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6 commits

Author SHA1 Message Date
Erik
682cba36f1 diag(render): §4 flap [clip-route] probe — slot routing + clip-buffer content + landscape scissor
The decisive probe between the two surviving suspects from the 2026-06-09
building-flood-merge handoff (docs/research/2026-06-09-flap-outdoor-fullworld-
building-flood-merge-handoff.md section 1), gated by ACDREAM_PROBE_CLIPROUTE=1,
all print-on-change:

- [clip-route] (RetailPViewRenderer.DrawLandscapeThroughOutsideView): the
  outside slice slot + NDC AABB + planes, the CellIdToSlot routing table, the
  region-SSBO bytes DECODED at the routed slot, and the terrain-UBO head —
  captured after SetTerrainClip + UploadClipFrame + SetClipRouting, i.e.
  exactly what the landscape draws consume. Pins/refutes suspect (b) and the
  slot-repack half of suspect (a).
- [clip-route-disp] (WbDrawDispatcher.Draw, routed draws only): per-slot
  instance histogram exactly as staged for binding=3 plus the count of
  entities dropped by ResolveSlotForFrame CULL. Pins/refutes the
  instance-routing half of suspect (a).
- [clip-route-scis] (GameWindow.DrawRetailPViewLandscapeSlice): the ACTUAL GL
  scissor enable + box read back right after BeginDoorwayScissor — the whole
  landscape pass (sky + terrain + outdoor entities + player) draws inside this
  box, so a doorway-sized box here IS the full-world kill by construction.

Code-reading findings recorded while building the probe: the landscape pass is
scissored to slice.NdcAabb end-to-end (GameWindow.cs DrawRetailPViewLandscapeSlice),
and ResolveEntitySlot CULLs server entities with null ParentCellId while routing
is active — both now directly observable under the probe.

Throwaway apparatus — strip once §4 ships.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 08:37:09 +02:00
Erik
2ec189c106 fix(render): R-A2 seam fix — flood null-BuildingId cells instead of dropping them
MergeNearbyBuildingFloods skipped cells whose BuildingId is null; the pre-R-A2 outdoor-node reverse-portal flood reached them, so dropping left holes at building/terrain seams. Key by (BuildingId ?? CellId) so unstamped/outdoor-adjacent exit-portal cells still seed a per-entrance flood; cells without an exit portal contribute nothing as before. App Rendering 207/207.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 19:08:14 +02:00
Erik
c62663d7cb feat(render): R-A2 — per-building floods (the flap fix)
Replace the outdoor root's single unified reverse-portal flood (whose root-level
portal-side test oscillated as the chase eye grazed a doorway — the measured
flood 2<->6) with retail's per-building floods.

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

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

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

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 18:44:43 +02:00
Erik
774cb22713 Revert "fix(render): outdoor look-in draws interior cells only through real doorway apertures (no see-through walls)"
This reverts commit 0030dacaaa.
2026-06-07 21:16:11 +02:00
Erik
0030dacaaa fix(render): outdoor look-in draws interior cells only through real doorway apertures (no see-through walls)
Cutover-flip follow-up: see-through buildings from outside. When the outdoor-node flood reaches a building, each interior cell is meant to draw clipped to its doorway aperture. But DrawEnvCellShells falls back to the no-clip slot 0 (full-screen) when a cell's aperture degenerates — screen-covering when you get close, or edge-on. Indoors that fallback is load-bearing (it seals the room the camera stands in; near walls hide the over-draw). From OUTSIDE it paints the building interior across the whole screen, depth-tested, so it shows wherever the solid exterior does not cover — the see-through walls, appearing 'past a threshold' exactly where the aperture degenerates.

Fix: for the outdoor-node root only, skip a flooded interior cell with no real plane-clip slot (HasRealClipSlot). From outside, 'no real aperture' means 'do not paint this interior', not 'paint it everywhere'. Interior roots keep the seal-everything slot-0 fallback unchanged. Applied to DrawEnvCellShells AND DrawCellObjectLists so a skipped cell shows neither walls nor furniture; the dead DrawPortal exterior look-in gets the same gate.

Root cause traced over the WB EnvCell render path: CellMesh.cs is physics-only; ObjectMeshManager.PrepareCellStructMeshData builds double-sided walls, so this was never a culling bug. App 216/0, build green. Visual gate pending.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-07 21:08:43 +02:00
Erik
1405dd8e90 feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS
Checkpoint of the unified retail-faithful indoor render. The two-week HANG/grey is fixed and the
interior seals (live-verified by the user). Commits the session render-rewrite foundation together
with the fixes that made it functional.

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

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

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

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-07 10:14:43 +02:00