The owner watched the first passing lifecycle run and reported most
outdoor scenery not rendering (terrain/buildings/interiors fine, no
seams). Root cause: retained-scene record positions are RENDER-ORIGIN-
RELATIVE (each landblock carries (lbX - CenterX)*192 offsets), but the
walk world data bucketed outdoor statics by treating them as absolute -
garbage landblock bytes, so the walk's landscape-cell turns read empty
buckets and trees/rocks/fences never drew. LandscapeCellId now adds the
frame's RenderCenterLbX/Y back to the relative block index, producing
the TRUE cell ids the walk's OnLandscapeCellTurn emits. Buildings and
cell statics were unaffected (id-keyed, not position-bucketed).
The same run confirmed the campaign thesis live: NO SEAMS at the
doorway class under walk order + retail depth, with the lift hack
still present (its retirement is FW3.3).
Suites: hermetic 6,750/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The first connected gate run of the static cutover crashed at
Aerlinthe: WalkProductionWorldData grew its scratch by probing with an
undersized span, but ArchRenderScene validates destination size UP
FRONT and throws (5,040 outdoor statics vs the 1,024-record probe; the
sanctuary shadow run never had enough outdoor statics to trip it).
Presize from the query's own counts instead - IndexCounts.For for the
outdoor sweep, GetCellStaticCount for per-cell copies.
Suites: full Release build 0 warnings; hermetic 6,750/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The retail frame walk now drives every production static draw. In
RetailPViewRenderer.DrawInside, when the concrete executor + the
packed product + the FW3.1 walk registries are all wired (all
production compositions - anything less throws):
- A pre-walk events-only collection pass (the shadow sink generalized
to WalkVisitedSetCollector) gathers the frame's visited cells,
buildings, and landscape-cell turns; the visited cells union into
prepareCells so EnvCellRenderer prepares every shell the driver
draws.
- DrawWalkDrivenStatics runs the WalkFrameDriver over the production
world data (WalkProductionWorldData over RenderSceneQuery + the
building registry): sky, terrain slices, outdoor statics at their
landscape-cell turns, buildings (alpha barrier -> punch/look-in
passes -> shell) in retail order, interior clear+seals as leaf
closures (the old tail block's drain reasoning moves with them),
flood cells shell-then-contents. Landscape/cell-stage particle
owners re-source from the walk's visited sets - retail gates
particles per cell turn (ShouldDrawParticles @0x0050FE60), which
this is; the old sphere filter was the approximation.
- DrawLandscapeDynamicsPhase + DrawBuildingLookInDynamics carry the
dynamics-only remainder (LookInObject now dynamic-classified,
late outside-dynamics + weather, particle unions); DrawDynamicsLast
and the outdoor flush are unchanged.
- The product builder stops emitting LandscapeOutdoorStatic /
LandscapeBuildingShell / CellStatic (methods deleted, dead index
tracking removed); LookInObject loads cells with
includeStatics: false.
The old static path survives ONLY behind !walkActive for the
standalone/diagnostic executor-fake path that keeps 15 retail-ordering
regression tests exercising the barrier/punch/seal machinery; no
production composition can reach it. Its deletion is FW4 scope (the
plan's "deleting the patch apparatus") - recorded in the plan.
Transitional risks recorded in code/report: the two-pass walk cost
(FW3.4 measures), the interior slice-count reconciliation between the
old clip assembly and the walk's own exit-view survival, and the
outdoor merged-flood punch coverage now riding the walk's own
building-BSP punches (retail-faithful per FW1; the owner visual gate
verifies).
Suites (lead-verified): full Release build 0 warnings; hermetic
6,750/0 (baseline minus the three deleted route tests); Walk lane
201/1; InstalledDat Walk conformance 40/1 untouched. The two
IL-branch tests the implementation round reported failing pass in
every lead run - the recurring parallel-load flake pair.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>