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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
Synthetic C0->C1->C2(exit) chain; two camera poses straddle the C0->C1
side-test boundary by a few cm. Pre-fix, pose B hard-culls C0->C1 and the
exit cell drops -> OutsideView empties (the flap). Gates the U.4c fix.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Code review flagged the gate-critical per-instance slot resolution as untested.
Add RED→GREEN cases (live=unclipped slot 0, cell-static→cell slot, non-visible→cull,
outdoor-stab→OutsideView/cull, routing-inactive→all slot 0). Note the full-cell-id-space
invariant at ResolveEntitySlot; fix a stale RenderInsideOut comment in EnvCellRenderer.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wire the portal-visibility result through the clip pipeline: build a per-frame
ClipFrame (slot 0 no-clip, slot 1 OutsideView, slot 2..N per visible cell) +
cellIdToSlot from PortalVisibilityBuilder; call the (previously dormant)
EnvCellRenderer.Render for cell shells inside the clip bracket; assign per-instance
clip slots in WbDrawDispatcher (live-dynamic unclipped per retail, cell statics to
their cell slot, outdoor scenery to OutsideView, non-visible culled); gate/scissor/
skip terrain per OutsideView (empty ⇒ no terrain — the bleed fix). Emit ACDREAM_PROBE_VIS.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds the GPU mechanism to clip drawing to a per-cell screen-space convex
region via gl_ClipDistance, consumed by the mesh + terrain vertex shaders.
This is the MECHANISM only — every instance defaults to slot 0 (no-clip /
pass-all) and terrain to count 0, so the running game renders IDENTICALLY to
pre-U.3 (verified: offline launch compiles both shaders and reaches steady
state; no GL errors). U.4 populates real clip data from portal visibility.
Binding contract (define once, both sides obey):
- mesh_modern.vert: SSBO binding=2 CellClip[] (shared per-frame regions, slot 0
reserved no-clip) + SSBO binding=3 uint[] per-instance slot, indexed by the
IDENTICAL gl_BaseInstanceARB+gl_InstanceID used for binding=0. binding=0/1
untouched.
- terrain_modern.vert: UBO binding=2 TerrainClip { int count; vec4 planes[8]; }
for the single OutsideView region (UBO namespace; SceneLighting is UBO
binding=1, so binding=2 is free and does not collide with the mesh SSBO
binding=2). count 0 = ungated.
- Both redeclare out gl_PerVertex { vec4 gl_Position; float gl_ClipDistance[8]; }
and set unused planes (i >= count) to +1.0 so they pass everything.
CellClip std430 layout (144 bytes/slot): count@0, 3 pad uints@4/8/12,
planes[8]@16 (vec4 stride 16). Terrain UBO std140: count@0 (padded to 16),
planes[8]@16 → 144 bytes. Verified by ClipFrameLayoutTests (8 new tests).
Pieces:
- ClipFrame: per-frame container + uploader for the SHARED clip data (binding=2
SSBO + terrain UBO). NoClip() = slot 0 + terrain count 0. AppendSlot /
SetTerrainClip pack std430/std140 bytes for U.4. UploadShared binds both.
- WbDrawDispatcher + EnvCellRenderer: each owns its binding=3 zero buffer
(all-zeros sized to its instance count → slot 0), re-binds binding=2 from the
shared ClipFrame id (or an internal no-clip fallback if unwired) before MDI.
gl_ClipDistance is per-vertex, so the single glMultiDrawElementsIndirect per
group is preserved — no draw splitting.
- TerrainModernRenderer: binds the terrain clip UBO (shared or no-clip fallback)
before its draw.
- GameWindow: glEnable(GL_CLIP_DISTANCE0..7) once at init (unused planes pass-all
so always-on avoids per-draw thrash); per frame builds ClipFrame.NoClip(),
UploadShared, and hands the buffer ids to the three renderers (tiny diff; U.4
swaps NoClip() for the real portal-visibility frame).
Gate: dotnet build green; App suite 134/134; offline launch confirms both
shaders compile + link with no GL errors.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
CellView convex polygon edges → clip-space planes (nx,ny,0,d) for gl_ClipDistance,
≤8 with collinear-edge merge. Multi-polygon or >8-edge regions degrade to the union
AABB scissor (over-include, never hide); empty regions are distinct (draw nothing).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Code review caught a CRITICAL under-inclusion: ApplyReciprocalClip scanned for the
first OtherCellId match, so a cell with two portals to the same neighbour clipped both
near-side openings against the FIRST reciprocal polygon — hiding geometry through the
second opening (real on Holtburg cellar cells 0x148<->0x149). Plumb the dat's
OtherPortalId back-link through CellPortalInfo + BuildLoadedCell and index the reciprocal
directly (retail arg2->other_portal_id, 433557). Skip (degrade to over-include) when the
index is unresolvable — never clip against a guessed polygon. Adds a disjoint two-back-
portal regression test.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Clip the portal opening against the neighbour's matching back-portal polygon
before propagating, so a cell's clip region is the intersection of the opening
seen from both sides. Closes the M-4 stub in ISSUES #102. Can only tighten,
never under-include; degrades to prior behavior when no back-portal is found.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
PortalVisibilityFrame gains OrderedVisibleCells (closest-first). Replace the FIFO +
MaxReprocessPerCell cap with a distance-priority queue and a grow-watermark fixpoint
(retail InsCellTodoList 433183 / AddViewToPortals 433446) so cyclic dungeon graphs
converge without duplicate-cell blow-up.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Remove IndoorCellStencilPipeline + portal_stencil shaders, RenderInsideOutAcdream,
RenderOutsideInAcdream, the A8-perf instrumentation, the cameraInsideBuilding /
ACDREAM_A8_INDOOR_BRANCH branch, and the dead EntitySet partition values. Collapse
the render branch to the default Draw(All) path (U.4a replaces it with the gated
unified pass). Keep all audited EnvCellRenderer / BuildingLoader / CellVisibility /
camera-collision fixes.
Also deleted with the partition: the two test-only walk helpers
(WbDrawDispatcher.WalkEntitiesForTest / WalkEntitiesForTestByCellIds) and their
test files (WbDrawDispatcherEntitySetTests, WbDrawDispatcherCellIdsOverloadTests),
which existed solely to exercise the removed IndoorPass/OutdoorScenery/
BuildingShells/LiveDynamic partition. EntityMatchesSet / IsShellScopedSet collapse
to the All-path constants; the set: parameter is retained as a seam for the
unified pass.
Note: the depth-clear-if-inside default-path workaround was removed per the
U.1 task list — any current indoor-wall degradation persists until a later
Phase U task lands the unified pass (expected, not a regression introduced here).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Visual verification showed the camera vibrating/bouncing when pressed against a
wall. Cause: the sweep wrote its clamped result back into _dampedEye, so the
next frame's damping lerped from the wall toward the target and the sweep
re-clamped it — a per-frame feedback loop. Retail keeps viewer_sought_position
(damped, uncollided) separate from viewer (the published collided eye). Fix:
collide into a separate publishedEye for Position/View/fade and leave _dampedEye
as the clean sought position. New regression test
Update_CollisionDoesNotCorruptDampedState (clamp-then-release → full recovery).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Code-review follow-ups for Task 3: wrap the flag-off test's CollideCamera reset
in try/finally so an assert failure can't poison downstream tests; add
Update_ProbePullsEyeInClose_FullyFadesPlayer covering retail stage-3 (collided
eye 0.1 m from pivot → PlayerTranslucency 1); tighten probe.Calls assertion to ==1.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Add ICameraCollisionProbe? CollisionProbe { get; init; } to RetailChaseCamera.
Extend Update() with optional cellId/selfEntityId params (default 0) so all
existing callers compile unchanged. After the exponential-damping block (step 5)
and before publishing Position/View (step 6), sweep _dampedEye through the
probe when CameraDiagnostics.CollideCamera is true and a probe is wired in
(step 5b). The fade computation in step 7 then naturally uses the collided eye.
Null probe and cellId=0 both short-circuit cleanly. Three new xUnit tests
cover: probe-wired+flag-on publishes collided eye, flag-off skips probe,
null probe doesn't throw. All 30 RetailChaseCameraTests pass.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Task 0 baseline cleanup. Removes the temporary A8 step-disable diag
toggles (A8Diag* properties + ACDREAM_A8_DIAG_* env reads) that the A8
batch left behind in RuntimeOptions, and unwraps their guards in
GameWindow.RenderInsideOutAcdream so every guarded draw (Step 2 punch,
Step 3 EnvCell-opaque + IndoorPass, Step 4 terrain + outdoor scenery,
portal depth-clamp) now runs unconditionally. RuntimeOptionsTests drops
the matching assertions. The ACDREAM_PROBE_VIS apparatus
(EmitDrawOrderProbe / EmitStencilProbe / EmitBuildingsProbe /
EmitEnvCellProbe) is preserved untouched.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Lands the working A8 indoor-rendering and streaming fixes accumulated this
session. User has verified these visually to some degree (e.g. lifestone /
translucent meshes confirmed fine under the FrontFace flip; bridge / wall /
collision regressions confirmed fixed after travel); not every path has been
exhaustively gated. The cellar-flap defect remains OPEN and will be solved
the retail-faithful way via a dedicated brainstorm (see handoff docs).
Rendering core (reviewed, high confidence):
- EnvCellRenderer SSBO stride fix: upload packed Matrix4x4[] (64B) instead of
the 80B CPU InstanceData struct the shader never expected — fixes the
transform/texture "explosion" for any draw with >1 instance (cells that
dedupe to a shared cellGeomId). Real root cause.
- WB-style global FrontFace(CW) + per-batch CullMode carried through the MDI
layout (GroupKey + BuildIndirectArrays + DrawIndirectRange split into
same-cull runs with absolute uDrawIDOffset per run).
- EntitySet partitioning (IndoorPass / OutdoorScenery / LiveDynamic) +
WorldEntity.BuildingShellAnchorCellId so building shells scope to their
dat-derived building cell instead of rendering everywhere.
- RenderOutsideInAcdream (look into buildings from outside) +
CollectVisiblePortalBuildings frustum cull of portal bounds.
- Sky-when-inside-building + per-cell audit probe + GL-state probe.
Streaming / perf (test-covered; not independently code-reviewed this session):
- Near/far priority queues so near work wins over far; PromoteToNear carries
full landblock + mesh data; LandblockEntriesWithoutAnimatedIndex avoids
rebuilding the animated-lookup dict in the hot draw path. Fixes the
bridge-not-appearing / missing-walls / broken-collision-after-travel
regressions and improves post-transition FPS.
Tooling + docs:
- tools/A8CellAudit: offline dat cell/portal/building dumper (portals +
buildings modes) — reproduces the cellar-flap investigation with no launch.
- docs/research cellar-flap root-cause + option-2 handoff (the didInsideStencil
double-duty finding + the WB-recursive design decision + brainstorm prompt),
entity-taxonomy, replan, issue-78 visibility investigation.
Diagnostics retained on purpose: ACDREAM_A8_DIAG_* gates, portal_stencil.vert
provisional pos.w clamp, and the probe families are kept (env-var gated, zero
cost when off) because the pending option-2 cellar-flap brainstorm needs them.
Strip in the option-2 ship commit.
Indoor branch stays behind ACDREAM_A8_INDOOR_BRANCH=1 (default off = pre-A8
visual). Build green; App tests + Core (streaming/dispatcher/loader) tests pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The post-Wave-5 indoor branch chaos (flickering, missing walls, GPU 100%,
~10 FPS) is caused by two interconnected pool-management bugs in
EnvCellRenderer that line-by-line WB comparison surfaced in 30 minutes.
Neither was found by the five post-Wave-5 speculative fixes because none
of them inspected the pool path.
Bug #1 — GetPooledList missing list.Clear():
The reuse branch returned pool lists with prior-frame data still inside.
PrepareRenderBatches' merge phase pattern `gfxDict[k] = list; list.AddRange(...)`
assumes empty lists. Without Clear(), lists grow unbounded each frame, GPU
draws cumulative instance counts, and per-instance transforms become a stew
of past + present data. Mirrors WB ObjectRenderManagerBase.cs:1221-1233.
Bug #2 — Render uses snapshot.BatchedByCell.Count instead of PostPreparePoolIndex:
The snapshot author dropped WB's PostPreparePoolIndex field calling it
"scenery-only," then "compensated" in Render by setting _poolIndex to the
cell count. The cell count has no relation to the pool — Prepare may have
used 50+ pool lists for an 18-cell scene. Render's filter-path GetPooledList
then returns lists that ARE in snapshot.BatchedByCell, corrupting the snapshot
mid-Render. Restoring PostPreparePoolIndex (WB VisibilitySnapshot.cs:31)
correctly places Render's pool cursor past the snapshot's owned region.
Bug #3 (minor) — PopulateRecursive hardcoded isSetup:false for nested parts:
Setup IDs use high-byte 0x02 (per retail). WB ObjectRenderManagerBase.cs:813
checks `(partId >> 24) == 0x02` to detect nested Setups. Our port always
passed isSetup:false, silently dropping any nested Setup (its TryGetRenderData
returns IsSetup=true, Render's `!IsSetup` guard skips the draw). Probably
rare in EnvCells but fixed for completeness.
Regression coverage:
- GetPooledList_ReusedList_IsClearedBeforeReturn — would have failed pre-fix
- GetPooledList_FreshList_IsAlwaysEmpty — sanity check
- Snapshot_PostPreparePoolIndex_IsInitSettable — compile-time guarantee
- Snapshot_PostPreparePoolIndex_DefaultsToZero — defensive default
86/86 App tests pass. Build green. The fix is the audit's primary
deliverable; the GL state probe option-1 apparatus follows in a separate
commit as defense-in-depth for any unidentified residual issue.
Full audit + WB cross-reference in
docs/research/2026-05-28-a8-env-cell-renderer-audit-findings.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The core port. 1013 LOC of WB-faithful rendering algorithm:
- GetEnvCellGeomId : WB EnvCellRenderManager.cs:94-103 verbatim
- PrepareRenderBatches : WB EnvCellRenderManager.cs:247-373 verbatim
(parallel frustum-cull, per-cell slow path,
ThreadLocal merge, atomic snapshot swap)
- Render(filter:) : WB EnvCellRenderManager.cs:395-511 verbatim
(filter-driven gfxObj group + draw call build)
- RenderModernMDIInternal : WB BaseObjectRenderManager.cs:709-848
(single-slot variant; resize buffers,
group by cull mode + additive, MDI draw)
- PopulatePartGroups : WB EnvCellRenderManager.cs:572-580 verbatim
(Setup part recursion via PopulateRecursive)
- RegisterCell / FinalizeLandblock / RemoveLandblock — streaming seam
(no WB analog; bridges acdream's existing StreamingController +
LandblockStreamer to the renderer's per-cell instance store)
Documented deviations from WB:
- Drop _useModernRendering branch (Phase N.5 mandatory modern path)
- Drop SelectedInstance/HoveredInstance highlights (no editor state)
- _activeSnapshotGlobalGroups/GfxObjIds as sibling fields on the class
rather than on the snapshot (EnvCellVisibilitySnapshot per Task 4 spec
only carries BatchedByCell + VisibleLandblocks; global groups only
used in the unfiltered Render(pass) path which we don't take)
- ConcurrentDictionary<uint, EnvCellLandblock> keyed by full 32-bit
landblock id (WB uses ushort packed key; acdream uses full id throughout)
10 unit tests (GetEnvCellGeomId determinism + bit-33 dedup flag +
NeedsPrepare + dispose semantics + RemoveLandblock idempotence). Build
green; 23/23 Wave 1+2 tests pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
LoadedCell.BuildingId (init + internal setter) — set exactly once at
landblock load time by BuildingLoader; null when the cell isn't
part of any building (outdoor surface cells; dungeon cells not
enumerated in LandBlockInfo.Buildings).
GameWindow landblock-load path: builds BuildingRegistry from
LandBlockInfo.Buildings; stamps each cell's BuildingId; stores the
registry on _buildingRegistries[landblockId] (GameWindow-level dict)
for render-frame lookups. Note: LoadedLandblock is AcDream.Core.World
(a sealed record) — adding an App-type field there would violate
Code Structure Rule #2, so the registry is stored in a new
GameWindow-level dictionary instead. Cleanup wired in both
removeTerrain lambdas (OnLoad + OnResize paths).
drainedCells dict: the existing _pendingCells drain loop is extended
to also build a local CellId→LoadedCell dict; BuildingLoader.Build
uses this dict for the stamping pass so no second iteration is needed.
New BuildingLoaderTest verifies the stamping path. 5 BuildingLoader
tests total (4 from RR3 + 1 new).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
New per-landblock data model for WB-style per-building cell scoping:
Building — BuildingId, EnvCellIds, ExitPortalPolygons,
occlusion-query state (Step 5 lifecycle)
BuildingRegistry — two-way indexed (by cellId + by buildingId);
single source of truth per landblock
BuildingLoader — static factory from LandBlockInfo.Buildings;
walks interior portals to expand cell sets;
collects exit portal polygons in world space
10 new unit tests cover data invariants + registry indexing + loader
mapping per the algorithm resolved in RR2 findings.
LoadedCell.BuildingId stamping wired in RR4. Render-time consumption
arrives in RR7 (Steps 1-4) + RR9 (Step 5) + RR11 (RenderOutsideIn).
Design: docs/superpowers/specs/2026-05-26-phase-a8-wb-full-port-design.md
Spike: docs/research/2026-05-26-a8-buildings-data-shape.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The pipeline class owns the portal_stencil shader + a dynamic VBO/VAO
for per-frame portal triangle uploads. MarkAndPunch runs WB's two-step
stencil setup (mark portals = 1, then write gl_FragDepth=1.0 into
stencil=1 regions). EnableOutdoorPass switches to read-only stencil
for the subsequent terrain + outdoor-entity passes.
PortalMeshBuilder.BuildTriangles is the pure-math triangle-fan
extractor — unit-testable without a GL context. Only exit portals
(OtherCellId == 0xFFFF) are emitted; inner portals are skipped to
prevent outdoor geometry from bleeding into adjacent rooms.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>