portal-based cell tracking (follow-up to Indoor walking Phase 1 / issue #87).** Replace `PhysicsDataCache.TryFindContainingCell` AABB containment with retail's `CObjMaint::HandleObjectEnterCell` portal traversal. When the player crosses a cell portal boundary, `CellId` propagates through the `CEnvCell` portal connectivity graph. Prerequisite for wall collision from outside (#85) and the remaining #84 threshold symptom. PDB symbols and `acclient.h` `CCellStructure` refs are in place (see #87). **Unblocks G.3.**
- **✓ SHIPPED — G.3 — Dungeon streaming + portal space.** `EnvCellStreamer`, portal-visibility BFS, `PlayerTeleport (0xF751)` handling with post-transition `LoginComplete`, and the retail DAT-authored portal-space CreatureMode viewport (Setup `0x02000306`, animation `0x030005AC`, exact camera/light/timing/fades, forward-axis roll, projection warp, and destination viewer reset; corrective visual gate pending 2026-07-15). Dungeons render, stream, teleport-in, collide, light, and their doors work — see the shipped-table rows (G.3, G.3a, #137 collision, A7.L1 lighting) below and the M1.5 section of `docs/plans/2026-05-12-milestones.md` for current gate status (one recorded end-to-end round-trip user gate outstanding; live residual = far-town teleport-OUT arrival cascade, #145-residual REOPENED). See `r09-dungeon-portal-space.md` and `docs/research/2026-07-15-retail-portal-space-pseudocode.md`.
- **✓ SHIPPED — G.3 — Dungeon streaming + portal space.** `EnvCellStreamer`, portal-visibility BFS, `PlayerTeleport (0xF751)` handling with post-transition `LoginComplete`, and the retail DAT-authored portal-space CreatureMode viewport (Setup `0x02000306`, animation `0x030005AC`, exact camera/light/timing/view-plane transitions, forward-axis roll, direct portal→world viewport switch, projection warp, and destination viewer reset; corrective visual gate pending 2026-07-15). Dungeons render, stream, teleport-in, collide, light, and their doors work — see the shipped-table rows (G.3, G.3a, #137 collision, A7.L1 lighting) below and the M1.5 section of `docs/plans/2026-05-12-milestones.md` for current gate status (one recorded end-to-end round-trip user gate outstanding; live residual = far-town teleport-OUT arrival cascade, #145-residual REOPENED). See `r09-dungeon-portal-space.md` and `docs/research/2026-07-15-retail-portal-space-pseudocode.md`.
**Acceptance:** walk outside at dusk, see the sky gradient + sun moving; enter a torch-lit dungeon via portal; leave back to daylight.

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@ -306,8 +306,9 @@ temporary black tunnel cover is retired. F751 transit now renders retail's
client-enum-resolved DAT Setup `0x02000306` with animation `0x030005AC` at
40 frames/s in a dedicated CreatureMode-equivalent viewport, using retail's
camera, distant light, random eased forward-axis roll, frame-aligned exit
window, exact 100-sample fade curve, view-plane/FOV warp, and destination
viewer reset. The viewport and fades compose below retained UI, so
window, exact 100-sample view-plane curve, projection warp, and destination
viewer reset. Retail switches the portal and world viewports directly without
a black alpha fade; both compose below retained UI, so
chat, panels, toolbar, cursor, and input remain live throughout travel. See
`docs/research/2026-07-15-retail-portal-space-pseudocode.md`.

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@ -91,9 +91,10 @@ show portal viewport
hide world SmartBox viewport
```
At the end of `TunnelFadeOut`, retail restores the world view distance, hides
the portal viewport, shows the world viewport, clears the teleport object's
sequence animations, plays `Sound_UI_ExitPortal`, and enters `WorldFadeIn`.
At the end of `TunnelFadeOut`, retail commits the current transition view
distance, hides the portal viewport, shows the world viewport, clears the
teleport object's sequence animations, plays `Sound_UI_ExitPortal`, and enters
`WorldFadeIn`. That following state restores the ordinary game view distance.
## Camera motion
@ -185,31 +186,35 @@ WorldFadeIn:
-> Off
```
The narrow remaining-time window makes the one-second tunnel fade finish at
The narrow remaining-time window makes the one-second tunnel projection transition finish at
the end of the 120-frame animation. The five-second ceiling is retail's escape
for a missed window.
World/tunnel fades use `GetAnimLevel(elapsed / FadeTime)`. The fade belongs
between the 3-D viewport and the retained UI. It must never cover or disable
the retained UI.
The four states whose retail enum names contain `FADE` use
`GetAnimLevel(elapsed / FadeTime)`. Instruction-level x86 inspection of
`gmSmartBoxUI::UseTime` (`0x004D7133..0x004D725F`) shows that this value feeds
only `SmartBox::SetOverrideFovDistance`. The function performs no alpha or
black-quad draw; `FADE` names the view-plane transition, not a transparency
compositor. The retained UI remains independent because only the two 3-D
viewports are switched.
## View-plane warp
Retail couples every fade state to a projection transition. On begin it
Retail couples every `FADE` state to a projection transition. On begin it
captures the current SmartBox view-plane distance; for a perspective
projection this is `cot(verticalFov / 2)`. The transition endpoint is the
named constant `TRANSITION_VIEW_PLANE_DISTANCE = 0.001` at `0x007BD260`.
```text
fadeLevel = GetAnimLevel(elapsed / FadeTime) / 1024
viewPlaneLevel = GetAnimLevel(elapsed / FadeTime) / 1024
WorldFadeOut or TunnelFadeOut:
currentDistance = gameDistance
+ (0.001 - gameDistance) * fadeLevel
+ (0.001 - gameDistance) * viewPlaneLevel
TunnelFadeIn or WorldFadeIn:
currentDistance = 0.001
+ (gameDistance - 0.001) * fadeLevel
+ (gameDistance - 0.001) * viewPlaneLevel
SmartBox.SetOverrideFovDistance(true, currentDistance)
```
@ -221,10 +226,22 @@ verticalFov = 2 * atan(1 / currentDistance)
znear = max(0.1, currentDistance * 0.25)
```
At `0.001`, the view is nearly 180 degrees wide. Black covers the singular
endpoint; as `WorldFadeIn` clears, the FOV eases back to the captured game
projection. This is retail's characteristic destination-world warp, separate
from both the alpha fade and chase-camera movement.
At `0.001`, the view is nearly 180 degrees wide. Retail does not cover that
endpoint with black: it switches directly from the tunnel viewport to the
destination world at this projection, then `WorldFadeIn` expands the world
from the center as the captured game projection is restored. This is retail's
characteristic destination-world warp, independent of chase-camera movement.
Instruction-level checks that disambiguate the Binary Ninja x87 output:
- `SmartBox::GetOverrideFovDistance` `0x00451BE0`: when no override is active,
returns `cot(activeVerticalFov / 2)` (`0x00798088 = 0.5`,
`0x007928C0 = 1.0`).
- `gmSmartBoxUI::UseTime` `0x004D7199` and `0x004D722E`: converts the signed
table result with `0x007BD6A0 = 1/1024` and performs the two lerps above.
- `Render::set_vdst` `0x0054B240`: x87 `fpatan` computes
`atan(1 / distance)`, doubles it, and sets
`znear = max(0.1, distance * 0.25)`.
## Player placement boundary
@ -261,7 +278,7 @@ collision. Reusing the source-world viewer is not retail behavior.
The retail teleport hook does not clear the character's animation sequence.
The arrival presentation is instead hidden by the portal scene and its final
world fade while the normal motion/update stream settles. Therefore acdream
world view-plane transition while the normal motion/update stream settles. Therefore acdream
must not add an arrival-only animation reset.
## acdream integration translation
@ -272,11 +289,18 @@ must not add an arrival-only animation reset.
consumes the portal object's current frame for retail exit timing and uses
the exact table-driven easing curve.
- During tunnel states the portal scene replaces world pixels before retained
UI draws. The black fade also draws before retained UI. Input dispatch and
UI draws. There is no black compositor. Input dispatch and
`RetailUiRuntime.Tick` continue unchanged.
- The projection owner captures the active camera's M22 view-plane distance at
teleport begin and applies `Render::set_vdst` semantics to both the tunnel
and world viewport during the four fade states.
and world viewport during the four `FADE` states.
- F751 remains a notification gate and does not itself advance `TELEPORT_TS`.
Presentation correlates its sequence with exactly one accepted destination
Position. A Position that arrives before F751 is buffered only when it
advances that timestamp; after F751, the first accepted matching Position is
consumed even if the channel already advanced. Thus reordered delivery and
retransmitted notifications cannot materialize the wrong destination or
strand the transit, while canonical physics retains its own retail gates.
- Destination placement resets the retail chase camera's published and sought
positions to the player before the normal update path resumes.
- Destination residency remains acdream's asynchronous adaptation. It supplies

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@ -1,5 +1,10 @@
# Retail Teleport Flow Implementation Plan
> **Historical presentation plan.** Superseded 2026-07-15 by the DAT-authored
> portal viewport and retail view-plane port. `FadeAlpha` and the black overlay
> below are not current behavior. See
> `docs/research/2026-07-15-retail-portal-space-pseudocode.md`.
> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
**Goal:** Build the retail-faithful unified teleport flow — a `TeleportAnimState` (TAS) animation state machine + arrival hold that covers **login, logout, death, and portal** with a fade-to-black cover, **holds until the destination landblock is actually loaded** (folding in the #145 unstreamed-arrival cascade fix), and **locks input + camera for the whole transition**.

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@ -1,5 +1,10 @@
# Retail Teleport — Priority Residency + Fade Cover — Implementation Plan
> **Historical presentation plan.** Superseded 2026-07-15 by the DAT-authored
> portal viewport and retail view-plane port. `FadeAlpha`/`FadeOverlay` below
> describe the retired temporary adaptation, not current behavior. See
> `docs/research/2026-07-15-retail-portal-space-pseudocode.md`.
> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.
**Goal:** Make a teleport materialize the player onto a resident, grounded destination within ~1 s (was 1014 s) with no movement desync, covered by a retail fade — fixing "long transition," "dropped at the wrong position," and "stops at the portal" in one coherent change.

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@ -1,5 +1,11 @@
# Design — Retail teleport flow (the unified `TeleportAnimState` controller)
> **Presentation semantics corrected 2026-07-15.** The unified lifecycle and
> residency gate remain, but the proposed alpha-black cover was an adaptation.
> Retail's `FADE` states ease only SmartBox view-plane distance and switch the
> portal/world viewports directly. Current oracle:
> `docs/research/2026-07-15-retail-portal-space-pseudocode.md`.
**Date:** 2026-06-21
**Feature:** Work item B from `docs/research/2026-06-21-teleport-issues-handoff.md` — the keystone of the
teleport-issues cluster (#138, #145 residual, the floating-camera / input-not-locked / "takes too long"

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@ -1,5 +1,12 @@
# Retail-faithful teleport — priority residency + fade cover — design (2026-06-22)
> **Presentation superseded 2026-07-15.** The residency and placement design
> remains historical context, but the black-cover interpretation does not.
> The installed DAT-authored portal viewport is now live, and instruction-level
> retail x86 proves the TAS `FADE` states drive only view-plane distance; retail
> draws no alpha-black overlay. Current oracle:
> `docs/research/2026-07-15-retail-portal-space-pseudocode.md`.
**Status:** approved design, pre-implementation.
**Branch:** `claude/thirsty-goldberg-51bb9b`. **Baseline:** `dd2eb8b` (+ the uncommitted `tp-probe` diagnostic).
**Supersedes the framing of:** `docs/research/2026-06-21-teleport-foundation-handoff.md` (the `_datLock`-starvation