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3 commits

Author SHA1 Message Date
Erik
5dc4140c11 feat(render): Phase A8 — indoor visibility + streaming fixes batch
Lands the working A8 indoor-rendering and streaming fixes accumulated this
session. User has verified these visually to some degree (e.g. lifestone /
translucent meshes confirmed fine under the FrontFace flip; bridge / wall /
collision regressions confirmed fixed after travel); not every path has been
exhaustively gated. The cellar-flap defect remains OPEN and will be solved
the retail-faithful way via a dedicated brainstorm (see handoff docs).

Rendering core (reviewed, high confidence):
- EnvCellRenderer SSBO stride fix: upload packed Matrix4x4[] (64B) instead of
  the 80B CPU InstanceData struct the shader never expected — fixes the
  transform/texture "explosion" for any draw with >1 instance (cells that
  dedupe to a shared cellGeomId). Real root cause.
- WB-style global FrontFace(CW) + per-batch CullMode carried through the MDI
  layout (GroupKey + BuildIndirectArrays + DrawIndirectRange split into
  same-cull runs with absolute uDrawIDOffset per run).
- EntitySet partitioning (IndoorPass / OutdoorScenery / LiveDynamic) +
  WorldEntity.BuildingShellAnchorCellId so building shells scope to their
  dat-derived building cell instead of rendering everywhere.
- RenderOutsideInAcdream (look into buildings from outside) +
  CollectVisiblePortalBuildings frustum cull of portal bounds.
- Sky-when-inside-building + per-cell audit probe + GL-state probe.

Streaming / perf (test-covered; not independently code-reviewed this session):
- Near/far priority queues so near work wins over far; PromoteToNear carries
  full landblock + mesh data; LandblockEntriesWithoutAnimatedIndex avoids
  rebuilding the animated-lookup dict in the hot draw path. Fixes the
  bridge-not-appearing / missing-walls / broken-collision-after-travel
  regressions and improves post-transition FPS.

Tooling + docs:
- tools/A8CellAudit: offline dat cell/portal/building dumper (portals +
  buildings modes) — reproduces the cellar-flap investigation with no launch.
- docs/research cellar-flap root-cause + option-2 handoff (the didInsideStencil
  double-duty finding + the WB-recursive design decision + brainstorm prompt),
  entity-taxonomy, replan, issue-78 visibility investigation.

Diagnostics retained on purpose: ACDREAM_A8_DIAG_* gates, portal_stencil.vert
provisional pos.w clamp, and the probe families are kept (env-var gated, zero
cost when off) because the pending option-2 cellar-flap brainstorm needs them.
Strip in the option-2 ship commit.

Indoor branch stays behind ACDREAM_A8_INDOOR_BRANCH=1 (default off = pre-A8
visual). Build green; App tests + Core (streaming/dispatcher/loader) tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-29 10:14:50 +02:00
Erik
489174f21c feat(render #53): wire EntityClassificationCache.InvalidateLandblock at LB demote/unload
GpuWorldState.RemoveEntitiesFromLandblock now invokes an optional
Action<uint> callback before zeroing the entity list. GameWindow wires
this to EntityClassificationCache.InvalidateLandblock so cache entries
get swept on LB demote (Near to Far) and unload. Per spec section 5.3 W3b.

The callback receives the canonicalized landblock id (low 16 bits forced
to 0xFFFF), matching the LandblockHint stored at Populate time. Trace:
GpuWorldState._loaded keys are canonical (set by AppendLiveEntity),
LandblockEntries yields kvp.Key as LandblockId, WalkEntitiesInto
propagates entry.LandblockId into _walkScratch, the dispatcher's
populateLandblockId reads that tuple and stores it as LandblockHint.

Phase 3 (invalidation hooks) complete. The cache now stays correct across
all spec-identified mutation events: despawn, ObjDescEvent (despawn+
respawn), LB demote, LB unload.

Two integration tests added:
- RemoveEntitiesFromLandblock_FiresUnloadCallbackWithCanonicalId asserts
  the callback fires once with the canonical id even when called with a
  cell-resolved input (low 16 bits non-FFFF).
- RemoveEntitiesFromLandblock_NotLoaded_DoesNotFireCallback asserts the
  early-return path doesn't fire the callback for unknown landblocks.

Tests: 1706 passed / 8 failed (baseline). Sentinel: 110/110.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 19:32:16 +02:00
Erik
fb10c3fa8c feat(A.5 T14): GpuWorldState RemoveEntitiesFromLandblock + AddEntitiesToExisting
Two new methods on GpuWorldState, used by two-tier streaming (T13):

- RemoveEntitiesFromLandblock(id): drop all entities from an LB while
  keeping the terrain. Used for Near->Far demote (player walks past the
  inner ring; LB stays loaded but entities leave).
- AddEntitiesToExistingLandblock(id, entities): merge new entities into
  an already-loaded LB record. Used for Far->Near promote (terrain is
  already on the GPU; just streaming the entity layer in).

Falls back to the pending bucket if the LB hasn't loaded yet.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 07:53:34 +02:00