main was 65 commits ahead of this branch's fork point. Only conflict was the
divergence register: both sides appended an 'AP-32' row. Resolved by keeping
main's AP-32..AP-36 (cell-shell lift, look-in cells, alpha deferral, dungeon
streaming, point lights) and renumbering the importer's row to AP-37; AP header
count -> 37. GameWindow.cs auto-merged cleanly. Verified: AcDream.App builds
0/0; AcDream.App.Tests 354 passed / 1 skipped / 0 failed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Process/quality items from the LayoutDesc-importer final review — no runtime
behavior change.
I1a — amend IA-15: the 8-piece chrome edge/corner→position mapping is no longer
a guess. The LayoutImporter (ACDREAM_RETAIL_UI_IMPORTER) reads real LayoutDesc
dat data and resolves positions + sprite ids directly; locked by the conformance
fixture vitals_2100006C.json. Residual risk trimmed to anchor resolution at
non-800×600 + controls.ini cascade. Pointers added to LayoutImporter.cs and the
format-doc.
I1b — add AP-32: the importer collapses the dat's nested meter structure
(Type-7 → two Type-3 containers → three image-slice grandchildren each) into
UiMeter's programmatic 3-slice fields instead of building those nodes generically
and porting UIElement_Meter::DrawChildren. Standalone Type-0 text elements are
also skipped (Plan 2). Retail oracles: UIElement_Meter::DrawChildren @0x46fbd0,
UIElement_Text::DrawSelf @0x467aa0.
I1c — AP section header 31 → 32.
N1 — ElementReader.cs: comment at the Type-merge line explaining that a derived
Type 0 (text element) inherits the base's Type 12 (style prototype), which
DatWidgetFactory skips; safe for Plan 1 because vitals numbers render via
UiMeter.Label. Format-doc §10: correct the "render as UiDatElement" sentence to
"skipped entirely" (Type-0 → inherits Type-12 via Merge → factory returns null).
N4 — new conformance test VitalsTree_TextLabel_InheritsFontDidFromBaseLayout:
walks the raw ElementInfo tree from the fixture and asserts at least one element
carries FontDid==0x40000000, proving Resolve()'s inheritance merge fired against
real dat data. FixtureLoader gains LoadVitalsInfos() that returns the raw tree
without calling Build.
Tests: 36 pass (was 35), 0 errors, 0 warnings.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Resolves all 6 open unknowns for Tasks 2–6 of the LayoutDesc importer plan:
1. Edge-anchor flags: 1=near-pin, 2=far-pin, 3=float-center, 4=stretch.
The plan's assumption of 4="pinned to that side" is corrected — 1 is
the near-pin, 4 is stretch (both sides). Revised ToAnchors signature given.
2. ElementDesc members: all are public FIELDS (not properties). X/Y/Width/
Height/LeftEdge/etc. are uint. Type is uint (not enum). States is
Dictionary<UIStateId, StateDesc>. Children is Dictionary<uint, ElementDesc>.
3. StateDesc shape: Properties is Dictionary<uint, BaseProperty> with concrete
subclasses (ArrayBaseProperty, DataIdBaseProperty, IntegerBaseProperty, etc.).
Font DID (0x1A) is ArrayBaseProperty[ DataIdBaseProperty{Value=0x40000000} ].
Font color (0x1B) is ArrayBaseProperty[ ColorBaseProperty ]. Fill (0x69) is
NOT in the dat — pushed at runtime by gmVitalsUI::Update.
4. DrawModeType enum: Undefined=0, Normal=1, Overlay=2, Alphablend=3.
No "Stretch" value exists. Vitals uses Normal(1) and Alphablend(3) only.
5. Type values confirmed from RegisterElementClass: 3=Field/container,
7=Meter→UiMeter, 9=Resizebar, 0xC=Text, 2=Dragbar, 12=style prototype (skip).
6. Inheritance chain: vitals text labels (Type=0) inherit from base element
0x10000376 in layout 0x2100003F (Type=12), which carries font DID 0x40000000.
The full per-vital sprite id tables for 0x2100006C are confirmed.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds the 2026-06-13 dungeon-G.3 handoff doc + a dat-probe test that
RESOLVED the pivotal design ambiguity. A research agent assumed dungeon
landblocks are terrain-less (LandblockLoader.Load returns null ->
"rewrite the pipeline for terrain-less landblocks", 13 seams). The dat
probe refutes it: dungeon landblock 0x0125 has a flat (all-zero-height)
LandBlock record PLUS 71 EnvCells and no buildings/objects -> it streams
fine via the existing pipeline as a flat-terrain landblock.
The real blocker (#133) is narrow: the teleport-arrival handler
(GameWindow.cs:4928) snaps the player via physics.Resolve BEFORE the
dungeon landblock streams in -> Resolve falls back to the resident
Holtburg landblocks -> places the player at A9B3 ocean. Fix shape:
hold-until-hydration (reuse the #107 IsSpawnCellReady gate for the
teleport-arrival path) + place into the EnvCell + the retail
TeleportAnimState portal-space FSM for the full-G.3 loading screen.
ACE confirms dungeons are single-landblock, so "multi-landblock LOD"
is moot.
The handoff captures: this session's closes (#108-residual/#127/#125
gated, #116 partial), the M1.5 re-open decision, the corrected root
cause, the 5-way reference grounding (holtburger/ACE/retail decomp +
the dat probe), the design direction, and the open brainstorm questions.
Next session: resume the brainstorm at "propose approaches" -> spec ->
writing-plans -> implement.
Suites green: App 264+1skip / Core 1445+2skip / UI 420 / Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
The users final broken-state session (user-session-capture2.log,
standing in front of broken stairs) reports meshMissing=0 and
entSeen==entDrawn: the staircase is DRAWN WRONG, not missing. The
handoff records the 8 verified fixes shipped today (none was this bug),
the ranked hypothesis space (H-A hydration-time MeshRef corruption via
SetupMesh.Flatten identity fallback - predicts the barrel IS the
collapsed staircase; H-B Tier-1 partial-batch cache; H-C draw compose),
the decisive one-launch probe design, the polyClipFinish/cdstW port
spec for the climb strobes + top flap (read done, constant pinned), the
apparatus inventory, and the paste-ready pickup prompt.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
docs/research/2026-06-11-t6-br7-shipped-t5-gate-post-t5-handoff.md:
the 9-commit ledger with decomp anchors, the per-cell shadow
architecture summary, the T5 gate verdict (collision half 100% passed;
#117-#120 filed), the #117 fix detail (depth-gated punch - re-gate
pending), the #118 narrowing + exit-walk harness design, the #119
up-null lead, the #120 armed tripwire, watchouts/DO-NOT-RETRY
additions, new apparatus inventory, the next-session work order, and
the paste-ready prompt.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The plan's BR-1 ('implement the skipNoTexture draw-time surface gate')
died on its pre-check: acdream ALREADY suppresses every portal fill.
ReplicateProductionEmission_OnPortalFills replicates the exact emission
conditions of the production extractors on the hall/cottage fills:
pos=False neg=False for every one (Stippling.NoPos skips the positive
side at ObjectMeshManager.PrepareGfxObjMeshData:1046,
PrepareCellStructMeshData:1394, CellMesh.Build:44, GfxObjMesh.Build:71;
the fills have no negative surface). There is nothing to gate.
What ships instead: StipplingSurfaceEquivalenceTests - 2,607 polys across
13 building models + 13 environments, ZERO violations both directions:
NoPos <=> untextured-surface. Our build-time skip is proven equivalent to
retail's draw-time skipNoTexture rule (Ghidra 0x0059d4a4, default on
@0x00820e30) on this content. The pin fails loudly if future content
breaks the invariant - the cue to implement the draw-time gate then.
Corrections folded into the plan + comparison docs:
- The #113 phantom residual CANNOT be GfxObj fills (they never reach a
vertex buffer). Plausible true sites are cell-side: flood-admitted
cells drawn with the pass-all NoClipSlice when slot-less
(RetailPViewRenderer.cs:71), and/or cell statics drawn unclipped +
un-viewcone'd (object-lists-skip-portal-view-gate, confirmed).
BR-2 opens with the probe that pins which.
- The e46d3d9 user-gate observations (filter removed phantom/doors) were
confounded - the filter was a provable mesh no-op on shells AND doors.
- Ledger rows solid-surface-skip-missing + the acdream half of
portal-polys-baked-unconditional re-marked REFUTED-for-fills; the
retail mechanism descriptions and the un-consumed PortalIndex->
CBldPortal pairing (BR-4) stand.
Suites: Core 1398 green (1392 baseline + 6 new facts) + the 4 pre-existing
#99-era failures + 1 skip. No production code.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Deliverable 1: docs/research/2026-06-11-building-render-acdream-vs-retail-
comparison.md - the acdream-vs-retail architecture comparison synthesized
from two ultracode mapping fan-outs (11/12 areas, ~90 agents, every retail
claim Ghidra/pc-cited, every acdream claim file:line, 40/76 divergences
adversarially verified so far; raw per-area evidence committed under
docs/research/2026-06-11-holistic-map/).
Headline findings: (1) retail flattens GfxObjs/cells at load exactly like
us (ConstructMesh + RemoveNonPortalNodes) - the MDI pipeline survives;
(2) the phantom/door mechanism is the skipNoTexture draw-time surface gate
(dat-confirmed); (3) retail never geometrically clips world geometry -
aperture exactness is a DEPTH discipline (punch maxZ1 / seal maxZ2 / gated
clear + far-to-near whole-mesh draws) - reframes #114; (4) flood admission
is already faithful, the trigger/depth/multi-view/cone-culling layers are
missing; (5) #115 root cause verified (boom damping severed from the
published collided viewer); collision A6.P4 design verified with
corrections (signed other_portal_id >= 0 gate).
Deliverable 2: docs/plans/2026-06-11-building-render-port-plan.md - the
phased port plan (BR-1 surface gate, BR-2 depth punch/seal, BR-3 delete
the shell chop, BR-4 draw-driven floods, BR-5 viewconeCheck, BR-6 one
gate, BR-7 collision A6.P4, BR-8 camera/lighting/LOD) with per-phase
acceptance criteria, bug closures, keep-list, and a playable-after-every-
phase migration order. AWAITING USER APPROVAL - no implementation.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User mandate: stop bug-by-bug; map acdream-vs-retail for building draw,
interiors, interior collision, dynamics, clipping, culling; plan the port
of retails drawing discipline once and for all. The handoff carries the
branch state (124c6cb, nothing on main), the full evidence inventory from
this session (orphan no-draw polys, door-vanish mystery, draw-side clip
status, straddle gate), the gap map, tooling (Ghidra MCP 8081 correct
PDB, live cdb protocol, dat dump + flood harnesses), the investigation
charter (workflow fan-out per subsystem, adversarial verification), and
the paste-ready new-session prompt. #113 marked REOPENED and folded in.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Move #106 to Recently closed (user-verified collision + solid walls;
probe-verified 49 clean transitions incl. south A9B4->A9B3 at y=-0.19,
east A9B3->AAB3 at x=192.2, and room-by-room tracking through the
originally-failing A9B3 cottage). Records the three adjacent
pre-existing bugs the gate runs surfaced and fixed (legacy Resolve bare
ids, bogus-indoor-claim recovery, entry-hold streaming deadlock).
Correct the capture doc's attribution: the outdoor running distortion
was NOT fully the stale anchor — gate 4 shows residual background-color
screen artifacts persist with a correctly-following anchor. The
residual is the render §4 flap family (render digest), not membership.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The player's outdoor cell froze at the last in-block cell the moment they
walked over a landblock boundary (10,449-frame playerCell freeze in the
2026-06-09 capture; whole neighbouring-block interiors unenterable, plus
the running-distortion from the stale render anchor). Root cause: the
add_all_outside_cells port clamped BOTH the candidate proposal and the
find_cell_list containing-cell pick to the current landblock's 8x8 grid,
in a frame that silently assumed the current block sits at world origin.
One step over the line -> zero candidates -> FindCellSet returns
currentCellId forever.
Retail has no such clamp. Its cell math runs in a GLOBAL landcell grid
(lcoord 0..2039 spanning the map): get_outside_lcoord = blockid_to_lcoord
+ floor(blockLocalPos/24) with no bounds besides the map edge, and
lcoord_to_gid re-derives the landblock id from the lcoord's upper bits —
crossings are inherent, never special-cased.
The fix, decomp-cited throughout:
- New AcDream.Core.Physics.LandDefs: in_bounds (pc:68509),
blockid_to_lcoord (pc:68520), inbound_valid_cellid (pc:163438),
gid_to_lcoord (pc:163500), lcoord_to_gid (pc:171859),
get_outside_lcoord (pc:438690), adjust_to_outside (pc:438719).
Cross-checked against ACE LandDefs.cs; three artifacts documented and
avoided: BN's int8_t mis-render of block_y, BN's dropped 192f
BlockLength constant, and ACE add_cell_block's "FIXME!" same-block
guard (an ACE divergence, not retail).
- CellTransit.AddAllOutsideCells rewritten as the faithful sphere
variant (pc:317499 @0x00533630): adjust_to_outside re-seats the
(cell, position) pair cross-block, check_add_cell_boundary (pc:317229)
adds up to 3 neighbours by global lcoord, add_outside_cell (pc:317056)
has no same-block filter. adjust_to_outside failure breaks the sphere
loop (pc:533699 verbatim).
- BuildCellSetAndPickContaining: the outdoor containing-cell pick is now
the global XY-column under the sphere centre (AdjustToOutside), not
the [0,8)-clamped current-prefix reconstruction. Interior-wins order
and current-cell-first hysteresis unchanged.
- World->block-local frame conversion via the landblock origin already
registered in CellGraph (new TryGetTerrainOrigin); Zero fallback
preserves the legacy anchor-block assumption for unregistered terrain.
- Cross-landblock building entry comes free: the candidate snapshot now
contains neighbour-block landcells, so GetBuilding/CheckBuildingTransit
fire for cottages across the line (the capture's one failing entry).
Investigated FIRST per the pickup brief: the b3ce505#98 stopgap gate is
definitively exonerated — it is a collision-object query gate that fires
only for indoor primary cells; no membership path touches
ShadowObjectRegistry.
Tests: 31 new (25 LandDefs conformance incl. capture-geometry goldens
0xA9B40031 -> 0xA9B30038/0xA9B30034 and the northbound return; 4
AddAllOutsideCells cross-block; 3 FindCellSet membership goldens incl.
the non-anchor-frame origin conversion). Full suite: 294+218+420 green;
Core 1369 green + the 4 pre-existing door/#99-era failures + 1 skip
(unchanged from baseline).
Pseudocode + artifact notes:
docs/research/2026-06-09-landdefs-outside-cells-pseudocode.md.
Remaining acceptance: live boundary walk with ACDREAM_PROBE_CELL=1
(ISSUES.md #106).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The 53MB flap-probe capture (user live-reproduced the broken-house entry)
plus 3-agent analysis settles the day: playerCell froze at 0xA9B40031 for
10,449 frames spanning ~130m of outdoor walking into landblock A9B3 and a
stand INSIDE an A9B3 cottage. Within-landblock outdoor flips are 96/96
clean; all 10 successful indoor entries were same-landblock buildings; the
single cross-landblock entry failed. The render flood independently drew the
A9B3 interior cells the whole time — rendering is downstream and healthy;
membership is the broken layer (feedback_render_downstream_of_membership,
proven again). The stale render anchor also explains the outdoor running
distortion; the capture refutes flood-level causes outdoors (26,960/26,960
outdoor frames rigid at outPolys=1 vis=1).
Files #106 (HIGH, physics/membership) with fix pointers: ResolveCellId /
AddAllOutsideCells cross-landblock proposal, the b3ce505 outdoor-sweep gate
(possible stopgap fallout, like #99), retail find_cell_list :308742 +
LandDefs.get_outside_lcoord. Reframes #105: largely superseded by #106;
residual (single wall missing while membership indoor-correct) stays open
with all tripwires armed. Handoff:
docs/research/2026-06-09-105-capture-analysis-membership-landblock-pin.md
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Records the 2026-06-09 dat-reader thread-safety investigation: concurrent
READS on Chorizite.DatReaderWriter 2.1.7 exonerated (source audit + 1.1M-read
hammer, b3920d8); the real crash was dispose-during-read at teardown (fixed,
8fadf77); the white-walls mechanism remains open as #105 with every silent
dat-miss exit tripwired (7433b70) so the next occurrence self-attributes.
Also corrects project lore: the A.1-era rule that all dat reads must stay on
one thread does not hold for the 2.1.7 read path, and both investigation
subagents'' claimed ReadBlock instance-field race does not exist in the
shipped source — verify agent claims against source before acting on them.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
R-A2b (485e44d) killed the 0171<->0173 churn (maxPop 16->1, measured). Visible flap residual is sec 4 (edge-on openings render-side + corner camera-seal). Camera-damping tried+failed+reverted. The white-walls scare was a RED HERRING: heavy per-frame probes (ACDREAM_PROBE_FLAP) starve the thread-unsafe dat-reader so texture-decode loses the race -> white; a clean launch (no probes) fixes it. The dat-reader thread-safety bug is the real underlying issue (filed). Repo clean at HEAD.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Separates what is measured (eye smooth + 1um at rest -> not jitter) from the leading-but-unproven hypothesis (clip edge-on) and the NOT-ruled-out alternative (camera position: retail eye collided/head-on 93%, ours floats edge-on). The one 'clean' pass had ratio 4.2x back-and-forth, so the flood claim is indicated not proven. Lists the verify-first steps before any R-A2b fix. Counters this session's pattern of overclaiming then refuting.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Attached cdb to the live 2013 retail client at the Holtburg doorway + read the decomp.
The indoor flap is a STRUCTURAL divergence, settled by measurement (not inference):
- Retail has ONE render path: DrawInside(viewer_cell) every frame. NO inside/outside
branch (RenderNormalMode's outside branch is dead code; is_player_outside only gates
sky/lighting). "Entering a building" is not a render event — only the camera sweep
resolving a different viewer_cell. Same path before/after threshold -> no seam.
- Retail's eye JITTERS ~36um at rest yet membership is stable -> robustness is
STRUCTURAL: many small per-building floods (~7/frame, ~2 cells each, via terrain BSP
-> DrawPortal -> ConstructView(CBldPortal)), not one giant knife-edge flood.
- Our 3 divergences: (D1) invented inside/outside branch (GameWindow.cs:7498,
clipRoot = viewerRoot ?? _outdoorNode :7396); (D2) synthetic _outdoorNode; (D3) one
unified flood.
DECISION (user-approved): Option A — rip out branch + outdoor node, root always at the
real viewer_cell, one DrawInside, per-building rendering. Phased, conformance-tested,
visual-gated.
REFUTED by measurement (do not retry): bounded-propagation/churn (maxPop=1, 0/63k
reciprocals empty); byte-stable eye (retail's jitters ~36um — rest-snap cd974b2 failed +
regressed, reverted 9b1857a).
Lands the canonical exhaustive handoff for a FRESH session
(docs/research/2026-06-08-full-retail-render-port-OPTION-A-handoff.md), the CLAUDE.md
READ-THIS-FIRST banner, and reusable cdb apparatus. No project code changed; working tree
at the known-good baseline.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The 2026-06-08 AM "physics rest micro-jitter" diagnosis is refuted with primary
evidence (door-recheck 216K standstill records: 0 position re-snaps; player
byte-stable during the flap). Two adversarial verification sub-agents confirmed:
- Retail roots the render at the camera viewer_cell (swept from the player via
SmartBox::update_viewer 0x453ce0; DrawInside(viewer_cell) 0x453aa0) and toggles
DrawInside / LScape::draw -- so acdream's eye-cell rooting + inside/outside
toggle are RETAIL-FAITHFUL. The locked-design "root at player cell" is wrong.
- The flap is render membership instability, eye-motion-driven: the visible-cell
set oscillates (8<->3) as the eye sweeps monotonically. Root = the
re-enqueue-on-growth DRIFT (PortalVisibilityBuilder.cs:322, MaxReprocessPerCell
=16) re-clipping each grown cell every round -> sub-cm eye jitter flips membership.
Fix (spec, not yet implemented): verbatim port of retail's enqueue-once flood
(ConstructView + AddViewToPortals): enqueue once on first discovery, clip each
cell's portals once, union late growth in place (AddToCell) + draw-reorder
(FixCellList), never re-enqueue. Kills the drift; rooting/camera/seal untouched.
This commit lands VERIFIED GROUNDWORK + design only:
- spec: docs/superpowers/specs/2026-06-08-portal-flood-enqueue-once-port-design.md
- findings: docs/research/2026-06-08-flap-physics-diagnosis-REFUTED-its-render-membership.md
- [pv-input] probe gains rawPlayer + yaw (disambiguates the varying input)
- 4 GREEN physics rest-stability tests (prove rest is bit-stable -> flap not physics)
- apparatus: launch-flap-capture.ps1, analyze_flap_live.py, find_burst.py
- captured fixtures: tests/.../Fixtures/flap-doorway/0xA9B4017{0..5}.json
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>
The flip killed the branch-toggle flap (one path, zero OutdoorRoot frames). It exposed two residuals now PROVEN via a live [bshell] probe, not guessed: (1) oscillation = the outdoor-node flood membership swings 1<->~13 building cells frame-to-frame, so the walls (EnvCell shells) blink; (2) see-through = EnvCell wall polys are single-sided for SidesType==CounterClockwise, so from outside you see their culled back. The ModelId building shells DO render (6/6 with mesh) but are a partial frame, not the walls — the skip-all-interiors experiment proved the walls are the EnvCell shells. Fixes identified (stabilise flood + build back faces) but not implemented; full do-not-retry list + open pre-flip-reconciliation question in the doc.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Super-detailed pickup for the one remaining step that fixes the flap: the cutover
flip (terrain via OutsideView for the outdoor root + clipRoot=viewerRoot??_outdoorNode
+ launch + visual gate + delete old paths). Exact steps, current line numbers, the
de-risking already done (shell no-op, flood validated, OutsideView mechanism), the
4 render cases, the Step-B integration checklist, do/don't, and a kickoff prompt.
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>
Task-by-task plan (TDD pin for the grey regression + per-task visual gates) to replace the
indoor-render approximation with a verbatim PView::DrawCells port, sequenced so Task 2 alone
should kill the grey. Pickup handoff for a fresh session: state, baselines, rules, do-not-relitigate.
Local commit only (not pushed).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The user's primary symptom (interior walls + cellar floor render as grey clear-color
with dynamic objects / outdoor slices showing through; flicker at room/cellar
transitions) is the KNOWN R1-completion problem: the PView flood roots at the CAMERA
cell (viewer cell), and when the camera is in a different interior cell than the player
(room 0171 vs cellar 0174), the flood does not seal the player's cell. Decisive
evidence: flap-cam root=0xA9B40171 playerCell=0xA9B40174. This handoff separates the
two problems I conflated, lists the disproven causes, gives the next diagnostic step
(shell/flap/vis probes in the cellar), and a kickoff prompt. HEAD 2b7f5a1.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Diagnosis session: the indoor bluish void + grey/texture flicker is visibility metastability at cell boundaries, not a missing flood (R1's per-cell DrawInside is built; the cellar seals). Confirmed by named-retail decomp AND a live cdb capture of retail (viewer_cell rock-stable: clean monotonic transitions, zero oscillation across 4916 samples). Retail stays stable via boom stability + a 0.2mm viewer-cell dead-zone + clip-space portal clipping; acdream diverges on all three. Handoff documents the root cause, the cdb evidence, and the prioritized 3-part retail-faithful fix (boom stability -> dead-zone -> w-space clip) with decomp anchors + a planning/implementation kickoff prompt. Adds the reusable retail viewer-cell cdb capture script and the superseding CLAUDE.md banner.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Residual A (camera collision = verbatim SmartBox::update_viewer) is SHIPPED +
user-kept (0ffc3f5/5177b54/9e70031). Wrap it and hand off to the render session:
- New canonical handoff (docs/research/2026-06-05-render-residual-a-shipped-core-
inside-render-handoff.md): what A shipped, what A EXPOSED (the render roots at the
viewer cell — clipRoot=CameraCell, GameWindow.cs:7322 — and A made that cell
accurate, so the PVS flood from the viewer cell doesn't reach the player's cell →
cellar floor drops), the reframing (the user's "step C" = the CORE inside render /
R1 completion, NOT R2 outside-looking-in), the evidence-first job, KEEP/DON'T, the
kickoff prompt.
- CLAUDE.md banner: A SHIPPED; next = core inside render (R1 completion).
- Render redesign spec: 2026-06-05 sync note (A shipped; R1 is actually incomplete —
the bleed + cellar-floor drop are the unfinished flood/seal; next is R1, not R2).
The visible problems (bleed + the floor A exposed) are the same family: the inside
path still draws the whole outdoor world instead of retail's "inside → DrawInside
only". A faithful DrawInside seals them by construction (render spec 2026-06-02 §2).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Session wrap: cellar-lip wedge fixed + visual-verified (cc4590f/9fdf6a5/41db027).
Next task per the plan = Render Residual A: keep the chase camera eye inside the
player's cell by porting retail SmartBox::update_viewer verbatim (fixes interior
walls going grey/transparent from inside).
- New canonical handoff with copy-paste fresh-session kickoff prompt, the retail
update_viewer decode, the V1 current-state map, the gap to pin (faithful
start-cell + AdjustPosition fallbacks + the no-wall-hit cause), and the
evidence-first plan ([flap-sweep] capture → deterministic SweepEye test → port).
- Key finding recorded: find_valid_position (pc:273890) just calls
find_transitional_position — the sweep function is faithful, NOT the divergence.
- CLAUDE.md banner updated to point at the new state + handoff.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Root cause of the "blocked at the last cellar step" wedge (the primary,
ramp-climb family — 20/29 captured records). The prior session's pinned
"find_walkable is never called during the step-down" was a probe artifact:
a fresh [fc-dispatch]/[step-sphere-down] trace proves Path-3 StepSphereDown
IS reached for both the carried cell and the iterated other-cell.
The real divergence is in Transition.CheckOtherCells. Retail's
check_other_cells (acclient_2013_pseudo_c.txt:272735 → (*cell+0x88)(this))
re-collides the OTHER cells against the LIVE sphere_path.global_sphere — the
position AFTER the primary insert_into_cell ran. The primary collide can MOVE
the sphere: a Path-5 full-hit dispatches step_sphere_up, and a successful
step-up climbs the foot onto the cottage floor yet still returns OK. acdream
instead reused a footCenter snapshot captured BEFORE the primary collide, so
once the lip-riser step-up climbed the foot onto the floor, check_other_cells
still queried 0171 at the pre-climb (sunk ~0.25 m below the floor) position →
the foot spuriously near-missed the very floor it had climbed onto →
neg_step_up → a doomed second step_up vs the floor normal (0,0,1) whose
step_up_slide unwound the climb → validate_transition reverted → 0% advance.
Fix: re-read footCenter = sp.GlobalSphere[0].Origin at the top of
RunCheckOtherCellsAndAdvance (one line). Pre-fix 0/29 wedge records advanced;
post-fix 20/29 climb onto Z≈94.
No regression: full Core suite 1321 pass / 4 fail (the documented baseline:
Apparatus_Grounded_50cmOffCenter, 2× DoorBugTrajectoryReplay LiveCompare_*,
BSPStepUpTests.D4) / 1 skip. The 2 door LiveCompare divergences are
byte-identical with/without the fix (the door's step_up FAILS → sphere
restored → position unchanged → footCenter == live).
Tests: CellarLipWedgeTests.Fix_StaleFootCenter_RampRecordClimbsCottageFloor +
Fix_StaleFootCenter_MajorityOfWedgeRecordsAdvance (new, GREEN).
DocumentsResidualWedge_LiveFloorCp_SlidingNormalKillsPlusY documents the
remaining 9/29 (0,-1,0)-sliding-normal +Y-kill family (slide territory,
deferred to the visual gate).
Apparatus retained (gated on ACDREAM_PROBE_INDOOR_BSP): [fc-dispatch] in
BSPQuery.FindCollisions + [step-sphere-down] in BSPQuery.StepSphereDown +
CellarLipWedgeTests.Diagnostic_TraceRecordByIndex — strip once the residual
is resolved.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
P2 / M1.5 "blocked at the last step" cellar-lip wedge. This session built a faithful
deterministic reproduction and peeled the cause through six evidence-disproven framings
to one bounded question. NO fix landed — the last layers were each disproven by evidence,
and guessing at the load-bearing collision code is the saga's failure mode.
Apparatus:
- CellarLipWedgeTests.cs + Fixtures/cellar-lip/ (3 real cell dumps + wedge-records.jsonl =
29 captured ACDREAM_CAPTURE_RESOLVE wedge calls). Replays the exact calls + body-before
through the lip-cell engine: all 29 reproduce at 0% advance in <200 ms. Tests are
documents-the-bug / diagnostics (GREEN while the wedge exists).
- TEMP probes ([path5-wall]/[fw-enter]/[find-walkable] in BSPQuery; [neg-poly]/[stepsphereup]/
[stepdown-decide]/CheckOtherCells cn/sn/negHit in TransitionTypes), gated on
ACDREAM_PROBE_INDOOR_BSP, marked STRIP. TransitionTypes neg-poly shortcut has a reverted-fix
comment (slide attempt didn't clear the wedge).
- tools/cdb/retail-*-trace.cdb (retail cdb traces).
Findings (handoff: docs/research/2026-06-04-p2-cellar-lip-flatfloor-cp-handoff.md, see the
"NEXT-SESSION KICKOFF" at top):
- Flat-floor contact plane is retail-faithful (v1 trace, full-file correlation). NOT the bug.
- PosHitsSphere cull sign is retail-faithful (cdb -z verified; the Binary Ninja `test ah,N; jp`
parity-jump reads inverted — caught + reverted a wrong fix from that mis-read).
- Sphere radius correct (0.48 player / 0.30 camera probe).
- Retail connector cell 0xA9B40175 never blocks (CEnvCell::find_collisions trace: 0 Collided/Slid).
- PINNED: during the step-up's step-down, BSPQuery.FindWalkableInternal is never called for cell
0171, so the cottage floor (poly 0x0023, Z=94) is never tested as walkable -> no contact plane
-> step-up fails -> StepUpSlide=Collided -> wedge.
Next: trace FindEnvCollisions -> FindCollisions path dispatch for 0171 during StepDown=true (why
StepSphereDown/find_walkable is skipped), port retail, validate via CellarLipWedgeTests, regress
DoorBugTrajectoryReplayTests + visual gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Appends the copy-paste kickoff prompt for the next session: pursue the principled
P1 fix for the cellar-lip cell-resolver ping-pong (demote ResolveCellId / make the
swept curr_cell the per-frame membership authority), NOT a stickiness band-aid.
Captures the evidence, apparatus, retail anchors, do-not list, and test baseline.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Instrumented acdream at the cellar lip (ACDREAM_DUMP_STEPUP=1): step-up WORKS
(518 attempts, 220 SUCCESS landing the candidate on the cottage floor Z=94.0,
matching retail's landings), but the committed CurPos never advances -- every
success is reverted, and [cell-transit] shows ResolveCellId ping-ponging every
tick at the 3-cell junction (0xA9B40175<->0174<->0171, reason=resolver). So the
wedge is a MEMBERSHIP cell-resolution instability reverting a working step-up --
NOT a collision/step-up bug, NOT edge-slide.
Notably this contradicts the master-plan P1 claim that ResolveCellId was demoted
out of the per-frame path: it is STILL driving per-frame cell changes here and is
unstable. Fix direction = the parked, approval-gated (a) ResolveCellId
demotion/stickiness (membership), now justified as a real bug by live evidence.
Collision-side fixes (abbd761 B1, 0935a31 slide_sphere) are correct + kept.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Live retail cdb trace (tools/cdb/cellar-corner-escape.cdb) of the Holtburg
cottage cellar-top corner decodes the ground truth: retail escapes by
step_sphere_up->step_up (196x vs 38 near-misses), transitioning the contact
plane from the ramp (N.z=0.78) onto the flat cottage floor (N.z=1.0, 76
landings). acdream slides at the lip and never makes that ramp->floor
transition -> the intermittent cellar wedge.
So the remaining cellar bug is the #98-core step-up-onto-cottage-floor
(DoStepDown / step_sphere_down / find_walkable), which the shipped B1 (abbd761)
+ slide_sphere (0935a31) fixes got close to but didn't finish. Door still
blocks; generic step-up climbs; cellar went always-stuck -> works-mostly.
Next (handoff doc): instrument acdream's OWN corner path (does step_up fire at
the lip and fail to land on the cottage floor?) before porting the lip-climb --
no guessing (#98 saga rule).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The prior localization (step-up CLIMB) was disproven by an ITestOutputHelper
capture. Records the real root cause (A6.P4 near-miss missing retail's
num_sphere>1 gate, fixed in abbd761), that the door blocks faithfully with a
real floor, and that the remaining red tests are separate (apparatus
synthetic-floor artifact, LiveCompare buggy-captures, D4 airborne) — not
simple "flip to green" targets. Next is the user visual gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
P1 membership is DONE (proven to already match retail; the 0/11 was a cdb capture artifact;
merged + pushed). P2 root cause localized to BSP Path 5 grounded step-up: the Path 5 wrappers
(DoStepUp=retail step_up, DoStepDown=retail step_down) are verified faithful + reached; the
divergence is in the step-up CLIMB (find_walkable/step_sphere_down up-adjust when sp.StepUp=true).
- docs/research/2026-06-03-p2-door-stepup-handoff.md: canonical P2 pickup + fresh-session prompt +
DO-NOT-RETRY (the wrappers) + the tooling note (xunit swallows Console.WriteLine).
- master-plan §3: P1 marked DONE + the (a)-(d) deletes/unifications re-scoped to approval-gated
refactors of working code; P2 localization recorded.
- CLAUDE.md M1.5: dated 2026-06-03 pointer (P1 done, P2 active, render seam in P3/P4, pickup doc).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Standing/pacing the Agent of Arcanum doorway in the acdream client with ACDREAM_PROBE_CELL=1:
the player [cell-transit] sequence is clean + monotonic and crosses at the same Y thresholds as
retail's aligned golden, firing only on character movement (never camera-only). So P1 membership
is correct LIVE, matching the conformance proof.
The visible flap + purple void are the RENDER half, not membership: the flap is the camera-collision
residual (chase eye drifts out of the player cell -> viewer-cell flips; master-plan P3,
SmartBox::update_viewer), the void is the unported PView seal (master-plan P4). The user's intuition
"transition feels tied to the camera" is retail-faithful: retail keys the render on the viewer
(camera) cell, physics+lighting on the player cell.
Per user direction, P2 door collision is next; the render half (P3 camera -> P4 PView) follows.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The P1 "doorway membership lags retail" premise is FALSIFIED. acdream's swept
ResolveWithTransition already matches retail's true per-frame curr_cell: the
production gate ProductionPath_IndoorCrossings reads 9/9 on the indoor 0170<->0171
crossings with NO code change, once fed an aligned retail golden.
Root cause of the false 0/11: CPhysicsObj::SetPositionInternal calls change_cell
(acclient_2013_pseudo_c.txt:283456) BEFORE set_frame writes m_position (:283458),
so the original golden (find-cell-list-capture.cdb, read at the change_cell BP)
paired each frame's NEW cell with the PREVIOUS frame's position — a one-frame skew.
Verified 3 ways: the decomp ordering; golden_picked[i] == geom(golden_position[i+1])
for all 22 rows; acdream's static pick == golden_picked[i-1] for all rows. Both
retail and acdream pick with center-only point_in_cell on global_sphere[0] (no XY
lead; cache_global_sphere @ pc:274196). curr_cell commits via validate_transition
(@ pc:272608, curr_cell = check_cell) = the find_cell_list pick, structurally
identical to acdream's RunCheckOtherCellsAndAdvance -> FindCellSet -> SetCheckPos.
There was nothing to port; a swept advance would make membership LEAD by a frame.
- tools/cdb/find-cell-list-capture-aligned.cdb: re-capture reads the committed
position from the set_frame that follows change_cell (cell+position same instant).
- Fixtures/find-cell-list-threshold.log: replaced with the aligned capture.
- ThresholdPortalCrossingReplayTests / FindCellListConformanceTests: rewritten from
documents-the-bug to assert retail truth (per-segment / per-indoor-pick equality).
- handoff + notes + README + memory: banners correcting the disproven premise.
Still open (NOT indoor membership, which is DONE): outdoor->indoor 0031<->0170 entry
conformance (needs landcell + building stab in the gate cache); master-plan cleanups
(delete CheckBuildingTransit, unify find_env_collisions, demote ResolveCellId) refactor
working retail-faithful code -> need explicit user approval.
Conformance 60 pass / 1 skip / 0 fail; full Core 1309 pass / 5 fail (pre-existing
2 BSPStepUp + 3 door-collision = P2) / 1 skip.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Single pickup document for the next session: state both altitudes, the 8
session commits, the confirmed finding (production membership diverges 0/11 —
swept move completes but curr_cell never advances across the portal), the
DO-NOT-RETRY list (3 falsified hypotheses), the apparatus inventory + run
commands, the P1 fix scope (two decomp questions + the acdream code map + the
RED gate), the test baseline, and a copy-paste pickup prompt.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>