file #131 (portal swirl gone through doorways) + #132 (candle flame vs aperture background) + the [outstage] capture probe

Two user reports from the #124 gate session, both axioms:
- #131: "the portal swirl is missing, when I look out from inside a
  house. Appears when I walk out again." Mechanism frame: under an
  interior root an outdoor dynamic's particles draw ONLY via the
  landscape slice's Scene pass (#118 outside-stage routing; #121
  excludes them from the last-pass particle callback) - if any link
  fails, the swirl draws nowhere exactly when indoors. Desk-exonerated
  already: filter key conventions uniform, the routing predicate
  correct, sphere from vertex bounds.
- #132: "I have a candle ... when a wall is behind it it shows, but if
  I turn a bit and the opening through a house is behind it candle
  light disappears." Background-dependent => per-pixel depth/blend at
  the aperture region, not owner culling. Possible overlap with the
  #124 look-in sub-pass (new pre-clear content in those pixels) - the
  pre-77cef4c check is in the issue.

Apparatus (env-gated, zero cost off): ACDREAM_PROBE_OUTSTAGE=1 ->
[outstage] per-slice outside-stage routing + cone verdict per dynamic
(print-on-change, RetailPViewRenderer) + [outstage-pt] slice
Scene-particle id set + live attached-emitter match count (GameWindow).
One capture standing inside looking at the portal pins which link
breaks.

Suites: App 259+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 18:54:56 +02:00
parent 77cef4cd86
commit eeb1c59ded
4 changed files with 127 additions and 0 deletions

View file

@ -5094,6 +5094,9 @@ public sealed class GameWindow : IDisposable
private static uint ParticleEntityKey(AcDream.Core.World.WorldEntity entity)
=> entity.ServerGuid != 0 ? entity.ServerGuid : entity.Id;
// #131 [outstage-pt] probe state (throwaway — strip when #131 closes).
private string? _lastOutStagePtSig;
private static System.Numerics.Vector3 SkyPesAnchor(
AcDream.Core.World.SkyObjectData obj,
System.Numerics.Vector3 cameraWorldPos)
@ -9638,6 +9641,27 @@ public sealed class GameWindow : IDisposable
foreach (var entity in sliceCtx.OutdoorEntities)
_outdoorSceneParticleEntityIds.Add(ParticleEntityKey(entity));
// #131 [outstage-pt] probe: the slice Scene-particle id set + how many
// live emitters the filter would actually match. Print-on-change.
if (AcDream.Core.Rendering.RenderingDiagnostics.ProbeOutStageEnabled
&& _particleSystem is not null)
{
int matched = 0, attached = 0;
foreach (var (emitter, _) in _particleSystem.EnumerateLive())
{
if (emitter.AttachedObjectId == 0) continue;
attached++;
if (_outdoorSceneParticleEntityIds.Contains(emitter.AttachedObjectId)) matched++;
}
string ptSig = System.FormattableString.Invariant(
$"ids={_outdoorSceneParticleEntityIds.Count} attachedEmitters={attached} matched={matched}");
if (ptSig != _lastOutStagePtSig)
{
_lastOutStagePtSig = ptSig;
Console.WriteLine("[outstage-pt] " + ptSig);
}
}
DisableClipDistances();
if (_outdoorSceneParticleEntityIds.Count > 0
&& _particleSystem is not null