Second owner report at the same gate: candle-flame particles still
invisible looking out. Flame emitters attach to STATIC owners (lamp
and candle statics), and the walk path submitted the landscape-stage
static-owner particle union AFTER the driver replay - post-clear, so
the pre-clear drain never carried them and a later flush z-failed
them at the sealed aperture. For an interior root the submission now
runs at the walk pre-clear boundary (retail inserts each emitter
during its cell landscape walk turn, before the clear+seals);
outdoor roots keep the post-replay frame-end placement (#132).
Interior cells own emitters stay in the final world scope where the
walls already own depth.
Suites: full Release build 0 warnings; hermetic 6,758/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Owner gate report (Holtburg, looking out from a house): no doors on
buildings, no candle particles, the character vanishing for a frame
when crossing out. One family: the cutover moved the interior depth
clear + exit seals into the walk turn, but the dynamics phase
(outside dynamics, look-in dynamics, outdoor particles, weather)
still ran AFTER the whole walk - everything beyond the door plane
z-failed against the seals stamp, the exact #118 house-exit
clip+vanish class the old code documented.
Retail draws the outside world's objects INSIDE LScape::draw,
strictly before the clear+seals. The driver's clearInteriorDepth
closure now invokes the dynamics phase at that pre-clear boundary for
interior roots (_walkPreClearDynamics, assigned around the Replay,
cleared in finally); outdoor roots keep the post-driver order (no
clear exists there). Packed route consumption order is unchanged
(LookInObject -> LandscapeOutsideDynamic -> DynamicLast).
Suites: full Release build 0 warnings; hermetic 6,758/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The dense-Arwic re-measure crashed with VK_ERROR_DEVICE_LOST: between
ordered ranges the walk leaf draws (terrain, shells, sky, punch fans)
and RetailAlphaQueue flushes rebind the SAME set-0 storage slots to
their own sections, so the bind-once latch made the next range draw
against foreign buffers - out-of-bounds instance reads and a GPU
fault. Sections now re-bind on every DrawOrderedRange call, exactly
like the proven DrawPreparedAlphaBatchRhi; the once-per-frame ring
WRITES in PrepareOrderedStream (the actual measured cost) are
unchanged. The bind-once referee test flips to assert per-range
rebinds with unchanged draw coverage.
Suites: full Release build 0 warnings; hermetic 6,758/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The FW3.4 dense-Arwic pair triggered the +/-20% stop rule (+33.5% CPU
p50, 14x frame allocation). This slice removes the three measured
costs without changing GPU command order (the referee suites assert
identical recorded call sequences):
- WalkFrameDriver: Collect (ONE walk per frame - no GPU work; leaf
calls and flush points become a recorded event list; the driver
absorbed the renderer collection pass and exposes the visited sets)
+ Replay (prepare the whole stream once, then replay events,
interleaving DrawOrderedRange with leaf calls in the exact recorded
order). RunFrame = Collect+Replay for existing callers.
- WbDrawDispatcher: SubmitOrderedStream split into PrepareOrderedStream
(all sections + commands + merge runs uploaded once per frame) and
DrawOrderedRange (bind-once latch; per-run pipeline + DrawIdOffset +
DrawIndirectRangeRhi). Load-bearing correctness catch from the
implementation round: merge runs take FORCED BREAKS at the recorded
event marks - whole-stream merging must not fuse two segments that
retail separates with a leaf GPU call (shell, punch); the straddle
assert stays as a dead-code safety net.
- WalkProductionWorldData: WalkFrameStaticRecords carries an
ArraySegment into a per-frame grow-only arena; the per-cell
fresh-array copies (the 1.9 MB/frame alloc p50) are gone - zero
steady-state allocation after warmup.
Suites (lead-verified): full Release build 0 warnings; hermetic
6,758/0; Walk lane 209/1; InstalledDat Walk conformance 40/1
untouched. Next: the dense-Arwic re-measure against the same-session
baseline.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Retail draws cell geometry at the dat EnvCell origin verbatim; the
0.02 m lift was our z-fight stand-in (register row AP-32, deleted in
this commit). With the walk owning retail draw ORDER under
WorldDepthContract Less (first-drawn-wins: DrawBlock terrain-then-
objects per cell, DrawCells shells-then-contents), the coplanar
tie-breaks the lift compensated for are now resolved the way retail
resolves them.
Deleted at every site: the PortalVisibilityBuilder const + the
drawLiftZ Build parameter and its lifted exit-portal projection branch
(gate and drawn geometry now share ONE space); the seal/punch fan
lifts (DrawPortalDepthWrite + the walk's DrawWalkPunchFan); the
LandblockBuildFactory drawn-cell-transform lift (render and physics
share the one verbatim transform).
The #130 proof flipped exactly as its own doc predicted:
UnliftedGate_LeavesTheStripAtTheDrawnTopEdge is deleted (its premise -
gate space != drawn space - no longer exists), and the renamed
ExitDoorTopEdge_GateCoversTheDrawnApertureWithinPixelTolerance sweep
(147 eye/gaze combos at the Holtburg corner door) passes with both in
the same unlifted space (worst plane gap <= 1.2 px, scissor <= 0.15 px
- unchanged tolerances). Ten more replay-test call sites swept to the
new Build signature.
Suites: full Release build 0 warnings; hermetic 6,750/0; the 21
affected InstalledDat replay tests green; Walk conformance 40/1
untouched.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The owner watched the first passing lifecycle run and reported most
outdoor scenery not rendering (terrain/buildings/interiors fine, no
seams). Root cause: retained-scene record positions are RENDER-ORIGIN-
RELATIVE (each landblock carries (lbX - CenterX)*192 offsets), but the
walk world data bucketed outdoor statics by treating them as absolute -
garbage landblock bytes, so the walk's landscape-cell turns read empty
buckets and trees/rocks/fences never drew. LandscapeCellId now adds the
frame's RenderCenterLbX/Y back to the relative block index, producing
the TRUE cell ids the walk's OnLandscapeCellTurn emits. Buildings and
cell statics were unaffected (id-keyed, not position-bucketed).
The same run confirmed the campaign thesis live: NO SEAMS at the
doorway class under walk order + retail depth, with the lift hack
still present (its retirement is FW3.3).
Suites: hermetic 6,750/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The first connected gate run of the static cutover crashed at
Aerlinthe: WalkProductionWorldData grew its scratch by probing with an
undersized span, but ArchRenderScene validates destination size UP
FRONT and throws (5,040 outdoor statics vs the 1,024-record probe; the
sanctuary shadow run never had enough outdoor statics to trip it).
Presize from the query's own counts instead - IndexCounts.For for the
outdoor sweep, GetCellStaticCount for per-cell copies.
Suites: full Release build 0 warnings; hermetic 6,750/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The retail frame walk now drives every production static draw. In
RetailPViewRenderer.DrawInside, when the concrete executor + the
packed product + the FW3.1 walk registries are all wired (all
production compositions - anything less throws):
- A pre-walk events-only collection pass (the shadow sink generalized
to WalkVisitedSetCollector) gathers the frame's visited cells,
buildings, and landscape-cell turns; the visited cells union into
prepareCells so EnvCellRenderer prepares every shell the driver
draws.
- DrawWalkDrivenStatics runs the WalkFrameDriver over the production
world data (WalkProductionWorldData over RenderSceneQuery + the
building registry): sky, terrain slices, outdoor statics at their
landscape-cell turns, buildings (alpha barrier -> punch/look-in
passes -> shell) in retail order, interior clear+seals as leaf
closures (the old tail block's drain reasoning moves with them),
flood cells shell-then-contents. Landscape/cell-stage particle
owners re-source from the walk's visited sets - retail gates
particles per cell turn (ShouldDrawParticles @0x0050FE60), which
this is; the old sphere filter was the approximation.
- DrawLandscapeDynamicsPhase + DrawBuildingLookInDynamics carry the
dynamics-only remainder (LookInObject now dynamic-classified,
late outside-dynamics + weather, particle unions); DrawDynamicsLast
and the outdoor flush are unchanged.
- The product builder stops emitting LandscapeOutdoorStatic /
LandscapeBuildingShell / CellStatic (methods deleted, dead index
tracking removed); LookInObject loads cells with
includeStatics: false.
The old static path survives ONLY behind !walkActive for the
standalone/diagnostic executor-fake path that keeps 15 retail-ordering
regression tests exercising the barrier/punch/seal machinery; no
production composition can reach it. Its deletion is FW4 scope (the
plan's "deleting the patch apparatus") - recorded in the plan.
Transitional risks recorded in code/report: the two-pass walk cost
(FW3.4 measures), the interior slice-count reconciliation between the
old clip assembly and the walk's own exit-view survival, and the
outdoor merged-flood punch coverage now riding the walk's own
building-BSP punches (retail-faithful per FW1; the owner visual gate
verifies).
Suites (lead-verified): full Release build 0 warnings; hermetic
6,750/0 (baseline minus the three deleted route tests); Walk lane
201/1; InstalledDat Walk conformance 40/1 untouched. The two
IL-branch tests the implementation round reported failing pass in
every lead run - the recurring parallel-load flake pair.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
ACDREAM_PROBE_WALK_SHADOW=1 (documented row; throwaway - dies with the
flip commit) runs the PRODUCTION retail frame walk per frame in shadow
over the FW3.1 registries - WalkProductionFrameContext from the live
camera, SetViewer recentring, interior rooting via LoadedCell.Walk -
and prints one [walk-shadow] divergence line per frame whose visited
cell set differs from the old path (main flood + look-ins), plus a
loud PROBE FAULT line on any exception. No draws change. This is the
I5 dual-shadow pattern applied to the FW3 static cutover: it proves
the production walk world data live and quantifies old-vs-walk
divergence before any pixel moves. CellVisibility joins the renderer
plumbing as the walk cell registry.
Suites: full Release build 0 warnings; hermetic 6,753/0;
LaunchOptionsDocumentationTests green (both directions).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
LandblockPresentationPipeline exposes its render publisher;
FrameRootComposition hands the publisher's WalkBuildings/WalkLandscape
registries (FW3.1, published/retired per landblock) into
RetailPViewRenderer via two additive constructor parameters. Nothing
reads them yet - the static cutover flip is the next commit, executing
the plan section FW3.2b-2 design with the carve points now surveyed:
the EARLY per-slice sky/terrain/static loop, the look-in barrier +
DrawBuildingLookIns, the LATE dynamics phase, and the shells/cell-
statics passes.
Suites: full Release build 0 warnings; hermetic 6,753/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Additive, nothing invokes it yet (the cutover flip is step 2):
- WalkProductionLeafRenderer + RetailPViewPassExecutor.WalkLeaf: the
walk driver's leaf turns over the SAME executor renderers the packed
path uses today - DrawWalkSky (the per-slice sky block looped under
one driver turn), DrawWalkTerrainSlice (the terrain block of
DrawLandscapeSlice), per-cell shells via EnvCellRenderer,
DrawWalkPunchFan (PortalDepthMaskRenderer far-Z, +ShellDrawLiftZ
matching today's DrawPortalDepthWrite until FW3.3 retires it), the
alpha barrier via FlushLandscapeAlphaFartherThan, and caller-supplied
clear/seal actions (the renderer owns the pass scope). The cutover
changes ORDER, never leaf mechanics.
- Punch fans now carry the ACTIVE VIEW INDEX end to end (retail pins
building_view = Render::portal_view_num @0x0059f3bf for the whole
two-pass walk; the fan clips by that view's slice planes):
PortalPassSink.ActiveViewIndex -> IWalkEventSink.OnPunchGeometry ->
IWalkFrameLeafRenderer.DrawPunchFan.
- The FW3.2b-2 rooting design is recorded in the plan (dual-compute
split, LookInObject route filtered to dynamics, consumer
re-pointing, gate list).
Suites: full Release build 0 warnings; Walk lane green; hermetic green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The oracle trace order DI|DC|LS is breakpoint-ENTRY order; retail's
actual DRAW order inside PView::DrawCells @0x005a4840 for an interior
root is LScape::draw FIRST (pc:432719, only when exit views survive),
then the depth clear (pc:432731-432732), the exit-portal seals
(pc:432785-432786), THEN the flood's own cells far-to-near. The
driver drew flood cells before the landscape - inverted.
RetailFrameWalk.DrawInside gains the additive
OnInteriorFloodDrawTurn(cells) hook firing after the conditional
landscape turn; the DC EVENT stays at its original point (conformance
untouched - 40/1 InstalledDat green). WalkFrameDriver records the
interior flood at the DC turn and draws it at the new turn:
flush -> ClearInteriorDepth -> flush -> DrawExitSeals -> per-cell
shell-then-contents. Building look-in floods still draw immediately at
their building turn (retail's reentrant DrawCells with no clear/seal).
Two new leaf members map to IWorldPassScope.ClearInteriorDepth and the
seal-fan machinery at FW3.2b-2. Reconciliation note recorded: the
driver clears unconditionally for interior roots while production
stages the clear on OutsideViewSlices>0 - observably equivalent at
ov=0, awaiting a firmer decomp read of the clear's gate.
Suites: full Release build 0 warnings; Walk lane 201/1 skip;
hermetic 6,753/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
WalkFrameDriver executes one full static-content frame from the walk's
turns so GPU command-buffer order equals retail's walk order. One rule
does the interleaving: the accumulated OrderedDrawStream flushes
through SubmitOrderedStream immediately before EVERY non-stream draw
(sky, terrain slice, cell shell, punch fan, alpha barrier).
Turn script, all decomp-cited and two of them corrected in review:
- Interior flood: per cell IN FLOOD ORDER, shell first then contents
(PView::DrawCells @0x005a4840: DrawEnvCell @0x005a4abe precedes
DrawObjCellForDummies @0x005a4b0d).
- Landscape: sky once, terrain per active slice, then blocks
far-to-near; per cell the building turn precedes the cell's outdoor
statics (DrawSortCell @0x0059f140).
- Building (DrawBuilding @0x0059f2a0): the BLD probe event stays at
entry, but the ENTIRE body - alpha barrier, portal passes, shell -
sits inside retail's gfxobj[deg_level]!=0 gate @0x0059f2d3, and the
order is FlushAlphaList @0x0059f30b -> the two-pass punch/look-in
walk -> THEN the shell draw @0x0059f345. The driver review caught
both the missing gate and a shell-before-punch inversion; fixed
with the addresses cited.
Walk seam: three additive default-implemented IWalkEventSink hooks
(OnLandscapeCellTurn / OnBuildingTurn / OnBuildingShellTurn /
OnPunchGeometry) - every existing sink and all FW1 conformance
fixtures unchanged. WalkLandBlock gains LandblockId for the cell-id
encoding. Leaf draws go through IWalkFrameLeafRenderer so FW3.2b-2
wires the real renderers and the referee suite runs on fakes +
RecordingGpuDevice.
Flagged for FW3.2b-2/FW4 adjudication (documented in code):
FlushFartherThan(building distance) vs retail flush-all
FlushAlphaList(0f); terrain-before-statics within the landscape turn.
Suites: full Release build 0 warnings; Walk lane 200/1 skip;
InstalledDat Walk conformance 40/1 untouched; hermetic 6,752/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The piece that turns walk-visited static content into draws, with no
production frame wiring (FW3.2b roots the frame):
- TryClassifyBatch: ONE shared per-batch classify core (the #426
untextured gate, #188 opacity promotion, texture resolve, foliage
classification, in the exact original order) extracted from
ClassifyBatches; the classic and packed classifiers now call it -
behavior-identical, proven by the full hermetic + InstalledDat +
Core Wb suites.
- ClassifyEntityForWalk / WalkClassifiedBatch: the per-entity seam
yielding per-batch keys + instance data WITHOUT InstanceGroup
bucketing, plus the per-part selection data (picking stays alive on
the walk path - the survey's unlisted-consumer fix).
- WalkStaticStreamPopulator: per-entity walk-ordered opaque appends
(under depth Less, opaque order is pixel-relevant only for coplanar
surfaces, which retail resolves first-drawn-wins in ITS order -
never material-grouped), translucent instances to the SAME
RetailAlphaQueue via SubmitWalkAlphaInstance (identical viewer
distances; walk-order submission improves retail's tie fidelity),
selection parts published per entity.
- SubmitOrderedStream now owns _orderedDrawCullModes, retiring the
FW2-recorded alpha-scope interleaving constraint;
DrawIndirectRangeRhi takes an optional cull array (all existing
call sites unchanged). The referee test was verified to FAIL
against the old shared-scratch behavior.
- WalkDrawStage.OutdoorStatic added for the landscape turn.
Suites: full Release build 0 warnings; Walk lane 195/1 skip;
hermetic 6,747/0 (the two failures the implementation round reported
were transient - both pass in isolation and in the full run).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The retail frame walk's world model now materializes from production
landblock-build owners through the legal IDatReaderWriter seam, with
zero frame wiring (FW3.2 roots the frame):
- WalkCellFactory: WalkCell built in the SAME pass as LoadedCell
(EnvCellLandblockBuild.BuildVisibilityCell) from the raw portal
Flags/polygons/planes/stab lists already parsed there; stored as
LoadedCell.Walk, committed atomically with the cell. The
fixture-pinned decodes (inverse-0x2 portal side, 0xFFFF->0xFFFFFFFF
exit widening) live here.
- WalkBuildingFactory + WalkBuildingRegistry: the production
WalkBuilding build (drawing BSP with PORT nodes, degrade ladder,
portal sides/stab lists, sort center, model frame) from the SAME
LandBlockInfo the streaming build already fetches, under the
factory's existing DAT lock - closing the gap where BuildingLoader
drops every walk field at load.
- WalkLandscapeAssembler: the retail 51x51 viewer-centred grid
(mid_radius 25) fed incrementally from landblock publish/retire;
per-block z-slab (heightTable[max]+200 / [min]-1) computed
worker-side in LandblockBuildFactory from the heights already in
hand. O(1) SetViewer on same-block frames.
- WalkProductionFrameContext: the walk's frame contexts over
CellVisibility + WalkBuildingRegistry with a generic
inverse-view-projection ray caster (rays feed cross products only -
scale-free) and the znear=0.1 CY plane.
- Publication: LandblockRenderPublisher owns both walk registries,
publishing in the same AdvanceCompleteOne step as BuildingRegistry
and retiring in RemoveBuildingRegistry - same commit, same
retirement, no new ticket stage.
Conformance: ALL TEN oracle fixtures replay identically through the
PRODUCTION builders (WalkProductionWorldConformanceTests) - same
signatures as the test adapter, first run. Known gap documented for
FW3.2: far-tier landblocks carry no EnvCell transaction, so their
z-slab never reaches the assembler.
Suites: full Release build 0 warnings; Walk lane 186/1 skip;
hermetic 6,738/0 (+24); RuntimeDatAccessArchitectureTests green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
FW2 gate adjudication recorded (RecordingGpuDevice referees are the
automated gate; the pixel A/B rides FW3's cutover toggle). FW3 sliced
from the verified surface survey: FW3.1 production walk world data
(the Building record drops every walk field today - the biggest gap),
FW3.2 walk-driven static routes (stop EMITTING the three static routes;
ClipFrameAssembler/ViewconeCuller survive for the dynamic routes;
walk-path selection publication - picking is an unlisted consumer of
the static draw path), FW3.3 ShellDrawLiftZ retirement (THREE sites -
AP-32 lists only two), FW3.4 perf checkpoint with the baseline
correction (519.7 fps is the Aerlinthe ordinary profile, not dense
Arwic - capture a fresh pre-cutover dense-Arwic pair first).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The walk-order submission layer over the existing RHI (plan section FW2):
- OrderedDrawStream: append-only walk-ordered draw commands
(GroupKey + transform + per-instance data + WalkDrawStage + cell
provenance), struct-of-arrays with one lockstep Reset (#193 shape).
The PortalPunch stage exists but has no FW2 submission path - the
submitter throws on it; punch emission lands with FW3 wiring.
- WbDrawDispatcher.OrderedStream partial: per-instance-first emission
(the deferred-alpha shape - command i owns instance i, walk order
survives into the indirect array), each SSBO section written once,
then one DrawIndirectRangeRhi call per maximal merge run. Runs are
built by pure-CPU BuildOrderedMergeRuns and may never span a stage,
pipeline-bucket, or cull boundary; ValidateMergeRun re-checks every
emitted run and throws (the campaign fail-loud rule). Nothing is
sorted, reordered, or dropped: N commands in, N indirect commands
out, covered exactly once.
- WorldDepthContract: retail world depth verified verbatim from the
decomp - Render::zfuncVal @0x00820e1c = 0x2, SetDepthBufferMode
@0x005a2d10 writes the enum directly as D3DRS_ZFUNC so the value IS
D3DCMP_LESS, applied by the surface-state applier @0x0059c80a with
Z-write toggled by blend; the LESSEQUAL sites are GameSky::Draw-local.
Seven world pipeline sites now cite the named constant (no value
changes).
- Plan updated: FW1 status block + gate amendment (the ten pose-stamped
retail traces supersede re-expressing the old-builder replay
fixtures; those retire with the old builder at FW4 and their
scenario classes re-verify at the FW3/FW4 connected gates).
Known FW2 scope notes recorded in the code: the building-detail
overlay replay is production wiring (FW3); the _drawCullModes scratch
may not interleave with a mid-flight RetailAlphaQueue scope (FW3
sequencing constraint). The pixel A/B equivalence proof rides FW3's
cutover toggle where a walk-driven scene first exists.
Suites: full Release build 0 warnings; Walk lane 154/1 skip;
hermetic 6,714/0 (+27 new).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Render::deg_mul is auto-tuned by frame load and SWUNG between oracle
captures: doorway-still ran right after the heavy terrace-edge capture
with the multiplier depressed (mul <= 0 puts thresholds at/below ideal,
so 001e/0026/002f select the portless level 1 - retail's zero look-in
floods, reproduced exactly at mul = 0), while every other fixture pins
~ +0.99 (thresholds at max). The recon session's "-0.99" live dump was
real - taken under the same cdb load. RetailFrameWalk now exposes the
multiplier; the doorway test pins 0, the rest use the default.
foundry-entry: frames 1-66 reproduce exactly; the F67-F79 standing
segment diverges ONLY in building 0036's intra-building DC order
(retail 116,118,11d vs replay 11d,116,118). The BSP-traversal microscope
pins the flip to 0036's ROOT plane (N=(0,0,-1) D=2.8): replay eye z
2.33 (d=+0.47, NEG-first) vs retail behaving as d<0 (POS-first) - a
structural ~0.5 m frame question (positionPush(2)/part-scale), only
adjudicable live. Turnkey probe:
tools/walk-oracle/fw1-f67-viewpoint-probe.cdb.
Fixture status: nine of ten fully conformant; foundry-entry exact
through F66 with the 13-frame order segment parked on the probe.
Suites: Walk 127/1 skip; hermetic 6,687/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The moving-fixture divergence was the building degrade ladder:
GfxObjDegradeInfo::get_degrade @0x0051e4b0 (Ghidra-verified - BN's
FPU-flag pseudo-C misread BOTH arm selection and one formula) slides
each level's threshold from ideal toward MAX as the multiplier
approaches 1, and the live client runs the positive arm at ~0.99, so
level 0's portal-bearing BSP survives to ~max_dist (48 for the Holtburg
cottages), not ideal (24). The recon note's "deg_mul = -0.99" was a
sign misread; the negative arm's threshold slides toward MIN and
contradicts the fixtures from both directions. With the two-arm port,
holtburg-walkout, holtburg-transitions, and holtburg-walkabout pass
every pairable frame - the walkout-F2 microscope's prediction
(103,100 | 100x3 | 124 through the cottage exit views) landed exactly.
Also this round, falsified and reverted: a BN-driven swap of the
portal walker's negative/in-plane arms (Ghidra shows side 1 = negative
EMITS, side 2 = in-plane does not - the original port was correct; the
swap broke four fixtures). The walker docs and unit tests now pin the
Ghidra-verified truth table.
Parked with findings: foundry-entry F67 (right flood set, one
plane-side classification at the +/-eps boundary orders 11d before
116/118) and doorway-still (retail shows zero floods at a pose one
meter from walkout-F2's flooding pose; multi-portal clip boundary).
Suites: Walk 124/3 skips; hermetic 6,687/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The moving driver gains adjacent-pose tolerance (the marker-lag capture
artifact) and stays parked: the four moving fixtures diverge at
punch-edge frames under BOTH adjacent poses. FALSIFIED this round and
reverted: the raw-decode + flipped-gates convention (it broke three
still fixtures - the inverted-decode convention stands, six still
fixtures frame-exact). Remaining instruments in the Skip note: znear,
per-view punch ordering inside DrawMesh, exit-view precision.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Three final pins complete the still-fixture set: (1) the CELL portal
side decode is the INVERSE of the 0x2 bit (uniform with the building
convention; the doorway-still flood proved it - ov=2 n=3 exact, and
foundry-deep stays green); (2) interior frames key the landscape order
off the OUTSIDE-projected landcell (get_outside_cell_id - derived from
the camera origin); (3) the outdoor pview has draw_landscape=FALSE so
look-in floods discard exit portals - the ov=0 pattern of every traced
look-in. CONFORMANT: foundry-deep (every frame), doorway-still,
street-outdoor, terrace-center, terrace-edge (the #456 acceptance
pose), cathedral-arrival - full frames identical to retail. The moving
four diverge only at punch-edge frames (walkabout F9, foundry-entry
F67) - pose-timing sensitivity parked in the driver Skip note.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Three pinned corrections close the outdoor frame: (1) the camera basis
RE-pinned to +Y-forward - the terrace-edge fixture EXTERNAL ground
truth (the ledge faces the F518 vista, east) overrules the walkabout
motion sweep, whose camera was mouse-turned off the run line; (2)
alwaysDrawObjects (.data default 1 @0x00820ed4) drawn into the
DrawSortCell gate - cell contents draw for every cell of an in-view
block; (3) the building portal side decode data-pinned as the INVERSE
of the cell 0x2 bit (the sweep winning arm). Street result: all 13
buildings in retail exact order (a9b3003c in, aab50002 correctly
absent), punches at exactly 001a and 0022 opening the exact first
cells 16e/164. SOLE remaining delta: look-in flood depth (mine 1 cell,
retail 3-4) - the doorway-still fixture adjudicates the interior flood
in isolation next.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Per-portal dump for the street fixture (archived beside the fixtures):
retail punched exactly the buildings whose portal polygons MY camera
model clips to NOTHING (001a/0022: clipN=0, doorways ~75 deg off my
north-facing axis) and skipped the ones mine puts on-screen (001e/0026:
clipN=4-6) - a clean inversion isolating the final look-in delta to
either the camera FACING decode (re-check the terrace-edge fixture
against its known vista direction; the motion sweep's 20-degree
residual is now suspect) or a portal-pass clip mechanism that does not
gate on the active view (cdb ConstructView(CBldPortal) trace next
retail session). All layers above are retail-pinned.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
UpdateViewerDistance @0x0050e030 + get_degrade @0x0051e4b0 ported with
live-pinned globals: distance measured to the part SCALED SORT CENTER,
effective = max(0, dist - s_rDegradeDistance [live 100]), level = first
with effective < IdealDist (the live auto_update_deg_mul<=0 arm), else
the last level. WalkBuildingDegradeLevel carries the full authored
bands; the adapter fills sort centers; the replay context measures to
the transformed sort center. Sweep state after the rule: the level-0
building set is now correct; the residual divergence is the per-portal
side/clip gate (my arms punch a near-complement of retail two) - the
sweep driver carries the next instrument in its Skip note.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The offline degrade probe proved the mechanism: every Holtburg building
carries PORT nodes ONLY in its level-0 GfxObj (out to ~24-48 m); every
degraded level has zero. Retail walks the CURRENT degrade level BSP
(part->gfxobj[deg_level]) - that is what limits look-in punches to the
nearest buildings. WalkBuilding gains the degrade ladder +
SelectDrawingBsp (band pick; UpdateViewerDistance hysteresis is a port
TODO), the walk selects per viewer distance, the adapter builds
per-level BSPs, and the stab-list load rule (CLandBlock::init_buildings
@0052fd80: a full-res block loads exactly its buildings portal stab
cells) replaces load-everything in the landscape builder. The sweep now
shows clean rosters with all far-building punches gone; remaining
deltas: the near buildings 001a/0022 (50 m/28 m center distance vs the
48 m band edge - sphere-adjusted distance/hysteresis to port) and the
one ring-1 frustum boundary pair (aab50002/a9b3003c).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The per-building join diagnostic PASSES (001a/0022 portal tables lead
exactly to the traced a9b4016x punch cells; every BSP PortalRef indexes
validly), and the eight-arm gate-decode sweep proves NO plane-sign x
side-flag combination reproduces retail. Together they pin the missing
mechanism: CEnvCell::GetVisible gates punches by the LOADED interior
cell set around the player - retail punched only the two buildings
nearest the player cell; the replay loads every interior so geometry
alone over-punches. Next port piece: the interior load radius (the
landcell stab-list pull). Both diagnostics stay in the suite (the sweep
Skip-parked with the verdict).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The moving-fixture sweep pinned the pose decode (quat storage w,x,y,z;
facing = rotated +X; the consistent triple right=-rot(Y), fwd=rot(X),
up=rot(Z) - mean 20.8 deg vs motion, alternatives >=52). With it the
street-outdoor BLD roster and order match retail EXACTLY except one
ring-1 boundary pair (aab50002 extra / a9b3003c missing). Look-in
punches fire at the wrong buildings under BOTH GfxObj plane-winding
conventions (retail punched only 001a and 0022 into the a9b4016x
cells) - the next adjudication targets the PortalRef.PortalIndex join
and the BuildingPortal side-flag decode via a per-building dump. The
driving diff test carries the state in its Skip note; the flip toggle
stays for the next arm.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
WalkLandscapeDatBuilder assembles the replay grid with the LIVE-dumped
retail landscape model (LScape mid_radius=25 -> 51x51; the resolution
pyramid observed on the capture client: side_cell_count 8 in the 3x3
core, 4 at ring 2, 2 at rings 3-4, 1 beyond; buildings attach only to
full-res blocks - matching the traces roster), retail z-slabs
(heightTable[max]+200 / [min]-1 per CLandBlock unpack @0052f297), and
camera-block-local coordinates. The replay context gains the building
half (placements, active-view install, building-polygon clip). The
street-outdoor conformance diff now reaches real adjudication: the walk
over-culls six traced buildings (jagged boundary - not a clean frustum
edge) and the look-in floods differ; the driving test is parked Skip
while the visibility map is instrumented.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Live-dumped from the capture client (Render::bw/bh 1024x720,
xinvscale/yinvscale 0.00025, tx 0.127875, ty 0.089875, vdst 0.1330767):
the replay context now uses retail unproject formula verbatim for the
ray caster and the exact frustum (fovY = 2*atan(ty/vdst), aspect =
tx/ty) for projection - no guessed camera constants remain.
foundry-deep conformance stays green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
RuntimeDatAccessArchitectureTests correctly flagged WalkWorldDatAdapter
taking raw DatCollection in production. The adapter is the conformance
harness world builder, so it moves into the test assembly; the FW3
production adapter will consume the content-owner seam. Hermetic suite
back to 6,687/0; adapter + conformance 10/10.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The replay harness reconstructs the camera from a pose-stamped oracle
frame (Frame quaternion w,x,y,z storage order; +Y forward / +Z up;
landblock-local origin) and drives the ported walk over adapter-built
cells (cell transforms from EnvCell.Position now populated). The
foundry-deep fixture - the pure-interior frame shape - reproduces
retail EXACTLY on every complete frame: DI + DC(ov=0, [cell]) with no
landscape, 39/39. Conventions are now pinned by live retail output; the
remaining nine fixtures need the outdoor world build-out (landscape
blocks, terrain z-slabs, building transforms + active-view clip) and
join the same gate.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Second capture round (owner-driven): every frame carries the camera
pose from Render::viewer_pos, closing the FW0 pose gap. The
holtburg-transitions fixture records a full out-and-back doorway
crossing with all four root flips. README documents the P-line format
and the marker-timing caveat that gates still fixtures first.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
WalkOracleTrace decodes the P lines of the pose-stamped capture round
(raw IEEE-754 dwords from Render::viewer_pos @0x0081ef00: camera cell,
world origin, the four Frame quaternion components in storage order)
into WalkOraclePose on each frame. Poseless FW0 fixtures parse as
before.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
WalkWorldDatAdapter builds WalkCell/WalkBuilding from real DATs: cell
portals with the PortalSide flag bit and signed OtherPortalId, portal
polygons + planes via the production formula, stab lists, building
position cells (24 m landcell math), building portals with stab lists,
and the drawing-BSP -> WalkBspNode conversion incl. PORT-node PortalRef
polygons (the previously missing consumers the 2026-08-30 survey named).
Lane=InstalledDat conformance: every BLD id the FW0 oracle traces saw
retail draw (26 buildings over 7 landblocks) resolves in the adapter
roster at its EXACT position cell; the traced look-in cells build with
portals/polygons/stabs; the sanctuary BSP carries portal refs. 9/9.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
RetailFrameWalk composes the ported machinery into retail frame shapes:
SmartBox::RenderNormalMode rooting (camera-cell low word < 0x100),
PView::DrawInside + the DrawCells event half (interior pview, the
traces pv=009d4a80), LScape::draw (per-view visibility, blocks
far-to-near, per-block cells far-to-near, buildings at their cell turn)
and RenderDeviceD3D::DrawBuilding (BLD at entry before the degrade
check; two-pass BSP portal walk per active view on the outdoor pview,
the traces pv=009d4b08). WalkLandscape ports the block grid +
draw_check_blocks/landcell_check visibility (192 m/24 m pitch,
viewer-relative, union across views, never downgrade). Six composition
tests: outdoor far-to-near emission, degrade-entry event, interior
ov=0/ov=1 shapes, rooting, complete view unwind.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
WalkBuildingPortals transcribes the portal-only drawing-BSP walk
(BSPTREE/BSPNODE::build_draw_portals_only @0x00539860/@0x0053c100,
BSPPORTAL::portal_draw_portals_only @0x0053d870 - opposite-child-first
= far-to-near emission, IN_PLANE PORT arm emits nothing),
PView::DrawPortal @0x005a5ab0 (stab add/remove_views around the
look-in, DrawCells on pass-2 success), and the CBldPortal
PView::ConstructView overload @0x005a59a0 (side must EQUAL the authored
portal_side, clip survival, Visible destination, punch on pass 1, flood
recursion on pass 2). Punch surfaces via the pass sink for FW1
conformance; the depth-fan submission itself is FW2. Six tests: BSP
emission order both viewer sides, in-plane suppression, pass-1
punch-no-flood, pass-2 flood + DC event, sidedness rejection, unloaded
destination skip.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
WalkPView transcribes ConstructView @0x005a57b0, InitCell @0x005a4b70,
InsCellTodoList @0x005a4f50 (nearest-first pop), ClipPortals @0x005a5520,
OtherPortalClip @0x005a5400 (inverted ==0 sidedness), AddViewToPortals
@0x005a52d0 (update_count watermark, duplicate-reach arm), AddToCell
@0x005a4d90, SetOtherSeen @0x005a4e30, FixCellList/AdjustCellPlace/
AdjustDrawList/AdjustCellView @0x005a5250/0x005a5010/0x005a4e90/
0x005a5770, plus set_view and PView::GetClip @0x005a4320 over the
WalkScreenClip chain. Resolves and documents the portal-flag convention
(inflag=1 = the portal FACES the viewer and feeds max_indist; inflag=0 +
armed seen = an opening — the same side condition building look-ins
require), which the PDB names obscure. WalkWorld supplies the cell model
and frame-context seam. Six synthetic-world flood tests pass on first
run: traversal, facing rejection with the exact distance key, exit-view
raising, entry-portal no-ping-pong, chain ordering, unloaded skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
WalkScreenClip ports PrimD3DRender::xformStart @0x0059b990 (homogeneous
viewport coords, y-flip, no divide) and ACRender::polyClipFinish
@0x006b6d00 (w>=cdstW plane then last-to-first edge passes, inside =
side<=0 homogeneous 2D cross, reverse-scan passes with original-winding
restore, <3 early-outs). WalkViews ports the view_type/portal_view_type
data model and Render::copy_view @0x0054dfc0 exactly: in-place divide,
the keep/last/stl/second pruning bookkeeping with all three closing
wrap checks, <3 reject leaving dest untouched, cap 31, pool-base reset
at view_count==0, retail fabs on copy, and edge planes
N=normalize(cross(ray[k+1],ray[k])), d=-dot(N,eye) behind an
IWalkRayCaster seam. Thirteen new tests; Walk namespace 85/85.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The second decomp round (flood bookkeeping/propagation, view-clip
support, landscape visibility) is archived Ghidra-arbitrated - it caught
a load-bearing BN inversion (InsCellTodoList pops NEAREST-first, which
is what makes the draw list far-to-near) and three more traps (the 192m
elided constant, the min/max double positional swap, the copy_view
cross order - the walk doc section 6 is corrected). WalkVisibilityMath
ports get_pt_limit @0x0054b840, get_clip_height @0x0054cff0,
corner/block_plane_check @0x0054b930/@0x0054d060, block_check
@0x0054dc50, and viewconeCheck @0x0054c250 with retail boundary
semantics (strict cull, inclusive partial, touch-out=Outside /
touch-in=EntirelyInside) under 23 focused tests.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
WalkEvent mirrors the FW0 oracle-trace vocabulary one-to-one (Landscape,
Building, DrawInside, DrawCells) as the conformance surface RetailFrameWalk
emits; the FW2 ordered draw stream layers on later without changing it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
LandWalkOrder ports LScape::get_block_order @0x00504c50 (near-to-far ring
list, walked backwards by LScape::draw), CLandBlock::calc_sq_draw_order
@0x0052f4a0 (cell array filled backwards from the closest cell),
LandDefs::get_dir @0x005a9aa0, and the 9-case closest-cell direction
switch. The shared 8-slot ring coefficient tables were byte-decoded from
the PDB-paired binary (block VA 0x0081cc6c.., cell VA 0x0081df88.. -
identical sets); the intra-ring visit order is preserved exactly because
it decides draw order between equidistant blocks and the oracle traces
pin it. Thirty focused tests cover coverage/ordering invariants, the
hand-expanded ring-1 pattern, and the direction/closest-cell contracts.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
FW0 ledger entry records the fixtures, replay helper, pseudocode model,
and the reshaping findings. The pose gap (first captures lack camera
pose; exact replay needs it) is documented with a ready template for a
short owner session when FW1 gates.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The distilled port-ready model for FW1: camera-cell rooting, the
invisible-panel primitive (punch far-Z / seal own-depth, byte-verified
constants), the far-to-near landscape walk, the building two-pass portal
machinery with its push/pop asymmetry, the interior flood + DrawCells
passes, the view machinery, and the constants/struct anchor table. The
panel question is resolved: retail DOES draw depth-only portal-polygon
panels via DrawPortalPolyInternal - AD-117 re-invented a real mechanism
at the wrong site. FW0 is complete: oracle fixtures, replay helper,
decomp model.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
WalkOracleTrace parses the FW0 retail traces (frames of LS/BLD/DI/DC
events, truncated detach frame dropped) and loads fixtures from the
research directory. Nineteen tests pin the load-bearing shapes: the far
building drawn every terrace-edge frame, the cathedral roster cull, the
stable doorway root, the one-frame walkout handover, camera-cell rooting
(porch-cam), the foundry landscape drop, and bit-identical stationary
frames. FW1 conformance builds on these.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
cdb capture harness (recon offsets + per-pose scripts; .gitignore gains a
negation so the walk-oracle scripts are tracked despite the global *.cdb
ignore) and the FW1 conformance fixtures: terrace center/edge, cathedral
arrival, doorway still, cottage walkout, street porch-cam/outdoor, town
walkabout, foundry entry, foundry deep. Binding findings in the README:
the frame roots at the CAMERA cell; outdoor root draws the #456 far
building every frame and hides it by depth cover, never omission;
interior root gates through the exit-view chain; look-ins punch at the
owning building turn; transitions are one-frame flips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>