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14 commits

Author SHA1 Message Date
Erik
4686a1ac74 probe(render): [dyn-route] DynamicLast admission trace + rain PASS note
The owner''s through-wall remote-player report (standing in 0xF4180101,
a player parented at 0xF4180112 - the south hall, geometrically
unseeable through the cathedral - renders through opaque walls; from
0xF4180104 he is correctly hidden). The DynamicLast admission chain
has three gates (indoor / old-apparatus look-in exclusion /
SphereVisibleInCell against old-assembly cell planes), and gate 3
carries a known trapdoor: a zero-plane scissor-fallback slice is
PASS-ALL. This trace logs, per entity ON CHANGE: parent cell, look-in
exclusion hits, the viewcone verdict, and the cell''s lifted-plane
shape, so one 0104<->0101 crossing with the remote player in place
pins the admitting gate. Rain gate 75eab42f is owner-PASSED.

Hermetic 6,762/0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 21:55:24 +02:00
Erik
5f7ccdeab5 fix(render): FW4 slice 3 - the outside-stage predicate reads the walk flood
The cathedral falls persisted through the slice-2 seal fix; the probe
already held the tell: the same two emitter entities (f4243/f4285) draw
phase=pre on good frames and phase=post on bad ones. They are
interior-parented, so DynamicDrawsInOutsideStage takes the indoor arm,
whose first gate is flood membership - and that still read the OLD
apparatus flood, which drops cells at the #456 seam band. On those
frames the falls fell to the post-clear last pass and splatted across
the cleared depth (terrain and water alike).

Both predicate call sites (the frame product's BuildOutsideDynamicRoutes
via BuildAndBorrow's input, and the renderer's own outside-stage
classification) now receive the walk's VisitedCells on walk frames -
root flood plus look-in floods, all of whose objects retail draws inside
LScape::draw, pre-clear. drawableCells keeps its other roles. Also adds
the probe-gated [walk-dyn] per-entity classification dump (parent cell,
outside/cone verdicts) so a surviving repro pins the failing gate
directly.

Hermetic 6,762/0, Walk lane 213/1.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 19:28:57 +02:00
Erik
4918677b45 feat(render) Campaign FW3.2b-2: THE STATIC CUTOVER - the walk drives production statics
The retail frame walk now drives every production static draw. In
RetailPViewRenderer.DrawInside, when the concrete executor + the
packed product + the FW3.1 walk registries are all wired (all
production compositions - anything less throws):

- A pre-walk events-only collection pass (the shadow sink generalized
  to WalkVisitedSetCollector) gathers the frame's visited cells,
  buildings, and landscape-cell turns; the visited cells union into
  prepareCells so EnvCellRenderer prepares every shell the driver
  draws.
- DrawWalkDrivenStatics runs the WalkFrameDriver over the production
  world data (WalkProductionWorldData over RenderSceneQuery + the
  building registry): sky, terrain slices, outdoor statics at their
  landscape-cell turns, buildings (alpha barrier -> punch/look-in
  passes -> shell) in retail order, interior clear+seals as leaf
  closures (the old tail block's drain reasoning moves with them),
  flood cells shell-then-contents. Landscape/cell-stage particle
  owners re-source from the walk's visited sets - retail gates
  particles per cell turn (ShouldDrawParticles @0x0050FE60), which
  this is; the old sphere filter was the approximation.
- DrawLandscapeDynamicsPhase + DrawBuildingLookInDynamics carry the
  dynamics-only remainder (LookInObject now dynamic-classified,
  late outside-dynamics + weather, particle unions); DrawDynamicsLast
  and the outdoor flush are unchanged.
- The product builder stops emitting LandscapeOutdoorStatic /
  LandscapeBuildingShell / CellStatic (methods deleted, dead index
  tracking removed); LookInObject loads cells with
  includeStatics: false.

The old static path survives ONLY behind !walkActive for the
standalone/diagnostic executor-fake path that keeps 15 retail-ordering
regression tests exercising the barrier/punch/seal machinery; no
production composition can reach it. Its deletion is FW4 scope (the
plan's "deleting the patch apparatus") - recorded in the plan.

Transitional risks recorded in code/report: the two-pass walk cost
(FW3.4 measures), the interior slice-count reconciliation between the
old clip assembly and the walk's own exit-view survival, and the
outdoor merged-flood punch coverage now riding the walk's own
building-BSP punches (retail-faithful per FW1; the owner visual gate
verifies).

Suites (lead-verified): full Release build 0 warnings; hermetic
6,750/0 (baseline minus the three deleted route tests); Walk lane
201/1; InstalledDat Walk conformance 40/1 untouched. The two
IL-branch tests the implementation round reported failing pass in
every lead run - the recurring parallel-load flake pair.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 15:43:22 +02:00
Erik
fc30285fd7 fix(render): drawn-once look-in dynamics + farther-than-building alpha drains
Two retail-parity corrections on top of 684380d4, user-gated together
(no regressions; door/creature-through-opening rendering verified live
at Holtburg; cathedral waterfall and look-north casts pass):

1. Drawn-once look-in dynamics. Retail marks every drawn non-player
part for the frame (DrawMeshInternal @0x0059F360 GetDrawnThisFrame), so
an object draws once, with its cell. acdream drew a look-in cell's
dynamics twice under an outdoor root - once correctly with the look-in,
then again in dynamics-last after the boundary alpha drain, where the
second draw overpainted nearer flames. Both the accepted path
(_lookInCellIds) and the frame product (BuildDynamicLastRoute) now
exclude dynamics whose parent cell drew as a look-in.

2. Pre/inter-building barriers drain only content FARTHER than the
building they precede (FlushLandscapeAlphaFartherThan +
RetailAlphaQueue.FlushFartherThan + conservative anchor-origin
threshold). Retail's far-to-near walk guarantees a building's
FlushAlphaList(0f) @0x0059F2A0 has only farther content queued; a
nearer emitter composites at a later flush. AP-236 documents the
remaining barrier-order divergence.

The #132 candle-before-door overdraw is NOT yet fixed by these steps
and stays open: the current suspect is that houses without a
constructed look-in still draw their interior-parented door in
dynamics-last after the outdoor candle's boundary drain (see the
2026-08-29 ledger for the retail flush-after-objects hypothesis).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 16:06:04 +02:00
Erik
1d2f2f738f fix #451: stabilize portal seam rendering
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2026-08-27 14:30:21 +02:00
Erik
20f9fadb12 Reapply "perf(rendering): draw retained frame product"
This reverts commit 2c848d4167.
2026-07-25 08:36:11 +02:00
Erik
2c848d4167 Revert "perf(rendering): draw retained frame product"
This reverts commit ef1d263337.
2026-07-25 06:28:31 +02:00
Erik
ef1d263337 perf(rendering): draw retained frame product
Make the incremental render scene the production entity source at the existing retail PView stages while retaining the accepted dispatcher upload and draw executor. Keep diagnostics consumer-gated, retain ordered indices across unchanged frames, refresh only dirty records, and preserve exact mesh-load, selection, alpha, lighting, and route lifecycle semantics.
2026-07-25 04:12:23 +02:00
Erik
528dec6072 test(rendering): name transient parity differences
When counts diverge, preserve ordered comparison and report the first concrete extra or differing payload. Include retained-classification state in downstream mismatch logs so reveal-edge lifecycle failures can be attributed without weakening the referee.
2026-07-25 02:59:41 +02:00
Erik
54d17eb446 perf(rendering): retain packed classification
Retain appearance classification per projection while refreshing transforms, clip slots, lights, selection lighting, and group instance payloads each frame. Incomplete resources and active animation remain on the live classification path, and only an exact full packed comparison acknowledges scene dirtiness.
2026-07-25 02:46:40 +02:00
Erik
e0f36caa70 fix(rendering): preserve exact scene traversal order 2026-07-25 02:03:58 +02:00
Erik
29195fb255 feat(rendering): prove packed dispatcher output parity
Build a compare-only dispatcher classifier from RenderFrameView and compare complete opaque, alpha, selection, clip, light, texture, transform, and draw payloads against the accepted path. Preserve retail's stable equal-CYpt ordering with explicit draw-local submission ordinals so material-group history cannot affect alpha ties.
2026-07-25 01:31:56 +02:00
Erik
d8d9897376 feat(rendering): pack scene dispatcher inputs
Capture immutable presentation payloads in the render scene, flatten unique entity and mesh-part records into the borrowed frame arena, and compare every routed dispatcher input tuple without changing the production draw source.
2026-07-25 00:44:58 +02:00
Erik
e346f8bbaf feat(rendering): compare scene-built PView candidates
Build a same-frame candidate product from incremental render-scene indices and compare its exact PView routes against the accepted current path without changing the production draw source.
2026-07-25 00:12:53 +02:00