Dungeon FPS sat at ~30 (frame ~33ms) because the 25x25 streaming window around
the dungeon landblock pulled in ~129 NEIGHBORING landblocks + their thousands of
torch/particle emitters, all drawn though never visible. In AC all dungeons are
packed adjacent in the unused "ocean" map grid, so those neighbors are unrelated
dungeons. The FPS timeline proved it: 247 fps at login (lb 0/0, ~10K entities) →
17 → 30 as landblocks streamed in (lb 0→129) — the cost tracked LANDBLOCK count,
not entities.
Retail-faithful: ACE LandblockManager.GetAdjacentIDs returns ZERO adjacents for a
dungeon (`if (landblock.IsDungeon) return adjacents;`, Landblock.cs:577-582) —
every dungeon is a self-contained landblock you never see out of.
Fix: when the player stands in a sealed indoor cell (CurrCell.IsEnv &&
!SeenOutside — the same predicate that kills the sun/sky), collapse streaming to
just the player's dungeon landblock and unload the neighbors. Building interiors
(cottage/inn) have SeenOutside cells, so they are NOT gated and keep their
surrounding terrain (the frozen building/cellar demo is unaffected). Unloading the
neighbors also tears down their lights (removeTerrain → UnregisterOwner), shrinking
LightManager._all from ~2227 toward retail's ≤40 — which directly helps the A7
lighting bake landing next.
Mechanics (StreamingController):
- Edge IN: ClearPendingLoads() cancels the in-flight 25x25 window (new streamer
ClearLoads control job — worker drops queued Loads, keeps Unloads), unload every
resident neighbor, pin a radius-0 StreamingRegion, (re)load the dungeon block if
needed.
- Stay collapsed: sweep any straggler that finished loading after the edge (a Load
the worker had already dequeued before ClearLoads).
- Edge OUT (portal/teleport to outdoors): rebuild the full two-tier window at the
new center, unload anything stale.
AP-36 added to the divergence register (the gate uses the cheap SeenOutside cell
predicate as an approximation of ACE's full landblock IsDungeon classification).
GameWindow also carries a TEMP ACDREAM_LOG_FPS=1 headless FPS line (strip after
the A7 FPS+lighting verification).
Build green; 58 streaming tests green (6 new dungeon-gate tests).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The dungeon/house/outdoor lights read as hard-edged blown discs ("spotlights")
because our point/spot shader used `atten = 1.0` flat inside a hard `d < range`
cutoff. The mesh.frag comment claimed this was retail-faithful ("no attenuation
inside Range... the bubble-of-light look relies on crisp boundaries", citing
r13 10.2) — that was a misread and the literal cause of the symptom.
Verified against the decomp (not guessed): calc_point_light (0x0059c8b0, the
PER-VERTEX point-light path that lights static walls) scales each light's
contribution by (1 - dist/falloff_eff) — a LINEAR ramp that fades to exactly 0
at the edge, eliminating the hard disc. falloff_eff = Falloff * static_light_factor,
and static_light_factor = 1.3 (0x00820e24), NOT the 1.5 config_hardware_light
rangeAdjust (that 1.5 is the D3D-dynamic path for moving objects, a different
path). The Ghidra port (acclient.c:808639) is more garbled — BN pseudo-C is the
oracle here; the exact normalization factor + a half-Lambert wrap (0.5*dist+N*L)
are x87-obscured (same artifact class as GetPowerBarLevel) and left unported.
Changes:
- mesh_modern.frag + mesh.frag: replace flat atten with clamp(1 - d/range, 0, 1);
Range now carries falloff_eff so the ramp fades to 0 at the cutoff. Fix the
false "no attenuation / crisp bubble" comment in mesh.frag.
- LightInfoLoader: Range = Falloff * 1.3 (static_light_factor), was * 1.5.
- LightManager: correct the stale class doc comment (Tick is now nearest-8
allocation-free partial-select with NO viewer-range slack filter).
- divergence register: AP-16 updated (slack filter removed), AP-35 added
(per-pixel vs per-vertex Gouraud; dropped half-Lambert wrap + normalization).
- test: LightingHookSinkTests Range 8*1.3 = 10.4.
Build + 20 lighting tests green. Visual gate pending (game-wide lighting change:
dungeon torches, house candles, outdoor braziers).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A character saved inside a far dungeon hung at the #107 auto-entry hold because
the streaming center was fixed at the startup default and the login spawn never
recentered it, so the dungeon never streamed. Mirror the teleport-arrival
recenter on the login player-spawn path: when the player's spawn landblock
differs from the current center, recenter before translating the spawn position
(landblock-local -> new-center frame). No-op for a same-landblock (normal
Holtburg) login.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Code-review follow-up: the hydration decouple's safety rests not only on
CacheCellStruct self-gating its BSP cache, but on the fact that a geometry-less
cell — though now added to the UCG CellGraph unconditionally — never enters the
_cellStruct BSP dictionary membership/placement resolve through, so the player
can never be rooted in one. Document that load-bearing invariant at the hoist.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
BuildLoadedCell + CacheCellStruct were gated behind cellSubMeshes.Count > 0, so a
geometry-less collision cell got no collision (fall-through) and no visibility
node. Retail couples neither to visible geometry; CacheCellStruct self-gates on a
null PhysicsBSP, so this is safe. Render registration stays behind the submesh
guard.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replaces the unconditional OnLivePositionUpdated snap (which resolved against
the resident old landblocks before the destination streamed in -> ocean) with a
recenter + deferred BeginArrival; per-frame Tick places via the unchanged #111
validated-claim Resolve once SampleTerrainZ + IsSpawnCellReady report ready, or
force-snaps loudly on an impossible claim / ~10s timeout.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The GL root cause was fixed in fcade06 (the gpu_us query-ring stale
errors). This closes the remaining design debt: a genuinely-failed
UploadMeshData was dropped permanently.
Exact mechanism (traced this session): UploadMeshData's catch returns
null, the staged item is already consumed, and _renderData stays empty -
but the prepared data lingers in _cpuMeshCache, so the #128 EnsureLoaded
re-arm hits PrepareMeshDataAsync's CPU-cache short-circuit
(ObjectMeshManager.cs:448-453) which returns the cached data WITHOUT
re-staging it for upload. The mesh stays invisible until CPU-cache
eviction - session-sticky under low cache pressure (the in-tower
scenario).
Fix: the per-frame Tick drain (WbMeshAdapter) now re-stages a failed
upload for the NEXT frame via ObjectMeshManager.UploadOrRequeue, bounded
by MaxUploadRetries (3). The attempt counter lives on the ObjectMeshData
object so it resets to 0 naturally on re-prepare. Re-stages are
collected and re-enqueued AFTER the drain loop, never inside it, so a
deterministic failure cannot spin the queue within a single frame; past
the cap it gives up with a loud [up-retry] ... giving up line - a
genuine GL defect now surfaces instead of the old silent permanent drop
or an unbounded retry storm. Retail loads content synchronously and has
no such failure mode; this converges the async pipeline toward that
guarantee.
The uncaught GenerateMipmaps path (open-question c) is INTENTIONALLY
left to surface errors - a blanket catch there would mask future real
defects (no-workarounds rule), and its trigger (fcade06) is retired.
No visual gate (robustness). Build green; App.Tests 264 + WbMeshAdapter
tests green. No GL-context test seam exists for the upload path, so the
bounded retry is verified by construction + the regression suite.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The cellar-ascent grass window was the UNDERSIDE of the z~94 grade
sheet. Retail terrain is single-sided: ACRender::landPolysDraw
(0x006b7040) draws each land triangle ONLY when the camera is on the
POSITIVE (upper) side of its plane (Plane::which_side2 vs
Render::FrameCurrent, zFightTerrainAdjust bias) - a below-grade eye
gets NO terrain, so retail shows sky through the cellar door.
We inherited WB's frame-global cull DISABLE (WB GameScene.cs:841 - an
editor camera goes underground by design) and TerrainModernRenderer.Draw
set no cull state of its own -> terrain rasterized both sides. From a
below-grade eye every aperture sight-ray RISES, so the only 'terrain'
it can see is the grade sheet's underside - which painted the exit-door
aperture (the landscape slice's 2D NDC clip planes (nx,ny,0,dw) have no
depth axis and cannot exclude between-eye-and-portal geometry) and slid
off the door exactly as the eye crossed grade. Membership/viewer was
exonerated by the harness in the previous commit.
Fix: TerrainModernRenderer.Draw owns its cull state (the 7th
self-contained-GL-state instance): Enable(CullFace) + CullFace(Back) +
FrontFace(Ccw), set -> draw -> restore the frame-global CW + cull-off
baseline. GL backface culling evaluates retail's per-triangle eye-side
predicate at rasterization; no shader change.
Pins:
- LandblockMeshTests.Build_AllTriangles_WindCounterClockwiseInWorldXY:
every emitted triangle CCW in world XY across both FSplitNESW split
directions - the winding invariant culling depends on.
- TerrainCullOrientationTests: under the production camera convention
(LookAt up=+Z, Numerics perspective) an up-facing triangle winds CCW
in window space from above (kept) and CW from below (culled) - guards
FrontFace inversion, which would blank terrain from above.
Oracle note: retail's through-portal clip has NO portal-face near plane
(PView::GetClip / Render::set_view install edge planes only); nearer-
than-portal exclusion comes from the eye-side cull + cell-level
admission. No register row: this PORTS the retail mechanism, retiring
an undocumented WB-heritage deviation.
Gate pending: cellar climb (grass window gone) + outdoor sanity glance
(terrain intact from above).
Suites: App 263+1skip / Core 1443+2skip / UI 420 / Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The headless replay of the captured indoor frame proved the look-in flood ADMITS the porch 0x017A (Diagnostic_LookInFlood_AdmitsHallPorchFromCottage: 14 cells). So the portal (a SERVER object - the teleport proves it - with ParentCellId 0xA9B4017A) routes to partition.Dynamics and draws NOWHERE under an interior root: dynamics-last viewcone-culls it (the main cone has no look-in cells) and post-seal it would z-fail beyond the root's door plane (the #118 lesson). This is AP-33's own recorded deferral - 'look-in DYNAMICS are not drawn' - the deferred case was the most-stared-at object in town. Outdoors the merge path puts the porch in the main cone -> drawn -> 'appears when I walk out'.
Fix: DrawBuildingLookIns pass 2 draws look-in-cell dynamics with the statics (whole, AP-33 over-include) and their emitters ride the same DrawCellParticles call. No double-draw: dynamics-last keeps culling them; DrawDynamicsParticles only sees its cone survivors. #124 CLOSED by user gate same session. AP-33 row updated. Suites: App 261+1skip / Core 1439+2skip / UI 420 / Net 294 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The teleport capture pinned it: walking into the portal flipped pCell to 0xA9B4017A - the hall's PORCH EnvCell. The swirl emitter is owned by a static inside another building's cell. Outdoors the merge path runs the main per-cell pass incl. DrawCellParticles -> visible; under an interior root the #124 look-in sub-pass drew shells + statics but had no cell-particles call. Retail's nested DrawCells draws objects WITH their emitters (DrawObjCellForDummies pc:432878+). Fix: DrawBuildingLookIns pass 2 invokes DrawCellParticles per look-in cell with its static bucket. The owner-cone verdicts were geometrically correct all along (0xC0A9B462 = a porch torch); fixes 1-2 were real-but-adjacent (the unattached pass plugs an independent hole; the alpha deferral fixed#132).
Suites: App 260+1skip / Core 1439+2skip / UI 420 / Net 294 green. Awaiting the swirl gate.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
unattached=0 in the last capture refuted the unattached hypothesis (the fix-1 pass is vacuous); the swirl outdoors rides a MATCHED attached emitter, so its owner is an OutdoorStatic keyed by a synthetic id. The matched-ids dump on an inside-vs-outside capture pair names the owner: the id that flips. Issue131SetupProbeTests dumps the outstage candidate setups from the dat.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User gate on 20d1730: the candle is FIXED indoors ("now the candle
light is visible when I'm in the house when it is in front of the
opening") and the OUTDOOR sibling surfaced exactly as AP-34 recorded
("when I go out it is not showing unless I turn so the angle doesn't
put it in front of the opening"): under an OUTDOOR root the merged
building interiors draw AFTER the landscape stage (DrawEnvCellShells),
so a slice-drawn flame is overpainted by a punched aperture's interior
behind it.
Fix: outdoor roots SKIP the late-slice Scene-particle draw; attached
outdoor-static scene emitters draw in the POST-FRAME pass alongside the
T3 unattached pass, where depth is complete and flames composite
correctly against interiors. The owner-id set carries over from the
late slice (single full-screen slice outdoors); cell-pass and
dynamics-pass emitters keep their own passes (their owners are never in
the outdoor-static id set - no double-draw). Interior roots keep the
late-slice draw (their stage ends with the clear + seal discipline).
AP-34 row updated (the outdoor residual is now covered; the remaining
residual is translucent MESH batches within stage draw calls).
Portal swirl (#131): the user's "same results" on 20d1730 KILLS the
look-in-erasure hypothesis for the portal - the mesh now draws after
the look-ins and is still missing indoors. No further speculative fix;
the [outstage] probe now prints each outside-stage dynamic's
SourceGfxObjOrSetupId (portals have distinctive setups) and
[outstage-pt] lists up to 12 distinct UNMATCHED attached emitter owner
ids - the next capture identifies whether the portal entity reaches the
through-door draw at all, and where its emitters point.
Suites: App 259+1skip / Core 1439+2skip / UI 420 / Net 294 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The user's screenshot pair re-attributed both reports to ONE mechanism -
a compositing gap in the #124 look-in sub-pass:
- #131: the portal swirl (a TRANSLUCENT MESH, not only particles) stood
exactly in front of the hall's doorway. The slice drew it BEFORE the
look-in sub-pass; translucents write no depth, so the hall's interior
- drawn into its far-Z-punched aperture - overpainted the swirl.
Outdoors the look-ins are the post-stage merge path, so the swirl
survives ("stepping out it pops into existence").
- #132: the candle/lantern flame is an attached emitter in the slice's
Scene-particle pass - same pre-look-in placement, same erasure
whenever "the opening through a house" sat behind it; against a wall
nothing overdraws it. Background-dependence explained exactly.
Retail cannot exhibit this class: every alpha draw of the landscape
stage is collected and flushed ONCE after LScape::draw
(D3DPolyRender::FlushAlphaList, PView::DrawCells pc:432722) - i.e.
after all building look-ins.
Port (the two-phase split): DrawLandscapeThroughOutsideView now runs
EARLY per slice (sky, terrain, outdoor STATIC meshes - the look-in
punches need their depth to mark against, the #117 lesson), then the
#124 look-ins, then LATE per slice (outside-stage dynamics' meshes +
ALL attached scene particles + weather + SkyPostScene), then the #131
unattached pass. New RetailPViewLandscapeLateSliceContext carries the
dynamics survivors + the particle-owner set (statics + dynamics cone
survivors). GameWindow's slice handler split accordingly. Outdoor
roots: no look-ins live in the stage, so the net order is unchanged
(zero behavior change outdoors).
Register: AP-34 added - the two-phase split vs retail's single
deferred flush, with the residuals recorded (outdoor-root slice
particles still draw before merged building interiors - the unreported
outdoor sibling; building exteriors' own translucent batches draw
early).
The earlier #131 unattached-emitter pass (1d3f9a8) remains - it fixes
an independent hole (that class had NO indoor pass at all) - and now
runs at the end of the late phase.
Suites: App 259+1skip / Core 1439+2skip / UI 420 / Net 294 green.
Awaiting the user gate: swirl through the doorway, candle flame with
the opening behind it, far-building interiors (#124).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The user's capture run + a code read pinned it in one step: every
particle pass under an interior root is id-filtered (the landscape
slice's Scene pass, the per-cell pass, and the dynamics pass all
require AttachedObjectId != 0 plus owner-set membership). An UNATTACHED
emitter - AttachedObjectId == 0: portal swirls, campfires, ground
effects anchored at a position - drew NOWHERE when the viewer root was
interior. The outdoor root has the dedicated T3 pass for exactly this
class (its own comment records that "unattached ones had NO pass on
outdoor-node frames"); the identical hole on interior-root frames was
never plugged. Walking out flips to the outdoor root and the T3 pass
picks the swirl up - "appears when I walk out again", verbatim.
The [outstage] capture corroborated the rest of the chain healthy
under the interior root: outside-stage routing correct, cone PASS for
the portal-family dynamics, 57 attached emitters matched and drawn
through the doorway. Only the unattached class was orphaned.
Fix: RetailPViewDrawContext.DrawUnattachedSceneParticles - invoked ONCE
per interior-root frame at the END of the landscape stage:
- pre-clear, because drawn after the depth clear + seals an outdoor
emitter beyond the door plane z-fails against the seal's door-plane
stamp;
- after the #124 look-in sub-pass, so swirls blend over far-building
interiors;
- once per frame, not per slice - alpha particles must not double-draw
(the #121 lesson);
- mutually exclusive with the outdoor T3 pass by root kind (interior
invokes this; outdoor keeps T3).
Residual (documented in the issue): unattached INDOOR emitters now draw
pre-clear and get overpainted by the room's shells - the same
invisibility they had before this fix; the proper per-emitter cell
classification is a future port.
[outstage-pt] probe extended with the unattached emitter count (the
probe's blind spot was exactly where the bug hid).
Suites: App 259+1skip / Core 1439+2skip / UI 420 / Net 294 green.
Awaiting the user gate: the swirl through the doorway. #132 (candle
flame vs through-opening background) remains open - different
mechanism, background-dependent.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two user reports from the #124 gate session, both axioms:
- #131: "the portal swirl is missing, when I look out from inside a
house. Appears when I walk out again." Mechanism frame: under an
interior root an outdoor dynamic's particles draw ONLY via the
landscape slice's Scene pass (#118 outside-stage routing; #121
excludes them from the last-pass particle callback) - if any link
fails, the swirl draws nowhere exactly when indoors. Desk-exonerated
already: filter key conventions uniform, the routing predicate
correct, sphere from vertex bounds.
- #132: "I have a candle ... when a wall is behind it it shows, but if
I turn a bit and the opening through a house is behind it candle
light disappears." Background-dependent => per-pixel depth/blend at
the aperture region, not owner culling. Possible overlap with the
#124 look-in sub-pass (new pre-clear content in those pixels) - the
pre-77cef4c check is in the issue.
Apparatus (env-gated, zero cost off): ACDREAM_PROBE_OUTSTAGE=1 ->
[outstage] per-slice outside-stage routing + cone verdict per dynamic
(print-on-change, RetailPViewRenderer) + [outstage-pt] slice
Scene-particle id set + live attached-emitter match count (GameWindow).
One capture standing inside looking at the portal pins which link
breaks.
Suites: App 259+1skip / Core 1439+2skip / UI 420 / Net 294 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
From inside a building, looking out at ANOTHER building with an opening
showed its back walls missing (see-through to the world): per-building
look-in floods only ran for outdoor roots; under an interior root the
far building's interior never flooded.
Decomp anchor (named-retail, this session's read): retail runs the
look-in INSIDE the landscape stage for ANY root - LScape::draw is the
FIRST call of PView::DrawCells' outside-view branch (pc:432719),
strictly BEFORE the depth clear (pc:432732) and the exit-portal seals
(pc:432785). ConstructView(CBldPortal) (0x005a59a0) clips each aperture
via GetClip against the INSTALLED view - the accumulated doorway region
when looked into from inside - and build_draw_portals_only pass 1
far-Z punches ALL apertures before pass 2 floods + draws any interior
cell. The nested DrawCells has an empty outside view (PView ctor
draw_landscape=0): no recursive landscape/clear/seal.
Port:
- GameWindow's per-building gather (frustum pre-gate on
Building.PortalBounds) now runs for interior roots too; the root's
own doorway self-excludes via the seed eye-side test (the eye is on
its interior side).
- PortalVisibilityBuilder.BuildFromExterior/ConstructViewBuilding gain
seedRegion - the installed-view clip: interior-root look-ins seed
against the OutsideView polygons (a building not visible through the
doorway never floods); null = full screen (outdoor roots unchanged).
- RetailPViewRenderer.DrawBuildingLookIns: a landscape-stage sub-pass
(before ClearDepthForInterior + seals) - per building, punch ALL
apertures (new DrawLookInPortalPunch callback, always forceFarZ=true,
closing the ISSUES "forceFarZ keys on root kind, under-punches" gap),
then draw the flooded cells' shells + statics far->near. Look-in
frames are NEVER merged into the main frame: a merged cell would draw
post-clear and z-fail against the root's seal (the old ledger
portShape sketch was wrong on this point).
- Look-in cells join the Prepare + partition set so shells have batches
and statics route to ByCell (consumed only by the sub-pass; the main
cell-object pass iterates the main flood's cells).
Register: AP-33 added in the same commit - look-in statics draw WHOLE
(no per-part viewcone; over-include is the safe direction) and look-in
DYNAMICS are deferred (an NPC inside a far building stays invisible -
retail draws objects per overlapped cell in the landscape stage).
Pins: Issue124LookInSeedRegionTests on the real corner-building door -
a seed region containing the aperture floods (and never more than the
full-screen seed), a disjoint region floods NOTHING, and an
interior-side eye never seeds its own exit portal.
Suites: App 259+1skip / Core 1439+2skip / UI 420 / Net 294 green.
Awaiting the user gate: far-building interiors visible through their
apertures from inside; #130 re-gate (top-edge strip) rides the same
launch.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The user's re-gate refuted the scissor fix as THE strip (6c4b6d6 was a
real but sub-pixel under-coverage): the strip survived, screenshot at a
doorway, full width of the opening, top edge only, "very subtle".
Root cause (pinned by Issue130DoorwayStripTests.UnliftedGate_*): the
+0.02 m shell render lift. Cell shells DRAW 2 cm above the dat origin
(z-fight vs coplanar terrain); f35cb8b (the #119-residual fix,
2026-06-11) deliberately reverted the VISIBILITY graph to the physics
(unlifted) transform - but the OutsideView color gate (terrain/sky/
scissor through the doorway) and the seal/punch depth fans are
DRAW-space consumers and kept projecting the unlifted polygons. The
drawn lintel therefore sits one lift-projection above the gate's top
edge - measured 6.7 px at a 2.4 m doorway - and that band never
receives terrain/sky color while the seal also stamps 2 cm low.
A regression from f35cb8b, NOT from the W=0 clip port (987313a stays
exonerated). Vertical aperture edges are immune (the lift slides them
along themselves) - top edge only, exactly as reported; explains the
"also NOW" timing precisely.
Fix - draw space draws lifted, visibility stays physics (the f35cb8b
invariant, now symmetric):
- PortalVisibilityBuilder.Build gains drawLiftZ: the exit-portal branch
projects the OutsideView region with the lifted transform; flood
admission, side tests, and CellViews are untouched (default 0 keeps
every existing visibility test bit-identical).
- The seal/punch fans (DrawRetailPViewPortalDepthWrite) lift their
world verts to the drawn shell's space.
- One shared constant PortalVisibilityBuilder.ShellDrawLiftZ feeds the
shell registration (GameWindow:5604), the gate, and the fans.
Register: AP-32 ADDED - the +0.02 lift had NO row (a pre-register
deviation the 2026-06-12 sweep missed). The row records the split
invariant both ways: a draw-space consumer that forgets the lift
re-opens the #130 strip; a visibility consumer that picks the lifted
transform re-opens the #119-residual side-cull.
Pins: the lifted gate covers the drawn (lifted) aperture to 0.00 px
across the 147-combo sweep; the unlifted gate shows the 6.7 px strip
(sensitivity proof - if the lift is ever removed, this test says the
drawLiftZ plumbing can go too).
Suites: App 257+1skip / Core 1439+2skip / UI 420 / Net 294 green.
Awaiting the user re-gate at a doorway with the lintel on screen.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The user's "doors/doorways leak through terrain and houses over a
landblock" is the #117 mark-pass bias evaluated in the wrong space.
Mechanism (confirmed analytically, Issue129PunchBiasTests): the punch's
pass-A stencil mark biased the aperture fan toward the viewer by a
CONSTANT 0.0005 NDC. NDC depth is non-linear - a constant NDC bias b
spans ~= b*d^2*(f-n)/(f*n) meters of eye depth at eye distance d. With
retail's znear 0.1 (d4b5c71) that is 0.125 m at 5 m but ~190 m at one
landblock: every hill/house in front of a distant aperture passed the
LEQUAL mark and was far-Z punched -> door-shaped leak through the
occluder. This is exactly the risk AD-18's register row recorded
("an occluder within ~bias in front of a distant aperture gets punched
through") - the symptom-scan rule found it before instrumentation.
Fix: cap the bias's EYE-SPACE span at 0.5 m -
biasNdc(d) = min(0.0005, capMeters * near / d^2)
in the mark-pass vertex shader (clipPos.w = eye depth), CPU-mirrored as
PortalDepthMaskRenderer.MarkBiasNdc for tests. Below the ~10 m
crossover the constant-NDC term is smaller and wins - bit-identical to
the T5-validated close-range behavior, so the #108 grass coverage that
justified the bias is untouched. Beyond it the punch can never reach an
occluder more than 0.5 m in front of the aperture plane.
Pins (Issue129PunchBiasTests): the old form spans >100 m of eye depth
at a landblock (the leak, kept as documentation of the refuted shape);
the capped form stays <= 0.5 m at every distance 1-400 m and matches
the validated constant bit-for-bit below 10 m.
AD-18 register row updated in the same commit (bias description + the
#129 closure + the residual risk note: door-hugging geometry beyond the
0.5 m cap at >10 m viewing range re-occludes - the cap constant is the
tuning knob if the gate shows residue).
Suites: App 256+1skip / Core 1439+2skip / UI 420 / Net 294 green.
Awaiting the user visual gate at the original spot (+ #108 cellar
re-check up close).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The user's "thin strip of background color along the TOP outer edge of a
doorway, looking out from inside" is the landscape-slice scissor box, not
the W=0 clip port.
Mechanism (pinned headlessly, Issue130DoorwayStripTests, 147 eye/gaze
combos at the real Holtburg A9B4 0x0170 exit door):
- BeginDoorwayScissor converted the slice NDC AABB to pixels as
Floor(origin) + Ceiling(size). The far edge floor(min)+ceil(max-min)
lands up to ONE PIXEL SHORT of the true top/right edge at unlucky
fractional alignments (captured: top edge y=0.7938 @1080p -> row 968
cut; right edge column 1296 @1920 cut).
- The scissor brackets the ENTIRE landscape slice (sky, terrain, outdoor
statics, weather). The exit-portal SEAL stamps the full raw aperture at
true depth and the shell wall ends at the aperture edge, so the cut row
never receives any color write -> clear color, flickering with eye
movement as the fractional alignment shifts.
- This violated AD-17's own invariant (over-inclusion is safe,
UNDER-inclusion is the bug class). No register change: the fix restores
the row's documented doctrine.
Lead 1 (987313a W=0 clip port regression) REFUTED by the same harness:
the CPU polygon pipeline (ProjectToClip -> ClipToRegion merges ->
ClipPlaneSet planes) is sub-pixel exact against the raw aperture
projection (worst 0.54 px, 0.00 px aligned). For an all-in-front doorway
polygon the port is bit-identical to the old 1e-4 path by construction.
The EyeInsidePortalOpening rescue stays deleted.
Fix: conservative outer bound floor(min)/ceil(max) extracted to
NdcScissorRect.ToPixels (GL-free; containment property proven in the
header comment); BeginDoorwayScissor delegates.
Pins:
- NdcScissorRectTests: center-inside containment across 251 fractional
alignments x 2 framebuffer sizes + both captured regression cases.
- Issue130DoorwayStripTests: production flood + assembler at the real
exit door; asserts the scissor never cuts a plane-admitted fragment
(worstScissorGap 0.00 px post-fix, was 10.8 px capped) and the CPU
pipeline stays sub-pixel exact (canary 1.2 px).
Suites: App 252+1skip / Core 1439+2skip / UI 420 / Net 294 green.
Awaiting the user visual gate at a cottage doorway.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The 1ca412d part-offset expansion fixed the staircase but still rested
on the 5 m promise one level down: a SINGLE part whose mesh extends
more than 5 m from its own origin (offset 0 -> box +-5 m) keeps the
gaze-dependent vanish. Per the user's mandate ("it must work for every
case"), the bound now derives from the dat VERTEX data - the same
vertices that get drawn - so no synthetic containment promise remains.
Oracle context (read this session): retail has NO whole-entity
visibility volume - CPhysicsPart::Draw (0x0050d7a0) viewcone-checks
each part's dat-authored CGfxObj.drawing_sphere at the part's own
world position (RenderDeviceD3D::DrawMesh 0x005a0860). Retail's bound
IS data; ours was a promise. Our per-ENTITY granularity stays (a
deliberate batching-era choice, WB-owned per the inventory) but the
volume is now data-derived and conservative: visually identical by
construction, never culls what retail would draw.
- GfxObjBounds: per-GfxObj vertex AABB, cached by id (parts repeat
heavily); LocalBoundsAccumulator: union of part-transformed AABB
corners (conservative-correct under any affine transform).
- WorldEntity.SetLocalBounds + RefreshAabb preferred path: rotate the
root-local bounds' 8 corners into world axes + DefaultAabbRadius
margin (absorbs animated-pose drift vs the rest-pose bounds; keeps
small objects at their historical box size). Offset heuristic stays
as the fallback for boundless fixtures.
- All four hydration sites wired (outdoor stabs, scenery incl. baked
scale, interior cell statics, server live spawns).
Tests: tall-single-part coverage (the case 1ca412d could not see),
rotation-following, accumulator union. Suites: App 246+1skip / Core
1434+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 decisive probe (3cf6bcc) caught it live in ONE session: a 43-part
staircase entity (src=0x020003F2, healthy MeshRefs tZ=[0.35..15.15])
drew with cache=hit:3 restZero=3 - THREE batches belonging to a 1-part
entity - then under a different hint the correct hit:119. Two
compounding bugs:
1. interiorIdBase = 0x40000000 | (landblockId & 0x00FFFF00) resolved to
0x40YYFF00 for landblock keys 0xXXYYFFFF - the landblock X byte
DISCARDED. Every landblock in a map Y-row shared one id space:
Holtburg town A9B3's 9th interior stab == the AAB3 tower's spiral
staircase, both 0x40B3FF09. Fixed to 0x40000000|(lbX<<16)|(lbY<<8)
(the scenery 0x80XXYY## scheme).
2. The Tier-1 classification cache's #53 tuple key (EntityId,
LandblockHint) was fed the PLAYER's landblock at bucket-draw time
(RetailPViewRenderer.DrawEntityBucket fabricates its tuple with
ctx.PlayerLandblockId), so colliding ids from different landblocks
shared a key: whichever entity classified first under a hint won,
and the loser wore its batches all session (static fast path never
re-classifies). Also: bucket-hinted entries were never swept by
InvalidateLandblock(owner) - stale entries survived owner unload.
Fixed: ResolveCacheLandblockHint derives the hint from the entity's
owning cell (ParentCellId landblock, canonical 0xXXYYFFFF), falling
back to the tuple id for ownerless paths (outdoor stabs/scenery,
where the tuple IS the owner).
Explains the session-shaped repro exactly: town-login + run to the
tower hydrates/classifies town interiors first -> the tower staircase
cache-hits the town twin's batches (stairs missing/partial + a wrong
object near the floor - the "water barrel"); login-inside classifies
the tower first -> usually clean. meshMissing=0 / entSeen==entDrawn
both ways (everything draws, wrong batches). Likely also feeds #113's
distance-dependent phantom staircase (the town twin wearing the
tower's staircase batches).
3 new cache tests pin the collision contract + hint derivation.
Suites: App green / Core 1430+2skip / UI 420 / Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The broken-state log (user-session-capture2.log) shows meshMissing=0 /
entSeen==entDrawn WHILE broken stairs are on screen - the staircase is
DRAWN WRONG, not missing. This probe discriminates the three live
hypotheses in ONE launch (handoff 2026-06-11 s4):
- HYDRATE dump (GameWindow.BuildInteriorEntitiesForStreaming): per-part
placement-frame translations + dropped-part accounting at the MOMENT
MeshRefs are constructed. H-A (SetupMesh.Flatten identity fallback /
silent gfx-null part drops under degraded dat reads) shows here as
zero translations or built<43.
- DRAW dump (WbDrawDispatcher, first tuple per entity): live MeshRefs
translation summary + per-part loaded flags + Tier-1 classification
cache state (batch count + RestPose translation summary), re-emitted
compactly on signature change. H-B (partial/stale cached batch set)
shows as correct translations + odd batch count.
- WALK-REJECT lines (rate-limited): attributes 'entity never reaches
the draw loop' to the specific gate (visibleCellIds/frustum).
- Correct everything -> H-C (draw-side compose), instrument next.
Targets: ACDREAM_DUMP_ENTITY=0x020003F2,0x020005D8 (the 43-part spiral
staircase Setup + the wall barrels; H-A predicts the user's 'barrel' IS
the collapsed staircase). Probe is inert when the env var is unset.
Parser in RenderingDiagnostics (diagnostic-owner pattern) + 5 unit tests.
Suites: App 242+1skip / Core 1427+2skip / UI 420 / Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The registration-time re-arm was insufficient and the user proved it
(ran back from the lifestone -> broken stairs + exposed barrel again):
a preparation cancelled by landblock churn AFTER the last registration
event has no later event to re-fire it - crossing blocks loads/unloads
them repeatedly behind the player, so the cancel-after-last-register
window is routinely hit on any cross-country run.
The structural fix: the draw dispatcher touches every
missing-but-referenced mesh every frame (the meshMissing slow path) -
THAT is the one site a retry can never be missed from. Both miss paths
(per-MeshRef and per-Setup-part) now call WbMeshAdapter.EnsureLoaded
(idempotent passthrough to PrepareMeshDataAsync, which early-outs on
existing data and dedups pending tasks), deduped per Draw pass.
Retail-equivalence: retail loads synchronously - geometry is never
permanently absent; this converges the async pipeline to the same
guarantee regardless of cancellation/eviction timing.
Also fixes the #53-one-level-deeper hole found en route: a missing
SETUP PART did not mark the entity incomplete, so a partial batch set
could cache permanently for Setup-shaped render data.
New apparatus: [mesh-miss] once-per-id line under ACDREAM_WB_DIAG=1 -
any future missing mesh names itself instead of needing a live repro.
Suites: App 242+1skip, Core 1422+2skip, UI 420, Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The user caught the process failure: two snap fixes were written without
reading retails restore code. The named decomp settles it -
CPhysicsObj::SetPositionInternal (0x00515bd0, pc:283892-283945) treats
the supplied Position as INPUT: AdjustPosition resolves which cell
CONTAINS it, CheckPositionInternal/find_valid_position VALIDATES it
through the collision transition, and the no-cell case goes
store_position + GotoLostCell. There is NO terrain or surface
re-grounding anywhere in the restore path. Trust + validate.
Both prior shapes diverged: grounding outdoor claims to terrainZ warped
a roof-deck logout (ACEs authoritative z=127.2 on the AAB3 tower)
through the roof into the building volume -> the transparent-interior
spawn on every login; the cell-walkable scan that replaced it missed
shell-geometry decks entirely (no EnvCell owns the deck surface) and
failed silently - the user logged in transparent at the tower bottom
again.
Fix: a zero-delta outdoor restore above terrain commits the claims Z
verbatim ([snap] line says so); the first physics tick validates and
settles against the REAL collision world (the BR-7 building channel
covers the deck). max(terrain, z) stays as the under-terrain sanity
bound - our recoverable stand-in for retails lost-cell machinery
(documented divergence, same class as the #107 demote).
Suites: App 242+1skip, Core 1422+2skip, UI 420, Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The live capture pinned it end to end. BuildInteriorEntitiesForStreaming
lifts the render-side cell transform +0.02 m Z (shell z-fighting vs
terrain - a DRAW concern) and passed that LIFTED transform to
BuildLoadedCell, so every plane in the visibility graph sat 2 cm high.
The portal side test's in-plane window is +-10 mm: an eye standing ON a
floor containing a HORIZONTAL portal (the tower's deck lip 010A->0107,
stair landings, cellar mouths) sits 0-10 mm above the TRUE plane = 10-20
mm BELOW the lifted plane -> outside the window -> the cell behind the
portal side-culled out of the flood. Captured live at the stair top:
root=0xAAB3010A eye z=126.803 vs the portal plane at 126.80, flood=1,
0x0107 (the whole tower interior incl. the staircase) dropped WHILE THE
GAZE LOOKED STRAIGHT AT IT - "stairs disappear and you can walk on
them", and the roof/edge flap as the gaze swung the marginal admissions.
Vertical doorways were immune (the lift slides their planes along
themselves) - exactly why this hit stairs/decks/floors and not doors.
Chase chain (the apparatus did all the work): [viewer] print-on-change
probe with eye@mm -> the user's climb capture -> [viewer-diff] naming
the dropped cells per flip -> headless replay of the exact captured
(eye,fwd) frame: healthy UNLIFTED, reproduces ONLY with the production
lift -> gate-by-gate diagnostic (side test dot=+0.003 unlifted vs
-0.017 lifted; clip + rescue exonerated; knife-edge z-sweep all-stable,
killing the float-chaos theory).
Fix: BuildLoadedCell receives the PHYSICS (unlifted) transform; the
drawn shells keep their lift. The seal/punch fans (which read the
visibility LoadedCell's WorldTransform) now stamp TRUE depth - MORE
consistent with the unlifted terrain they protect.
Pins: CapturedTopOfStairs_MainCellStaysInFlood - arm 1 (unlifted =
post-fix production) asserts the main cell admitted at the captured
frame; arm 2 (lifted) is the mechanism canary asserting the drop, with
instructions if it ever starts passing. Plus the gate-by-gate
diagnostic + knife-edge sweep as the investigation record.
Also this session: Issue127FloodFlipReplayTests (the captured 4 cm
outdoor flip pair replays STABLE across fovs/pre-gate arms - the
outdoor churn is NOT the flood math; remaining #127 = distant-building
admission churn, lower priority now that the tower-cell drops are
explained by the lift), and the [viewer-diff] probe (per-flip added/
removed cell naming - keep, it found this).
Suites: App 242+1skip, Core 1422+2skip, UI 420, Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The users tower capture (tower-viewer-capture.log, 551 [viewer] lines)
decodes into three distinct issues:
- #126 (HIGH, #107/#111 family): an OUTDOOR spawn claim on the tower
roof (z=127.2) is grounded to TERRAIN z=112 - the player is warped
through the roof into the tower interior, outdoor-classified ->
the transparent-interior spawn. The snap outdoor branch must ground
to the nearest WALKABLE surface (roofs/GfxObj floors), not terrain.
- #127 (HIGH, the flap mechanism): per-building flood admissions are
BISTABLE per frame under the outdoor root - flood size oscillates
+-1-3 cells at millimetre eye deltas (45<->52 standing on the roof,
including a byte-static eye flip). Every oscillation = building
interiors dropping in/out -> the roof/edge flap; running past a
building = #123. Interior side shows the same family (flood 1<->3,
outPolys 0<->1 during the climb).
- #128: the staircase was invisible the WHOLE climb under a HEALTHY
interior root (0xAAB30107 FullScreen views - the cone cannot cull a
root-cell static), while the SAME build rendered it perfectly in a
different session (diag spawn + screenshot, meshMissing=0).
Session-sticky nondeterminism; the barrel tracks this bug (a
partial subset of staircase parts), NOT dat content (user axiom:
no barrel in retail). Needs a diag-instrumented repro of the users
session shape.
The [viewer] probe now logs the camera forward (fwd=) so the next
capture can be replayed headlessly - Build clip results depend on the
view-projection, not just the eye.
Suites: App 238+1skip, Core 1422+2skip, UI 420, Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
One line per change of (root cell, flood size, OutsideView polys, player
cell), with the projection eye at mm precision on every line
(ACDREAM_PROBE_VIEWER=1, print-on-change, silent while stable). The
tower-ascent harness replays the captured production (eye, root) pairs
deterministically - replacing the synthetic helix that proved unphysical
in the roof-lip band (the real collided camera may never reach it).
Suites: App 238+1skip, Core 1422+2skip, UI 420, Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause (by read, verified live): a glGenQueries name does not become
a QUERY OBJECT until its first glBeginQuery - GetQueryObject on a
never-begun name is GL_INVALID_OPERATION. The N.6 gpu_us ring assumed
ONE dispatcher Draw per frame with both passes always non-empty; the
pview pipeline issues MANY small Draws per frame (landscape slices,
per-cell static buckets, dynamics), where zero-draw passes routinely
skip BeginQuery. Under ACDREAM_WB_DIAG=1 the slot read queued an
InvalidOperation EVERY frame - silently, until WB's diligent
texture-path glGetError checks ate the stale errors and treated their
own successful uploads as failures ([wb-error] + the sticky drop) and
ProcessDirtyUpdates' check threw (process death, tower-wbdiag3.log).
The GL-error-attribution trap, textbook form.
Fix: begun-flags per ring slot per target; the read path only queries
slots that were actually begun (a skipped pass contributes 0 ns).
Live verification (tower-wbdiag4.log, in-tower spawn): zero [wb-error]
(was 7), no crash, gpu_us reads real values (9-11 us) for the first
time under the pview pipeline, meshMissing=0 / entSeen==entDrawn.
Consequences: (1) the #119 missing-stairs mechanism theory via sticky
GL upload failures is RETIRED for normal runs (WB_DIAG off = no query
calls = no errors; clean runs confirmed zero wb-error) - and the
in-tower screenshot on the current build shows the spiral staircase
RENDERING, so the stairs were most plausibly a #120 flood-corruption
casualty (the tower threshold cells portal back to 0x0107 exactly in
the ping-pong window); user verdict pending. (2) The sticky-drop
defect (upload failure never retried) stays filed under #125 as
defense-in-depth debt - the trigger is gone but the design flaw isn't.
Suites: App 236, Core 1419+2skip, UI 420, Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The in-tower ACDREAM_WB_DIAG launch (the saved character spawns inside
the #119 tower - a free deterministic repro lever) produced the
mechanism evidence in one run (tower-wbdiag3.log):
1. [wb-error] upload of 0x0100321D died on a GL InvalidOperation in
ManagedGLTextureArray..ctor (new TextureAtlasManager) - caught,
returns null, and the drop is STICKY: _preparationTasks.TryRemove
runs BEFORE the upload, so a failed upload is never re-prepared.
Permanently invisible mesh, one log line. This failure class is the
likely #119 missing-stairs mechanism (dat + extraction +
registration + dispatcher all exonerated by read/test this session).
2. The SAME GL error then fired UNCAUGHT in Tick -> GenerateMipmaps ->
ProcessDirtyUpdatesInternal and killed the process. Both render-
thread - not thread affinity. Filed as #125 (HIGH) with the open
question of GL error attribution (a stale error queued by an earlier
unchecked call lands on WB's diligent glGetError checks).
Also fixed here: WbDrawDispatcher.MedianMicros crashed with
IndexOutOfRange on the first diag flush when exactly 1 sample was
recorded (copy[copy.Length - nz/2] with nz==1) - the same off-by-one
GameWindow's TerrainDiagMedianMicros twin fixed; same fix applied.
ACDREAM_WB_DIAG=1 is usable again.
Suites: App 236, Core 1419+2skip, UI 420, Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fix: dynamics' ATTACHED emitters (portal swirls on server-spawned portal
entities, creature effects) fell through EVERY particle filter under the
unified pview path - the landscape slice filter carries outdoor statics
(+ the #118 outside-stage dynamics), the per-cell callback carries cell
statics, and T4 deleted the clipRoot==null global pass from normal
frames. T5 never checked portals; the user's re-gate caught it ("all
portals that were previously showing are now gone"). DrawDynamicsLast
now hands its cone-surviving dynamics (minus outside-stage entities,
whose emitters already drew in the landscape slice - alpha particles
must not double-draw) to a new DrawDynamicsParticles callback;
GameWindow draws Scene-pass emitters filtered to those owner ids,
mirroring DrawRetailPViewCellParticles. Retail shape: emitters draw
with their owner object.
Re-gate ledger (user verdicts are axioms):
- #117 CLOSED ("Yes solved"), #118 CLOSED ("Yes solved" + NPC-through-
door "Yes fixed").
- #108 REOPENED narrowed: cellar-ascent eye-below-grade window only
(grass covers the exit door until the head pops over ground level);
fix belongs on the membership/viewer side - the depth-gated punch
stays (DO-NOT-RETRY).
- #119 user split: phantom walkable stairs at the hill cottage (#113
family), tower missing stairs + barrel (#119 proper), hill-house
transparent-on-entry (#112 - re-check after the #120 fix; the
ping-pong fired at exactly A9B3 0103/010F).
- #120 FIXED pending re-gate (dede7e4).
- NEW #122 window oscillation on entry (re-check after #120 first),
NEW #123 buildings transiently disappear running close past,
NEW #124 far-building back walls missing through openings (lead:
per-building look-in floods run only for outdoor roots -
NearbyBuildingCells is null for interior roots; retail runs the
look-in inside LScape::draw for ANY root).
Suites: App 236, Core 1419+2skip, UI 420, Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The armed tripwire self-attributed on the re-gate launch
(regate-118-119-launch.log): a pure TWO-CELL reciprocal ping-pong, 64 laps
each - chain root=0xA9B4015C eye=(109.995,37.158,96.249) cells 0162x64
015Cx64, and root=0xA9B3010F eye=(175.771,-107.310,118.814) cells 0103x64
010Fx64 (A9B3 = the hill cottage the user reports going all-transparent on
entry - likely the same mechanism, verify at the next gate).
Mechanism: with the eye within PortalSideEpsilon (+-1 cm; the T2
refuted-to-tighten root-lag tolerance - retail's is 0.0002) of a portal
plane, the in-plane case counts as interior for BOTH cells, so views lap
A->B->A...; each lap re-clips through two near-edge-on apertures whose
intersection numerics wobble by more than CellView's 1e-3 dedup grid, so
every lap keys as NEW and the in-place growth recurses to the depth-128
failsafe. The prior convergence sweeps could not reproduce because they
only load the corner building 0x016F-0x0175 - both firing pairs are
outside that set. Issue120ReciprocalPingPongTests loads the full
landblock's interior cells and drives the +-epsilon window directly:
deterministic firings + 65-polygon CellView piles pre-fix.
Fix (the handoff's own predicted class - dedup admitting near-duplicates
per lap, NOT a limit tune): CellView.Add rejects a polygon CONTAINED in
one already stored (convex edge test, DedupGridNdc slack). A round-trip
re-emission is, in exact arithmetic, a SUBSET of the polygon that
originated it - containment rejection makes union growth strictly
area-increasing, so no new visible area means no propagation. Bonus:
back-emission into a full-screen view (the root cell) now always rejects.
The corner-flood completeness pins stay green - no real region is dropped.
Suites: App 236 (232+4), Core 1419+2skip, UI 420, Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Issue119UpNullGfxObjDumpTests pins the dat truth: 0x010002B4 = 9 polys,
ALL NoPos, all surfaces Base1Solid; 0x010008A8 = 1 poly, NoPos,
Base1Solid|Translucent. Retail's skipNoTexture never draws either model
(the BR-1 build-time-skip <=> draw-time-skip equivalence), so
ObjectMeshManager's empty render-data cache is the CORRECT terminal state
- the only defect was the alarming "permanently invisible" log line,
reworded into an honest tripwire pointing at the dump test.
Second fact, same test (ShellModel_NoTexturedPolyIsDropped): on the
hall/tower shell 0x010014C3, ZERO textured polys are dropped by the
extraction gates (137/149 draw; the 12 dropped are the known #113
no-draw orphans) - the per-poly GfxObj extraction is exonerated for
building shells, kept green as a regression pin.
Net for #119: the missing tower-stair parts are NOT the up-null pair and
NOT a per-poly extraction drop. Remaining hypothesis space (interior
stair-cell flood admission, or a different model than assumed) needs the
re-gate to identify the exact tower; then the cell set + flood replay
headlessly like #118. ISSUES.md updated.
Suites: App 232, Core 1419+2skip (1416+3 new), UI 420, Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause (pinned by the new deterministic exit-walk harness, NOT guessed):
under an interior render root, the exit-portal SEAL stamps the door fan at
TRUE depth after the gated full depth clear, and T1's "ALL dynamics last"
pass then drew the outdoor-classified player depth-tested - every fragment
beyond the door plane z-failed against the seal across the whole aperture.
Harness measured the full window: from the moment the sphere center crosses
the plane until the eye follows (~2.6 m of camera lag, ~2.2 s at walk speed)
the player is invisible; while straddling, the beyond-plane body half clips
at the plane. The handoff's three cone-level candidates are all EXONERATED:
the cone walk passes every step; (eye, ViewerCellId) come from the same
SweepEye call with camera-update-before-visibility-read in the same frame;
the side-test window is sub-epsilon under healthy resolution.
Retail oracle (grep-named-first): PView::DrawCells 0x005a4840 runs
LScape::draw FIRST (pc:432719), then the gated depth clear (pc:432731-32)
and the exit-portal seals (pc:432785-86); outdoor cell objects draw inside
the landscape stage (DrawBlock 0x005a17c0 -> DrawSortCell pc:430124), and
an object draws once per overlapped shadow cell (pc:430056-64) - the
straddling body composes from both stages, neither half clips.
Fix: RetailPViewRenderer assigns dynamics to the OUTSIDE stage under an
interior root when outdoor-classified OR sphere-straddling an exit-portal
plane of their flood-visible cell (DynamicDrawsInOutsideStage - pure, the
harness drives it as the ordering contract); they ride the landscape slice
draw (pre-clear, seal-protected) with the same per-slice cone test as
outdoor statics. Indoor dynamics keep the last pass (retail loop C);
straddlers draw in both (retail shadow dual-draw). Outdoor roots keep
all-dynamics-last - the BR-2 punch-after-dynamics lesson (88be519) stands.
Apparatus: HouseExitWalkReplayTests - dat-backed corner-building exit walk
driving the production stack headlessly (RetailChaseCamera damping ->
healthy-sweep viewer resolution -> PortalVisibilityBuilder.Build ->
ClipFrameAssembler -> ViewconeCuller -> the DrawDynamicsLast predicate +
a CPU seal-depth model). 5 tests: cone pin, seal-depth pin, straddle
dual-draw pin, per-step table, stale-root window quantifier (#118 cand 2).
Suites: App 232 (227+5), Core 1416+2skip, UI 420, Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
T5 reported doors/interiors visible through terrain hills and through
nearer buildings, always in aperture-shaped regions. Root cause, decomp-
settled: retail's DrawPortalPolyInternal (Ghidra 0x0059bc90) draws the
punch with DEPTHTEST_ALWAYS + per-vertex far-Z (0.99999899, maxZ1 bit0)
- it UNCONDITIONALLY stomps any occluder depth at aperture pixels.
Retail is safe only because its outdoor pass is painter's-ordered
far->near: anything nearer (hills, closer houses) draws AFTER the punch
and re-covers it. Our z-buffered MDI frame has no such global order
(one terrain pass + one shells pass), so the faithful GL-state port of
the punch was unsafe by construction - the far house's aperture punch
erased the near house's wall depth / the hill's depth, and the interior
+ door entities (dynamics drawn last) painted through.
Fix - the z-buffer-correct equivalent of the painter's-order guarantee:
punch only where the aperture polygon itself is VISIBLE.
PortalDepthMaskRenderer's punch path is now two passes:
A) stencil-mark: aperture fan at its (slightly biased) true depth,
depth LEQUAL, no depth write -> stencil=1 where the aperture wins
against everything drawn so far (terrain + all shells precede
DrawExitPortalMasks in the frame, so the buffer holds the real
occluders);
B) far-Z punch with depth ALWAYS, stencil-gated EQUAL 1, zeroing the
stencil as it goes (self-cleaning; no frame-level stencil state).
The mark bias (0.0005 NDC ~ 6 cm at 5 m) keeps #108's case covered:
terrain hugging the door plane still punches; a hill or another house
meters nearer no longer does. The SEAL path (interior roots) stays
retail-verbatim single-pass - it runs right after the gated full depth
clear, so there is nothing nearer to stomp.
Also: WindowOptions now requests 8 stencil bits explicitly (was the
GLFW platform default), and PortalDepthMaskRenderer's stale "RESERVED -
not wired" banner is corrected (T1 wired it via
DrawRetailPViewPortalDepthWrite).
Acceptance rides the focused post-T5 re-gate (downhill door check +
behind-house openings check + #108 cellar stays clean).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Investigation: retail's growth propagation RECURSES natively too
(AddViewToPortals -> FixCellList -> AdjustCellView -> AddViewToPortals,
Ghidra 0x005a52d0/0x005a5250/0x005a5770, no depth guard) - the in-place
recursion shape is faithful; retail's safety is fast convergence. Our
depth-128 firing means slow/non-saturating growth (each lap of a portal
cycle nests one recursion level), not necessarily a true infinite loop.
Two dat-backed sweeps over the corner-building cell set could NOT
reproduce the T5 firing:
- PortalPlaneCrossings_InPlacePropagationConverges: +/-6cm eye sweep
across every portal plane, seeded from both sides.
- InCellDirectionSweep_InPlacePropagationConverges: 3024 builds, in-cell
eye grid x 8 yaw x 3 pitch (the walking-and-turning regime).
Both pass with 0 firings -> production-only ingredients suspected (full
lookup graph - one T5 firing was 0x0162, another building - and/or the
real camera path).
Armed: PortalVisibilityBuilder.ConvergenceTripwireCount (test
observable, both Build + look-in sites) + DumpPropagationChain - on the
next firing the log carries root cell, eye, per-cell frequency summary,
and the 24-entry chain tail, so the cycle's structure (A<->B ping-pong
vs 3-cycle laps) reads directly off the output. Both sweeps stay as
regression pins.
App tests: 227 green (was 225; +2 pins).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The A6.P4 port, fused into one installment per the BR-2 half-port lesson
(registration and query are co-dependent: flood-registering shells under
the old radial query would re-open #98 through the vestibule).
REGISTRATION (ShadowObjectRegistry rewritten):
- Register/RegisterMultiPart/UpdatePosition compute the cell set via
CellTransit.BuildShadowCellSet (the C2 find_cell_list flood) seeded by
the entity's m_position cell id; the private 24m XY-grid rectangle and
its single-landblock clamp are deleted. Flood spheres follow retail's
CylSphere rule (base point + cyl radius, cap 10; BSP bounding-sphere
fallback - Ghidra 0x0052b9f0). Statics flood with the do_not_load
prune; dynamics (server spawns, isStatic:false) without.
- Keep-when-empty (SetPositionInternal num_cells gate, pc:283540): a
failed flood leaves the previous registration in place.
- RefloodLandblock: streaming-race hook re-runs the flood when a
landblock's cells hydrate (retail init_objects -> recalc_cross_cells,
Ghidra 0x0052b420/0x00515a30); wired at GameWindow's hydration tail.
- GameWindow sites pass the server position's full cell id as the seed
(spawn + UpdatePosition); the five static sites pass ParentCellId.
BUILDING CHANNEL (CSortCell.building shape):
- Building SHELLS are not shadow objects in retail (only caller of
find_building_collisions is CSortCell::find_collisions 0x005340aa;
one building per origin landcell, init_buildings 0x0052fd80 verified
verbatim + ACE cross-ref). IsBuildingShell entities skip the registry;
Transition.FindBuildingCollisions runs the shell part-0 BSP off
cache.GetBuilding(cellId) with bldg_check set around it
(find_building_collisions 0x006b5300), CollidedWithEnvironment on
non-Contact non-OK. BuildingPhysics.ModelId = pre-resolved part-0
GfxObj (0x02 Setups resolved at the CacheBuilding site).
- Placement/ethereal weakening: BSPQuery Path 1 passes center_solid=0
when BldgCheck && HitsInteriorCell (BSPTREE::find_collisions 0x0053a82e
+ placement_insert 0x005399d8) so doorway crossings don't hard-fail
against shell solids. SpherePath gains both retail fields;
HitsInteriorCell is rebuilt at every cell-array build
(build_cell_array reset 0x00509ef2 + find_cell_list/check_building_
transit set sites).
QUERY (retail per-cell order, transitional_insert 0x0050b6f0):
- TransitionalInsert per attempt: env -> building (LandCell only) ->
objects on the PRIMARY cell, then on OK the check_other_cells pass
(env -> building -> objects per OTHER overlapped cell) + the
carried-cell advance - the advance now happens AFTER all per-cell
object passes (the WF1 ordering divergence), with Adjusted/Slid
feeding the retry exactly like retail's OK_TS case.
- FindObjCollisionsInCell = CObjCell::find_obj_collisions (0x0052b750):
iterate ONLY the asked cell's list. DELETED: the radial 9-landblock
sweep, the +5m query pad, the b3ce505 indoor-primary gate, and the
isViewer exemption (the camera is bounded by interior cell-BSP env
collision - retail's own channel; CameraCornerSealReplayTests pins it
against real dat, and the new building-channel camera test pins the
outdoor stop).
TESTS: Core 1416/0/2 (was 1398 + 4 pre-existing #99-era fails + 1 skip),
App 225, UI 420, Net 294 - all green.
- 3 of the 4 #99-era reds flipped green as designed: the door apparatus
(Apparatus_Grounded_50cmOffCenter_FrontApproach_Blocks) and tick-13558
(indoor walkthrough) now assert the door BLOCKS; tick-22760 pins the
outdoor blocking invariant.
- The 4th (BSPStepUp D4) + 22760's lateral-slide delta are NOT cell-set
problems (probes prove the door is found + BSP-only dispatched;
BR-7 left both byte-identical) - filed as issue #116 (slide-response
family), D4 skipped with the issue reference.
- FindEnvCollisionsMultiCellTests migrated to the public entry (the A4
multi-cell halt now lives at the retail call site).
- New registry pins: per-cell query surface, outdoor-footprint-never-
indoor (#98 architectural), door-outdoor-cell membership, reflood.
- CameraCollisionIndoorTests rewritten against the building channel
(the isViewer-exemption pins died with the exemption).
Closes#99 (doors block both ways via registration-time cell membership
+ the straddle-spanning player cell array). #97 likely closed (the +5m
radial pad that produced phantom-collision candidates is gone) - verify
at T5. #98 stays closed ARCHITECTURALLY (outdoor footprints structurally
cannot reach interior cells; the cellar harness stays green).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Retail CEnvCell::check_building_transit (Ghidra 0x0052c5d0) opens with
`if (other_portal_id >= 0)` on the SIGNED sign-extended portal id
(CBldPortal.other_portal_id is int, acclient.h:32098). Our BldPortalInfo
carried the dat reader's raw ushort and CheckBuildingTransit had no gate
at all, so a portal whose dat value is 0xFFFF (-1, "no reciprocal
portal") could admit its interior cell. BN's pseudo-C renders the
comparison unsigned - the sign-extension is Ghidra-proven (BR-7 verified
corrections, wf1-interior-collision.md).
- BldPortalInfo.OtherPortalId: ushort -> short; GameWindow construction
reinterprets the dat ushort via unchecked((short)).
- CheckBuildingTransit: negative-id portals rejected before any sphere
test; new multi-sphere overload matching retail's per-sphere loop
(0052c5fe, first-hit admits) with the hits_interior_cell output
(0052c650) the BR-7 building channel consumes next.
- Tests: negative-id skip vs positive-id admit on a leaf-root CellBSP;
multi-sphere plumbing + zero-sphere no-op.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The one-gate rule (feedback_render_one_gate) is now structural:
- The per-frame ACME BFS (CellVisibility.ComputeVisibilityFromRoot) is
GONE from the frame. Its only production consumer was the
cameraInsideCell boolean - which is exactly 'viewerRoot is not null'
(the TryGetCell that produced viewerRoot already proves cells are
loaded; ComputeVisibilityFromRoot returned null iff root was null).
A full second visibility computation ran every frame to derive a
boolean we already had. The method + its tests remain as quarantined
non-production code (dual-live-visibility-computations, confirmed).
- The clipRoot==null mini-pipeline is DELETED (legacy-outdoor-branch-
remnant, adjusted-confirmed): the outdoor partition draw, the
Chebyshev look-in gather, the DrawPortal invocation and the dynamics
fallback. clipRoot is null only when NO viewer cell exists (pre-login,
fly/debug cameras, transient gaps) - those frames draw flat through
the dispatcher; every normal outdoor frame is the outdoor node.
- DELETED with it: InteriorRenderer (class file - its only caller was
the legacy branch), RetailPViewRenderer.DrawPortal +
RetailPViewPortalDrawContext (the look-in product; outdoor-root frames
flood buildings via MergeNearbyBuildingFloods inside DrawInside),
the _exteriorPortal*/_outdoorRootNoCells fields.
Per frame there is now exactly ONE visibility computation
(PortalVisibilityBuilder) and ONE render path (DrawInside).
Suites: build green, App 226 green, Core baseline (1398 + 4 pre-existing
#99-era).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ports Render::viewconeCheck (Ghidra 0x0054c250): meshes are sphere-CULLED
per portal view, never hard-clipped. NEW ViewconeCuller lifts each
slice's <=8 clip-space half-planes to world-space eye-edge planes (the
view_vertex.plane analog, acclient.h:32483 - one matrix fold: L = VP
rows . P) and tests bounding spheres from the entity's cached AABB (the
dispatcher's own cull bounds source).
Gating now matches retail's shape end to end:
- Per-cell STATICS: sphere vs THEIR CELL's views - the statics-through-
walls fix (the cottage phantom staircase's actual draw path: a static
outside every view of its cell no longer paints through the wall).
- DYNAMICS (last pass): sphere vs their cell's views; outdoor/unresolved
vs the outside views (pass-all under the outdoor root). A dynamic in a
non-flooded room culls HERE - retail never reaches an object whose cell
is not in the draw list; the partition still routes it so the CULL is
what drops it, retail's shape exactly.
- OutdoorStatic (landscape pass): pre-filtered per outside slice; the
per-slice entity gl_ClipDistance routing is DELETED (entities draw
outside the clip bracket; terrain/sky keep their plane clip).
- PARTICLES: the scissor-AABB gate is DELETED; emitters gate through
their cone-surviving owners (candle-flames-through-walls fix).
- WEATHER: gated on the PLAYER being outside (retail is_player_outside -
an indoor player gets no rain even looking out a doorway). Closes
weather-gate-player-vs-viewer.
- UNATTACHED emitters (campfires) get their missing outdoor-root pass
(closes unattached-particles-dropped-outdoors).
Suites: App 226 green (flood gates included), Core baseline unchanged
(1398 + 4 pre-existing #99-era).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Retail floods a building's interior exactly when its shell DRAWS and an
aperture survives the view: DrawBuilding (Ghidra 0x0059f2a0) -> per-view
viewconeCheck on the shell -> portal-BSP walk -> ConstructView(CBldPortal)
side test + GetClip-vs-view + GetVisible. There is NO distance constant
anywhere on that chain (verifier-confirmed, flood-gate-shape adjusted).
Port:
- GameWindow's outdoor-node gather: per-BUILDING frustum pre-gate on the
aperture bounds (Building.PortalBounds - the tight flood-purposes
equivalent of the shell viewconeCheck), iterating the per-landblock
BuildingRegistries. Replaces the Chebyshev<=1 landblock cell-sweep.
Also the proper fix for the 2026-06-07 'FPS drops when I look out'
problem the Chebyshev hack approximated: dozens of AABB tests instead
of an O(all loaded cells) portal sweep.
- OutdoorBuildingSeedDistance 48f -> infinity (the binary visibility pop
at ~48 m - the confirmed #109 mechanism candidate - is gone; admission
is now the screen clip per portal, retail's GetClip gate).
- The legacy clipRoot==null look-in path keeps its 48 m: it is T4
deletion scope; improving doomed code wastes effort.
Closes the building-flood-seeding-48m-cutoff divergence (culling area,
adjusted-confirmed). Suites: App 226 green (flood gates included).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
IN (retail-faithful):
- Growth propagation is IN PLACE, never by re-enqueue: retail
AddViewToPortals (Ghidra 0x005a52d0) enqueues only on first discovery
(InsCellTodoList); growth into a popped cell runs AdjustCellView -
re-clip ONLY the new views through that cell's portals immediately.
ProcessCellPortals + the processedViewCounts watermark port exactly
that; the MaxReprocessPerCell=16 drift cap is DELETED (the 1-px merge
is the physical fixpoint floor). Depth-128 tripwire logs loudly if the
convergence invariant ever breaks (failsafe, not control flow). Same
restructure in BuildFromExterior.
- Reciprocal-empty culls strictly (retail OtherPortalClip returning
nothing = the opening is invisible from the neighbour's side); the
eye-in-opening pre-clip restore is gone.
- Look-in seeds: retail ConstructView(CBldPortal) IN_PLANE reject at the
TRUE F_EPSILON (SeedInPlaneEpsilon=0.0002, const @0x007c8c70) + the
full-screen substitute rescue DELETED (the verifier-flagged non-retail
bypass that admitted floods retail strictly rejects).
REFUTED BY THE CONFORMANCE GATE (attempted, reverted, documented inline):
- PortalSideEpsilon 0.0002: retail's tight epsilon assumes the viewer
cell transits the instant the eye crosses a plane; our root can lag
~1 cm at pressed corners (CornerFloodReplay failed at every step -
0x0171/0x0173 chain dead). 0.01 KEPT as the documented root-lag
tolerance; tighten only with eye-exact viewer tracking + cdstW.
- Deleting the clip-empty eye-in-opening rescue: same gate, same total
failure - our ProjectToClip near-eye behavior (EyePlaneW=1e-4) diverges
from retail polyClipFinish's UNPINNED cdstW constant. Rescue KEPT as
the documented cdstW-gap compensation; re-attempt only after pinning
cdstW from the binary.
Gates: App 226/226 green (CornerFloodReplay + MeetingHallFlood + the
collapsed-portal pin all pass); Core baseline unchanged (1398 + 4
pre-existing #99-era). CloneViewPolygons orphan removed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
(a) MergeBuildingFrame now UNIONS a building flood's views into cells
already present in the frame (retail Render::copy_view APPENDS every
clipped portal polygon as a new view_poly, Ghidra 0x0054dfc0 - a cell
visible through two apertures holds two views). The old first-wins
'ContainsKey -> continue' dropped the second aperture's views: the
multiview-loss-first-wins divergence, a named #109 suspect.
(b) ClipToRegion output now runs retail's post-divide vertex merge:
consecutive vertices closer than ~1 pixel collapse (copy_view's
|dx|<=1 && |dy|<=1 screen-unit merge), polygons that collapse below 3
distinct verts return empty (retail's '<3 survivors -> count 0'). This
is the flood's PHYSICAL fixpoint floor - re-clipping can only insert
sub-pixel slivers, which the merge removes, so accumulated views
converge instead of drifting. Unit note: builder has no viewport, so
1 px is expressed as NDC at reference 1080p (0.00185); coarser at higher
res, which only strengthens convergence. This is the prerequisite for
removing the MaxReprocessPerCell=16 drift cap (T2 slice 2) and the
EyeInsidePortalOpening rescue.
Gates: all 10 flood conformance tests green (CornerSweep monotone pin
included); App 226 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The complete retail drawing order in one installment (per the amended plan:
every installment is a COMPLETE retail behavior - the half-ported punch of
88be519 is re-landed here WITH the ordering that makes it correct):
static world (sky/terrain/weather/shells/scenery)
-> aperture depth writes (interior SEAL at true depth / outdoor+look-in
PUNCH to far-Z; PortalDepthMaskRenderer, DrawPortalPolyInternal
Ghidra 0x0059bc90)
-> interior cells WHOLE, far-to-near, drawn once (DrawCells Loop 2,
Ghidra 0x005a4840; use_built_mesh pc:427905)
-> per-cell STATIC object lists
-> ALL dynamics LAST (DrawDynamicsLast), depth-tested, never hard-clipped
InteriorEntityPartition: new contract - every ServerGuid != 0 entity goes
to Dynamics regardless of cell (indoor/outdoor/unresolved/hidden); ByCell
carries only dat-baked indoor statics of visible cells; Outdoor renamed
OutdoorStatic. Fixes the audit's livedynamic-invisible-under-interior-roots
divergence as a side effect (live entities are never dropped by the
visibility set; culling is T3's viewcone).
DELETED (retail has no counterpart): the gl_ClipDistance shell chop
(927fd8f enable + 9ce335e outdoor scoping + UseShellClipRouting + the
per-slice shell loop + clipShells param) - retail never clips cell
geometry; aperture exactness = punch/seal + z-buffer + this order. The
old per-slice scissored AABB depth clear is replaced by retail's single
gated full clear (ClearDepthForInterior). The interior-root LiveDynamic
top-up draw and the look-in's dynamics involvement are gone (one last
pass, no double-draws).
Closes at the T5 gate (expected): #114 (chop deleted), the char-eaten-by-
doorway regression (ordering), outdoor interiors-through-doorways (punch);
#108's render half (seal) - its membership half stays re-attributed.
Suites: build green, App 226 green (partition tests rewritten to the T1
contract), Core 1398 + 4 pre-existing #99-era + 1 skip.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Visual gate (2026-06-11) on the seal+punch build, then on the punch-reverted
build, isolated the truth:
- With the punch wired: #108 (cellar grass-sweep) gone BUT the player/NPCs
go transparent by exactly their overlap with any doorway viewed from
outside (the far-Z punch erases the depth of dynamic objects standing in
the aperture, so the interior paints over them).
- With ONLY the punch reverted (seal+full-clear kept): characters render
correctly AND #108 is BACK.
The punch is wired for OUTDOOR roots + the look-in path ONLY; it never runs
on a clean interior (cellar) frame. For it to have suppressed #108, the
cellar-transition frames must render through the OUTDOOR root -> the player
is being classified OUTDOOR mid-cellar (the known #112/#106 cellar
membership ping-pong). So:
- #108 is a MEMBERSHIP bug (render is downstream of membership); the punch
was MASKING it, harmfully. Re-attributed to the membership track.
- The interior-root SEAL addresses a case that is NOT #108 (confirmed: #108
isn't an interior-root frame), so it has no verified visible effect yet.
Per no-workarounds + verify-before-layering: reverted ALL of BR-2's depth
machinery (seal, punch, the per-slice->full-clear swap) to the pre-BR-2
baseline (restored from 6cba950). The phantom-site probe (6cba950) is kept.
PortalDepthMaskRenderer.cs is KEPT as a RESERVED, unwired primitive (it is
verified-correct; the depth discipline will be rebuilt during BR-3 with
dynamics-after-interior ordering, where it can be verified against the
shell-chop deletion).
What survives from this session's execution: BR-1 (already-equivalent,
695eca2) stands. #108 moves to membership. BR-2 to be re-approached under
BR-3 with correct ordering. No net production behavior change vs 6cba950.
Suites: build green, App 226 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>