Code review flagged the gate-critical per-instance slot resolution as untested.
Add RED→GREEN cases (live=unclipped slot 0, cell-static→cell slot, non-visible→cull,
outdoor-stab→OutsideView/cull, routing-inactive→all slot 0). Note the full-cell-id-space
invariant at ResolveEntitySlot; fix a stale RenderInsideOut comment in EnvCellRenderer.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wire the portal-visibility result through the clip pipeline: build a per-frame
ClipFrame (slot 0 no-clip, slot 1 OutsideView, slot 2..N per visible cell) +
cellIdToSlot from PortalVisibilityBuilder; call the (previously dormant)
EnvCellRenderer.Render for cell shells inside the clip bracket; assign per-instance
clip slots in WbDrawDispatcher (live-dynamic unclipped per retail, cell statics to
their cell slot, outdoor scenery to OutsideView, non-visible culled); gate/scissor/
skip terrain per OutsideView (empty ⇒ no terrain — the bleed fix). Emit ACDREAM_PROBE_VIS.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds the GPU mechanism to clip drawing to a per-cell screen-space convex
region via gl_ClipDistance, consumed by the mesh + terrain vertex shaders.
This is the MECHANISM only — every instance defaults to slot 0 (no-clip /
pass-all) and terrain to count 0, so the running game renders IDENTICALLY to
pre-U.3 (verified: offline launch compiles both shaders and reaches steady
state; no GL errors). U.4 populates real clip data from portal visibility.
Binding contract (define once, both sides obey):
- mesh_modern.vert: SSBO binding=2 CellClip[] (shared per-frame regions, slot 0
reserved no-clip) + SSBO binding=3 uint[] per-instance slot, indexed by the
IDENTICAL gl_BaseInstanceARB+gl_InstanceID used for binding=0. binding=0/1
untouched.
- terrain_modern.vert: UBO binding=2 TerrainClip { int count; vec4 planes[8]; }
for the single OutsideView region (UBO namespace; SceneLighting is UBO
binding=1, so binding=2 is free and does not collide with the mesh SSBO
binding=2). count 0 = ungated.
- Both redeclare out gl_PerVertex { vec4 gl_Position; float gl_ClipDistance[8]; }
and set unused planes (i >= count) to +1.0 so they pass everything.
CellClip std430 layout (144 bytes/slot): count@0, 3 pad uints@4/8/12,
planes[8]@16 (vec4 stride 16). Terrain UBO std140: count@0 (padded to 16),
planes[8]@16 → 144 bytes. Verified by ClipFrameLayoutTests (8 new tests).
Pieces:
- ClipFrame: per-frame container + uploader for the SHARED clip data (binding=2
SSBO + terrain UBO). NoClip() = slot 0 + terrain count 0. AppendSlot /
SetTerrainClip pack std430/std140 bytes for U.4. UploadShared binds both.
- WbDrawDispatcher + EnvCellRenderer: each owns its binding=3 zero buffer
(all-zeros sized to its instance count → slot 0), re-binds binding=2 from the
shared ClipFrame id (or an internal no-clip fallback if unwired) before MDI.
gl_ClipDistance is per-vertex, so the single glMultiDrawElementsIndirect per
group is preserved — no draw splitting.
- TerrainModernRenderer: binds the terrain clip UBO (shared or no-clip fallback)
before its draw.
- GameWindow: glEnable(GL_CLIP_DISTANCE0..7) once at init (unused planes pass-all
so always-on avoids per-draw thrash); per frame builds ClipFrame.NoClip(),
UploadShared, and hands the buffer ids to the three renderers (tiny diff; U.4
swaps NoClip() for the real portal-visibility frame).
Gate: dotnet build green; App suite 134/134; offline launch confirms both
shaders compile + link with no GL errors.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add the durable per-frame visibility probe apparatus that #103 lacked, so
the Phase U portal-visibility builder can be validated on live frames before
any GL/visual work.
EmitVis(rootCellId, visibleCells, outsidePolyCount, outsidePlaneCount,
perCellPlaneCounts, scissorFallbacks) prints ONE concise [vis] line gated on
root-cell CHANGE (private _lastVisRootCellId tracker; no-op when the root is
unchanged or ProbeVisibilityEnabled is false — one bool compare per frame when
off). Line format:
[vis] root=0x… cells=N ids=[…] outside(polys=…,planes=…) percell=[0x…:N,…] fallbacks=…
Reuses the existing Phase A8 ProbeVisibilityEnabled flag (env ACDREAM_PROBE_VIS,
already DebugPanel-mirrored via DebugVM.ProbeVisibility) rather than adding a
parallel owner — Code Structure Rule 5 (one diagnostic owner per subsystem).
Property doc repurposed from the abandoned A8 two-pipe stencil semantics to the
Phase U unified pipeline.
Decoupling note: RenderingDiagnostics lives in AcDream.Core, which must not
reference AcDream.App (Code Structure Rule 2). The plan's EmitVis signature took
an App-layer CellView; this lands the equivalent as pre-computed primitives
(outsidePolyCount + outsidePlaneCount) so the owner stays in Core. The U.4a call
site supplies OutsideView.Polygons.Count and the OutsideView ClipPlaneSet.Count.
TDD: 3 new tests in RenderingDiagnosticsVisibilityTests (no-op when disabled,
fires-once-per-new-root + suppressed-on-unchanged, env-default contract), each
self-contained via internal ResetVisibilityProbeForTests + Console.Out capture
to avoid the documented static-leak flakiness. Core suite +3 tests, no new
failures (flaky physics/input static-leak set unchanged at 16, untouched area).
Courtesy: removed the dangling RenderInsideOutAcdream comment reference (deleted
in U.1) + the AcDream.App.Rendering.Wb doc cref (a Core→App layer inversion).
The emit SITE wiring (per-frame call from the render loop) lands in U.4a; this
task lands only the owner members + formatter + test. GameWindow untouched.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
CellView convex polygon edges → clip-space planes (nx,ny,0,d) for gl_ClipDistance,
≤8 with collinear-edge merge. Multi-polygon or >8-edge regions degrade to the union
AABB scissor (over-include, never hide); empty regions are distinct (draw nothing).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Code review caught a CRITICAL under-inclusion: ApplyReciprocalClip scanned for the
first OtherCellId match, so a cell with two portals to the same neighbour clipped both
near-side openings against the FIRST reciprocal polygon — hiding geometry through the
second opening (real on Holtburg cellar cells 0x148<->0x149). Plumb the dat's
OtherPortalId back-link through CellPortalInfo + BuildLoadedCell and index the reciprocal
directly (retail arg2->other_portal_id, 433557). Skip (degrade to over-include) when the
index is unresolvable — never clip against a guessed polygon. Adds a disjoint two-back-
portal regression test.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Clip the portal opening against the neighbour's matching back-portal polygon
before propagating, so a cell's clip region is the intersection of the opening
seen from both sides. Closes the M-4 stub in ISSUES #102. Can only tighten,
never under-include; degrades to prior behavior when no back-portal is found.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
PortalVisibilityFrame gains OrderedVisibleCells (closest-first). Replace the FIFO +
MaxReprocessPerCell cap with a distance-priority queue and a grow-watermark fixpoint
(retail InsCellTodoList 433183 / AddViewToPortals 433446) so cyclic dungeon graphs
converge without duplicate-cell blow-up.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Remove IndoorCellStencilPipeline + portal_stencil shaders, RenderInsideOutAcdream,
RenderOutsideInAcdream, the A8-perf instrumentation, the cameraInsideBuilding /
ACDREAM_A8_INDOOR_BRANCH branch, and the dead EntitySet partition values. Collapse
the render branch to the default Draw(All) path (U.4a replaces it with the gated
unified pass). Keep all audited EnvCellRenderer / BuildingLoader / CellVisibility /
camera-collision fixes.
Also deleted with the partition: the two test-only walk helpers
(WbDrawDispatcher.WalkEntitiesForTest / WalkEntitiesForTestByCellIds) and their
test files (WbDrawDispatcherEntitySetTests, WbDrawDispatcherCellIdsOverloadTests),
which existed solely to exercise the removed IndoorPass/OutdoorScenery/
BuildingShells/LiveDynamic partition. EntityMatchesSet / IsShellScopedSet collapse
to the All-path constants; the set: parameter is retained as a seam for the
unified pass.
Note: the depth-clear-if-inside default-path workaround was removed per the
U.1 task list — any current indoor-wall degradation persists until a later
Phase U task lands the unified pass (expected, not a regression introduced here).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Visual verification showed the camera vibrating/bouncing when pressed against a
wall. Cause: the sweep wrote its clamped result back into _dampedEye, so the
next frame's damping lerped from the wall toward the target and the sweep
re-clamped it — a per-frame feedback loop. Retail keeps viewer_sought_position
(damped, uncollided) separate from viewer (the published collided eye). Fix:
collide into a separate publishedEye for Position/View/fade and leave _dampedEye
as the clean sought position. New regression test
Update_CollisionDoesNotCorruptDampedState (clamp-then-release → full recovery).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Retail's CTransition::find_transitional_position (:273613) has no step
cap. calc_num_steps (:272149) has a dedicated viewer branch `if ((state
& 4) != 0)` at :272181 for sight/viewer objects (ObjectInfoState.IsViewer
= 0x4). The existing acdream cap correctly had a comment "Sight objects
bypass this" but the bypass was never wired — no IsViewer caller existed
until the A8.F camera spring-arm.
With radius 0.3 m the cap fires at ~9 m. The spring-arm sweeps up to
40 m (≈134 steps), so zoomed-out cameras snapped to the player's head
instead of sweeping through geometry. The fix adds `&& !ObjectInfo.IsViewer`
to the guard; non-viewers keep the 30-step safety net (player spheres
~0.48 m radius never exceed 14 m/tick).
Conformance test: radius=0.3, dist=12 (40 steps > 30 cap) over flat
terrain. Normal mover bails (Assert.False). Viewer proceeds to target
(Assert.True + CurPos.X > from.X). RED → GREEN.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Code-review follow-ups for Task 3: wrap the flag-off test's CollideCamera reset
in try/finally so an assert failure can't poison downstream tests; add
Update_ProbePullsEyeInClose_FullyFadesPlayer covering retail stage-3 (collided
eye 0.1 m from pivot → PlayerTranslucency 1); tighten probe.Calls assertion to ==1.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Add ICameraCollisionProbe? CollisionProbe { get; init; } to RetailChaseCamera.
Extend Update() with optional cellId/selfEntityId params (default 0) so all
existing callers compile unchanged. After the exponential-damping block (step 5)
and before publishing Position/View (step 6), sweep _dampedEye through the
probe when CameraDiagnostics.CollideCamera is true and a probe is wired in
(step 5b). The fade computation in step 7 then naturally uses the collided eye.
Null probe and cellId=0 both short-circuit cleanly. Three new xUnit tests
cover: probe-wired+flag-on publishes collided eye, flag-off skips probe,
null probe doesn't throw. All 30 RetailChaseCameraTests pass.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Code review found the probe passed ObjectInfoState.None; retail's
SmartBox::update_viewer calls init_object(player, 0x5c) =
IsViewer|PathClipped|FreeRotate|PerfectClip (pseudo-C :92864). PathClipped makes
the sweep hard-stop at first contact (TransitionTypes.cs:811) instead of
edge-sliding around corners (which would re-trigger the A8.F camera-cell
instability); IsViewer lets the eye pass through creatures, colliding only with
world geometry. Resolves the spec's slide-vs-stop open question. Also reset
CollideCamera in the Defaults_AreRetailValues baseline test (review: maintenance
trap). Spec §5.1/§11.1 synced.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Task 0 baseline cleanup. Removes the temporary A8 step-disable diag
toggles (A8Diag* properties + ACDREAM_A8_DIAG_* env reads) that the A8
batch left behind in RuntimeOptions, and unwraps their guards in
GameWindow.RenderInsideOutAcdream so every guarded draw (Step 2 punch,
Step 3 EnvCell-opaque + IndoorPass, Step 4 terrain + outdoor scenery,
portal depth-clamp) now runs unconditionally. RuntimeOptionsTests drops
the matching assertions. The ACDREAM_PROBE_VIS apparatus
(EmitDrawOrderProbe / EmitStencilProbe / EmitBuildingsProbe /
EmitEnvCellProbe) is preserved untouched.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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>
The post-Wave-5 indoor branch chaos (flickering, missing walls, GPU 100%,
~10 FPS) is caused by two interconnected pool-management bugs in
EnvCellRenderer that line-by-line WB comparison surfaced in 30 minutes.
Neither was found by the five post-Wave-5 speculative fixes because none
of them inspected the pool path.
Bug #1 — GetPooledList missing list.Clear():
The reuse branch returned pool lists with prior-frame data still inside.
PrepareRenderBatches' merge phase pattern `gfxDict[k] = list; list.AddRange(...)`
assumes empty lists. Without Clear(), lists grow unbounded each frame, GPU
draws cumulative instance counts, and per-instance transforms become a stew
of past + present data. Mirrors WB ObjectRenderManagerBase.cs:1221-1233.
Bug #2 — Render uses snapshot.BatchedByCell.Count instead of PostPreparePoolIndex:
The snapshot author dropped WB's PostPreparePoolIndex field calling it
"scenery-only," then "compensated" in Render by setting _poolIndex to the
cell count. The cell count has no relation to the pool — Prepare may have
used 50+ pool lists for an 18-cell scene. Render's filter-path GetPooledList
then returns lists that ARE in snapshot.BatchedByCell, corrupting the snapshot
mid-Render. Restoring PostPreparePoolIndex (WB VisibilitySnapshot.cs:31)
correctly places Render's pool cursor past the snapshot's owned region.
Bug #3 (minor) — PopulateRecursive hardcoded isSetup:false for nested parts:
Setup IDs use high-byte 0x02 (per retail). WB ObjectRenderManagerBase.cs:813
checks `(partId >> 24) == 0x02` to detect nested Setups. Our port always
passed isSetup:false, silently dropping any nested Setup (its TryGetRenderData
returns IsSetup=true, Render's `!IsSetup` guard skips the draw). Probably
rare in EnvCells but fixed for completeness.
Regression coverage:
- GetPooledList_ReusedList_IsClearedBeforeReturn — would have failed pre-fix
- GetPooledList_FreshList_IsAlwaysEmpty — sanity check
- Snapshot_PostPreparePoolIndex_IsInitSettable — compile-time guarantee
- Snapshot_PostPreparePoolIndex_DefaultsToZero — defensive default
86/86 App tests pass. Build green. The fix is the audit's primary
deliverable; the GL state probe option-1 apparatus follows in a separate
commit as defense-in-depth for any unidentified residual issue.
Full audit + WB cross-reference in
docs/research/2026-05-28-a8-env-cell-renderer-audit-findings.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The core port. 1013 LOC of WB-faithful rendering algorithm:
- GetEnvCellGeomId : WB EnvCellRenderManager.cs:94-103 verbatim
- PrepareRenderBatches : WB EnvCellRenderManager.cs:247-373 verbatim
(parallel frustum-cull, per-cell slow path,
ThreadLocal merge, atomic snapshot swap)
- Render(filter:) : WB EnvCellRenderManager.cs:395-511 verbatim
(filter-driven gfxObj group + draw call build)
- RenderModernMDIInternal : WB BaseObjectRenderManager.cs:709-848
(single-slot variant; resize buffers,
group by cull mode + additive, MDI draw)
- PopulatePartGroups : WB EnvCellRenderManager.cs:572-580 verbatim
(Setup part recursion via PopulateRecursive)
- RegisterCell / FinalizeLandblock / RemoveLandblock — streaming seam
(no WB analog; bridges acdream's existing StreamingController +
LandblockStreamer to the renderer's per-cell instance store)
Documented deviations from WB:
- Drop _useModernRendering branch (Phase N.5 mandatory modern path)
- Drop SelectedInstance/HoveredInstance highlights (no editor state)
- _activeSnapshotGlobalGroups/GfxObjIds as sibling fields on the class
rather than on the snapshot (EnvCellVisibilitySnapshot per Task 4 spec
only carries BatchedByCell + VisibleLandblocks; global groups only
used in the unfiltered Render(pass) path which we don't take)
- ConcurrentDictionary<uint, EnvCellLandblock> keyed by full 32-bit
landblock id (WB uses ushort packed key; acdream uses full id throughout)
10 unit tests (GetEnvCellGeomId determinism + bit-33 dedup flag +
NeedsPrepare + dispose semantics + RemoveLandblock idempotence). Build
green; 23/23 Wave 1+2 tests pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds a new public overload accepting an explicit IReadOnlyCollection<uint>
cellIds (the camera-buildings' EnvCellIds) instead of a BFS-derived
visibility set. Used by RR7's IndoorPass to scope indoor rendering to the
camera-buildings' cells, not the full portal BFS (which causes Issues A+C).
Pure-data test helper WalkEntitiesForTestByCellIds added alongside the
production overload, mirroring the WalkEntitiesForTest pattern.
The overload internally delegates to the existing visibleCellIds path —
the dispatcher's semantic stays the same; only the caller's intent differs
(explicit cell list vs visibility-derived).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
LoadedCell.BuildingId (init + internal setter) — set exactly once at
landblock load time by BuildingLoader; null when the cell isn't
part of any building (outdoor surface cells; dungeon cells not
enumerated in LandBlockInfo.Buildings).
GameWindow landblock-load path: builds BuildingRegistry from
LandBlockInfo.Buildings; stamps each cell's BuildingId; stores the
registry on _buildingRegistries[landblockId] (GameWindow-level dict)
for render-frame lookups. Note: LoadedLandblock is AcDream.Core.World
(a sealed record) — adding an App-type field there would violate
Code Structure Rule #2, so the registry is stored in a new
GameWindow-level dictionary instead. Cleanup wired in both
removeTerrain lambdas (OnLoad + OnResize paths).
drainedCells dict: the existing _pendingCells drain loop is extended
to also build a local CellId→LoadedCell dict; BuildingLoader.Build
uses this dict for the stamping pass so no second iteration is needed.
New BuildingLoaderTest verifies the stamping path. 5 BuildingLoader
tests total (4 from RR3 + 1 new).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
New per-landblock data model for WB-style per-building cell scoping:
Building — BuildingId, EnvCellIds, ExitPortalPolygons,
occlusion-query state (Step 5 lifecycle)
BuildingRegistry — two-way indexed (by cellId + by buildingId);
single source of truth per landblock
BuildingLoader — static factory from LandBlockInfo.Buildings;
walks interior portals to expand cell sets;
collects exit portal polygons in world space
10 new unit tests cover data invariants + registry indexing + loader
mapping per the algorithm resolved in RR2 findings.
LoadedCell.BuildingId stamping wired in RR4. Render-time consumption
arrives in RR7 (Steps 1-4) + RR9 (Step 5) + RR11 (RenderOutsideIn).
Design: docs/superpowers/specs/2026-05-26-phase-a8-wb-full-port-design.md
Spike: docs/research/2026-05-26-a8-buildings-data-shape.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Reshapes the dormant EntitySet enum from binary IndoorOnly/OutdoorOnly to
a three-way taxonomy-aware partition:
IndoorPass — cell mesh + cell statics + building shells
(ParentCellId.HasValue OR IsBuildingShell), live-dynamic
excluded
OutdoorScenery — outdoor scenery only (ParentCellId == null AND
!IsBuildingShell), live-dynamic excluded
LiveDynamic — ServerGuid != 0 (player, NPCs, dropped items)
Centralizes the membership predicate in EntityMatchesSet to keep the three
call sites (two in WalkEntitiesInto, one in WalkEntitiesForTest) DRY.
R1's IsBuildingShell flag is now consumed at render time. Integration into
the render frame ships in R3.
Tests rebuilt from scratch — 7 cases cover the new partition truth table.
Existing dispatcher tests (Tier 1 cache, etc.) continue to pass under the
default EntitySet.All.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds a bool flag at the WorldEntity data layer set by LandblockLoader from
the source dat array: LandBlockInfo.Buildings → true (cottage walls, inn
walls, smithy walls); LandBlockInfo.Objects → false (trees, lampposts,
rocks, hitching posts).
Retail anchor: CLandBlock::init_buildings reads a separate BuildInfo**
array from objects (acclient.h:31893 num_buildings / buildings field;
acclient_2013_pseudo_c.txt:313854 init_buildings entry). WorldBuilder
preserves the same distinction via SceneryInstance.IsBuilding
(StaticObjectRenderManager.cs:334). Today acdream's loader reads both
arrays into the same WorldEntity pool with no tag, destroying the
distinction (the comment at GameWindow.cs:5175 already acknowledges this
gap for scenery suppression). This commit closes the gap.
Render-time consumption arrives in R2 (EntitySet partition refactor).
Two new LandblockLoader tests lock the tagging behavior.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Visual verification of A8 (commit 41c2e67) surfaced a showstopper:
player + NPCs disappeared when the camera entered a building. Root
cause: live server-spawned entities (animated player/NPCs/monsters)
have ParentCellId == null. The EntitySet partition classified them
as "outdoor" and stencil-gated them in the OutdoorOnly pass — so
they only rendered where stencil bit 1 was set (portal silhouettes),
producing partial-body and head-backwards artifacts at doorway
transits and full invisibility everywhere else inside.
Fix: animatedEntityIds overrides the ParentCellId-based partition.
Animated entities always belong in the IndoorOnly pass (stencil OFF),
never in OutdoorOnly. Three changes:
- WalkEntitiesInto full-walk path: compute isAnimated up front, use
it in both partition checks
- WalkEntitiesInto animated-only path: skip the entire path on
OutdoorOnly (every iterated entity is animated by definition)
- WalkEntitiesForTest: add optional animatedEntityIds parameter,
mirror the new partition logic
Two new tests cover:
- EntitySet_IndoorOnly_IncludesAnimatedEntitiesEvenWithNullParentCellId
- EntitySet_OutdoorOnly_ExcludesAnimatedEntities
Known remaining limitation: dropped items / static-but-live objects
have ParentCellId == null AND are NOT in animatedEntityIds, so they
still classify as outdoor scenery and stencil-gate. Addressing this
requires a "live entity" flag on WorldEntity — deferred.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds EntitySet { All, IndoorOnly, OutdoorOnly } and a Draw parameter to
partition the per-entity walk by ParentCellId presence. EntitySet.All
preserves pre-A8 behavior; IndoorOnly drops null-ParentCellId entities;
OutdoorOnly drops ParentCellId.HasValue entities. The visibleCellIds
filter is still applied on top.
Used by Task 7 to split the render frame's single Draw call into two
(indoor stencil-OFF, outdoor stencil-gated).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The pipeline class owns the portal_stencil shader + a dynamic VBO/VAO
for per-frame portal triangle uploads. MarkAndPunch runs WB's two-step
stencil setup (mark portals = 1, then write gl_FragDepth=1.0 into
stencil=1 regions). EnableOutdoorPass switches to read-only stencil
for the subsequent terrain + outdoor-entity passes.
PortalMeshBuilder.BuildTriangles is the pure-math triangle-fan
extractor — unit-testable without a GL context. Only exit portals
(OtherCellId == 0xFFFF) are emitted; inner portals are skipped to
prevent outdoor geometry from bleeding into adjacent rooms.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds the ACDREAM_PROBE_VIS=1 env-var-toggleable flag for the indoor-cell
visibility culling pipeline (#78). Mirrors the existing ProbeIndoor*
pattern. DebugVM checkbox follows.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
BuildLoadedCell now reads the full portal polygon vertices from
cellStruct.Polygons[portal.PolygonId].VertexIds and stores them in
local-space on the LoadedCell. Empty arrays for unresolved polygons.
Same source as the ClipPlane block; no new dat read.
Unit test covers the data-class invariant (parallel indexing) since
the full integration is exercised only at runtime with live dat data.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Retired in favour of Task 1's retail-faithful terrain shader Z nudge.
Pure removal — ~50 LOC of dead surface area across:
- src/AcDream.Core/Terrain/LandblockMesh.cs (drop parameter +
cell-collapse block)
- src/AcDream.Core/World/LoadedLandblock.cs (drop field)
- src/AcDream.Core/World/LandblockLoader.cs (drop method + call)
- src/AcDream.App/Rendering/GameWindow.cs (3 sites)
- src/AcDream.App/Streaming/GpuWorldState.cs (6 ctor sites)
- src/AcDream.App/Streaming/LandblockStreamer.cs (1 ctor site)
- tests/AcDream.Core.Tests/World/LandblockLoaderTests.cs (drop test)
- tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs (drop test)
No retail anchor — the deleted mechanism never had one; this commit
rolls our code back to the actual retail behaviour established in
the prior commit's shader nudge.
ISSUES.md #100 moved to Recently closed.
Cross-ref:
docs/research/2026-05-25-issue-100-terrain-cutout-handoff.md
docs/superpowers/plans/2026-05-25-issue-100-terrain-cutout.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Task 2's 11-line insertion shifted the synthesis gate from line
6116 to 6127. The implementation XML doc was updated in the same
commit; the parallel test-class-level reference was missed.
Code-review minor finding; one-character fix.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Retail's CPartArray::InitParts emits collision shapes only from
Setup-level CylSpheres/Spheres or per-Part PhysicsBSP — never
from visual mesh AABBs. The predicate captures the retail rule:
a stab whose source is a GfxObj (high byte 0x01) with no cached
GfxObjPhysics is phantom (no collision). Wired into GameWindow's
mesh-aabb-fallback synthesis in the next commit.
Refs docs/research/2026-05-25-a6-stairs-cyl-retail-investigation.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes the door-cyl phantom slide where a sphere approaching a closed
cottage door at NE/SE headings could be blocked by the cyl's radial
normal contaminating the slide tangent into the slab face (live
evidence in door-a6p6-v2.utf8.log: 12 resolves with
cn=(0.86,0.51,0) attributed to door entity 0x000F4245).
Retail anchor: CPhysicsObj::FindObjCollisions at
acclient_2013_pseudo_c.txt:276861 dispatches BINARILY between
BSP-only and cyl+sphere based on HAS_PHYSICS_BSP_PS (0x10000 in
acclient.h:2833). For non-PvP, non-missile movers — every M1.5
scope walking-vs-static scenario — an entity with the flag set
tests its BSP exclusively; the foot cyl is never tested. ACE
confirms the truth table at PhysicsObj.cs:412-450 (HasPhysicsBSP,
missileIgnore, exemption).
Our dispatcher iterated every ShadowEntry independently and tested
both the cyl AND the BSP for a closed door. Cyl was registered
first (FromSetup walk order), and its diagonal radial slide normal
"won" attribution at the early-return on first non-OK. Result was
out=in for tangential motion along the door face.
Changes (~15 LOC + 7 unit tests):
- PhysicsStateFlags.HasPhysicsBsp = 0x00010000 (PhysicsBody.cs)
- Transition.BspOnlyDispatch(uint state) static predicate
(TransitionTypes.cs) — mirrors retail's branch with M1.5 scope
defaults (ebp_1 and eax_12 treated as false; wire PvP / missile
refinements when those scopes ship)
- Per-entry guard in FindObjCollisions cyl/sphere branch
(TransitionTypes.cs:2433) — continue when BspOnlyDispatch fires,
with [cyl-skip-bsp] diagnostic line gated on ProbeBuildingEnabled
- A6P7DispatchRulesTests (7 tests, all GREEN): flag value + 6
parameterized predicate cases
Verification: 14-test keep-green list from the 2026-05-25 handoff
passes (5 BSPQueryTests.FindCollisions_Path5_*, 2 CellTransitTests.A6P5_*,
2 DoorCollisionApparatusTests.Apparatus_DeadCenter_*,
5 DoorBugTrajectoryReplayTests, 1
CellarUpTrajectoryReplayTests.LiveCompare_FirstCap_FixClosesCottageFloorCap).
Total: 20/20 pass including the new 7-test predicate suite.
The DocumentsBug test (Apparatus_Grounded_50cmOffCenter) fails
post-fix BUT was already failing pre-fix in the worktree baseline
(verified by stashing the fix and re-running — same failure mode:
sphere blocks at start with floor normal (0,0,1)). Not in the
keep-green list, so this is a known pre-existing condition; the
test's own header comment instructs flipping the assertion when
the fix lands.
Investigation:
docs/research/2026-05-25-a6-door-cyl-retail-dispatch-investigation.md
Needs visual verification at Holtburg cottage door (NE/SE approach
should now slide smoothly along the door face — zero [cyl-test]
log lines attributed to door entity, replaced by [cyl-skip-bsp]).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds CellTransitTests with two A6P5_* unit tests:
A6P5_BuildCellSetFromIndoorStart_ReachesDoorOutdoorCell (RED — the bug)
A6P5_BuildCellSetFromAlcove_AlsoReachesDoorOutdoorCell (passes today)
The RED test reproduces the over-penetration tick's cellSet build:
sphere at (132.594, 16.350) in cell 0xA9B4013F, BFS portal-walks to
0xA9B40150 (alcove) but does NOT add the door's outdoor cell 0xA9B40029.
Pre-fix cellSet: 0xA9B4013F, 0xA9B40150, 0xA9B4014C — no outdoor cells.
Sphere wasn't straddling 0xA9B40150's exit portal so exitOutside stayed
false.
Also removes the 3 A6P5_* replay tests added to
DoorBugTrajectoryReplayTests in the previous commit (3253d84's
follow-up). Those tests didn't reproduce the bug — the harness's
BuildFaithfulDoorEngine has no cell fixtures, so cellSet returned empty
and GetNearbyObjects treated it as "no filter" → door always visible
→ over-penetration test trivially passed for the wrong reason. The
CellTransitTests version pins the bug at the BFS layer directly.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
over-penetration-capture.jsonl is 3 records extracted from
door-stuck-capture.jsonl: the cell-crossing over-penetration tick
(0xA9B4013F -> 0xA9B40150, sphere committed 0.27m INTO slab), a
stuck-position hit=yes tick, and a stuck-position hit=no tick. Drives
the A6.P5 replay tests that prove the cellSet gate removal closes both
the over-penetration and the intermittent-visibility bugs.
extract-records.ps1 is a one-shot extractor; reusable if we capture more.
Source captures (door-stuck-*.jsonl, door-stuck-*.launch.log) gitignored.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Retail's CPolygon::pos_hits_sphere at
acclient_2013_pseudo_c.txt:322974-322993 records the polygon pointer
(*arg5 = this at line 00539509) on STATIC overlap BEFORE the front-
face cull (dot(N, movement) >= 0 return 0 at line 0053952f). So when
a sphere statically overlaps a wall but is moving parallel/away from
the wall normal, retail returns 0 (no full hit) but the polygon
pointer IS set so Path 5's set_neg_poly_hit dispatch at
acclient_2013_pseudo_c.txt:0053a6ea fires and the outer
transitional_insert loop slides the sphere along the wall.
Pre-fix our PosHitsSphere set hitPoly only when both the static-
overlap AND the front-face cull passed. Near-miss polygons were
dropped → Path 5's `if (hitPoly0 is not null)` branch never fired →
NegPolyHit stayed false → outer loop never slid → inside-out cottage
doors let spheres squeeze through walls they were touching.
The handoff (docs/research/2026-05-25-door-bug-cdb-retail-trace-findings.md)
hypothesized swept-sphere intersection + closest-considered-polygon
tracking. Reading the actual retail decomp of pos_hits_sphere AND
polygon_hits_sphere_slow_but_sure (acclient_2013_pseudo_c.txt:322504-
322635) showed both functions are STATIC tests; the motion vector is
used only for the front-face cull. The fix is a one-line reordering.
Adds 3 unit tests in BSPQueryTests covering:
- Sphere overlaps wall + moves parallel → NegPolyHit fires (RED→GREEN)
- Sphere overlaps wall + moves away → NegPolyHit fires (RED→GREEN)
- Sphere overlaps wall + moves into → Slid (regression guard, already
passed)
Verification:
* 3 new Path 5 tests pass.
* Full Core suite: 14 failures with-fix vs 17 failures baseline-no-fix.
The with-fix failure set is a STRICT SUBSET of baseline — zero
regressions. The 14 remaining failures are pre-existing static-leak
flakiness between test classes (documented in CLAUDE.md) and 2 stale-
capture LiveCompare_* document-the-bug tests.
* All handoff "must-stay-green" tests pass:
- Directional_OutsideIn_SouthApproach_BlocksAtSlabSouthFace
- Directional_InsideOut_NorthApproach_BlocksAtSlabNorthFace
- CornerSlide_AlcoveEastToCottageNorth_ShouldBlock
- Geometric_DoorSlabAtSphereHeight_OverlapsInZ
- CellarUpTrajectoryReplayTests.LiveCompare_FirstCap_FixClosesCottageFloorCap
(issue #98 CRITICAL — no regression).
Per CLAUDE.md: needs visual verification at Holtburg cottage door
inside-out off-center (~50 cm) scenario before the A6.P4 phase is
marked complete.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
CornerSlide_AlcoveEastToCottageNorth_ShouldBlock test:
- Registers cottage GfxObj 0x01000A2B (contains north exterior walls)
- Registers cell 0xA9B40150 BSP via dat-direct load (alcove walls)
- Places sphere at (132.95, 16.8, 94) inside alcove near east wall
- Walks sphere +Y 50 times at walk speed (0.05 m/tick)
Result: sphere STAYS at (132.95, 16.8) for all 50 ticks with collision
normal cn=(0.71, -0.71, 0) — the average of alcove east wall normal
and cottage north wall normal at their meeting corner. The corner
handling works correctly in the harness.
So production's inside-out walkthrough is NOT a geometric or BSP
collision-detection bug. The geometry exists, the collision detection
fires symmetrically at corners. The discrepancy must be a STATE
difference between harness and production:
- Real walkable polygons with edges (harness uses big quad)
- Real terrain (harness uses Z=-1000 stub)
- Accumulated body state across many prior ticks (harness uses fresh)
- Possibly cell ping-pong between 0x0150 and 0x0029 in production
Cottage GfxObj wall polygons at the doorway area confirmed:
- North exterior wall east of doorway: polys 0x0032, 0x0033
X=[133.5, 136.3], Y=17.10, Z=[94, 97], normal +Y
- North exterior wall west of doorway: polys 0x0030, 0x0031, 0x0034,
0x0035 (X<131.6 various ranges)
- Lintel polys above doorway: 0x0037, 0x0038, 0x003A, 0x003B at Z>96.5
Next-session moves (per handoff):
1. Replay captured tick 2586 (where sphere went from cell 0x0150 to
0x0029 at X=134.022, way past alcove east wall). Inspect engine
behavior at exactly that tick's body state.
2. cdb attach to retail at Holtburg cottage doorway — verify whether
retail also lets sphere walk through at off-center, OR blocks
cleanly. If retail also allows walkthrough, this might be
retail-faithful behavior we should accept.
Updated handoff: docs/research/2026-05-25-door-bug-inside-out-geometry-gap.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Followed up the geometry-gap diagnosis with a wider polygon search.
Result: the cottage's north exterior wall east of doorway DOES exist
in cottage GfxObj 0x01000A2B (polys 0x0032, 0x0033) at
world X=[133.5, 136.3], Y=17.10, Z=[94, 97], normal +Y. Symmetric
polys cover the west side and above the doorway lintel.
The wall SHOULD block sphere at X=133.655 (sphere west edge at 133.175
overlaps wall X range; sphere south edge at 17.11 aligns with wall
at Y=17.10).
New hypothesis: the bug is sphere-vs-corner collision at the meeting
point of cell 0x0150's east wall (X=133.5, Y=[16.5, 17.1]) and the
cottage's north exterior wall (X=[133.5, 136.3], Y=17.10). Cell
transit data shows sphere going from X=132.859 entering alcove to
X=134.022 leaving alcove — sphere reached X=134.022 INSIDE cottage
geometry somehow. The sliding along the slab east face (cn=(+1,0,0)
in captured tick 3254) gradually pushes sphere east. Eventually it
shifts past X=133.5 — the corner where alcove east wall meets cottage
north wall. The corner-handling in our BSP collision may incorrectly
let the sphere slide past, or the alcove cell's east wall and cottage
GfxObj's north wall don't compose correctly at the corner.
Diagnostic apparatus extensions:
- HoltburgLandblockStatics_DatInspection: dumps LandBlockInfo for
landblock 0xA9B4. Shows 114 stabs + 12 buildings. The cottage IS
Building[6] with modelId=0x01000A2B (the GfxObj we already loaded).
- Diagnostic_CottagePolys_NearWalkthroughPosition: widened search
reveals the cottage's full north exterior wall geometry.
- HoltburgCottage_CellPortals_DatInspection: extended with cell
PhysicsPolygon world-frame dump (already in prior commit).
Full updated handoff: docs/research/2026-05-25-door-bug-inside-out-geometry-gap.md
Next-session move: add a "sphere walks +Y from inside alcove at
X near 133" test. If harness slides past the corner like production,
investigate BSPQuery's sphere-vs-edge case. If harness blocks at
corner, the bug is elsewhere (cell 0x0150 BSP not queried, or
cottage GfxObj BSP traversal misses the wall poly).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Added diagnostic apparatus that pinpoints the inside-out walkthrough
as a collision-geometry GAP, not a collision-detection bug.
New tests in DoorBugTrajectoryReplayTests:
- InsideOut_Tick3254_WithCottageWalls_ShouldBlock: hypothesis test that
registered cottage GfxObj 0x01000A2B and replayed the captured tick.
Cottage blocked sphere but with cn=(0,0,1) floor-cap normal, not a
wall normal — first signal that cottage geometry near the sphere
isn't a wall.
- Diagnostic_CottagePolys_NearWalkthroughPosition: dumps cottage polys
near sphere XY=(133.655, 17.59) at any Z. Result: ZERO cottage
polygons in that area. The cottage GfxObj has no geometry where the
sphere walks through.
DoorSetupGfxObjInspectionTests.HoltburgCottage_CellPortals_DatInspection
extended to dump cell 0xA9B40150's 4 physics polygons in world frame:
- floor (Z=94), ceiling (Z=96.5), west wall (X=131.6), east wall (X=133.5)
- All walls only span Y=[16.5, 17.1] — the small doorway alcove volume
- North of Y=17.1, no wall
Captured sphere at (133.655, 17.59) is 0.155 m east of cell east wall
AND 0.49 m north of the wall's Y range. No collision geometry exists
at that XY past Y=17.1. The collision representation has a gap that
the visual cottage covers with a wall.
Production capture confirms the diagnosis: cottage GfxObj fires
[bsp-test] 425 times during inside-out walking — visibility IS
correct post-AddAllOutsideCells fix. Door slab fires 245 times. But
the BSP queries find no polygon at (133.655, 17.6+, 94-95.20). The
slab's east face blocks WEST motion (cn=(+1,0,0) as captured), sphere
free to move +Y past it because no wall is there to block.
Three candidates for next-session investigation:
1. Different cottage GfxObj (Holtburg cottages may be multi-piece)
2. Landblock-baked stab static at the cottage exterior wall location
3. Cottage GfxObj's visual polygons wider than physics polygons (dat fact)
Cheapest next step: add LandblockStatics_DatInspection test that
loads LandBlockInfo 0xA9B4FFFE + iterates StaticObjects + prints
every entity at world XY in [131,135] x [16,19]. Reveals what other
entities live at the cottage doorway.
Full handoff: docs/research/2026-05-25-door-bug-inside-out-geometry-gap.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The Geometric_DoorSlabZRange_AbovePlayerSphereTop test was computing
slabWorldZBottom as (entity.Z + partFrame.Z) — assuming the slab's
local Z=0 was its bottom. Actually checking the dat shows the slab's
PhysicsPolygons local AABB is min=(-0.954, -0.134, -1.236) max=(0.971,
0.127, 1.255) — the slab's local origin is at its GEOMETRIC CENTER,
not the bottom. With partFrame.Z=1.275 lifting the origin, the slab
world Z is actually [94.139, 96.630], not [95.375, 97.865].
Corrected test now computes both slabLocalZMin and slabLocalZMax from
the polygon vertices and asserts the opposite (correct) geometric fact:
the slab IS at sphere height — overlap from Z=94.139 to Z=95.20 (1.061
m of vertical overlap with the player's sphere). The slab is NOT a
lintel that misses the sphere; it should collide.
Test renamed: Geometric_DoorSlabZRange_AbovePlayerSphereTop →
Geometric_DoorSlabAtSphereHeight_OverlapsInZ.
Handoff doc 2026-05-25-door-bug-partial-fix-shipped.md updated with
the corrected analysis. The "next investigation candidates" list now
points toward cdb attach to retail as the highest-ROI option, since
the BSP collision IS active at sphere height but production still
shows asymmetric walkthrough behavior. The bug is in either the
GetNearbyObjects coverage at primary-cell boundaries, the BSP
polygon partial-overlap handling, or missing cell-BSP collision for
cottage doorway walls.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Built three new tests to investigate the inside-out asymmetric collision
that persists after the AddAllOutsideCells coord fix:
1. Directional_OutsideIn_SouthApproach_BlocksAtSlabSouthFace — sphere
south of door moving NORTH; expects block with cn.Y less than -0.5
2. Directional_InsideOut_NorthApproach_BlocksAtSlabNorthFace — sphere
north of door moving SOUTH; expects block with cn.Y greater than +0.5
3. Geometric_DoorSlabZRange_AbovePlayerSphereTop — pins the slab Z
range vs sphere top math
BOTH directional tests PASS — collision is symmetric at unit-test level.
The asymmetric production bug therefore comes from something the unit
tests do not capture (multi-tick state, cell-tracking flicker, walkable
polygon edge interactions).
The geometric pin test reveals the real story: Setup 0x020019FF places
the part-0 BSP slab 1.275 m ABOVE the entity origin via
PlacementFrames[Default][0].Origin. With the cottage door entity at
world Z=94.1, the slab world Z range is [95.375, 97.865]. Player sphere
top reaches Z=95.20. The slab BOTTOM is 0.175 m ABOVE the sphere top —
the slab NEVER collides with the player.
The slab is a LINTEL (door frame above the doorway), not a leaf. The
door's only effective collider at sphere height is the 0.10 m radius
foot cylinder. The directional tests pass because the cylinder blocks,
not the BSP.
User-reported inside-out off-center walkthrough is the sphere walking
AROUND the foot cylinder (sphere reach 0.48 + cyl 0.10 = 0.58 m; any
sphere center over 0.58 m from cylinder center passes freely). The
visual "body partially intersects door" is the character model
occupying the visual door volume while the collision sphere passes
beside the cylinder.
Reframed handoff in docs/research/2026-05-25-door-bug-partial-fix-shipped.md
points to three candidate next-step investigations:
- Retail-faithfulness audit on setup.Radius / setup.Height interpretation
- Re-inspect door parts 1+2 (GfxObj 0x010044B6) for missed physics shapes
- Test the cottage cell BSP (cell 0x0150 walls) + door together — the
COMBINED collision may be what retail relies on
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
CellTransit.AddAllOutsideCells assumed sphere coords were absolute world
coords (subtracting lbXf = 0xA9 * 192 = 32448 from the sphere position).
Production has used landblock-local coords since Phase A.1
(streaming-center landblock at world origin), so the subtraction
produced localX = -32316, gridX = -1346 → out-of-range → early return
→ ZERO outdoor cells added.
For outdoor primary cells the bug was masked by GetNearbyObjects's
radial sweep. For indoor primary cells (where #98 gates the outdoor
sweep), the door's outdoor cell 0xA9B40029 never reached
portalReachableCells, the door's BSP was never queried, and the player
walked through Holtburg cottage doors unimpeded.
Fix: AddAllOutsideCells treats worldSphereCenter as landblock-local
directly. Matches retail CLandCell::add_all_outside_cells which uses
the per-cell 6-byte landblock-relative position struct.
Existing CellTransitAddAllOutsideCellsTests + CellTransitFindCellSetTests
updated to use landblock-local sphere coords (they were the only callers
using the world-coord convention; production never did).
Apparatus shipped:
- DoorBugTrajectoryReplayTests — live-capture-driven replay harness
that pinpointed the bug per-field at unit-test speed (<500ms iteration)
- AddAllOutsideCells_LandblockLocalSphere_AddsDoorOutdoorCell — direct
unit test that demonstrates the fix
- FindTransitCellsSphere_IndoorExitPortal_AddsOutsideForCapturedSpherePos
— verifies cell-portal traversal at the captured sphere position
- DoorSetupGfxObjInspectionTests.HoltburgCottage_CellPortals_DatInspection
— dat-direct EnvCell + Environment.Cells + portal-poly inspector
- Fixture: tests/AcDream.Core.Tests/Fixtures/door-bug/live-capture.jsonl
(tick 13558 walkthrough + tick 22760 outdoor block)
Visual verification (user-driven at Holtburg cottage door, ~50cm off-center):
- outside→inside RUN: now BLOCKS (was: walks through)
- outside→inside WALK: presumed blocks (not retested)
- inside→outside RUN: PARTIAL — body intersects door, sphere slides through
- inside→outside WALK: same partial behavior
The remaining inside→outside asymmetry is a SEPARATE bug in BSP
collision response for two-sided polygons. The [bsp-test] probe now
fires 245 times for the door entity from indoor (was 0 pre-fix) —
door IS being queried; the BSP polygon-level collision response is
the new bug. Handoff at
docs/research/2026-05-25-door-bug-partial-fix-shipped.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>