Residual A (camera collision = verbatim SmartBox::update_viewer) is SHIPPED +
user-kept (0ffc3f5/5177b54/9e70031). Wrap it and hand off to the render session:
- New canonical handoff (docs/research/2026-06-05-render-residual-a-shipped-core-
inside-render-handoff.md): what A shipped, what A EXPOSED (the render roots at the
viewer cell — clipRoot=CameraCell, GameWindow.cs:7322 — and A made that cell
accurate, so the PVS flood from the viewer cell doesn't reach the player's cell →
cellar floor drops), the reframing (the user's "step C" = the CORE inside render /
R1 completion, NOT R2 outside-looking-in), the evidence-first job, KEEP/DON'T, the
kickoff prompt.
- CLAUDE.md banner: A SHIPPED; next = core inside render (R1 completion).
- Render redesign spec: 2026-06-05 sync note (A shipped; R1 is actually incomplete —
the bleed + cellar-floor drop are the unfinished flood/seal; next is R1, not R2).
The visible problems (bleed + the floor A exposed) are the same family: the inside
path still draws the whole outdoor world instead of retail's "inside → DrawInside
only". A faithful DrawInside seals them by construction (render spec 2026-06-02 §2).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Canonical handoff: docs/research/2026-06-03-membership-and-bluehole-shipped-handoff.md
(what shipped: membership Stage 1 ordered-CELLARRAY port + the blue-hole render-root
clobbering fix; the full remaining-issues list — A camera-collision, B R1b particles,
C R2 outside-looking-in, Stage 2 membership, #7 stairs, the 5-test baseline; KEEP/
DON'T-REDO; key files + decomp anchors; copy-paste pickup prompt for next session).
- ISSUES.md: recorded the cottage doorway flap DONE (both causes) in Recently closed.
- render design spec §7: R1 + flap marked DONE; A/B/C mapped to the next render phases.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Resolves the plan §3 open questions with the user this session:
- object/entity/particle draw = LITERAL PER-CELL LOOP (retail DrawCells),
not a global MDI batch with per-instance clip. Fidelity > perf > blast-radius.
- sequencing = HOLISTIC: build the per-cell DrawInside directly; no intermediate
global-pass gate-fix. First visual gate = sealed cottage interior, no bleed.
- terrain in the seal = FAITHFUL: drawn only through the exit-portal clip, never
as a floor under the interior. Inventory's 'relax Skip' suggestion REJECTED as a
non-retail workaround; grey-floor = a sealing bug (verify cell mesh in R1).
- WB mesh pipeline KEPT (per-cell draws from the global buffers, batched within a
cell); two-camera invariant preserved (eye projects, player cell roots visibility).
Phases (holistic): R1 unified per-cell DrawInside (the core) -> R2 outside-looking-in
(DrawPortal) -> R3 dungeons -> R4 polish+cleanup. Each ends GREEN + a user visual gate.
Retail anchors cited throughout (RenderNormalMode 0x453aa0, DrawCells 0x5a4840, etc).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>