Attacking with no valid target has told the player nothing since Campaign V
slice V11 orphaned the DebugVM toast the message was wired to (#434 found
the drop; this closes it retail-faithfully).
Ground truth from the Ghidra decompile of
ClientCombatSystem::ExecuteAttack (0x0056bb70): retail writes
"You must select a valid combat target before attacking" via
ClientSystem::AddTextToScroll(..., 0x1A, true, 0) — the ClientLocal
SpewBox channel this codebase already routes every other client-local
refusal through. And retail has ONE message, not the two we carried:
attacking outside melee/missile modes is silent (ExecuteAttack is
unreachable there), so the invented "Enter melee or missile combat first"
text is deleted rather than rerouted, and the invented "No monster
target" is replaced by the retail string, which joins ClientTextRefusals
with its decomp citation.
Wiring: CombatFeedbackSlot gains the sibling BindOwned session-lifetime
shape, and SessionPlayerComposition.CompleteSessionPlayer binds it to
RuntimeCommunicationState.AddText(ClientLocal) with session-owned
teardown — a torn-down session's slot returns to its silent unbound
state. A binding-seam test
(CompleteSessionPlayerBindsCombatFeedbackToTheClientLocalSpewBoxRoute)
inspects the compiled composition for the BindOwned call and its
AddText-routing lambda, so the slot can never again pass its unit tests
while production leaves it unbound — the exact failure mode that hid
this defect. The two tests that pinned the invented strings now pin the
retail contract (exact string; silence for the unsupported-mode case).
Full hermetic suite 15,325 passed / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The part-2 commit message and the callout said 40; the 8 reclassified
rows had left the Temporary table, so the true count is 31 (and the
previous commit's '40 temporary probes remain' line is corrected by this
note).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Part 1 deleted probes whose owning issues were closed. These 14 named no
issue at all, so each was traced to its introducing commit
(git log -S) instead of guessed at. Attribution split them three ways:
DELETED (7, investigations closed): ACDREAM_A8_DUMP_PV and
ACDREAM_DUMP_LIVE_SPAWNS (Phase A8), ACDREAM_DUMP_CLOTHING (#37),
ACDREAM_DUMP_EDGE_SLIDE (#32), ACDREAM_DUMP_STEPUP (L.2.3d-f),
ACDREAM_DUMP_VENDOR (the vendor campaign, 25 call sites across 8 files),
ACDREAM_DUMP_VITALS (#5, four independent read sites). VendorDiagnostics.cs
went entirely.
RECLASSIFIED (8, tools misfiled as probes): the DUMP_CELLS/DUMP_GFXOBJS
fixture-extraction family (replay-harness tooling with a roundtrip test),
PROBE_CELL (standing cell-transit tracer, pair of the permanent
PROBE_RESOLVE), DUMP_SKY and HIDE_PART (generic isolation tools), and
DUMP_STEEP_ROOF — which looked like an L.4 relic but observes LIVE
divergence-register row AD-56; deleting it would have removed the only
runtime lens on an active divergence. All moved to Permanent diagnostics
with their attribution recorded.
RESTORED (1): ACDREAM_DUMP_MOVE_TRUTH was deleted and un-deleted the same
day. It is not a probe — the canonical nine-stop soak
(run-connected-r6-soak.ps1) hard-fails every destination without its
'move-truth OUT' records, with a message that would misdirect the next
operator. Under the no-workarounds rule the gate's mechanism is restored,
not left broken with an IOU (#437, closed). Process lesson recorded on
both issues: a closed owning issue is NOT sufficient to delete a probe —
grep tools/ and the contract tests for consumers first.
Also lands the owner-requested default-off invariant: every diagnostic in
the codebase is inert until its env var is explicitly set. Exactly four
flags default ON and none is a diagnostic — RETAIL_CHASE, CAMERA_COLLIDE,
CAMERA_ALIGN_SLOPE, RETAIL_CLOSE_DEGRADES are retail behaviors wearing an
A/B off-switch. That set is now FROZEN by
LaunchOptionsDocumentationTests.OnlyTheFourRetailBehaviorFlagsDefaultOn;
docs/launch-options.md's Conventions and CLAUDE.md state the rule, and
CLAUDE.md now binds future probes to a documented row in the same commit.
The client reads 137 environment variables (161 at audit start); 40
temporary probes remain, every one attributed. Full hermetic suite 15,322
passed / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Each of these was temporary apparatus added to chase one bug, and each was
supposed to be deleted in the commit that fixed it. Fourteen closed issues
later they were still here: #337's support/wire-mesh trio, #171's sticky
timeline, #119's viewer and entity dumps, #113's phantom probe, and a dozen
more. 3,493 lines removed; the client now reads 144 environment variables
instead of 161, and 47 temporary probes remain instead of 64.
This is not only tidying. Every probe leaves a branch on its hot path when
unset, several re-read the environment per call rather than caching, and
the volume buries the diagnostics that are actually load-bearing. It is
also a headless correctness matter: HeadlessStaticStateAudit reflects over
PhysicsDiagnostics' flags to refuse a multi-session host when any is set,
and cannot see probes that live outside that owner.
Four files went entirely — WalkMissDiagnostic.cs, CollisionMeshWireframe.cs
and two test files whose only subject was a deleted probe.
TransitionTypes.SetContactPlane also sheds its CallerMemberName /
CallerLineNumber parameters, which existed solely for #337's cpSrc=
attribution and carried the instruction to strip them with the probe
family; no call site passed them, so no behavior changes. F2's collision
overlay survives and reverts to its proxy-cylinder form, which is what
removing the ACDREAM_WIRE_MESH upgrade means.
LaunchOptionsDocumentationTests earned its keep here: it refused the
deletion until docs/launch-options.md moved the 17 rows into Retired and
the frozen direct-read counts came down (PhysicsEngine.cs to zero,
TransitionTypes.cs 3 to 2). The documentation could not drift during a
cleanup this wide.
The 14 probes that name no owning issue are deliberately NOT deleted.
Nothing records when they became safe to remove, and guessing is how a
future investigation loses apparatus it needed; #435 stays open for their
attribution.
Full hermetic suite 15,321 passed / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
DebugPanel and DebugVM have not been constructible since Campaign V slice
V11 removed the ImGui frontend that hosted them: nothing in src/ ever
called their constructors, only a test did. Two consequences, both fixed
here — 35 environment reads inside them were unreachable, and roughly forty
XML doc comments across the diagnostics owners promised a runtime checkbox
that no longer exists. A flag documented as runtime-toggleable when it is
startup-only sends the next investigation down a path that cannot work.
Deleted DebugPanel.cs (340 lines), DebugVM.cs (548) and DebugVMTests.cs
(327). Corrected the surviving claims in PhysicsDiagnostics,
RenderingDiagnostics, CameraDiagnostics, PhysicsEngine and GameWindow to say
what is actually true: these flags are set from the environment at startup
or by direct assignment.
The one real dependant was CombatFeedbackSlot, whose binding target was
DebugVM. It now takes a plain Action<string>, which removes the dependency
without changing behavior — and makes visible that there is no behavior:
nothing binds the slot, so the combat refusals it carries ("No monster
target", "Enter melee or missile combat first") have been discarded all
along. Filed as #436 and pinned by a test, rather than papered over with an
invented chat message; the retail text and channel need the oracle first.
Deliberately untouched: F1's AcdreamToggleDebugPanel binding, which
GameplayInputCommandController consumes as a documented no-op so the key
does not fall through to a lower input scope; and the
DebugVmRenderFactsPublisher / DevToolsRuntimeSources chain, which is still
wired into production composition and deserves its own dead-code pass
instead of being pulled into this one.
Full hermetic suite 15,333 passed / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The client reads 161 ACDREAM_* environment variables across 79 files. Only
about 25 were written down, and the audit found the documentation drifting
in both directions: CLAUDE.md still advertised ACDREAM_RUN_SKILL /
ACDREAM_JUMP_SKILL (deleted; skills are server-authoritative now, and the
jump fallback is 300, not the documented 200), while flags with real
side effects had no description at all.
docs/launch-options.md documents every one by lifecycle — production,
command line, measurement, automation, permanent diagnostics, temporary
probes, deprecated, retired — with a mandatory side-effects column. That
column is the point: #432 cost three days of taxed measurements because
ACDREAM_AUTOMATION_ARTIFACT_DIR reads like an output path and also builds
a per-frame diagnostics referee, and ACDREAM_STREAM_RADIUS silently
measures a streaming window production never uses. Rows now say so. Other
surprises the audit surfaced and recorded: ACDREAM_DUMP_SCENERY_Z swaps in
a duplicate scenery-placement path rather than only logging,
ACDREAM_PROBE_VIS silently also enables ACDREAM_PROBE_ENVCELL, and
ACDREAM_DUMP_ENTITY's id list doubles as an unrelated probe's watchlist.
LaunchOptionsDocumentationTests enforces it, because a hand-maintained list
of 161 flags is stale within a week: an undocumented flag fails, and so
does a documented row whose read site was deleted. It scans string literals
rather than GetEnvironmentVariable call shapes — the startup path reads
through an injected delegate, so a call-shaped pattern silently missed
ACDREAM_LIVE, ACDREAM_PAK_PATH and every other production flag. A third
test freezes per-file direct-read debt by exact count (20 files outside the
owner classes), so structure rules 4 and 5 can be paid down but not
regressed.
CLAUDE.md's 94-line env-var section becomes a 16-line pointer, and its
stale test-character paragraph is corrected.
Also fixed, all doc-vs-code mismatches the audit proved:
- RenderingDiagnostics.FrameProfEnabled described a GPU-query self-disable
that Campaign V slice V11 deleted.
- Two comments named ACDREAM_RENDER_BACKEND as a live co-requisite; it died
with the OpenGL backend.
- EnvCellRenderer.CollectCellAuditLines and its ACDREAM_A8_AUDIT doc: the
method had no caller anywhere and its documented caller never existed.
Filed rather than fixed, to keep this a documentation change: #434 (the
DebugPanel/DebugVM surface is never constructed, so ~40 "runtime-toggleable"
comments are false and 35 env reads are unreachable) and #435 (17 temporary
probes outlived their closed investigations; 14 more name no owner).
Full hermetic suite 12,202 passed / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Second instance of the #429 (ad695589) boxing-comparer defect class, this
time in the measurement harness rather than production:
ACDREAM_AUTOMATION_ARTIFACT_DIR (with retained-UI screenshots) constructs
CurrentRenderSceneOracle, whose presence as partition observer re-enables
the G5-retired legacy InteriorEntityPartition every frame with per-entity
fingerprinting. Complete() then sorts one fingerprint per RESIDENT entity
(~60k across the streaming window), and the comparer's first key bound
x.ProjectionClass.CompareTo(y.ProjectionClass) to Enum.CompareTo(object),
boxing both operands. The 3-value enum almost always ties, so the boxing
ran on essentially every comparison: a measured ~6.2 MB and ~14 ms per
frame, everywhere — not town-specific and not view-triggered, which is
also why it appeared to "latch" (the resident set drives it, not the view).
Comparing the underlying integral value keeps the identical order. Hermetic
gate: one warmed observed partition of 20,000 entities allocated 15,876,088
bytes before, and passes a <64 KiB bound after
(OracleObservedPartitionAllocationTests).
Ordinary play never constructs the oracle, so no player-visible behavior
changes; what changes is that captures taken with the automation artifact
directory set are no longer taxed. The #429 acceptance data is unaffected
(owner drives and the deciding A/B arms ran with the artifact dir null).
The temporary [pview-alloc] attribution probe that localized this is
retired in the same commit; the gate test now guards the defect.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The directional-shadow topology rebuilt on every streaming-churn frame
and was the measured body of the run-hitch stalls (701 of 708 baseline
stalls alloc-correlated):
- The draw sort comparer's enum-vs-enum CompareTo bound to
Enum.CompareTo(object) and boxed BOTH operands on every comparison —
a constant ~38.9 MB of garbage per topology rebuild (~4M boxes),
handing the GC a forced gen0 collection mid-frame. The full ~100k-draw
sort is replaced outright: draws hash-group by exact DrawKey in one
O(n) pass over retained chained-index arrays, and only the
few-thousand DISTINCT group keys sort (order-preserving packed
material|cull|firstIndex|baseVertex + count|slot|layer|foliage keys,
first-appearance tie-break) — bit-identical emission order to the old
stable sort, near-zero allocation, and no per-draw comparisons at all.
- The caster frame sorts 4-byte indices keyed on SortKey.Value instead
of shuffling multi-hundred-byte records through a boxing comparer.
- Owner-approved pipelining: on a frame whose shadow inputs just changed
(the same frame already paying frame-view/landscape rebuilds), the
caster-frame and prepared-draws topology rebuilds defer to the next
quieter frame, capped at two consecutive deferrals — inside the GPU
fence depth, so retained draws never reference a released arena range.
First build, generation change, caster BuildSequence change, and
journal overflow force the immediate path; deferred refreshes skip
identity-mismatched journal rows.
Owner-accepted in both presentation modes: stall frames 5.8/s -> ~0.45/s
uncapped (0.49/s capped), median stall 20.3 -> 13.7 ms, >25 ms frames
near zero, 275 fps uncapped baseline restored. Allocation gate: a warmed
topology rebuild must allocate <2 KiB (DirectionalShadowPreparedDrawTests).
docs/ISSUES.md carries the full evidence trail; the residual
content-proportional rebuild milliseconds are filed as the
incremental-topology successor, and the pre-existing town-view scaling
latch is filed as #432.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two halves of the felt run-hitch (the visible one-frame player lurch):
- The presentation lerp normalized the pending object-clock time by the
fixed 30 Hz MinQuantum, but retail's object clock simulates
VARIABLE-length quanta (CPhysicsObj::update_object 0x00515D10: capped
at MaxQuantum, everything above MinQuantum runs as ONE step). After a
long frame the view froze for the quantum and then fast-replayed it.
ComputeRenderPosition now spans the ACTUAL last quantum
(_lastQuantumSeconds), and PresentedDeltaSeconds accounts continuous
presented time across quantum boundaries.
- The chase camera damped toward the presented player using wall dt
while the player presents on the object clock, so a long frame
stepped the camera far past the under-advanced player — measured up
to ~1 m of camera/player decoherence in a single frame. Retail ties
camera update to the physics-update callback
(SmartBox::PlayerPhysicsUpdatedCallback 0x00452d60), i.e. the same
clock as the body; both chase cameras now integrate
PresentedDeltaSeconds. Manual zoom/pitch adjustment stays on wall dt
(a user-input rate, not target chasing).
Owner gate: camera-vs-player boom-length change fell from ~1 m spikes
to 0.2-1.2 cm median on long frames; teleports settle clean. Two
Runtime tests updated to pin the continuous-rate contract. The
temporary PlayerPresentationProbe apparatus that measured this is
retired with the fix.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
UploadGfxObjMeshData built every completed mesh's index data three-plus
times over in LINQ transients (per-batch Indices.ToArray copies plus an
unsized SelectMany growth) on the render thread, up to the per-frame
upload budget. The conversion now fills one exact-size retained
CPUIndices array (the same one the B.4b pick path keeps) and hands the
shared arena (offset, count) segments of it; CPUPositions fills by a
direct pre-sized loop; the Sum/Any/FirstOrDefault transients are gone.
GlobalMeshBuffer.UploadMesh takes the segment form — the staged bytes
per batch are unchanged. Gate: a warmed completion must allocate near
its retained-copy size (MeshPipelineDeviceSeamTests).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Local commit for the implementation handoff; push withheld per owner
direction until the fix session.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Adds the TEMPORARY PlayerPresentationProbe (ACDREAM_PROBE_PLAYER_PRESENT)
per the #429 apparatus plan and records the measured two-arm evidence in
the issue. Probe strips with the fix.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Path.GetInvalidFileNameChars() is platform-dependent: on Linux it is
only '/' and NUL, so a backslash in a server or character name survived
sanitisation there and JournalFileTests.TheFileNameFollowsRetailsPattern
failed on the Linux runner while passing on Windows. Sanitise against a
fixed set (Windows' printable invalid chars plus all control chars) so
one name maps to one file name on every platform.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The owner measured 63% GPU at night vs 28% by day: the starfield
lattice was the whole difference. Three lossless cuts:
- one packed-multiply hash round per cell instead of ~9 chained PCG
rounds (position/presence bit-sliced from one result, brightness/tint
from a second);
- the 3x3x3 neighbourhood sweep becomes the 2x2x2 block around the
sample — a star's visible footprint (a few px) is far smaller than a
lattice cell on screen, so any star outside that block is over a full
cell (>=15 px) away and contributes nothing;
- background mottle drops its invisible third octave.
Same densities, sizes, colours, and look; star positions reshuffle
(procedural layout, not authored). sky.frag.spv re-pinned.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Rotation (user-directed): the procedural starfield rotates once per
Dereth day (~2 real hours - constellations visibly wheel through a
night) about a celestial pole ~41 deg above the northern horizon, plus
dayOfYear/360 of seasonal drift so the 360-day year changes the night
sky. One SkyParams float (272-byte block, layout test re-pinned)
carries dayFraction + dayOfYear/360 from the world clock; sky.frag
applies a Rodrigues rotation to the sample direction so stars and
mottle turn together. Impossible with retail's static stretched layer.
Fade rework (the 2026-08-23 two-screenshot gate finding): the
per-vertex vTint signal carried the sun-facing product and blanked
stars across the entire twilight half of the sky. The fade now reads
the UNIFORM ambient term - identical star visibility in every compass
direction, same dusk-to-dawn schedule - with one deliberate exception:
a thin suppression band hugging the low sky toward the sun's azimuth
while the sun term is strong, so stars still wash out inside the
actual twilight glow.
Guards updated (rotation anchor, uniform-fade anchor, 272-byte layout);
both sky SPIR-V hashes re-pinned.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The enhanced sky multiplied the full 4-tier star lattice by a night
factor of 0.0 all day long. Early-out when the star layer's lighting
product says daytime, so the pack's night sky costs nothing outside
dusk-to-dawn. sky.frag.spv re-pinned.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The first night-sky gate (2026-08-23 screenshot) showed three defects:
glowing beams along the cube-face boundaries (fwidth blowup where
adjacent pixels land on different faces lights every neighbourhood star
solid), diffraction-spiked standouts the user rejects ('that is in a
photo only, not in real sky'), and ellipse-stretched stars from scalar
length(fwidth) sizing at oblique view angles.
One rewrite removes all three: stars now live on a seamless 3D lattice
over the unit sphere (no faces, so no seams by construction), each star
resolved through an exact tangent-plane -> screen-pixel 2x2 solve of
the direction derivatives (perfectly round, true pixel sizing at every
view angle, sharper cores), spikes deleted in favour of a soft round
halo on the bright tiers. Guard test updated to pin the new anchors and
forbid both fwidth-face grids and spikes; sky.frag.spv re-pinned.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User-directed enhancement ('I want the night sky to look very good'):
retail's star layer is one small texture stretched over a 10-poly dome
cap, so stars smear regardless of source-image quality. With the
Atmospheric render pack active, sky.frag now renders the star layer
(GfxObj 0x010015EF, identical in all 20 Dereth day groups) as a fully
procedural sky computed from the view direction: hash-derived stars on
a cube-face grid in three density tiers plus sparse diffraction-spiked
standouts, sized in SCREEN pixels via derivatives so they stay crisp at
any resolution and FOV, over the user-approved 0.4-1.3% cool mottle
(gen_starfield2.py seed 11, approved 2026-08-23). The draw is forced
additive; the day/night fade rides the star layer's existing retail
lighting product so the schedule matches the authored keyframes. Pack
inactive = retail look byte-untouched.
EnhancedNightSkyRuleTests pins the uParamA gate, the exact star-layer
id, the forced-additive draw, and the pack-runtime wiring; sky shader
SPIR-V recompiled and re-pinned. Hermetic App suite green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The aurora was never missing data — it was a missing mechanism plus a
misread. New decompile evidence closes the April-2026 contradiction:
retail plays the sky carriers' PES through the Setup's own DefaultScript
(GameSky::MakeObject @0x00506EE0 -> CPhysicsObj::makeObject @0x00513970
sets state|=0x80000; animate_static_object @0x00513DF0 ticks
ScriptManager + ParticleManager). The pes_id column stays dead — that
half of the April finding stands; the ids are byte-equal mirrors.
- SkyPesFrameController is now the production owner (ACDREAM_ENABLE_SKY_PES
deleted): script ids resolve from the Setup DefaultScript
(SkyObjectData.DefaultScriptId; the pes_id column is a one-time-logged
cross-check), slots persist by (index, gfx id, properties) per
CreateDeletePhysicsObjects @0x005073C0 — a day-group swap keeping the
carrier no longer restarts its emitters — and stale slots stop before
replacements claim the slot-derived owner id.
- RetailParticleFacing ports calc_draw_frame @0x0050DFA0: degrade mode 2
faces the viewer roll-free (set_vector_heading) instead of the camera
plane; modes 3/4/5 spin the authored frame around one local axis
(rotate_around_axis_to_vector) — Dereth authors 54 mode-5 emitters that
previously got no facing at all; 1,583 mode-2 emitters get the exact
law; authored/mode-1 paths are unchanged.
- The 2026-08-23 'whole-sky tint' was the Rainy-group lightning/thunder
PES playing at the debug anchor inside their 0.03-0.19 window, not the
aurora: the aurora is nine faint viewer-facing glows pulsing on
6.7/15/55-minute rebirth cycles, in every day group, all day.
Research: docs/research/2026-08-23-sky-default-script-port.md.
Register: AD-112 filed (camera-anchored synthetic owners vs sky-cell
physics objects). ISSUES #2 corrected (the playback ban is lifted by the
new evidence); #28 fix landed pending the connected night gate.
Tests: RetailParticleFacingTests (16), SkyPesFrameControllerTests (6);
hermetic suites App 6,076/0, Core 4,905/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Sky and weather gates need retail and acdream looking at the SAME Dereth
hour and the SAME authored day group; until now the only lever was
acdream's ACDREAM_WORLD_TIME/ACDREAM_DAY_GROUP pins, which retail cannot
follow, so the user could never judge night-sky differences (aurora,
dome edge) side by side.
@settime <hour|fraction> [Sunny|Rainy|Clear|Cloudy|<index>] jumps ACE's
Timers.PortalYearTicks FORWARD to the next matching instant. Every
TimeSync header carries that value, so both clients re-sync within
seconds. Forward-only because DelayActions compare against the same
clock (a backward jump would stall them). The calendar and day-group
roll duplicate acdream's retail ports (DerethCalendar shift 3600,
SkyDayGroupSelector LCG from SkyDesc::CalcPresentDayGroup @0x00500E10)
and the 20-entry name table was dumped from the installed Region DAT.
Install: copy SetTime.dll + Meta.json to C:\ACE\Mods\SetTime and run
@mod find (or restart ACE). Dev servers only.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two April stand-ins, neither registered, met at the horizon from altitude as
a hard line between the dome's rim and the fog-coloured clear:
1. sky.frag fogged every non-additive sky layer with a 0.2 floor. Retail's
GameSky::Draw @0x00506FF0 disables fixed-function fog around the whole
sky draw unless an AdminEnvirons fog override is active (SetFFFogEnable(
LScape::m_override_enabled ? 1 : 0)); additive layers stay unfogged via
SetFFFogAlphaDisabled(1) at D3DPolyRender::SetSurface 0x59c882. The sky
pass now sets ApplyFog only for (override active && !additive), with no
floor.
2. WorldRenderFrameBuilder overwrote the authored fog range with one derived
from the streaming window (538..2189 m always). Retail sets FOGSTART/
FOGEND straight from the keyframe's MinWorldFog/MaxWorldFog
(SkyDesc::GetWorldFog @0x00500CE0 -> SetFFFogProperties @0x005A2F70) with
no draw-distance scaling; zfar is a constant 4000 m. The builder now
leaves SceneLightingUbo.Build's values alone; ACDREAM_FOG_START_MULT /
_END_MULT are deleted from RuntimeOptions.
Guards: SkyFogRuleTests (source-level, the sky renderer has no hermetic
harness); sky.frag.spv re-pinned in VulkanShaderManifestTests with the
reason. Research note 2026-04-23-sky-fog.md carries a correction banner.
App hermetic 6,070/0, Core 4,707/0 (Release). Owner look gate owed: night
and rain fog are now retail's shorter authored ranges.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Holtburg windmill axle (GfxObj 0x010010CE, 8 polygons, all
Stippling.NoPos + SurfaceType.Base1Solid) extracted to a 0-vertex mesh.
NoPos ("NO_POS_UVS", acclient.h:7380-7388) means "this side has no
texture coordinates" — true of every solid-colour polygon, since
nothing samples them — not "there is no positive face". Extraction read
it as the latter and dropped the polygon entirely, client-wide, for
every untextured polygon on every object.
Retail's D3DPolyRender::DrawMesh (@0x0059d4a0, named-retail decomp
~line 426048) draws an untextured subset on an ordinary object exactly
like a textured one; the only retail cases that skip an untextured
subset are a building shell (RenderDeviceD3D::DrawBuilding @0x0059f2a0
sets ObjBuildingOrBuildingPart=1) or an EnvCell interior
(RenderDeviceD3D::DrawEnvCell @0x0059f170, arg4=1). The #119
investigation's "retail's skipNoTexture never draws them either"
conclusion was itself wrong as a general rule.
- MeshExtractor.PrepareGfxObjMeshData / GfxObjMesh.Build: emit the
positive side whenever PosSurface is a valid index, regardless of
NoPos; the existing UV-index-0 fallback already produces zero
texcoords for a NoPos polygon with no UVs on the wire.
- RetailUntexturedSurfacePolicy.IsUntextured(SurfaceType): the one
place that answers "is this surface textured"
((type & (Base1Image|Base1ClipMap)) == 0), replacing the old
`isSolid = NoPos || Base1Solid` (which also mis-classified a NEG-side
batch by the POS-side's NoPos flag).
- RetailUntexturedSubsetPolicy.Draws(isBuildingShell, isUntextured):
the shared draw-time gate wired into WbDrawDispatcher.ClassifyBatches,
.PackedOracle.ClassifyPackedBatches, and
.DirectionalShadows.AddDirectionalShadowBatches — one predicate so the
three walks cannot drift (Campaign VM VM6 lesson).
- CellMesh.cs / MeshExtractor.PrepareCellStructMeshData deliberately
KEEP their NoPos-gated skip for cell-wall geometry — retail's
DrawEnvCell really does skip untextured subsets there; register row
AP-234 documents the NoPos-vs-Surface.Type approximation.
- PakFormat.CurrentBakeToolVersion 4->5 (LauncherInstallRecordStore in
lockstep): a pak baked by an older tool is missing every untextured
face. No bake was run as part of this commit.
Also fixed: WorldBuilder's own upstream ObjectMeshManager.cs has the
identical NoPos bug (ObjectMeshManager.cs:959,984) — our port had
faithfully carried it over, and our own conformance test
(Build_NoPosFlag_OnlyEmitsNegSide) asserted the bug as correct WB
conformance. Renamed/reworded to Build_NoPosFlag_EmitsBothPosAndNegSide
with a citation for why retail decomp overrides WB here.
Issue119UpNullGfxObjDumpTests re-run against the installed DAT:
#119's own two objects (0x010002B4 9/9 polys, 0x010008A8 1/1 poly) now
gate DRAWS on every polygon instead of extracting to nothing.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The Holtburg windmill (Setup 0x020003E5, cycle 0x0300061B) is a 60-frame
quarter turn that loops by 4-blade symmetry: frame 59 and frame 0 are the
same picture but 88.5 deg apart. BuildBlendedFrame wrapped the cyclic
node's next-frame index to frame 0, so the seam slerped 88.5 deg backwards
inside one 33 ms interval - the blades visibly flapped back every two
seconds.
Retail never blends animation frames at all: CPartArray::UpdateParts
(0x005190F0) applies get_part_frame(floor(frame_number)), holding every
authored frame for its interval and hard-cutting at the wrap. The
render-side blend now holds the boundary frame at BOTH ends of a node's
window - the same rule the #61 link-tail fix already applied to one-shot
nodes - so every seam is retail's cut while interior frames stay smooth
(the owner's choice over dropping the blend, 2026-08-23). Register row
AP-233 records the blend as the deviation it has been since the R1-P5
cutover.
Test: Advance_CyclicSeamHoldsLastFrameInsteadOfBlendingIntoFrame0 (fails
on the previous code at ~45 deg, passes held at 90 deg). Core 4,696/0,
App 6,068/0 hermetic (Release).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
VM3 and VM6 user-accepted live at 2560x1440 (High); #424 and #425 fixed
during the gate. Roadmap entry flipped to shipped; plan ledger VM7 row
SHIPPED; #422 recorded as carried by owner decision.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Live Holtburg at 2560x1440: the Low preset needed 67,368,164 resident bytes
(screen-sized HDR/depth/ray targets are 44 MB of that) against an absolute
64 MiB ceiling that had only been validated at 1080p, so Options -> Apply
fell back to the default path; every later Apply was then refused by the
controller's failure memo, which treated the user's deliberate choice like
automatic re-activation.
RenderPackResidentBudget.Effective scales the declared 1080p figure by the
viewport's pixel-count ratio (never below 1), still capped by the hardware
MaxPackResidentBytes; both pack graphs use it and the performance-matrix
tool judges its resident column by the same rule (contract test updated).
RenderPackController.Request gains explicitUserChoice, which clears the
memo for that selection; RenderPackSelectionBinding passes it on every
display edge (Apply, including resolution changes) and keeps the memo for
the startup request.
Tests: RenderPackResidentBudgetTests (1080p/720p keep the declared
ceiling, 1440p = 16/9x, 4K = 4x, hardware cap wins, zero extent rejected);
controller explicit-retry; the binding test now proves the user's next
Apply activates once the cause is gone. App hermetic lane 6,068/0 (Release).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
GLFW auto-iconifies an exclusive-fullscreen window on focus loss; for one
frame the window size reads 0x0 while the swapchain is still created, so
GameWindow.OnRender's PrepareFrame guard let a zero-area RenderFrameInput
through. The retail path tolerated it silently; the render-pack controller
correctly rejects a zero activation extent, which surfaced the latent frame
as an unhandled ArgumentOutOfRangeException during the owner's VM6/VM3 gate.
RenderFrameOrchestrator.Render now returns RenderFrameOutcome.ZeroArea
before BeginFrame when either dimension is <= 0 (no GPU frame, phase,
measurement, diagnostics or recovery runs) and GameWindow skips
NoteFrameClosed for it. Test: ZeroAreaViewport_SkipsTheFrameBeforeAnyGpuWork.
Verify: App hermetic lane 6,059/0 (Release).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The fault is pack-independent (fired on the retail preset, 1080p, 45 s,
first launch after a build), ~1 in 57 offline runs today, never under a
debugger (46 runs), no WER/event trace on this machine. The pre-campaign
binary cannot be measured with this gate (no in-process close verb).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
-ExeOverride runs another AcDream.App.exe through the SAME isolated
settings/scene/capture path so two binaries compare without mixing tool
versions (VM0's recorded fieldOfView trap). -DebuggerScript launches the
client under cdb so ntdll's debug heap validates every free and a heap
corruption breaks at the corrupting site with a stack.
#422 (1-in-8 STATUS_HEAP_CORRUPTION exit after a pack-on offline capture):
16 runs attached + 24 runs under the debug heap on 1f151242, all clean
(P ~ 0.5 % at the filed rate). Recorded as not reproducible on the current
binary, carried as a watch item for the owner's VM7 matrix with the loop as
the first step if it recurs; no longer a merge blocker. Evidence under
docs/research/evidence/vm7 alongside the final pack-off-vs-base+normals
robust diff (5-10 px, lifestone band only).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Round-5 narrow re-review of 754d59d9: APPROVE (verified to the SPIR-V
disassembly; shadows-on path proven opcode-identical). Four
non-blocking nits.
N1 (test robustness): T3 (ReceiverVertexShadersFallBackToThePlainLightDirectionWhenTheShadowFlagIsClear)
was satisfied by comment prose -- round 5's own explanatory comments
quote the exact plain-pipeline direction substring
("-uLights[i].dirAndRange.xyz, ... matched bit-for-bit"), so the
substring-only assertion passed even with the code mutated. Fixed:
comment lines are now stripped (new StripLineComments helper) before
any assertion, and a new ordered regex per shader asserts the exact
branch SHAPE -- shadowGatedOff ? -uLights[...] : normalize(uShadow...)
-- not just substring presence. Mutation-tested locally against the
rewritten test: (1) swapping the ternary's true/false operands --
FAILED (previously passed); (2) deleting the fallback entirely,
collapsing to the pre-round-5 buggy expression -- FAILED (previously
passed). Original file restored and reverified passing after each
mutation.
N2 (doc accuracy): "numerically the plain pipeline" overstated the
round-5 fix in three places (plan doc, mesh_atmospheric.vert,
terrain_atmospheric.vert). The direction expression is bit-for-bit;
the SUM is not, because the atmospheric shaders' split ambient+point
vs directional accumulation (and terrain's two varyings vs the plain
pipeline's one) reassociates float summation order by ~1 ulp -- which
is exactly the measured mean |Delta| 0.007 the coordinator's own
pixel-proof evidence already recorded (well under the 65 px noise
floor). All three rewritten to say the receiver "matches the plain
pipeline to within float summation-order rounding (measured mean
|Delta| 0.007 on the offline scene)."
N3 (coverage): RenderPrepared's own cascadeCount == 0 exit (the F2
fix) had no direct test even though RenderPrepared already has 8
direct call sites in this file. Added one: ResidentMaximumReachMeters
at/below CameraNearMeters, passed straight to RenderPrepared with an
otherwise-fully-valid environment (so the fitter, not the environment
gate, is what returns zero cascades), asserting IsBindableFor true /
IsValidFor false.
N4 (latent): RenderPrepared's OWN "if (!environment.ShouldRender)"
exit is a fourth bufferless-disabled path -- unreachable via Render
(whose own gate already validates ShouldRender first) but the same
shape, and RenderPrepared is called directly by tests and any future
caller. Took the preferred fix: publishes the disabled binding there
too, via the same helper, so every exit on a frame that draws the
world publishes when the pack's AtmosphericFrame is bound. Also made
EvaluateGateAndPublishDisabledBinding self-contained: it now resets
_currentFrameBinding to Disabled on its own entry instead of relying
on Render having done so first (idempotent with Render's own reset).
Regenerated SPIR-V: mesh_atmospheric.vert and terrain_atmospheric.vert
are comment-only changes (N2), so only the manifest's source hashes
changed -- compiled .spv bytes are unchanged, consistent with round 3's
precedent for comment-only shader edits.
Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,055/0 failed. Full hermetic-filtered solution: 15,283/0 failed
across 15 projects.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Closes the automated half of slice VM6 at 754d59d9 and records how it was
proven. The first pixel method (clock pin 0 s vs 3 s, wind-off pair as the
control) is recorded as confounded: the treeline silhouette carries a
bimodal 0-or-~280 px rasterisation churn between runs of the same binary,
and two conclusions drawn from it were retracted. The replacement
apparatus (same pin, wind on vs off, two captures per arm, robust mask =
AND of the four cross pairs minus both repeat pairs, shadows off so only
geometry can move) found the round-4 defect (wind welded to the shadow
gate: 1 m wind = 49-65 px vs a 22 px floor while the CPU state was
correct) and, after round 5, gives 14,993 robust wind pixels vs a 65 px
floor, every one on a treeline tree, hillside tree or shoreline bush, with
the wind-off frame matching the pre-round-4 plain pipeline at mean |d|
0.007 (round 4's eec95535: 1.77, the overhead-sun regression the narrow
review caught).
tools/vm6/wind-pixel-proof.py is the analysis command the closeout names;
evidence overlays under docs/research/evidence/vm6. Plan: VM6 ledger row
CODE-COMPLETE 2026-08-23, owner visual gate owed (section VM6 Acceptance).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Round 4 (eec95535) fixed wind but introduced a new lighting bug: the
receiver VERTEX shaders source the sun direction from the shadow block,
not only the shadow visibility term. mesh_atmospheric.vert's
accumulateLights read uShadowLightDirectionAndSource unconditionally for
every directional light; terrain_atmospheric.vert did the same for its
single sun term. Round 4's PublishDisabledReceiverBinding writes
direction (0,0,1) into that block on every shadow-gated-off frame (user
sun-shadow-strength 0 in daylight, indoor/portal cover, night), so every
such frame was lighting outdoor terrain and objects from straight
overhead instead of the authored sun. Publishing the environment's real
direction would not have restored parity either -- the celestial shadow
source direction (sun/moon disc) is not the authored light direction.
F1 (BLOCKER): fixed in the shaders themselves, exact parity with the
plain pipeline. Both receiver verts now branch on the same flag bit
acdreamDirectionalShadowVisibility already reads
((uShadowTextureAndFlags.w & 1u) == 0u) and, when clear, use the EXACT
plain-pipeline expression instead of the shadow block's direction:
-uLights[i].dirAndRange.xyz in mesh_atmospheric.vert (matching
mesh_modern.vert, hoisted out of the light loop as a uniform branch);
-uLights[0].dirAndRange.xyz in terrain_atmospheric.vert (matching
terrain_modern.vert's sunDir/-sunDir form). The (0,0,1) word in the
disabled block stays as the documented normalize()-cannot-NaN guard; its
comment now says so explicitly since it is no longer read as a light
direction when the flag is clear.
F2: RenderPrepared's cascadeCount == 0 return is a third bufferless-
disabled path reachable from a frame that already passed Render's own
two gates (the cascade fitter can still find zero usable cascades) --
publishes the same disabled binding now, via the same
PublishDisabledReceiverBinding helper (re-signatured to take a bare
AtmosphericFrameBufferBinding so all three call sites -- Render's two
early-outs plus this one -- share it).
F3: removed a stray duplicated " -- Closeout and merge" fragment under
the plan's VM7 heading.
F4: corrected the false "the flag bit makes it numerically the plain
lighting sum" claim in the plan's round-4 paragraph and in
WbDrawDispatcher.DirectionalShadowReceivers.cs -- the flag bit alone
only fixed the shadow VISIBILITY term (already correct before round 4);
it took both that AND round 5's light-DIRECTION fallback to actually
match the plain pipeline.
T1: extracted Render's gate prologue (environment evaluate -> two
early-outs -> PublishDisabledReceiverBinding) into internal
EvaluateGateAndPublishDisabledBinding(frame, in input, out environment,
out environmentGateTicks), behaviour-preserving, called by Render before
it touches world/terrain -- the ArgumentNullException.ThrowIfNull(world)/
ThrowIfNull(terrain) calls keep their exact position relative to the
gate. No test in this suite constructs a real WbDrawDispatcher +
TerrainModernRenderer pair (still true), so this extraction is what
makes the gate itself testable; two new tests drive it directly with
PlayerInsideCell: true and with ResidentMaximumReachMeters <=
CameraNearMeters, asserting TryGetCurrentFrameBinding true / IsValidFor
false for both.
T2: proves the actual composition WbDrawDispatcher.PipelinesFor and
TerrainModernRenderer both use -- TryGetCurrentFrameBinding feeding
ShouldSelectReceiverPipeline -- selects the receiver pipeline for the
atmospheric world pass once a disabled binding is published, and still
refuses a non-atmospheric pass name.
T3: shader-source guard (same style as AtmosphericPostProcessGraphTests'
existing shader-text tests) pinning that both receiver verts contain the
flag-gated fallback and reference the same uLights expression the plain
verts use, so a future edit that drops the fallback fails this test
instead of only showing up in a pixel capture.
T4: the (0,0,1) test's doc comment and an inline assertion comment now
say the value is a NaN guard, not a light direction.
Regenerated SPIR-V: mesh_atmospheric.vert and terrain_atmospheric.vert
recompiled to different bytes this time (a real code change, not a
comment); manifest updated to match.
Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,054/0 failed. Core.Tests 4,695/0 failed. RenderPackValidator 30/30.
Full hermetic-filtered solution: 15,282/0 failed across 15 projects.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The reviewer's offline pixel apparatus found a real design defect, not a
test artefact: foliage wind was welded to "directional shadows rendered
this frame." Evidence: offline High preset, sun-shadow-strength=0,
wind-strength 2 + lean/branch 1 m — wind-on vs wind-off at the same
pinned clock differed by only 49-65 px, inside the apparatus's own 22 px
run-to-run noise floor (no measurable motion). A CPU probe independently
confirmed ResolveFoliageWind was correct (first advance snaps to Clear
0.25/0.15, gate 1, one graph) — the correct uniform never reached the
world pass.
Root cause: DirectionalSunShadowRenderer.Render's two early-out paths
(!environment.ShouldRender, ResidentWindowUnavailable) left
_currentFrameBinding at its pure Disabled (no-buffer) default.
WbDrawDispatcher.PipelinesFor and TerrainModernRenderer's matching
selection logic only choose the atmospheric receiver pipeline
(mesh_atmospheric, the only pipeline that #includes foliage_wind.glsl)
when TryGetCurrentFrameBinding returns true; with no buffer it always
returned false, so the world pass silently fell back to the plain
mesh_modern pipeline, which has no wind code at all. Because the shadow
gate is ActiveDayGroupMultiplier = dayGroupPolicy x elevationResponse x
strength, this killed wind every night (elevation response -> 0), at
user sun-shadow-strength 0, and under the portal/login cover.
Fix (decouple, not patch): DirectionalShadowFrameBinding gained
IsBindableFor ("a real current-frame allocation exists") separate from
IsValidFor ("...and it is Enabled with real shadow content" -- kept
exactly as VolumetricShaftRenderer's own gate needs it).
TryGetCurrentFrameBinding now returns IsBindableFor. When the built-in
pack supplies an AtmosphericFrame binding (declared packs never do, so
their receiver shaders -- which never declare set 3 binding 5 -- are
unaffected), Render's two early-out paths call a new
PublishDisabledReceiverBinding: it allocates one real ring slice and
writes a DISABLED DirectionalShadowUniforms block -- every matrix
Identity, every control/bias term zero, TextureAndFlags all zero (bit 0
clear is exactly what directional_shadow_receiver.glsl's
acdreamDirectionalShadowVisibility already reads as "no shadow, full
visibility" via its existing early return 1.0), and a unit light
direction (0,0,1) so a fragment shader's normalize() can never produce
NaN. BindDirectionalShadowReceiver and TerrainModernRenderer's
shadow-buffer bind now check Buffer is not null instead of Enabled, so
the disabled block actually gets bound once it is selected.
PublishDisabledReceiverBinding is internal (not private) specifically so
it is testable without standing up a real WbDrawDispatcher/
TerrainModernRenderer pair -- no test in this suite constructs either.
New tests: (a)/(b) PublishDisabledReceiverBinding is bindable-not-valid
with a bound AtmosphericFrame and a genuine no-op with an unbound one;
(c) BindDirectionalShadowReceiver emits both UniformDirectionalShadow and
UniformAtmosphericFrame binds for a disabled binding; (d)
VolumetricShaftRenderer's gate still reports NoCurrentDirectionalShadow
for a disabled binding. ShouldSelectReceiverPipeline itself is untouched
and its existing tests (parametrized directly on bindingValid) remain
valid; no existing test asserted the old "disabled shadows -> plain
pipeline / no binding" behaviour in a way this fix invalidates -- every
existing caller either bypasses Render (calls RenderPrepared directly)
or uses a stale-serial binding IsBindableFor still correctly rejects.
Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,050/0 failed. Core.Tests 4,695/0 failed. Full hermetic-filtered
solution: 15,278/0 failed across 15 projects.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Narrow re-review of a82959f1: APPROVE, with follow-ups. All items landed.
N2 (structural): (a) extracted the ONE shared InstanceGroup-from-key
construction seam, WbDrawDispatcher.CreateGroupFromKey(key, registration,
frame) — before this there were two near-identical `new InstanceGroup
{ ... }` initializers (GetOrCreateInstanceGroup and GetOrCreatePackedGroup)
that had already drifted once (the round-2 F1 bug). Both routes call it now;
CreateGroupFromKey's own `new()` is the only production InstanceGroup
construction site repo-wide, same precedent as AppendPackedInstance. (b)
GroupKey.FoliageFlags lost its `= 0u` default and moved before CullMode in
the declaration (CullMode keeps its default, C# requires optional params to
trail required ones), so a `new GroupKey(...)` that omits it is a compile
error. Fixed every real construction site the reorder/requirement touched:
the 2 production sites, ToKey (a reconstruction from InstanceGroup the
review didn't count but the reorder broke), and 5 test sites (one more than
the review's "4" — InstanceGroupClearTests had a second, implicit
target-typed `MakeKey` factory the original count missed). Verified by a
full solution build.
N1: added CreateGroupFromKey_CopiesFoliageFlagsFromTheKey
(InstanceGroupClearTests) — a key carrying FoliageFlags 0x2 in, the created
group's FoliageFlags 0x2 out. That test plus N2b's required field are what
actually guard the round-2 F1 blocker; reworded PackedDispatcherOracleTests'
existing test comment to say what IT proves (the classification-to-
BuildIndirectArrays-to-BatchData.flags path), not that it guards the
classifier.
N3: corrected the plan's round-2 paragraph — folding FoliageFlags into the
G2/G3 digest is correct and symmetric, but CompareClassifiedOutput only
runs from RenderScenePViewFrameProductController.BuildAndCompare, which has
no production caller anywhere in src/AcDream.App/, and both of
RenderScenePViewFrameProductTests's own callers construct the controller
without the optional dispatcher argument — so the fold catches nothing
until that oracle is wired to an actual caller.
N4: the plan's F6 note now names both classification caches — the classic
route's EntityClassificationCache.EntityCacheEntry (self-heals per entity
on its own next eviction) and the packed route's
PackedProjectionClassificationEntry/PackedClassifiedBatch.Key
(PackedProjectionClassificationCache.BeginFrame clears its entire cache in
one shot on a RenderSceneGeneration change) — and notes neither mechanism
is keyed to a pack switch specifically.
N5: deleted the now-unused single-generic ComputeEntityHasCutoutSubset<T>
overload; its 4 test call sites now use the two-generic, zero-alloc
overload with an unused int context and a static (_, value) => value
lambda, so there is exactly one ComputeEntityHasCutoutSubset to keep
correct.
A6 (reviewer-filed): ResolveFoliageWind's _windMean/_windGust started at 0
and always eased toward the weather target by clock delta, with no
distinction for a graph's first-ever advance. A pinned clock
(ACDREAM_SKY_PHASE_SECONDS, the offline pixel gate's determinism pin) never
advances between calls, so the wind reached only whatever fraction the
first (1-second-clamped) step produced and sat there forever; live, the
first 10 s after a graph is constructed (pack selection / login) spun up
from dead calm even though the weather already IS what it is. Fixed at the
root: the first advance (_windFrameSerial == -1, the constructor sentinel)
now snaps _windMean/_windGust straight to the target; every later advance
eases over WeatherSystem.TransitionSeconds exactly as before. Added a
SetWindClockSecondsOverrideForTesting seam (_windClockSecondsOverride is no
longer readonly) so a hermetic test can advance the pinned clock by an
exact amount between two resolves without a real-time Thread.Sleep; two new
tests prove the first-advance snap is exact and a second advance still
eases at the normal rate. The three existing indoor/wind-disabled/amplitude
gate tests pass unchanged.
Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,046/0 failed. Core.Tests 4,695/0 failed. Full hermetic-filtered solution:
15,274/0 failed across 15 projects.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Narrow re-review of 43e3abed found every A1-A5/A7/A8 item resolved but
one new blocker in the production packed classifier.
F1 (BLOCKER): RetailPViewPassExecutor.DrawPackedProductionRoute — the
route production world geometry actually draws from — never computed
FoliageFlags at all. WbDrawDispatcher.PackedOracle.cs's
ClassifyPackedBatches built its GroupKey with the field defaulting to
0u, and GetOrCreatePackedGroup never copied it onto the created
InstanceGroup, so production BatchData.flags bits 1/2 were always zero
for every scenery entity: the world geometry never swayed even though
the independently-classified shadow caster did, so shadows visibly
swayed under rigid trees. Both classifier call sites now compute
FoliageFlags via the identical FoliageWindClassification.Classify call
and entity-scoped HasCutoutSubset OR the classic (non-packed) path
uses, and GetOrCreatePackedGroup copies it exactly like
GetOrCreateInstanceGroup always has. The G2/G3 classified-output
digest (AddOpaqueSubmissionGroup/BuildTransparentSubmissionDigest) now
also folds GroupKey.FoliageFlags into its hash — present in the key
since round 1 but never actually read by either digest function, so a
content-level (not just group-count-level) classic-vs-packed
divergence is now caught.
F2 (medium): the delayed-alpha replay path (PrepareDeferredAlphaDraws)
hardcoded Flags = 1, dropping bits 1/2 for any group replayed through
it — a trunk instance promoted into the alpha-blend group mid-fade
(the #188 translucency-promotion case) would stop swaying for the
duration of its fade. Now 1u | key.FoliageFlags.
F3 (nit): ComputeEntityHasCutoutSubset's three call sites (classic,
caster, and the newly-fixed packed classifier) each allocated a
closure over _meshAdapter per Setup entity per frame. A new
context-taking overload passes the mesh adapter as an explicit
argument to a static lambda instead, letting the compiler cache one
delegate for the method's lifetime rather than allocating fresh ones.
A3 test gap: WbDrawDispatcher.BindDirectionalShadowReceiver is now
internal so DirectionalShadowGpuTests can drive it directly with a
bare RecordingGpuDevice pass encoder, proving it emits
UniformAtmosphericFrame with the exact buffer/offset/size a
DirectionalShadowFrameBinding carries — paired with the existing test
proving that binding carries the caster's real bind forward untouched.
F1's missing test: PackedDispatcherOracleTests chains
FoliageWindClassification.Classify (called with the packed
classifier's exact argument shape) for a real 0x8... scenery entity id
through BuildIndirectArrays — the same shared, already-tested
production step both classic and packed group lists feed into BatchData —
proving the resulting flags word carries bit 0x2. Driving
ClassifyPackedBatches/GetOrCreatePackedGroup directly was not a "cheap
test": both are private instance methods reachable only through the
full RetailPViewPassExecutor route, which needs a real IGpuDevice,
world-pass scope, mesh manager, and compiled pipelines to construct —
no test anywhere in the App test project stands one up.
Nits: F4 corrects foliage_wind.glsl's header comment from "bit 31" to
the top-nibble test; F5 documents at the receiver bind site that the
caster's own AtmosphericFrameBufferBinding has its seven ABI v1
members zero/Identity by construction (only the two v2 wind members
are valid) — safe today because mesh_atmospheric.vert reads that
binding solely for wind displacement, flagged as a footgun for a
future v1-reading addition to that shader; F6 notes in the plan
(rather than fixes) that EntityCacheEntry does not proactively
invalidate when FoliageWindExclusions changes on a pack switch —
harmless with the pack off, self-heals on the entry's next natural
eviction.
foliage_wind.glsl's F4 comment-only change updated the SPIR-V
manifest's source hashes for the five includers (mesh_atmospheric.vert
+ four directional_shadow_world_* casters); the compiled .spv bytes
are byte-identical since comments do not affect bytecode.
Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,043/0 failed. Core.Tests 4,695/0 failed. RenderPackValidator 30/30.
Full hermetic-filtered solution: 15,271/0 failed across 15 projects.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Opus dual-lens review of the three VM6 commits (0930c35d, 39e8408c,
6cc5e183) found two blockers and two should-fix issues; all landed here
along with the review's nits and documentation corrections.
Blockers:
- A1: the procedural-scenery classifier tested bit 31 alone instead of
the full top nibble (0xF000_0000 == 0x8000_0000), so it also matched
LandblockStaticEntityIdAllocator's 0xC... namespace (fences/gates/
building shells with a cutout subset), the 0xDA11_D0xx paperdoll id,
and the 0xFFFF_FF01 portal-tunnel id as procedural scenery — all
three would have swayed. ProceduralSceneryIdAllocator.IsInNamespace
now does the exact top-nibble test; FoliageWindClassification
delegates to it.
- A2: GroupKey (the receiver's instance-batching key) did not carry
FoliageFlags while the caster's dedup key already did, so a scenery
instance and a non-scenery instance sharing a mesh subset coalesced
into one receiver InstanceGroup whose flags were last-writer-wins —
disagreeing with the correctly-keyed caster. GroupKey now carries
FoliageFlags, computed before key construction and set exactly once
at group creation; the imperative re-stamp is gone, and CachedBatch's
now-redundant FoliageFlags field is removed.
Should-fix:
- A3: the world receiver pass bound UniformAtmosphericFrame only by
accident (leftover from the caster pass, which runs first each
frame, since Vulkan binding state isn't reset between passes).
DirectionalShadowFrameBinding now carries the caster's exact
AtmosphericFrameBufferBinding and BindDirectionalShadowReceiver binds
it explicitly.
- A4: a Setup-composed tree's opaque trunk part never got the trunk
flag because HasCutoutSubset is cached per GfxObj part, not per
entity. FoliageWindClassification.ComputeEntityHasCutoutSubset now
ORs HasCutoutSubset across an entity's resolved sibling parts once
per entity, threaded into ClassifyBatches/AddDirectionalShadowBatches
via a new optional override parameter.
Nits: A5 hashes the per-vertex flutter seed relative to the instance
origin instead of absolute world XY (fp32 sin() precision loss at far
landblock corners), mirrored in both foliage_wind.glsl and
FoliageWindModel; A7 documents the max(maxHeight, 0.5) divide-guard as
a deliberate pseudocode divergence; A8 switches FoliageWindExclusions'
construction to ToFrozenSet() and softens the "never stale" doc
comment to "no slower than one frame behind."
Tests added: top-nibble classification (0xFFFFFFFFu now correctly
false), GroupKey inequality across entity-driven scenery/landblock-
static classification, a caster-batch test proving the same pairing
never coalesces, ComputeEntityHasCutoutSubset unit + end-to-end
two-part-Setup tests, the caster→receiver AtmosphericFrame binding
carry-through, flutter-hash translation invariance relative to
instance origin, and a Storm-wind mid-height displacement floor
guarding against a "no motion" regression.
Docs: plan VM6 body corrected to the five-row WeatherKind table, "bits
1 and 2", "all four" caster shaders, and top-nibble wording throughout;
the owner gate checklist's Rain/Storm step; the stale v1-only shader-
interface compatibility entry; semantic-bindings-v1.md's v2 members
folded into the main 192-byte block; the IA-25 register row's top-
nibble wording; AtmosphericFrameInputs.cs's ABI size reference.
foliage_wind.glsl's A5 change recompiled exactly the five shaders that
include it (mesh_atmospheric.vert, the four directional_shadow_world_*
casters) plus the manifest; no other .spv changed.
Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,041/0 failed (no environment-specific failures this run).
RenderPackValidator 30/30. Full hermetic-filtered solution: 15,269/0
failed across 15 projects.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Found at the VM6 spot-check; pre-existing from Campaign AR; values were
owner-accepted so it is filed for its own gate rather than changed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>