Commit graph

83 commits

Author SHA1 Message Date
Erik
36bd3522f4 feat(D.2b): retail dat-font (Font 0x40000000) for vitals numbers
The vitals cur/max overlay rendered with the consola TTF debug font,
which is wrong for the retail look. Port the retail dat-font render
path so the numbers use Font 0x40000000 (Latin-1, 16px, with outline
atlas) — the same font retail draws on the vitals window.

UiDatFont (new): loads the Font DBObj from the DatCollection and
uploads its two RenderSurface atlases (foreground glyph pixels
0x06005EE5 + background outline 0x06005EE6) through
TextureCache.GetOrUploadRenderSurface — the same direct-RenderSurface
path the D.2b chrome sprites use. Builds a char->FontCharDesc lookup
and exposes MeasureWidth + LineHeight. The per-glyph advance
(HorizontalOffsetBefore + Width + HorizontalOffsetAfter) is a pure
static so the pen math is unit-testable without GL or the dat.

UiRenderContext.DrawStringDat (new): two-pass per-glyph blit mirroring
SurfaceWindow::DrawCharacter (acclient 0x00442bd0) — the BACKGROUND
atlas sub-rect tinted black (outline) first, then the FOREGROUND
sub-rect tinted the text color (fill), with the pen accumulating the
retail advance the way the string loop does at 0x00467ed4. Respects
the UI transform stack. Skips the outline pass for fonts with no
background atlas.

No shader change was needed: the foreground atlas decodes A8 ->
(255,255,255,a), and ui_text.frag's RGBA-sprite path already
MULTIPLIES the texel by the per-vertex tint (texture(uTex,vUv)*vColor),
so tinting white+alpha by a color gives color+alpha (black outline,
text-color fill).

UiMeter: new DatFont property; the label renders via DrawStringDat
(centered with DatFont.MeasureWidth) when set, falling back to the
debug BitmapFont when null.

GameWindow: loads one UiDatFont for the vitals panel (under _datLock)
and assigns it to each UiMeter child; logs + falls back to the debug
font if the Font fails to load (never crashes).

Tests: 6 pure-logic UiDatFontTests for GlyphAdvance + MeasureWidth
(synthetic glyphs, negative bearings, missing chars, empty/null). Full
App UI suite green (84 passed).

DatReaderWriter member names verified via reflection on the 2.1.7
package: Font.{MaxCharHeight,BaselineOffset,ForegroundSurfaceDataId,
BackgroundSurfaceDataId,CharDescs} and FontCharDesc.{Unicode,OffsetX,
OffsetY,Width,Height,HorizontalOffsetBefore,HorizontalOffsetAfter,
VerticalOffsetBefore}.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 23:02:35 +02:00
Erik
ada863980c feat(D.2b): scrollable retail chat window (read-only foundation)
Add UiChatView, a transcript widget for the retail-look UI: renders the
ChatVM tail bottom-pinned (newest at the bottom, like retail) with
mouse-wheel scrollback and whole-line vertical clipping so text stays
inside the frame. Hosted in a draggable/resizable UiNineSlicePanel and
wired into the UiHost next to the vitals window, fed by a dedicated
ChatVM (200-line tail) over the same live ChatLog. Per-ChatKind colour
palette (speech white, tells magenta, channels blue, system yellow,
emotes grey, combat orange).

This is the read-only foundation. The next sub-step adds glScissor
clipping + word-wrap, drag-to-select, and Ctrl+C copy -- the last needs
a CapturesPointerDrag opt-out on UiElement so an interior drag selects
text instead of moving the window (today an interior drag still moves
the window, same as the vitals panel).

Tests: UiChatView.ClampScroll (pin-to-bottom, cap-at-overflow,
never-negative).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 22:12:12 +02:00
Erik
1453ff7da2 feat(D.2b): retail 3-slice vital bars + headless mockup verifier
Render each vital bar as a horizontal 3-slice from the real retail
RenderSurface sprites (authoritative ids from the vitals LayoutDesc
0x21000014 via dump-vitals-bars): a fixed-width bevelled left-cap, a
stretched glassy-gradient middle, and a fixed-width right-cap. The
empty back track draws full width; the coloured front fill grows from
the left to the value (the track owns the right end, so the fill omits
its own right-cap). Replaces the flat single-sprite Alphablend overlay
that read as the old UI - this is the bordered gradient look from the
retail screenshot (red HP / gold stamina / blue mana).

UiMeter gains the six 9-slice ids (BackLeft/Tile/Right +
FrontLeft/Tile/Right) and a DrawHBar helper; MarkupDocument parses the
backleft/backtile/backright/frontleft/fronttile/frontright attrs;
vitals.xml carries the 18 per-vital ids. The temporary
ACDREAM_BAR_PROVEOUT component grid is removed.

Adds AcDream.Cli render-vitals-mockup: a headless ImageSharp composite
that assembles the bars with the SAME DrawHBar logic, so the sprite
assembly can be verified by eye (Read the PNG) without launching the
client + server - the fast UI-iteration loop the user asked for.
export-ui-sprite dumps a single RenderSurface to PNG for HTML mockups.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 21:40:11 +02:00
Erik
84630517e3 feat(D.2b): vital bars use retail dat sprites (back track + fill-cropped front)
UiMeter gains SpriteResolve/BackSpriteId/FrontSpriteId; when both are
set, OnDraw draws the empty-track sprite full-width then the colored-fill
sprite UV-cropped to the live fill fraction (left-to-right drain). Falls
back to solid rects when sprite ids are absent, keeping existing behavior
and tests intact.

MarkupDocument.Build() parses `back`/`front` hex attrs on <meter> and
passes `resolve` into every UiMeter.  vitals.xml wires the authoritative
LayoutDesc 0x21000014 sprites (Health 0x06005F3C/3D, Stamina 3E/3F,
Mana 40/41).  The bar prove-out block in GameWindow.cs was already gone.

If the sprites decode as 1x1 magenta at runtime they are paletted
(INDEX16/P8) — the solid-color fallback will display instead and can be
investigated separately.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 19:45:54 +02:00
Erik
b303baf4a1 fix(D.2b): windows not anchor-managed (regression: move/resize was reset each frame)
The anchor pass added in f911b5f runs on every element's children — including
UiRoot's children, which are the top-level WINDOWS. With the default Left|Top
anchor, ApplyAnchor reset each window's Left/Top/Width/Height back to its
captured design rect EVERY frame, so user move/resize was undone instantly ("I
can't resize or move it"). A window is user-positioned, so it must not be
anchor-managed by its parent: set UiNineSlicePanel.Anchors = None. Children
INSIDE the window still anchor to it (the bars keep stretching with width).

Regression tests: UiNineSlicePanel.Anchors == None; ApplyAnchor(None) is a no-op.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 19:06:58 +02:00
Erik
f911b5f0af feat(D.2b): anchor layout — vital bars stretch with window; drop Vitals heading
Add AnchorEdges [Flags] enum and Anchors property (default Left|Top, so
all existing elements are unchanged) to UiElement. ApplyAnchor() captures
the design-time margins on first call then recomputes Left/Top/Width/Height
each frame; DrawSelfAndChildren drives it for every child before painting.
ComputeAnchoredRect is public + static so it can be unit-tested without a
running frame loop.

MarkupDocument.Build gains a private Anchor() CSV parser and threads it
into the <meter> initializer via the anchor= attribute.

vitals.xml: remove title="Vitals" (retail vitals has no heading) and add
anchor="left,top,right" to all three meter bars so they stretch when the
panel is dragged wider.

Two new xUnit tests in UiRootInputTests: Left+Right stretches width;
Left+Top only keeps fixed size. All 19 App.Tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 18:58:58 +02:00
Erik
af91b8432a feat(D.2b): per-window resize-axis lock; vitals window is X-only (retail)
Add ResizeX/ResizeY bool properties to UiElement (both true by default).
HitEdges() in UiRoot masks out locked axes after edge detection, so a
locked edge falls through to window-move behaviour — matching retail,
where the vitals bar height is fixed and only widens.

MarkupDocument.Build() parses an optional resize="x|y|both|none"
attribute on <panel>; vitals.xml gets resize="x" to enforce the
horizontal-only constraint in all instances of the panel.

Two new tests: HitEdges_RespectsResizeAxisLock (UiRootInputTests) and
Build_ResizeAttrX_SetsHorizontalOnly (MarkupDocumentTests). 11/11 green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 18:51:56 +02:00
Erik
de4f0167ef feat(D.2b): window resize (UiRoot edge-grip resize-drag mode)
Add parallel resize mode to the UiRoot retained-mode input state machine.
A left-drag starting within ResizeGrip=5px of a Resizable window's edge or
corner resizes it (min-size clamped); interior drags on a Draggable window
still reposition it.

Changes:
- UiElement: Resizable, MinWidth, MinHeight properties
- UiRoot: ResizeEdges flags enum; _resizeTarget state fields; FindWindow
  (replaces FindDraggable, matches Draggable||Resizable); HitEdges (static,
  internal, testable); ResizeRect (static, public, testable); OnMouseDown
  checks edge-grip before move; OnMouseMove resize branch precedes move;
  OnMouseUp clears _resizeTarget
- UiNineSlicePanel: Resizable = true (retail windows are resizable)
- UiRootInputTests: 4 new tests — ResizeRect_RightBottom, ResizeRect_LeftTop
  (min-clamp + origin shift), HitEdges_DetectsCornerAndInteriorNone,
  EdgeDrag_ResizesPanel_InteriorDragMoves (full integration path)

Note on test coordinate: right-edge grab uses x=298 (2px inside the panel's
hit-test boundary) rather than x=300 (exactly at edge, misses OnHitTest's
strict `<` check). This is intentional — the grip zone extends inward from
the edge boundary, so a click 2px inside correctly lands in both the
hit-test rect AND the resize-grip zone.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 18:27:57 +02:00
Erik
4acecffcd6 feat(D.2b): wire UiHost input + moveable windows (UiRoot window-drag + WantCapture gate)
- UiElement: add Draggable flag; left-drag on a draggable element repositions
  it as a floating window instead of starting a drag-drop sequence.
- UiRoot: add WantsMouse/WantsKeyboard properties (mirrors ImGui's WantCaptureMouse
  pattern); add FindDraggable helper; inject _windowDragTarget state machine into
  OnMouseDown/OnMouseMove/OnMouseUp so draggable windows track the pointer offset.
- UiNineSlicePanel: set Draggable=true so retail window frames are movable by default.
- GameWindow: OR _uiHost?.Root.WantsMouse|WantsKeyboard into the SilkMouseSource
  wantCaptureMouse/wantCaptureKeyboard delegates and the direct MouseMove gate so
  game actions (movement, world-pick) are suppressed while the pointer is over a
  retail window — no double-handling with the InputDispatcher.
- GameWindow: wire all Silk Mice/Keyboards to UiHost after construction so the
  UiRoot tree receives live input.
- Tests: 3 new UiRootInputTests covering WantsMouse hit-test, window-drag
  reposition, and non-draggable panel immobility.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 18:02:27 +02:00
Erik
019350fa31 feat(D.2b): IUiRegistry plugin UI surface + buffered drain into UiHost
Adds the plugin-facing UI registration surface (Task 9, final D.2b task).
Plugins call host.Ui.AddMarkupPanel(path, binding) from Enable(); calls are
buffered in BufferedUiRegistry before the GL window opens, then drained into
UiHost.Root in GameWindow.OnLoad inside the RetailUi block after the first-
party vitals panel. Faulty plugin markup is isolated (try/catch per panel,
logged + skipped). IPluginHost.Ui added; AppPluginHost wired; StubHost in
Core.Tests updated; BufferedUiRegistryTests confirms drain-once semantics.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 17:46:37 +02:00
Erik
07bf6cbf60 feat(D.2b): MarkupDocument (XML -> UiElement tree); vitals panel from vitals.xml
Implements Task 8 of the D.2b retail-UI plan. MarkupDocument.Build() parses
KSML-style panel markup into a live UiNineSlicePanel subtree, resolving
{Binding} attribute expressions against a supplied object via reflection.
Color format is #AARRGGBB (alpha-first, matching controls.ini). Handles
<panel> root (geometry + optional title label) and <meter> children (fill,
label, bar color). Future element kinds (label, button, image) extend the
switch without touching existing code.

vitals.xml encodes the just-approved vitals panel layout (health red #FFC70D0D,
stamina gold #FFD49E1F, mana blue #FF1F33D9); ships next to the binary via
PreserveNewest csproj rule. GameWindow.cs drops the 35-line hand-built panel
block in favour of a 4-line File.ReadAllText + MarkupDocument.Build call —
identical tree, identical render, now data-driven.

2 new tests (Build_CreatesPanelWithMeterFillLabelAndGeometry,
Build_NullBindingValuesYieldNullFillAndLabel) + 11 total targeted green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 17:38:07 +02:00
Erik
97bd1d2f09 feat(D.2b): controls.ini stylesheet loader + apply title color
Adds ControlsIni — a minimal flat-INI reader for retail's controls.ini
(#AARRGGBB alpha-first color tokens; case-insensitive section/key lookup;
missing file returns an empty sheet with no throw). Wires the [title]
color token into the vitals panel's UiLabel in GameWindow.OnLoad, with
hardcoded white as the fallback. Visually a no-op (retail's [title] color
is white), but proves the stylesheet plumbing end-to-end (D.2b §7).
Three unit tests cover section parsing, #AARRGGBB decode, and graceful
missing-file handling.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 17:31:55 +02:00
Erik
064ef41ce4 feat(D.2b): UiMeter vital bar + fill-geometry tests
Adds UiMeter, the horizontal vital-bar widget for the D.2b retail-look
UI toolkit. Solid-color fill for Spec 1; the retail orb sprite + scissor
crop path is reserved for a later sub-phase. Five unit tests (1 Fact +
4 Theory) cover half-fill geometry and clamping at -1/0/1/2 fractions.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 16:38:07 +02:00
Erik
0bf790c8bf feat(D.2b): UiNineSlicePanel — 8-piece retail window frame + geometry test
Implements the retail floating-window bevel as a UiPanel subclass using
RetailChromeSprites: 4 tiled edges + 4 stretched corners + tiled center fill,
matching the 8-piece border layout confirmed by the D.2b Step-0 prove-out.
Resolver delegate keeps GL out of unit tests. Geometry verified by
ComputeFrameRects_PlacesCornersEdgesAndCenter (1/1 pass).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 16:36:11 +02:00
Erik
626d06ebc1 feat(D.2b): RuntimeOptions.RetailUi + AcDir toggles
Adds two startup-time env toggles that Phase D.2b's retail-UI panel
frame will read:
- ACDREAM_RETAIL_UI=1  → opts.RetailUi (bool, default false)
- ACDREAM_AC_DIR=<path> → opts.AcDir   (string?, default null)

Both follow the existing helper conventions (IsExactlyOne / NullIfEmpty).
No call sites broke because the only construction site in RuntimeOptions.cs
already uses named arguments.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 14:25:21 +02:00
Erik
987313aa54 knife-edge port: polyClipFinish W=0 eye-plane clip + degenerate-view propagation; EyeInsidePortalOpening rescue DELETED
Ports retail ACRender::polyClipFinish (0x006b6d00, pc:702749) near-eye
semantics into PortalProjection.ProjectToClip - the fundamental fix for
the in-plane portal clip family (climb strobes, tower-top roof/floor
flap while turning; live-corroborated this session: [viewer-diff]
0xAAB30108 strobing 27x mid-climb, whole interior dropping at the top).
Pseudocode: docs/research/2026-06-11-polyclipfinish-w0-clip-pseudocode.md.

Three legs, all decomp-driven:

1. ProjectToClip clips at w >= 0 EXACTLY (was EyePlaneW=1e-4), with
   retail's any-negative-w gate. Boundary intersections land at w == 0
   (homogeneous directions), so a portal the eye is CROSSING yields the
   correct unbounded half-region that the bounded view-region clip cuts
   to the screen. A w=0 vertex cannot survive a bounded region clip
   into the divide (direction fails some edge of any bounded convex
   region); the measure-zero corner case is guarded non-finite->empty.

2. CellView.CanonicalKey keys ALL-COLLINEAR (zero-area) views as their
   snapped segment ("L:" + extremes) instead of rejecting them - retail
   PROPAGATES degenerate views (ClipPortals decomp:433651-433711
   forwards any count!=0 GetClip output, no area gate anywhere), keeping
   the cell behind an exactly-in-plane portal in the draw list (cells
   draw whole; onward floods die naturally). Rejection dropped the
   whole chain for the frame - the parked-eye knife-edge band. Finite
   key space unchanged -> dedup + strict-growth convergence intact.

3. The EyeInsidePortalOpening rescue is DELETED (the T2-documented
   compensation for the 1e-4 divergence) along with EyeStandingPerpDist
   + PointInPoly2D. Empty clip = no flood, period (retail's rule).
   CornerFloodReplay - the gate that REFUTED the previous deletion
   attempt - passes WITHOUT the rescue under the W=0 port.

Harness criterion corrected to retail's rules (it codified the rescue):
cells fully BEHIND the camera are not required (all-behind portals clip
empty in retail); monotone area holds per root regime; the two
manufactured exact-on-plane steps assert root-only (boundary root pick
is ambiguous; the in-plane portal there is ~perpendicular to the gaze =
genuinely off-screen). Build_CollapsedInteriorPortalNearEye test
inverted to pin the retail empty-clip rule (it pinned the rescue).

New pins: eye-crossing portal -> w==0 boundary verts + half-region (not
sliver); gaze-along-plane degenerate view accepted + segment-key dedup;
non-finite guard. Replay harnesses (CornerFloodReplay, Issue120,
TowerAscent, HouseExit, Issue127) all green.

Suites: App 246+1skip / Core 1430+2skip / UI 420 / Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 21:44:23 +02:00
Erik
f35cb8b164 #119-residual ROOT CAUSE: the +0.02 m render lift leaked into the portal-visibility graph - horizontal portals side-culled anyone standing on them
The live capture pinned it end to end. BuildInteriorEntitiesForStreaming
lifts the render-side cell transform +0.02 m Z (shell z-fighting vs
terrain - a DRAW concern) and passed that LIFTED transform to
BuildLoadedCell, so every plane in the visibility graph sat 2 cm high.
The portal side test's in-plane window is +-10 mm: an eye standing ON a
floor containing a HORIZONTAL portal (the tower's deck lip 010A->0107,
stair landings, cellar mouths) sits 0-10 mm above the TRUE plane = 10-20
mm BELOW the lifted plane -> outside the window -> the cell behind the
portal side-culled out of the flood. Captured live at the stair top:
root=0xAAB3010A eye z=126.803 vs the portal plane at 126.80, flood=1,
0x0107 (the whole tower interior incl. the staircase) dropped WHILE THE
GAZE LOOKED STRAIGHT AT IT - "stairs disappear and you can walk on
them", and the roof/edge flap as the gaze swung the marginal admissions.
Vertical doorways were immune (the lift slides their planes along
themselves) - exactly why this hit stairs/decks/floors and not doors.

Chase chain (the apparatus did all the work): [viewer] print-on-change
probe with eye@mm -> the user's climb capture -> [viewer-diff] naming
the dropped cells per flip -> headless replay of the exact captured
(eye,fwd) frame: healthy UNLIFTED, reproduces ONLY with the production
lift -> gate-by-gate diagnostic (side test dot=+0.003 unlifted vs
-0.017 lifted; clip + rescue exonerated; knife-edge z-sweep all-stable,
killing the float-chaos theory).

Fix: BuildLoadedCell receives the PHYSICS (unlifted) transform; the
drawn shells keep their lift. The seal/punch fans (which read the
visibility LoadedCell's WorldTransform) now stamp TRUE depth - MORE
consistent with the unlifted terrain they protect.

Pins: CapturedTopOfStairs_MainCellStaysInFlood - arm 1 (unlifted =
post-fix production) asserts the main cell admitted at the captured
frame; arm 2 (lifted) is the mechanism canary asserting the drop, with
instructions if it ever starts passing. Plus the gate-by-gate
diagnostic + knife-edge sweep as the investigation record.

Also this session: Issue127FloodFlipReplayTests (the captured 4 cm
outdoor flip pair replays STABLE across fovs/pre-gate arms - the
outdoor churn is NOT the flood math; remaining #127 = distant-building
admission churn, lower priority now that the tower-cell drops are
explained by the lift), and the [viewer-diff] probe (per-flip added/
removed cell naming - keep, it found this).

Suites: App 242+1skip, Core 1422+2skip, UI 420, Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 19:26:06 +02:00
Erik
899145e1d7 #119-residual: tower-ascent harness pins the roof-lip flood gap; barrel claim RETRACTED (user axiom: not in retail)
User verdict on the post-#120 build: "Barrel is gone and more stairs
exist" - the #120 fix partially cured the tower, and the earlier
"legit dat barrels on the landings" claim is RETRACTED (USER AXIOM: the
barrel is NOT in the tower in retail; what the user saw was itself a
render artifact of the corrupted floods, and what the 0x020005D8 cell
statics actually render as is unverified - do not assume barrel).

Remaining tower bugs, both PINNED by TowerAscentReplayTests (the #118
exit-walk pattern, vertical - a helix ascent with the gaze locked ON
the staircase, so a cull has no gaze excuse):
- steps 195-201 (eye z 126.9-127.3, the roof-lip band between the main
  cell's ceiling at 126.8 and the roof aperture plane at ~127.2) resolve
  OUTDOOR and the per-building exterior flood admits NOTHING (flood=1 =
  the outdoor node alone): the eye is above every side aperture's useful
  view and ON/INSIDE the roof aperture's plane, so BuildFromExterior's
  seed side-test / in-plane reject refuses every exit portal. The tower
  interior never floods -> the staircase (a 0x0107 static) cone-culls
  while staying walkable (user symptom 1), and the roof-lip cell
  geometry flaps as the live eye bobs across the band's edges (user
  symptom 2). One mechanism, both symptoms.
- The pin is committed as a SKIPPED red test
  (TowerAscent_StaircaseStaysConeVisible_EveryStep; the skip reason
  carries the defect) so the suite stays green - un-skip with the fix.
- TowerAscent_RootDoesNotPingPong + the per-step diagnostic stay active.

Fix direction (oracle-first, next): determine which side diverges from
retail - (a) viewer-cell resolution (retail curr_cell may keep the eye
INTERIOR through the band: keep-curr above open-top cells / cell BSP
classifying the parapet bowl as inside 0x010A, where our resolution
demotes to outdoor), or (b) exterior seed admission (retail
ConstructView(CBldPortal) Sidedness with an in-plane eye). Grep the
named decomp for both before touching either layer.

Suites: App 238 + 1 skip (236+3 new, 1 pinned), Core 1419+2skip,
UI 420, Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 18:34:45 +02:00
Erik
dede7e491c #120: CellView containment rejection - the reciprocal ping-pong converges; tripwire firings reproduced + killed
The armed tripwire self-attributed on the re-gate launch
(regate-118-119-launch.log): a pure TWO-CELL reciprocal ping-pong, 64 laps
each - chain root=0xA9B4015C eye=(109.995,37.158,96.249) cells 0162x64
015Cx64, and root=0xA9B3010F eye=(175.771,-107.310,118.814) cells 0103x64
010Fx64 (A9B3 = the hill cottage the user reports going all-transparent on
entry - likely the same mechanism, verify at the next gate).

Mechanism: with the eye within PortalSideEpsilon (+-1 cm; the T2
refuted-to-tighten root-lag tolerance - retail's is 0.0002) of a portal
plane, the in-plane case counts as interior for BOTH cells, so views lap
A->B->A...; each lap re-clips through two near-edge-on apertures whose
intersection numerics wobble by more than CellView's 1e-3 dedup grid, so
every lap keys as NEW and the in-place growth recurses to the depth-128
failsafe. The prior convergence sweeps could not reproduce because they
only load the corner building 0x016F-0x0175 - both firing pairs are
outside that set. Issue120ReciprocalPingPongTests loads the full
landblock's interior cells and drives the +-epsilon window directly:
deterministic firings + 65-polygon CellView piles pre-fix.

Fix (the handoff's own predicted class - dedup admitting near-duplicates
per lap, NOT a limit tune): CellView.Add rejects a polygon CONTAINED in
one already stored (convex edge test, DedupGridNdc slack). A round-trip
re-emission is, in exact arithmetic, a SUBSET of the polygon that
originated it - containment rejection makes union growth strictly
area-increasing, so no new visible area means no propagation. Bonus:
back-emission into a full-screen view (the root cell) now always rejects.
The corner-flood completeness pins stay green - no real region is dropped.

Suites: App 236 (232+4), Core 1419+2skip, UI 420, Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 17:32:21 +02:00
Erik
5a80a2ee24 #118: outdoor dynamics draw in the outside stage under interior roots - the house-exit clip+vanish was the SEAL z-killing the player
Root cause (pinned by the new deterministic exit-walk harness, NOT guessed):
under an interior render root, the exit-portal SEAL stamps the door fan at
TRUE depth after the gated full depth clear, and T1's "ALL dynamics last"
pass then drew the outdoor-classified player depth-tested - every fragment
beyond the door plane z-failed against the seal across the whole aperture.
Harness measured the full window: from the moment the sphere center crosses
the plane until the eye follows (~2.6 m of camera lag, ~2.2 s at walk speed)
the player is invisible; while straddling, the beyond-plane body half clips
at the plane. The handoff's three cone-level candidates are all EXONERATED:
the cone walk passes every step; (eye, ViewerCellId) come from the same
SweepEye call with camera-update-before-visibility-read in the same frame;
the side-test window is sub-epsilon under healthy resolution.

Retail oracle (grep-named-first): PView::DrawCells 0x005a4840 runs
LScape::draw FIRST (pc:432719), then the gated depth clear (pc:432731-32)
and the exit-portal seals (pc:432785-86); outdoor cell objects draw inside
the landscape stage (DrawBlock 0x005a17c0 -> DrawSortCell pc:430124), and
an object draws once per overlapped shadow cell (pc:430056-64) - the
straddling body composes from both stages, neither half clips.

Fix: RetailPViewRenderer assigns dynamics to the OUTSIDE stage under an
interior root when outdoor-classified OR sphere-straddling an exit-portal
plane of their flood-visible cell (DynamicDrawsInOutsideStage - pure, the
harness drives it as the ordering contract); they ride the landscape slice
draw (pre-clear, seal-protected) with the same per-slice cone test as
outdoor statics. Indoor dynamics keep the last pass (retail loop C);
straddlers draw in both (retail shadow dual-draw). Outdoor roots keep
all-dynamics-last - the BR-2 punch-after-dynamics lesson (88be519) stands.

Apparatus: HouseExitWalkReplayTests - dat-backed corner-building exit walk
driving the production stack headlessly (RetailChaseCamera damping ->
healthy-sweep viewer resolution -> PortalVisibilityBuilder.Build ->
ClipFrameAssembler -> ViewconeCuller -> the DrawDynamicsLast predicate +
a CPU seal-depth model). 5 tests: cone pin, seal-depth pin, straddle
dual-draw pin, per-step table, stale-root window quantifier (#118 cand 2).

Suites: App 232 (227+5), Core 1416+2skip, UI 420, Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 16:49:29 +02:00
Erik
2d15084243 #120: arm the propagation tripwire for self-attribution + two convergence regression pins
Investigation: retail's growth propagation RECURSES natively too
(AddViewToPortals -> FixCellList -> AdjustCellView -> AddViewToPortals,
Ghidra 0x005a52d0/0x005a5250/0x005a5770, no depth guard) - the in-place
recursion shape is faithful; retail's safety is fast convergence. Our
depth-128 firing means slow/non-saturating growth (each lap of a portal
cycle nests one recursion level), not necessarily a true infinite loop.

Two dat-backed sweeps over the corner-building cell set could NOT
reproduce the T5 firing:
- PortalPlaneCrossings_InPlacePropagationConverges: +/-6cm eye sweep
  across every portal plane, seeded from both sides.
- InCellDirectionSweep_InPlacePropagationConverges: 3024 builds, in-cell
  eye grid x 8 yaw x 3 pitch (the walking-and-turning regime).
Both pass with 0 firings -> production-only ingredients suspected (full
lookup graph - one T5 firing was 0x0162, another building - and/or the
real camera path).

Armed: PortalVisibilityBuilder.ConvergenceTripwireCount (test
observable, both Build + look-in sites) + DumpPropagationChain - on the
next firing the log carries root cell, eye, per-cell frequency summary,
and the 24-entry chain tail, so the cycle's structure (A<->B ping-pong
vs 3-cycle laps) reads directly off the output. Both sweeps stay as
regression pins.

App tests: 227 green (was 225; +2 pins).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 15:57:25 +02:00
Erik
dbfbf8506c T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED (closes #99)
The A6.P4 port, fused into one installment per the BR-2 half-port lesson
(registration and query are co-dependent: flood-registering shells under
the old radial query would re-open #98 through the vestibule).

REGISTRATION (ShadowObjectRegistry rewritten):
- Register/RegisterMultiPart/UpdatePosition compute the cell set via
  CellTransit.BuildShadowCellSet (the C2 find_cell_list flood) seeded by
  the entity's m_position cell id; the private 24m XY-grid rectangle and
  its single-landblock clamp are deleted. Flood spheres follow retail's
  CylSphere rule (base point + cyl radius, cap 10; BSP bounding-sphere
  fallback - Ghidra 0x0052b9f0). Statics flood with the do_not_load
  prune; dynamics (server spawns, isStatic:false) without.
- Keep-when-empty (SetPositionInternal num_cells gate, pc:283540): a
  failed flood leaves the previous registration in place.
- RefloodLandblock: streaming-race hook re-runs the flood when a
  landblock's cells hydrate (retail init_objects -> recalc_cross_cells,
  Ghidra 0x0052b420/0x00515a30); wired at GameWindow's hydration tail.
- GameWindow sites pass the server position's full cell id as the seed
  (spawn + UpdatePosition); the five static sites pass ParentCellId.

BUILDING CHANNEL (CSortCell.building shape):
- Building SHELLS are not shadow objects in retail (only caller of
  find_building_collisions is CSortCell::find_collisions 0x005340aa;
  one building per origin landcell, init_buildings 0x0052fd80 verified
  verbatim + ACE cross-ref). IsBuildingShell entities skip the registry;
  Transition.FindBuildingCollisions runs the shell part-0 BSP off
  cache.GetBuilding(cellId) with bldg_check set around it
  (find_building_collisions 0x006b5300), CollidedWithEnvironment on
  non-Contact non-OK. BuildingPhysics.ModelId = pre-resolved part-0
  GfxObj (0x02 Setups resolved at the CacheBuilding site).
- Placement/ethereal weakening: BSPQuery Path 1 passes center_solid=0
  when BldgCheck && HitsInteriorCell (BSPTREE::find_collisions 0x0053a82e
  + placement_insert 0x005399d8) so doorway crossings don't hard-fail
  against shell solids. SpherePath gains both retail fields;
  HitsInteriorCell is rebuilt at every cell-array build
  (build_cell_array reset 0x00509ef2 + find_cell_list/check_building_
  transit set sites).

QUERY (retail per-cell order, transitional_insert 0x0050b6f0):
- TransitionalInsert per attempt: env -> building (LandCell only) ->
  objects on the PRIMARY cell, then on OK the check_other_cells pass
  (env -> building -> objects per OTHER overlapped cell) + the
  carried-cell advance - the advance now happens AFTER all per-cell
  object passes (the WF1 ordering divergence), with Adjusted/Slid
  feeding the retry exactly like retail's OK_TS case.
- FindObjCollisionsInCell = CObjCell::find_obj_collisions (0x0052b750):
  iterate ONLY the asked cell's list. DELETED: the radial 9-landblock
  sweep, the +5m query pad, the b3ce505 indoor-primary gate, and the
  isViewer exemption (the camera is bounded by interior cell-BSP env
  collision - retail's own channel; CameraCornerSealReplayTests pins it
  against real dat, and the new building-channel camera test pins the
  outdoor stop).

TESTS: Core 1416/0/2 (was 1398 + 4 pre-existing #99-era fails + 1 skip),
App 225, UI 420, Net 294 - all green.
- 3 of the 4 #99-era reds flipped green as designed: the door apparatus
  (Apparatus_Grounded_50cmOffCenter_FrontApproach_Blocks) and tick-13558
  (indoor walkthrough) now assert the door BLOCKS; tick-22760 pins the
  outdoor blocking invariant.
- The 4th (BSPStepUp D4) + 22760's lateral-slide delta are NOT cell-set
  problems (probes prove the door is found + BSP-only dispatched;
  BR-7 left both byte-identical) - filed as issue #116 (slide-response
  family), D4 skipped with the issue reference.
- FindEnvCollisionsMultiCellTests migrated to the public entry (the A4
  multi-cell halt now lives at the retail call site).
- New registry pins: per-cell query surface, outdoor-footprint-never-
  indoor (#98 architectural), door-outdoor-cell membership, reflood.
- CameraCollisionIndoorTests rewritten against the building channel
  (the isViewer-exemption pins died with the exemption).

Closes #99 (doors block both ways via registration-time cell membership
+ the straddle-spanning player cell array). #97 likely closed (the +5m
radial pad that produced phantom-collision candidates is gone) - verify
at T5. #98 stays closed ARCHITECTURALLY (outdoor footprints structurally
cannot reach interior cells; the cellar harness stays green).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 14:37:50 +02:00
Erik
579c8b06bc T1 (fused BR-2/3): retail frame order - dynamics last, punch+seal, shell chop deleted
The complete retail drawing order in one installment (per the amended plan:
every installment is a COMPLETE retail behavior - the half-ported punch of
88be519 is re-landed here WITH the ordering that makes it correct):

  static world (sky/terrain/weather/shells/scenery)
    -> aperture depth writes (interior SEAL at true depth / outdoor+look-in
       PUNCH to far-Z; PortalDepthMaskRenderer, DrawPortalPolyInternal
       Ghidra 0x0059bc90)
    -> interior cells WHOLE, far-to-near, drawn once (DrawCells Loop 2,
       Ghidra 0x005a4840; use_built_mesh pc:427905)
    -> per-cell STATIC object lists
    -> ALL dynamics LAST (DrawDynamicsLast), depth-tested, never hard-clipped

InteriorEntityPartition: new contract - every ServerGuid != 0 entity goes
to Dynamics regardless of cell (indoor/outdoor/unresolved/hidden); ByCell
carries only dat-baked indoor statics of visible cells; Outdoor renamed
OutdoorStatic. Fixes the audit's livedynamic-invisible-under-interior-roots
divergence as a side effect (live entities are never dropped by the
visibility set; culling is T3's viewcone).

DELETED (retail has no counterpart): the gl_ClipDistance shell chop
(927fd8f enable + 9ce335e outdoor scoping + UseShellClipRouting + the
per-slice shell loop + clipShells param) - retail never clips cell
geometry; aperture exactness = punch/seal + z-buffer + this order. The
old per-slice scissored AABB depth clear is replaced by retail's single
gated full clear (ClearDepthForInterior). The interior-root LiveDynamic
top-up draw and the look-in's dynamics involvement are gone (one last
pass, no double-draws).

Closes at the T5 gate (expected): #114 (chop deleted), the char-eaten-by-
doorway regression (ordering), outdoor interiors-through-doorways (punch);
#108's render half (seal) - its membership half stays re-attributed.

Suites: build green, App 226 green (partition tests rewritten to the T1
contract), Core 1398 + 4 pre-existing #99-era + 1 skip.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 11:16:27 +02:00
Erik
e46d3d9273 fix(render): #113 root cause #2 - GfxObj meshes draw only DrawingBSP-referenced polys (the REAL phantom staircase)
The user gate + bisect overturned the coincident-cell attribution: the
phantom staircase persists in the PRE-session build (bisect screenshot at
the hall wall) and is drawn by the ENTITY pipeline, untouched by any clip.

Root cause (dat-proven, DumpHallModel_PolyFlagHistogram): retail renders a
GfxObj by TRAVERSING its drawing BSP (D3DPolyRender); polygons present in
the Polygons dictionary but referenced by NO DrawingBSP node are never
drawn - they are physics/no-draw geometry. The Holtburg meeting hall
(0x010014C3) keeps its exterior stair-ramp as dictionary polys 0+1: in
the PhysicsBSP (ACE walks The Sentry on it at z 117-118; invisible-but-
walkable in retail) but orphaned from the draw tree (true at ALL degrade
levels - the LOD theory is dead, Degrades[0] IS the base model). The hill
cottage (0x01000827) carries 8 such orphans. Our extraction iterated the
dictionary -> drew the collision skeleton: the wall staircase up close,
the flying stairs over the cottage roofline from afar (orphan ramp spans
world 221-232 at z 116-124.5; visible over the cottage roof from the west).

Fix: PrepareGfxObjMeshData filters to CollectDrawingBspPolygonIds(gfxObj)
when a drawing BSP exists; models without one draw everything (unchanged).
Physics untouched (collision keeps the full physics set - retail parity).
CellStruct extraction not touched (different conventions; no orphan
evidence there yet).

Dat-backed pins: Issue113DrawingBspFilterTests (hall orphans == 0+1,
cottage orphans == 0..7). Suites: App 226 / Core 1392 + the 4
pre-existing #99-era failures / UI 420 / Net 294.

Note: the earlier shell-clip enable (927fd8f, scoped 9ce335e) remains
correct and orthogonal - it crops interior CELL geometry to apertures
outdoors; this commit removes the phantom SHELL geometry at its source.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 20:52:52 +02:00
Erik
927fd8fde2 fix(render): #113 - enable GL clip distances for the PView shell pass (phantom exterior staircase)
Attribution (dat-evidenced, supersedes the misplaced-cell hypothesis):
the phantom staircase is the Holtburg MEETING HALL (AAB3 building[0],
model 0x010014C3 at AAB3-local (36,84,116)), NOT an A9B3 building - the
user stood at the A9B3/AAB3 boundary (cell-transit trail in
issue112-gate1.log) and clicked through the hall to the NPC behind it.
The hall's interior stair cells (0x100..0x106, ring climbing z 116->124.5
to the deck hatch) have geometry coincident with the shell's west wall
(both at local x=29.0). Our outdoor per-building flood admits them with
CORRECT tight clip regions (4-6 planes, door-aperture NDC boxes -
Issue113MeetingHallFloodTests proves it), but DrawEnvCellShells drew them
WHOLE: mesh_modern.vert writes gl_ClipDistance from the routed CellClip
slot, and gl_ClipDistance is ignored unless GL_CLIP_DISTANCEi is enabled -
which no caller ever did for the shell pass (born inert in 1405dd8).
Interior staircase painted across the exterior wall; unpickable because
it is cell geometry, not an entity.

Retail oracle: cell geometry IS clipped to the accumulated portal view -
Render::set_view (:343750) installs the view polygon edge planes,
DrawEnvCell submits every cell polygon with planeMask=0xffffffff (:427922)
through ACRender::polyClipFinish. Characters/meshes are NOT poly-clipped
(viewconeCheck path) - entity routing stays cleared, comment scoped.

Fix: enable GL_CLIP_DISTANCE0..7 around exactly the shell pass
(self-contained per feedback_render_self_contained_gl_state; no early-outs
between set and restore). Slot-0 fallback slices (>8-plane regions) still
draw pass-all - the assembler's scissor fallback remains unimplemented and
documented; the new flood test pins 0 such slices at the hall.

Refuted along the way (full evidence in Issue113PhantomStairsDumpTests):
- ONE misplaced interior EnvCell unifying #113+#112+collision gaps: all 17
  A9B3 cottage cells share an identical dat Position (nothing to misplace);
  the #112 gap is a real 20cm doorway micro-gap 0.23m outside threshold
  cell 0x104 (straddles its exterior portal plane at foot radius 0.48);
  missing object collision remains #99/A6.P4.
- A9B3 dat content near the spot: no stair geometry in shell (balcony at
  z119 + turret roof only), cells (flat 116/118.8), statics, or stabs.

Tests: Core 1389 green (+6 dump facts) / App 224 (+1 flood replay) /
UI 420 / Net 294; pre-existing 4 #99-era failures unchanged.
Visual gate pending: user re-check of the hall west face vs retail.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 16:26:55 +02:00
Erik
dac8f6ad1f fix(render): §4 flood strobe — homogeneous reciprocal clip + collinear-aware region dedup
THE BUG (pinned deterministically by the new CornerFloodReplayTests harness — real
Holtburg cells, captured corner-press scenario): a smooth 2 cm/step monotonic eye
sweep across the 0172↔0173↔0171 doorway produced a NON-monotonic flood — on ~10 of
61 steps the player's room (0172) vanished from the flood entirely or collapsed to
a sub-pixel sliver, taking its downstream chain (016F, the outside view) with it.
Live, those isolated frames are the §4 background strobe: openings/passages flash
the clear color during transitions, and the corner press shows background at the
angles that park the eye near the doorway plane.

TWO root causes, both fixed:

1. ApplyReciprocalClip ran the reciprocal portal polygon through the legacy
   divide-first ProjectToNdc + 2D Intersect path, justified by "the reciprocal is
   never near the eye." That assumption is exactly false at doorways/corners: the
   reciprocal IS the same opening whose plane the eye presses against (2-60 cm).
   ProjectToNdc's MinW=0.05 eye-clip + side-plane clip + divide is knife-edge
   there — 2 cm eye moves flipped its output between a no-op and a duplicated-
   vertex hairline that ground the healthy region down to <3 distinct vertices.
   FIX: route the reciprocal through the SAME homogeneous pipeline as the forward
   clip (ProjectToClip + ClipToRegion) — which is what retail does:
   PView::OtherPortalClip (decomp:433524-433563) runs the reciprocal through the
   very same GetClip(finish=1) → ACRender::polyClipFinish homogeneous clipper.
   Also ported retail's skip: exact_match portals (CCellPortal.exact_match,
   acclient.h:32300; PView::ClipPortals :433689) bypass the reciprocal clip —
   both sides share the same polygon, so re-clipping is redundant.

2. CellView.CanonicalKey missed COLLINEAR re-emissions: the homogeneous region
   clipper legitimately inserts intersection vertices ON a subject edge when a
   region edge grazes it, so BFS re-clip rounds re-emit the SAME geometric region
   with 1-2 extra collinear edge vertices — keyed as distinct, defeating the
   dedup and accumulating duplicate polygons (this was the real mechanism behind
   the historical "float drift defeats the dedup" rationale that had parked the
   reciprocal on the unstable path). FIX: canonicalize away collinear snapped
   points (exact integer cross-products on the 1e-3 NDC grid) so the key is
   purely a function of the region's corners.

Conformance: CornerSweep_FloodIsCompleteAndMonotone pins the fixed behavior —
61-step monotonic eye sweep ⇒ full flood every step, outside view always reached,
player-room region monotone (was: clean shrink 4.000→2.879 with zero drops, vs
~10 glitch steps before). Diagnostic facts (trace diff, hop microscope, primitive
scratch) retained as the apparatus.

Suites: App 223 green (incl. Build_AppliesReciprocalOtherPortalClip, now passing
with proper tightening AND dedup), Core 1377 green + the 4 pre-existing #99-era
failures + 1 skip, UI 420, Net 294. Visual gate pending: corner press, room↔room,
cellar↔floor, indoor↔outdoor transitions.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 10:26:01 +02:00
Erik
485e44d163 fix(render): R-A2b — cull back portal like retail (InitCell side test), kill the indoor flap cycle
Pinned (flap-sidechk.log): the indoor doorway flap is a 0171<->0173 flood cycle. Back portals show camInterior=False (our side test already agrees with retail) but were traversed when eyeIn=True because the side-cull had an  bypass (added 2026-06-05 for the void). Within 1.75m of a doorway that bypass kept the BACK portal alive -> mutual re-contribution -> re-enqueue churn (maxPop=16) -> eye-sensitive flood depth -> grey flap + dropped floor.

Fix (Option B1): drop the bypass from the side-cull in Build + BuildFromExterior so back portals cull by the side test alone, exactly like retail PView::InitCell (:432962, no eye-in-opening bypass). The forward-portal clip-empty void rescue is a SEPARATE branch and is untouched (Build_EyeStandingInInteriorPortal_FloodsNeighbour stays green). New RED->GREEN test Build_BackFacingPortal_EyeStandingInOpening_StillCulled; full App suite 218 green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-09 13:06:57 +02:00
Erik
c62663d7cb feat(render): R-A2 — per-building floods (the flap fix)
Replace the outdoor root's single unified reverse-portal flood (whose root-level
portal-side test oscillated as the chase eye grazed a doorway — the measured
flood 2<->6) with retail's per-building floods.

- OutdoorCellNode.Build(uint): portal-less land root; floods only itself ->
  full-screen OutsideView -> terrain (PortalVisibilityBuilder IsOutdoorNode seed).
- PortalVisibilityBuilder.ConstructViewBuilding: per-building flood seeded at a
  building's own finite entrance (retail ConstructView(CBldPortal) 0x5a59a0 via
  DrawPortal 0x5a5ab0 / portal_draw_portals_only 0x53d870). Entrance-bounded ->
  consistent ~2-cell depth (measured retail cell_draw_num, handoff OPTION-A 3.4).
- RetailPViewRenderer.DrawInside: when the root is the outdoor node, group nearby
  cells by BuildingId and merge each per-building flood into the frame before
  assembly; existing shells/object-list draw path unchanged. 48 m seed cutoff.
- GameWindow: pass flat NearbyBuildingCells only on outdoor-node frames.

Tests: +3 PortalVisibilityRobustnessTests (per-building touches ~2 cells, membership
stable under the measured 36 um eye jitter). UnifiedFloodTests retired (its subject,
the unified flood from the outdoor node, is removed); surviving full-screen-OutsideView
coverage moved to OutdoorCellNodeTests. App Rendering 207/207, Core movement 14/14.

Conformance-verified sound; the grazing-doorway flap is the visual acceptance test.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 18:44:43 +02:00
Erik
a866c510e3 test(render): deterministic re-pop anchor for the bounded-propagation pin
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 12:52:46 +02:00
Erik
d6aa526dd3 diag(render/physics): flap root-caused to physics rest µm-jitter; refute prior diagnoses
Apparatus + handoff for the indoor flap. Confirmed (primary evidence): the flap is the
portal-flood clip being µm-sensitive at the threshold, driven by a ~1-8µm jitter in the
player RenderPosition (physics resting position not bit-stable; Lerp surfaces it). REFUTES
the 2026-06-07 see-through/EnvCell/outdoor-node diagnosis (ModelId GfxObj 0x01000A2B IS the
solid exterior) AND an enqueue-once attempt (retail propagates late slices via AddToCell;
the existing PropagatesNewSlicesToExit test caught it; reverted). Adds: Build determinism
test, A8CellAudit gfxobj dump, [pv-input] 6dp probe + [render-sig] outRoot/bshell fields.
No functional fix shipped. Next: higher-precision physics rest trace -> port retail
kill_velocity/contact rest-stability. Canonical: docs/research/2026-06-08-flap-rootcause-physics-rest-handoff.md

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 09:16:12 +02:00
Erik
5379f6ecd3 feat(render): Phase 3 (Step A) — outdoor-root seeds full-screen OutsideView
Render unification cutover, Step A (additive, behavior-neutral until Step B). When PortalVisibilityBuilder.Build roots at the synthetic outdoor node, seed OutsideView with the full-screen NDC quad so ClipFrameAssembler yields a full-screen OutsideView slice and DrawInside's DrawLandscapeThroughOutsideView draws terrain/sky/scenery/weather as the node's shell — the same callback that already draws the doorway slice for an interior root looking out.

Keyed on a new explicit LoadedCell.IsOutdoorNode flag (set by OutdoorCellNode.Build), NOT a cell-id heuristic: production EnvCell ids are >= 0x100 but test fixtures use low interior ids, so an id test misfired on 4 existing PortalVisibilityBuilderTests.

Nothing roots at the node until Step B, so this is behavior-neutral. Tests: App 216/0 (2 new UnifiedFloodTests incl. the spec section 10 pure-outdoor regression guard + 2 OutdoorCellNode flag assertions).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-07 19:06:13 +02:00
Erik
c5b4f77fe4 test(render): Phase 2 — Build floods from the outdoor node into buildings (+cycle guard)
TDD characterisation test proving PortalVisibilityBuilder.Build correctly roots at the
outdoor cell node (OutdoorCellNode) and floods into adjacent buildings through their
entrance portals. No changes to Build or OutdoorCellNode were needed.

Key finding: the task spec's building fixture used InsideSide=0 for an exit portal whose
building interior is at Y>=5 (Normal=(0,-1,0), D=5). The correct InsideSide is 1
(interior where dot<=0 -> Y>=5); with InsideSide=0 the outdoor camera (Y=-3, dot=8)
incorrectly passes as "interior" of the building so OutdoorCellNode.Build's InsideSide
flip (0->1) puts the outdoor camera on the wrong side of the gate.
Corrected fixture uses InsideSide=1 matching OutdoorCellNodeTests geometry convention
(building interior = POSITIVE dot side, outdoor = negative dot side; flip makes outdoor
negative-dot side the traversable direction). Both tests pass; full suite 214/214.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-07 18:23:28 +02:00
Erik
2a2cc97d28 feat(render): Phase 1 — OutdoorCellNode.Build (outdoor world as a flood node)
Purely additive: creates the synthetic outdoor cell node that will serve as the
flood-graph root for the unified render pipeline. Each nearby building's exit
portal (OtherCellId==0xFFFF) is reversed into a portal pointing back into the
building, with its polygon transformed to world space and InsideSide flipped so
the outdoor half-space is "inside" the node. WorldTransform=Identity (portals in
world space). Mirrors retail's outdoor landcell that DrawInside(viewer_cell)
roots at (SmartBox::RenderNormalMode, decomp pc:92635). Nothing consumes this
yet — consumer wiring is Task 2.

2 new tests, 212 total passing, 0 regressions.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-07 18:16:55 +02:00
Erik
1405dd8e90 feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS
Checkpoint of the unified retail-faithful indoor render. The two-week HANG/grey is fixed and the
interior seals (live-verified by the user). Commits the session render-rewrite foundation together
with the fixes that made it functional.

- HANG fix: PortalVisibilityBuilder.Build portal flood did not terminate (the faithful ProjectToClip
  near-side clip drifts per round, defeating the CellView dedup; the BFS had no bound after U.2a removed
  MaxReprocessPerCell). Fix = drift-tolerant snapped/canonical CellView.Add dedup (PortalView.cs) plus
  restored MaxReprocessPerCell=16 bounded re-enqueue (PortalVisibilityBuilder.cs). Re-enqueue is kept
  (load-bearing for late-slice propagation, Build_ViewGrowthAfterDoneCell_PropagatesNewSlicesToExit);
  only its count is capped. CellViewDedupTests added.
- Seal (DrawCells Task 2): RetailPViewRenderer.DrawEnvCellShells draws EVERY visible cell via
  IndoorDrawPlan.ShellPass (was gated on the ClipFrameAssembler slot filter, leaving slot-less cells grey).
- Look-in FPS: GameWindow exterior look-in candidates limited to the player landblock +-1 (was all ~81
  loaded LBs iterated every outdoor frame). No behaviour change (far cells were >48m, already culled).

Remaining dominant issue = the FLAP at transitions: viewer-cell metastability (render roots at the
camera-eye cell, which oscillates outdoor-indoor as the 3rd-person boom drifts across the doorway,
confirmed in render-sig). SEPARATE fix, NOT the DrawCells port. Full handoff + flap fix plan + tracked
follow-ups (#78 terrain, look-in-from-inside, look-in FPS, L-spotlight):
docs/research/2026-06-07-indoor-render-session-handoff.md.

Baselines: build 0 err; App.Tests 210/210; Core.Tests 1331 pass / 4 fail (pre-existing) / 1 skip.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-07 10:14:43 +02:00
Erik
bff1955066 feat(render): IndoorDrawPlan.ShellPass — every visible cell, no drawable filter (R1)
Pure port of retail DrawCells membership: reverse cell_draw_list, per-slice. Pins the
grey regression — a cell in OrderedVisibleCells is never dropped from the shell pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-06 21:59:26 +02:00
Erik
d2212cfaea fix(render): Part 1 — camera boom convergence snap (kills the at-rest viewer-cell flicker trigger)
Port retail CameraManager::UpdateCamera's convergence snap (0x00456fcd):
once the per-frame lerp step is below 0.0004 m AND the rotation within
0.000199999995, freeze the damped eye at an exact fixed point instead of
Vector3.Lerp's endless sub-mm asymptote. The drift was walking the 3rd-person
eye across the vestibule/room portal plane at rest, flipping the per-frame
viewer-cell resolve 0170<->0171 -> the indoor grey/texture flicker. The
collided-eye firewall (separate publishedEye local) is already present.

Adds ApplyConvergenceSnap static (TDD: 3 unit tests + 1 integration freeze
test) + SnapEpsilon/RotCloseEpsilon. App suite 183 -> 187, all green.

Plan: docs/superpowers/plans/2026-06-05-indoor-viewer-cell-flicker-fix.md

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-05 15:56:04 +02:00
Erik
9f95252d20 fix(render): flood the neighbour when the eye stands in an interior portal
When the chase camera roots in a thin doorway cell and the eye stands in an interior portal opening (live capture: vestibule->room portal D=0.16m, proj=0), the 2D projection degenerates and the neighbour was culled (cells=1) -> only the thin cell drew -> bluish void / transparent ceiling. Retail's 3D clip imposes no constraint for a portal the eye is inside, so the neighbour is fully visible. When the clipped region is empty but the eye stands in the opening (EyeInsidePortalOpening: within 0.5m of the portal plane AND point-in-opening), flood the neighbour with the current view. Guarded so an off-screen degenerate portal stays culled (no #95 blowup; over-include is mesh-frustum-culled at draw). Visual-verified: cellar ceiling now solid.

Band-aid for thin-cell-root coverage; likely superseded by the boom-stability + viewer-cell dead-zone + w=0 near-plane clip fix next session (reassess / maybe revert). 2 RED->GREEN tests; cyclic/hub termination guards unchanged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-05 15:27:39 +02:00
Erik
5f596f2d25 fix(render): clip portal projection against frustum side planes (clip-space)
ProjectToNdc clipped only the eye half-space (w>MinW, a 2026-06-03 workaround) and left the 4 frustum side planes to the 2D ScreenPolygonClip. When the eye is within a portal's near plane, small-w verts explode under the perspective divide (probe saw NDC (10.2,-67.4)); the 2D clip then collapses to empty -> OutsideView empty -> terrain Skip -> the bluish doorway void. Clip the eye plane + 4 side planes (homogeneous Sutherland-Hodgman) before the divide so NDC is bounded to the screen by construction, matching retail GetClip -> polyClipFinish (clip in clip-space before the divide; pc:432344).

Partial: NOT the full flicker fix. The dominant cause (camera boom drift + viewer-cell flip at boundaries + missing w=0 near-plane clip) is identified and deferred to the next session per the handoff. 2 RED->GREEN tests.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-05 15:27:24 +02:00
Erik
9e70031bc6 feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks)
Complete Render Residual A's faithful port: PhysicsCameraCollisionProbe.SweepEye
now mirrors SmartBox::update_viewer (acclient_2013_pseudo_c.txt:92761) end-to-end:

- Start cell (pc:92824-92844): indoor (>=0x100) seats the sweep at the head-PIVOT
  via PhysicsEngine.AdjustPosition (the cellar-lip case — feet in the low connector,
  head up at floor level); outdoor keeps the player cell.
- Sweep pivot -> sought-eye from the seated start cell (unchanged 0x5c viewer flags).
- Success (pc:92870): set_viewer(curr_pos), viewer_cell = curr_cell.
- Fallback 1 (pc:92878): AdjustPosition(sought_eye).
- Fallback 2 / no-cell (pc:92775, 92886): snap to player, viewer_cell = null. This
  also makes cellId==0 faithful (was returning the desired eye; retail snaps to
  player_pos) and adds the playerPos arg to ICameraCollisionProbe.SweepEye.

Supporting: ResolveResult.Ok surfaces FindTransitionalPosition's return (retail
find_valid_position != 0, pc:273898) so SweepEye knows when to fall back.

TDD: 11 new tests (FindVisibleChildCell 4, AdjustPosition 3, ResolveResult.Ok 2,
SweepEye orchestration 2). The seating test's RED proved the sweep does NOT auto-
advance feet->room, so the pivot-seated start cell is genuinely decisive. Core
1326 pass / 4 documented-fail / 1 skip; App 179 pass / 0 fail. No regression.

Per the live-capture finding, the visible payoff is the cellar-corner (point 3);
the cottage-room bluish void stays for residual C. Spec:
docs/superpowers/specs/2026-06-05-residual-a-camera-collision-design.md.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-05 11:10:32 +02:00
Erik
0cc561c4d0 fix(render): doorway void — portal near-clip was near-dependent (eye-clip instead)
The cottage doorway 'void' (dark cell + floating entities while the chase camera looks
through the opening): PortalProjection.ProjectToNdc clipped portals on w+z>=0 — the GL
[-1,1] near-plane test — but acdream's camera builds its projection with D3D-convention
Matrix4x4.CreatePerspectiveFieldOfView and a 1.0 m near plane (RetailChaseCamera). Against
that matrix w+z>=0 discards everything within ~0.5 m of the eye, so when the camera orbits
to ~0.1 m from a doorway portal the near edge is clipped, the far edge projects off-screen
([flap] showed p->0171 D=0.10 proj=4 clip=0 ndc Y=-3.5..-6.6), the room behind is culled
(vis=1) and only the tiny vestibule shell draws -> dark void. Rotating away moved the eye
off the portal -> vis=5 -> room rendered.

Fix: clip against the EYE (w > MinW, MinW=0.05 m), near-INDEPENDENT — a portal you're
standing in still projects (covers the screen) so the cell behind stays visible. We only
use the projected x/y for the visibility clip region, so keeping vertices in front of the
near plane is correct. Matches retail PView::GetClip near-clipping the portal before project.
RED->GREEN regression test (doorway 0.1 m from a near=1.0 eye); 177 App tests green; the
existing straddling ±50 bound still holds.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-03 13:42:46 +02:00
Erik
d03fe84845 feat(render): RetailChaseCamera.ViewerCellId — the swept viewer cell (retail viewer_cell)
Update() now always sets ViewerCellId: the camera-collision sweep's swept cell when collision
is on (retail viewer_cell = sphere_path.curr_cell), else the passed player cell. This is the
robust, per-frame, graph-tracked 'which cell is the camera in?' answer that V1 roots the render
on — no AABB, no grace frames (the U.4c flap source). 176 App tests green (2 new).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-03 12:34:07 +02:00
Erik
832001d289 refactor(render): SweepEye returns (Eye, ViewerCellId) — surface the swept viewer cell
The camera spring-arm sweep already resolves the collided eye's cell (ResolveResult.CellId
= sp.CurCellId = retail viewer_cell = sphere_path.curr_cell, update_viewer pc:92871).
Return it from SweepEye so the render can root on the viewer cell (Phase W single-viewpoint
V1, Task 1). Pure plumbing — behavior unchanged; callers extract .Eye. 174 App tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-03 12:32:45 +02:00
Erik
58822fed96 fix(render): R1 — repurpose the ParentCellId==null cell-gate bypass (#78)
EntityPassesVisibleCellGate no longer returns true unconditionally for outdoor
scenery under a cell filter (was the headline #78 bleed). Outdoor scenery now
draws only via the unfiltered bucket (visibleCellIds: null) + ResolveEntitySlot's
OutsideView routing. The outdoor-root global Draw passes visibleCellIds: null
(no portal-cell scoping outdoors; retires VisibleCellIds as a render gate — peering
into buildings is R5). Updated the EntityClipTests case that pinned the old bypass
(Included -> Excluded). 174/174 App tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 20:10:26 +02:00
Erik
cf85ea4e17 feat(render): R1 — InteriorEntityPartition (3-bucket per-cell entity split)
Pure helper splitting a frame's entities into live-dynamic / per-cell statics /
outdoor scenery, by the same precedence as WbDrawDispatcher.ResolveEntitySlot
(serverGuid first — live entities have no ParentCellId). Feeds the per-cell
DrawInside loop. 3 unit tests, GL-free.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 19:53:42 +02:00
Erik
a8b831c23b test(render): Phase W Stage 4/5 — assembler OutsideView AABB + PView BFS + entity-clip tests
ClipFrameAssemblerTests (3 new):
- Assemble_OutsideViewWithExitPortal_HasOutsideViewTrue_AabbMatchesBounds
- Assemble_OutsideViewMultiPolygon_ScissorMode_HasOutsideViewTrue_AabbValid
- Assemble_EmptyOutsideView_HasOutsideViewFalse_AabbZero

PortalVisibilityBuilderTests (3 new):
- Build_ExitPortalVisible_OutsideViewNonEmpty
- Build_NoExitPortal_OutsideViewEmpty
- Build_RootCellAlwaysFirstInOrderedVisibleCells

EntityClipTests (new file, 5 tests):
- EntityClip_ParentInVisibleSet_Included
- EntityClip_ParentNotInVisibleSet_Excluded
- EntityClip_NullVisibleSet_IncludesAll
- EntityClip_NullParentCell_NullVisibleSet_Included
- EntityClip_NullParentCell_NonNullVisibleSet_Included

WbDrawDispatcher.EntityPassesVisibleCellGate changed private → internal static
(AcDream.App already has InternalsVisibleTo AcDream.App.Tests; no new seam needed).

160 → 171 tests, all green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 16:21:08 +02:00
Erik
6a1fbbd44e refactor(render): Stage 3 T3.1 — delete FindCameraCell AABB grace-frame fallback
ComputeVisibilityFromRoot(null, …) now returns null (outdoor root) instead of
calling FindCameraCell(fallbackPos). Retail CellManager::ChangePosition
(0x004559B0) reads the transition-owned curr_cell — it does NOT re-derive from
a static position. W2a guarantees CurrCell is set from the first tick, so the
AABB fallback is dead. Deleted: FindCameraCell (389–446), _lastCameraCell,
_cellSwitchGraceFrames, CellSwitchGraceFrameCount. GetVisibleCells retains a
brute-force AABB scan for test-compat; ComputeVisibility stays for the same
reason. Updated 3 null-root tests in CellVisibilityFromRootTests to assert the
new null-returns-null behavior.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 15:36:47 +02:00
Erik
02acac5572 feat(app): UCG W2 Task 2 — render root from physics CurrCell (FindCameraCell fallback)
Wire the BFS visibility root to DataCache.CellGraph.CurrCell (the physics
membership answer written in W2 Task 1) rather than resolving independently
from a position via FindCameraCell.  Closes the render/physics disagreement
that causes the "world from below" spawn-in flicker.

Changes:
- CellVisibility.GetVisibleCells: extracted BFS body into new private
  GetVisibleCellsFromRoot(LoadedCell root, Vector3 cameraPos); existing
  GetVisibleCells delegates to it after FindCameraCell (behavior unchanged).
- CellVisibility.ComputeVisibilityFromRoot(LoadedCell? root, Vector3 fallbackPos):
  new public entry point; when root is null falls through to ComputeVisibility
  (exact today's behavior), otherwise sets _lastCameraCell = root and delegates
  to GetVisibleCellsFromRoot — cannot regress below baseline.
- GameWindow (line 7156): replaced ComputeVisibility(visRootPos) with
  ComputeVisibilityFromRoot(physicsRoot, visRootPos) where physicsRoot is
  resolved from _physicsEngine.DataCache.CellGraph.CurrCell via TryGetCell.
  physicsRoot is null whenever CurrCell is null or its id is not yet in the
  render registry, so the fallback fires until the cell loads.
- 6 new tests in CellVisibilityFromRootTests: null-root fallback equivalence
  (3 cases), registered root → CameraCell == root (3 cases).  All 160 App.Tests
  pass, 0 regressions.

Visual verification PENDING — behavior change; do not claim it works visually.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 10:24:23 +02:00
Erik
e099b4c4a3 fix(physics): M1.5 — viewer-exempt the #98 indoor shadow gate so the camera eye collides the cottage shell enclosure
Root cause: ShadowObjectRegistry.GetNearbyObjects gated the outdoor radial sweep
whenever primaryCellId is an indoor cell — this was the issue-#98 fix that stops the
cottage-floor GfxObj from capping the player's head sphere from the cellar below.
But the camera probe (ObjectInfoState.IsViewer, 0x004) also sweeps with an indoor
primary cell, and the only geometry that encloses a Holtburg cottage in acdream's data
model is the landblock-baked exterior-shell GfxObj (registered cellScope=0, outdoor).
Result: the camera's spring-arm sweep found nothing and flew to full chase distance
(eye ~3.4 m back, outside the player's cell 90% of frames — root cause of all three
post-flap residuals: transparent outer walls, terrain-through-floor, grey stairs).

Fix (Option A, retail-faithful): add isViewer parameter (default false, all existing
callers keep the gate) to GetNearbyObjects. Thread oi.IsViewer from FindObjCollisions
(TransitionTypes.cs ~line 2307) through to the gate. When isViewer=true the outdoor
sweep runs regardless of indoor primary cell — matching retail's SmartBox::update_viewer
(:92761) which calls find_obj_collisions (:308918) with no indoor-cell restriction.
The #98 gate remains in force for IsPlayer and all other non-viewer sweeps.

Retail anchors:
- SmartBox::update_viewer @ acclient_2013_pseudo_c.txt:92761 — viewer transition
  finds geometry via find_obj_collisions; no indoor gate
- find_obj_collisions @ :308918 — iterates shadow_object_list unconditionally
- CObjCell::find_cell_list @ :308751-308769 — retail's own indoor/outdoor branch
  (the model that makes the #98 gate correct for the player)

Also fixes a test-fixture geometry bug: the original RED test had
gfxLeaf.BoundingSphere.Origin in world space (0, ExteriorWallY, 96) instead of
object-local space (0, 0, 0), causing NodeIntersects to return false even when the
gate was bypassed. Corrected to local space; wall polygon vertices/plane also
expressed in local space relative to the GfxObj origin.

Tests (3 new, 1 renamed):
- SweepEye_IndoorCellExteriorGfxObjWall_StoppedByExteriorShell_AfterViewerGateExemption:
  was RED (_CurrentlyFails); now GREEN — camera sweep stopped by exterior GfxObj wall
- GetNearbyObjects_IndoorPrimaryCell_NonViewer_DoesNotReturnOutdoorGfxObj: #98 guard
  (isViewer=false keeps the gate → GfxObj NOT returned)
- GetNearbyObjects_IndoorPrimaryCell_IsViewer_DoesReturnOutdoorGfxObj: viewer-exempt
  guard (isViewer=true bypasses gate → GfxObj IS returned)

App.Tests: 154 pass / 0 fail (was 151/1). Core.Tests: 15 fail (same pre-existing
static-leak flakiness, unchanged from baseline).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 18:49:39 +02:00
Erik
3066460370 diag(render): camera-collision indoor non-engagement — RED test + diagnosis
Root cause (b): ShadowObjectRegistry.GetNearbyObjects (line 480) returns early
when primaryCellId is an indoor cell, skipping the outdoor radial sweep that
contains the landblock-baked cottage exterior-shell GfxObj. The issue-#98 fix
that prevents the player's head sphere from being capped by the cottage floor
also prevents the IsViewer camera sweep from finding the exterior building shell.
Result: camera passes through exterior walls unimpeded, driving the residual
transparent-walls symptom after the U.4c flap fix.

Evidence: live capture shows eyeInRoot=n ~90% of frames, eye-player distance
3.43m (full chase, no pull-in). RED test deterministically reproduces: synthetic
indoor cell (0xA9B40175) + exterior GfxObj registered at cellScope=0; probe
SweepEye returns pulledIn=0.0000m (full eye distance Y=5.0, wall at Y=4.0).

Fix design: exempt IsViewer from the indoor-primary early-return gate in
GetNearbyObjects — retail's find_obj_collisions (named-retail :308918) has no
indoor/outdoor cell gate; the acdream fix is correct only for IsPlayer.

Apparatus committed:
- tests/AcDream.App.Tests/Rendering/CameraCollisionIndoorTests.cs (RED test)
- docs/research/2026-05-31-camera-collision-indoor-diagnosis.md (findings + design)
- PhysicsCameraCollisionProbe.cs [flap-sweep] diagnostic retained (U.4c spike)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 18:02:37 +02:00
Erik
0ee328a824 fix(render): Phase U.4c — root indoor visibility at the player's cell (the flap)
The visibility root + portal-side test now use the PLAYER position (visRootPos) in
player mode instead of the camera EYE; the eye still drives the per-frame projection
(envCellViewProj). Live ACDREAM_PROBE_FLAP evidence: the flap was the 3rd-person eye
drifting out of the player's cell -> FindCameraCell returning the STALE cell for its
grace frames -> the doorway portal culled as behind-the-eye -> exit cell + terrain +
shells dropped (res=Grace eyeInRoot=n terrain=Skip on every flap frame). Retail's
CellManager::ChangePosition (0x004559B0) tracks curr_cell by the player; acdream
already roots lighting at the player (GameWindow:7152) for the same chase-cam reason
— visibility was the lone holdout on the eye. Removed the earlier synthetic builder
flap test, which modeled a disproven (side-test) hypothesis; the fix is integration-
level, validated by the visual gate + [flap] probe. App tests 151/151.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 14:35:21 +02:00