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109 commits

Author SHA1 Message Date
Erik
21bf97ed35 docs(render): REOPEN the render half — full retail-faithful redesign dossier (handoff + huge plan + 3 research docs)
The Phase W indoor seal did NOT land. The 2026-06-02 visual gate proved the interior render is fundamentally broken (#78: transparent walls, outdoor terrain + scenery entities bleeding in, grey floors, no outside-looking-in). Stage 4 (sky-through-door clip) was real but a top layer on a base that never sealed.

DECISIVE EVIDENCE (committed in the handoff): the PVS computes correctly AND the cell shells render correctly (opaque, textured, complete — the [shell] probe shows zero NOSNAP / zero missing-texture). The failure is the SEAL + three inconsistent gates — concretely the WbDrawDispatcher.cs:1756 ParentCellId==null -> return true bypass draws outdoor scenery indoors, and the indoor path draws the outdoor world then gates it instead of running ONLY DrawInside. Retail, when inside, runs ONE PView flood: visibility IS the cull; the landscape enters only through clipped exit portals + a conditional depth-only clear.

Dossier (per the user's mandate: NO shortcuts/bandaids, port from retail, redesign the whole pipeline if needed, brainstorm first):
- Master handoff (root cause + retail target + reusable-vs-redesign + apparatus + do-not-repeat + copy-paste pickup prompt).
- Huge staged redesign plan R0(brainstorm)->R1(one visibility authority, kill the bleed)->R2(indoor=DrawInside-only)->R3(the seal, DrawCells port)->R4(per-cell object/particle clip)->R5(outside-looking-in)->R6(dungeons)->R7(polish/conformance). Each ends at a user visual gate.
- 3 research docs: full retail render pipeline reference (705 lines, decomp-verified), acdream pipeline inventory + failure map, reference cross-check (WB two-pipe is the wrong model).

#78 promoted to the redesign. The 5 remaining Core test failures are pre-existing physics/collision bugs, none render-related.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 18:28:01 +02:00
Erik
21609a7cd7 test(physics): Phase W triage — fix stale GetMaxSpeed tests; file #104 (particle cell-clip deferral)
GetMaxSpeed deliberately does NOT branch on ForwardCommand — it returns RunAnimSpeed x run-rate as the InterpolationManager.AdjustOffset catch-up speed (doc comment + ACE MotionInterp.cs:670-678, retail-verified; the slow catch-up fixed the 1-Hz remote-blip). The 3 failing tests (WalkForward/WalkBackward/Idle) asserted a REMOVED command-branching design. Consolidated into one [Theory] pinning the no-branch contract across commands.

Also files #104 (LOW): scene VFX particles not clipped to the PView visible cell set — deferred out of the Phase W seal (entity bleed already gated by Stage 5; scene particles depth-tested; sky particles scissored). Needs OwnerCellId plumbing (~6-8 files).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 16:37:49 +02:00
Erik
9bff2b0462 docs: render-pipeline SSOT section + #78 reset pointer (redo of edits that silently failed)
The architecture and ISSUES edits in the prior commit (0013819) failed silently because
they were anchored on the session-reminder's rendering of the files, not the real text.
Redone against actual content:
- architecture doc: new 'Render Pipeline (SSOT)' section — the 3-gate patchwork vs the
  unified-PView target + the one rule (compute visibility once, enforce it once).
- ISSUES #78: promoted to the render-architecture-reset target; points to the canonical
  handoff + the architecture section.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:50:07 +02:00
Erik
95b6874c12 docs(render): Phase U.4c — flap fixed + residuals handoff (checkpoint)
Canonical handoff (research note) for the U.4c flap fix + the three residuals the
visual gate revealed (#78 terrain-not-gated-inside, camera-collision need, U.5).
Records the full hypothesis journey (H1/H2 both evidence-disproven) so the next
session doesn't re-walk them. ISSUES.md: flap recorded in Recently-closed; #78
annotated (more visible post-fix). CLAUDE.md: U-phase orientation updated with the
flap-fixed status + the canonical handoff pointer + camera-collision-next.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 17:01:23 +02:00
Erik
65781f5768 fix(render): Phase U.2b — resolve reciprocal portal by other_portal_id (retail 433557)
Code review caught a CRITICAL under-inclusion: ApplyReciprocalClip scanned for the
first OtherCellId match, so a cell with two portals to the same neighbour clipped both
near-side openings against the FIRST reciprocal polygon — hiding geometry through the
second opening (real on Holtburg cellar cells 0x148<->0x149). Plumb the dat's
OtherPortalId back-link through CellPortalInfo + BuildLoadedCell and index the reciprocal
directly (retail arg2->other_portal_id, 433557). Skip (degrade to over-include) when the
index is unresolvable — never clip against a guessed polygon. Adds a disjoint two-back-
portal regression test.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 16:56:00 +02:00
Erik
3916b2b23e feat(render): Phase U.2b — reciprocal OtherPortalClip (retail 433524)
Clip the portal opening against the neighbour's matching back-portal polygon
before propagating, so a cell's clip region is the intersection of the opening
seen from both sides. Closes the M-4 stub in ISSUES #102. Can only tighten,
never under-include; degrades to prior behavior when no back-portal is found.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 16:37:14 +02:00
Erik
306cdb069c docs(render): Phase U.2a review fixups — LIFO-on-ties comment + ISSUES #102
Code-review minor follow-ups: correct the CellTodoList comments (ties are LIFO,
not FIFO — an equal-distance newcomer lands at the tail and pops first, matching
retail's break-on-first-not-greater + pop-from-tail). Update ISSUES #102 to record
that U.2a closes I-1/I-2 (under-count + duplicate accumulation) via the enqueue-once
gate, narrowing the residual to diamond-topology clip-completeness (AddToCell onward
re-propagation, tracked under U.6).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 16:30:41 +02:00
Erik
75b1df9cc3 docs: abandon two-pipe render approach; scope Phase U (unified retail-faithful pipeline)
Decision (2026-05-30, with user): the WB-inherited two-pipe (inside/outside) render
split is the root cause of the indoor seam bugs (flap, missing/transparent walls,
terrain bleed) and cannot be seamless. Abandon A8/A8.F (#103); build ONE unified
pipeline driven by retail's PView portal visibility — seamless by construction. The
2026-05-30 camera-collision + physics viewer-cap work is kept (retail-faithful, but a
detour from the seam fix). New Phase U scoped; #103 superseded; CLAUDE.md / roadmap /
milestones updated; full decision + scope + next-session pickup prompt in
docs/research/2026-05-30-unified-render-pipeline-decision-and-handoff.md.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-30 11:35:41 +02:00
Erik
cf3d49cbd7 docs: Phase A8.F visual-gate failure handoff + issue #103
A8.F (retail portal-frame port) shipped Tasks 0-8 but failed its visual gate:
indoor branch renders broadly wrong at runtime (terrain over walls, transparent/
invisible walls). Default game unaffected (branch gated behind
ACDREAM_A8_INDOOR_BRANCH). Two compounding root causes documented (OutsideView
under-produces; Job-A/B else-branch floods ungated terrain) + apparatus + a
first-fix hypothesis + pickup prompt. Filed #103.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-29 14:43:24 +02:00
Erik
270c21f263 refactor(render): Phase A8.F — Task 4 review follow-up (honest cap comment, cycle guard test, file fixpoint fast-follow)
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-29 12:16:11 +02:00
Erik
5dc4140c11 feat(render): Phase A8 — indoor visibility + streaming fixes batch
Lands the working A8 indoor-rendering and streaming fixes accumulated this
session. User has verified these visually to some degree (e.g. lifestone /
translucent meshes confirmed fine under the FrontFace flip; bridge / wall /
collision regressions confirmed fixed after travel); not every path has been
exhaustively gated. The cellar-flap defect remains OPEN and will be solved
the retail-faithful way via a dedicated brainstorm (see handoff docs).

Rendering core (reviewed, high confidence):
- EnvCellRenderer SSBO stride fix: upload packed Matrix4x4[] (64B) instead of
  the 80B CPU InstanceData struct the shader never expected — fixes the
  transform/texture "explosion" for any draw with >1 instance (cells that
  dedupe to a shared cellGeomId). Real root cause.
- WB-style global FrontFace(CW) + per-batch CullMode carried through the MDI
  layout (GroupKey + BuildIndirectArrays + DrawIndirectRange split into
  same-cull runs with absolute uDrawIDOffset per run).
- EntitySet partitioning (IndoorPass / OutdoorScenery / LiveDynamic) +
  WorldEntity.BuildingShellAnchorCellId so building shells scope to their
  dat-derived building cell instead of rendering everywhere.
- RenderOutsideInAcdream (look into buildings from outside) +
  CollectVisiblePortalBuildings frustum cull of portal bounds.
- Sky-when-inside-building + per-cell audit probe + GL-state probe.

Streaming / perf (test-covered; not independently code-reviewed this session):
- Near/far priority queues so near work wins over far; PromoteToNear carries
  full landblock + mesh data; LandblockEntriesWithoutAnimatedIndex avoids
  rebuilding the animated-lookup dict in the hot draw path. Fixes the
  bridge-not-appearing / missing-walls / broken-collision-after-travel
  regressions and improves post-transition FPS.

Tooling + docs:
- tools/A8CellAudit: offline dat cell/portal/building dumper (portals +
  buildings modes) — reproduces the cellar-flap investigation with no launch.
- docs/research cellar-flap root-cause + option-2 handoff (the didInsideStencil
  double-duty finding + the WB-recursive design decision + brainstorm prompt),
  entity-taxonomy, replan, issue-78 visibility investigation.

Diagnostics retained on purpose: ACDREAM_A8_DIAG_* gates, portal_stencil.vert
provisional pos.w clamp, and the probe families are kept (env-var gated, zero
cost when off) because the pending option-2 cellar-flap brainstorm needs them.
Strip in the option-2 ship commit.

Indoor branch stays behind ACDREAM_A8_INDOOR_BRANCH=1 (default off = pre-A8
visual). Build green; App tests + Core (streaming/dispatcher/loader) tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-29 10:14:50 +02:00
Erik
4cbfbf98af docs: #100 ship + indoor-cell culling investigation handoff
Session-end documentation for the issue #100 ship and the visibility-
culling investigation handoff for the next session.

Three documents land together:

  - docs/superpowers/plans/2026-05-25-issue-100-terrain-cutout.md
    (the 3-task plan that drove this session's f48c74a / a64e6f2 /
    84e3b72 — never committed by Tasks 1-2)

  - docs/research/2026-05-25-issue-100-terrain-cutout-handoff.md
    (the predecessor session's smoking-gun research that drove the
    #100 fix — never committed by the prior session)

  - docs/research/2026-05-25-issue-100-shipped-and-culling-handoff.md
    (THIS session's handoff: what shipped, what visual-verification
    surfaced, the issue family map for #78 + #95 + the new cellar-
    stairs finding, root-cause hypothesis, retail anchors, WB
    references, do-not-retry list, and pickup prompt for the next
    session's investigation + plan + implementation)

Plus two updates to existing files:

  - CLAUDE.md — adds a ship paragraph for #100 to the M1.5 progress
    block. References the new handoff doc as the next-session pickup
    point.

  - docs/ISSUES.md #78 — broadens scope from "outdoor stabs visible
    through floor" to "outdoor stabs + terrain mesh visible inside
    EnvCells". Adds the 2026-05-25 cellar-stairs evidence (per user
    direction: not filed as new issue; treated as evidence
    reinforcing #78's hypothesis #2). Promotes hypothesis #2 to
    "high confidence as of 2026-05-25" and adds the retail anchor
    (acclient_2013_pseudo_c.txt:311397 CEnvCell::find_visible_child_cell).
    Acceptance criteria broadened to include the cellar-stairs case.

Next session: pickup prompt at the bottom of the new handoff doc
drives a /investigate → writing-plans → subagent-driven-development
pass on indoor-cell visibility culling — the work that closes #78
+ cellar-stairs together, and possibly #95 if the infrastructure
overlaps.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 22:17:51 +02:00
Erik
84e3b72b27 docs: #100 — stabilize Task 2 SHA reference in ISSUES.md
Task 2's commit landed at 64518d59, then an amend (to fix the original
placeholder SHA in the same file) produced the new HEAD a64e6f2 with
identical content. The in-file SHA still pointed at the pre-amend
64518d59 — reachable today only via reflog, unreachable after the next
git gc. Switch to a64e6f2 which is on the branch and survives gc.

This is a follow-up commit (not an amend) so the canonical SHA is
itself stable on the branch from this commit forward.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 21:47:37 +02:00
Erik
a64e6f20da refactor: #100 — remove hiddenTerrainCells / BuildingTerrainCells plumbing
Retired in favour of Task 1's retail-faithful terrain shader Z nudge.
Pure removal — ~50 LOC of dead surface area across:

  - src/AcDream.Core/Terrain/LandblockMesh.cs (drop parameter +
    cell-collapse block)
  - src/AcDream.Core/World/LoadedLandblock.cs (drop field)
  - src/AcDream.Core/World/LandblockLoader.cs (drop method + call)
  - src/AcDream.App/Rendering/GameWindow.cs (3 sites)
  - src/AcDream.App/Streaming/GpuWorldState.cs (6 ctor sites)
  - src/AcDream.App/Streaming/LandblockStreamer.cs (1 ctor site)
  - tests/AcDream.Core.Tests/World/LandblockLoaderTests.cs (drop test)
  - tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs (drop test)

No retail anchor — the deleted mechanism never had one; this commit
rolls our code back to the actual retail behaviour established in
the prior commit's shader nudge.

ISSUES.md #100 moved to Recently closed.

Cross-ref:
  docs/research/2026-05-25-issue-100-terrain-cutout-handoff.md
  docs/superpowers/plans/2026-05-25-issue-100-terrain-cutout.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 21:37:53 +02:00
Erik
2fc312eac3 docs: #101 — fix fabricated content in Recently closed entry
Code-review found four Important findings in the ISSUES.md entry
that landed in 381561f:
- broken relative link to the plan (../superpowers/... vs
  superpowers/...)
- wrong test class name (PhysicsDataCacheTests, the actual
  class is PhysicsDataCachePhantomSourceTests)
- wrong predicate description (referenced PhysicsRadius and
  vAabbR; the predicate only checks the high byte and the
  cached BSP root)
- fabricated method names (GameWindow.RegisterGfxObjShadow and
  ShadowShapeBuilder.FromGfxObj — neither exists)

This commit corrects all four. The verification evidence in
the entry was accurate and is preserved.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 20:43:02 +02:00
Erik
381561f5cf docs: #101 — A6.P8 ship + ISSUES.md update (Outcome A)
Records the A6.P8 mesh-aabb-fallback suppression ship outcome
in CLAUDE.md and moves issue #101 to Recently closed. Visual
verification confirmed end-to-end ramp climb on GfxObj 0x01000C16's
BSP (walkable inclined polygon, Normal.Z=0.717).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 20:31:30 +02:00
Erik
8795655250 docs: issue #101 — broken stairs cyl phantom (post-A6.P7 finding)
Visual verification of A6.P7 at Holtburg cottage door passed cleanly
(1187 [cyl-skip-bsp] guard fires, 0 [cyl-test] on doors, 30/30
axis-aligned hits, smooth NE/SE slide along door face). While
exploring post-verification, the user discovered a different
staircase in cells 0xA9B40159 + 0xA9B4015A where the sphere cannot
climb at all.

Captured working baseline (stairs-working.jsonl, cottage cellar
stairs in cells 0xA9B40143/146/147 — clean ↔ Z=90.95-94.00 traversal)
and broken scenario (stairs-broken.jsonl, Z stays at 94.00 the entire
4216-record capture).

Root cause is NOT a regression of A6.P7. It's a different bug shape:
the staircase is built as a multi-part EnvCell entity (entityId
0x0040B500, ~150 parts), with 10 of those parts being 0.80m-radius
cylinders forming the steps. Each cyl carries state=0x00000000 — no
HAS_PHYSICS_BSP_PS — so A6.P7's BspOnlyDispatch guard correctly
doesn't fire. Cyl height 0.80m exceeds A6.P6's step-up budget 0.60m
so grounded step-over fails. Falls through to wall-slide which
produces the same diagonal radial phantom A6.P7 closed for the door.

The [resolve-bldg] lines reveal gfxObj=0x0100081A hasPhys=False
bspR=0.00 vAabbR=0.82 — the underlying GfxObj has NO physics BSP;
we appear to be synthesizing a cyl from the visual AABB radius. That
synthesis path is the suspected misregistration.

Filed as issue #101 with severity HIGH. Investigation handoff written
covering 4 retail-research questions (cdb on retail at this stair
location, Setup trace via entity-source probe, ShadowShapeBuilder
vAabbR fallback audit, cell BSP poly dump), do-not-retry list, and 3
candidate fix shapes (don't synthesize cyl from vAabbR / cell BSP for
stairs / cyl-height-tolerant step-over). The handoff explicitly
defers implementation to a later session pending retail evidence.

Files:
- docs/research/2026-05-25-stairs-cyl-investigation-handoff.md (new)
- docs/ISSUES.md — added #101 entry

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 19:03:58 +02:00
Erik
b55ae831bd docs: A6.P3 #98 resolution + A6.P4 design + #99/#100 filed
Knowledge-preservation pass after the issue #98 cellar-up fix shipped
(`b3ce505`). Closes the saga's documentation loop and plans the next
phase.

Changes:
  - docs/research/2026-05-23-a6-p3-issue98-comparison-harness-findings.md
    Appended "Resolution 2026-05-24" section: v3 hypothesis falsified,
    actual mechanism (head-bump cottage GfxObj floor poly from below)
    confirmed, b3ce505 fix shipped, known door regression flagged.
    Memory artifacts cross-referenced.
  - docs/ISSUES.md
    #98 moved to DONE with full resolution writeup + decomp anchors.
    #99 filed: door regression at building thresholds (caused by
    b3ce505's indoor-primary gate). Closes via A6.P4.
    #100 filed: transparent rectangular patches around houses
    (terrain rendering). Bisect found commit 35b37df introduced the
    hiddenTerrainCells mechanism that collapses 24m outdoor cells
    when buildings sit in them; cottage building only fills part of
    its cell so the rest of the 24m cell shows the sky-bleeding gap.
    Three fix-path options documented.
  - docs/superpowers/specs/2026-05-24-phase-a6-p4-retail-shadow-architecture.md
    Full A6.P4 design doc. Three-slice plan: (1) query-side portal
    expansion to close #99 while preserving #98 fix, (2) port retail's
    BuildShadowCellSet at registration time so per-cell semantics match
    `CObjCell::find_cell_list`, (3) remove b3ce505 stopgap entirely.
    Decomp anchors, file-by-file plan, risk inventory, open questions.

Memory entries written separately (out-of-tree at
~/.claude/projects/.../memory/):
  - feedback_retail_per_cell_shadow_list.md
    The architectural lesson: retail uses per-cell shadow_object_list
    with portal-aware registration; our landblock-wide spatial
    registry diverges at indoor/outdoor seams.
  - feedback_apparatus_for_physics_bugs.md
    The apparatus-first pattern that cracked the saga: live capture +
    fixture dump + replay harness. Template for future physics bugs.
    Quote rule: "when a physics bug is resisting and you catch
    yourself about to ship 'fix attempt N+1 with no new evidence,'
    STOP. Build the apparatus first."
  - MEMORY.md index updated with both new entries.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-24 07:23:49 +02:00
Erik
ec47159a2e docs(handoff): A6.P3 #98 — full-session handoff doc + CLAUDE.md/ISSUES.md updates
Adds the canonical pickup document
docs/research/2026-05-23-a6-p3-issue98-harness-handoff.md with:
- TL;DR + session arc (10 commits chronological)
- What the trajectory replay harness IS (committed apparatus)
- Bug 1 status: #98 cellar-up freeze (unfixed, 6 fix shapes failed)
- Bug 2 status: airborne-at-tick-1 (new, 6 hypotheses tested, root
  cause not isolated)
- Exclusion list: DO NOT retry any of the 6+6 dead ends
- Apparatus inventory: probes, tests, fixtures, cdb captures
- Recommended next move: side-by-side comparison harness against
  live PlayerMovementController state (evidence-first instead of
  speculation-first)
- Alternative moves: pivot to other M1.5 issues or M2 prep
- Self-contained pickup prompt at the bottom of the handoff doc

Updates CLAUDE.md's "Current A6 phase" block to point at the new
handoff doc as the canonical resume artifact.

Updates ISSUES.md's #98 entry with the late-day extension findings,
the 6-hypothesis exclusion list, and a pointer to the handoff doc.

Test baseline maintained at 1172 + 8 pre-existing failures.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 19:09:00 +02:00
Erik
5f3b64c548 docs(handoff): A6.P3 #98 — session paused after Shape 1 attempted + reverted
Updates ISSUES.md and CLAUDE.md to reflect the actual state of #98
after two days of work:

- The new [step-walk-adjust] probe (8a232a3) + capture + findings
  (8daf7e7) prove AdjustOffset's slope projection is CORRECT. Sphere
  Z climbs monotonically 90.95 -> 92.80 across the ramp at +0.045 m
  mean zGain per call. The earlier "Fix targets 1-4" priority list
  is OBSOLETE — AdjustOffset is not the bug.
- The climb caps at world Z ~= 92.80 because step-up's downward
  step-down probe finds no walkable within stepDownHeight=0.6 m
  below the proposed position. Cottage floor at Z=94 is ABOVE, not
  below. 101 stepdown-reject hits in the capture vs 1 acceptance.
- Shape 1 fix attempted (0cb4c59): gated BSPQuery.AdjustSphereToPlane's
  two SetContactPlane call sites by Normal.Z >= 0.99 to match retail's
  cdb-observed flat-CP-only pattern. Reverted (402ec10) — gate broke
  OnWalkable tracking. 74% of new capture in falling state. User
  report: "can't get up the first step, jumped, stuck in falling
  animation." Either retail synthesizes a flat CP from sloped
  contacts (step_sphere_down:321203 path, unclear from BN decomp)
  or our OnWalkable tracking is over-coupled to ContactPlaneValid.

Apparatus state: probe, findings, replay harness, plan, retail
cdb capture all committed and ready for next session.

Honest next-session moves (in order):
1. Build deterministic trajectory replay harness — 200ms inner loop
   instead of 5-minute live test. Issue98 cell fixtures are half of
   this already.
2. Pivot to less-coupled M1.5 issue while #98 awaits the harness.
3. Deeper named-decomp research on CEnvCell::find_env_collisions ->
   BSPTREE::find_collisions indoor CP-setting chain. Prior passes
   worked on the outdoor CLandCell path; indoor was never traced.

NO further #98 fix attempts until apparatus or research has
converged. Five+ failed attempts in the saga is the signal.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 16:59:43 +02:00
Erik
67005e21f1 docs(handoff): A6.P3 #98 Step 6 — issue + claude.md handoff
Final step of the apparatus plan. Updates ISSUES.md issue #98 and
CLAUDE.md's M1.5 status to reflect:

- The apparatus completed (Steps 1-5 land in commits 35b37df28c282a).
- The real divergence: retail's sphere is at world Z ≈ 94.48 (resting
  on cottage floor) when find_walkable accepts; acdream's failing-
  frame sphere is 2.47m lower at world Z ≈ 92.01.
- The four fix targets, in priority order. Fix plan is the NEXT plan,
  scoped to Target 1 (step-up + ramp climb Z gain) or Target 2
  (cottage-cell sphere reference).
- The replay harness (Issue98CellarUpReplayTests) is the test loop —
  any fix that doesn't change the failing assertions is not the fix.

Today's commit graph on top of slice 5 (cf3deff):
  35b37df  triage — revert neg-poly + bldg-check experiments
  f62a873  Step 2 — cell-dump probe + roundtrip test
  3f56915  Step 2 capture — 3 real-geometry cell fixtures
  856aa78  Step 3 — deterministic replay harness (7 tests)
  6f666c1  Step 4 — retail cdb find_walkable capture script
  28c282a  Step 5 — replay vs retail divergence comparison
  (this)   Step 6 — ISSUES.md + CLAUDE.md handoff

Test baseline: 1167 + 8 (8 pre-existing failures, +19 new passing
tests across the apparatus). Build green throughout.

A6.P3 #98 is now in evidence-driven mode. Fix plan starts from the
divergence doc at
docs/research/2026-05-23-a6-p3-issue98-replay-comparison.md.

Pickup prompt for the fix-plan session is in §"Pickup prompt for the
fix plan" of that doc.
2026-05-23 15:58:52 +02:00
Erik
cf3deff7c2 feat(phys): A6.P3 slice 5 — [place-fail] probe + sharpened #98 diagnosis
Add ACDREAM_PROBE_PLACEMENT_FAIL gate + LogPlacementFail emitter +
side-channel polygon attribution in PhysicsDiagnostics. Wire into
BSPQuery.FindCollisions Path 1 (Placement/Ethereal) on Collided
returns; wire into Transition.DoStepDown after the placement_insert
TransitionalInsert(1) call; wire into Transition.FindObjCollisions
to emit per-static-object [place-fail-obj] lines.

Run scen4 cellar-up with the probe → 168 [place-fail] events. 80 of
81 BSPQuery Path 1 placement rejections cite polygon 0x0020 in
cellar cell 0xA9B40147's BSP: n=(0,0,-1) d=-0.2, world Z=93.82 —
the cellar ceiling (underside of cottage main floor thickness layer).
0 [place-fail-obj] lines, confirming the failure source is the cell
BSP not a static object.

The probe-driven evidence INVALIDATES the 2026-05-22 morning
handoff's "Path 5 vs Path 6 in BSPQuery.FindCollisions" diagnosis.
Retail's BP4 trace shows every find_collisions hit has collide=0 —
retail enters the same Contact branch we do, no outer-dispatcher
divergence. Retail's BP5 fires 17+ times on the cellar ramp polygon,
not "30 hits all on flat planes" as morning claimed.

The actual divergence is downstream in cell-promotion: retail's
check_cell transitions to cottage cell 0xA9B40146 during the ascent
(BP7 sets ContactPlane to the cottage main floor poly, which lives
in cottage cell's BSP not cellar's). Ours stays at cellar 0xA9B40147,
where the ceiling poly 0x0020 correctly rejects the lifted sphere.

No fix attempted this session per CLAUDE.md discipline check
(3+ failed fixes = handoff). Full slice 5 evidence + concrete
next-session pickup steps at docs/research/2026-05-22-a6-p3-slice5-handoff.md.
ISSUES.md #98 updated with the corrected diagnosis.

Test baseline: 1148 + 8 pre-existing fail. Maintained.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 20:02:15 +02:00
Erik
efb5f2c3b8 docs(issues): #98 sharpened diagnosis — Path 5 vs Path 6 path-selection bug
Updates issue #98 with the sharp diagnosis from the retail cellar cdb
trace (commit 134c9b8):

The bug isn't cell-resolver, isn't walk_interp, isn't dat-fidelity.
It's BSP path-selection: our dispatcher picks Path 5 (Contact step_up)
for the cellar ramp polygon when retail picks Path 6 (find_walkable
land). The ramp is walkable (N.Z=0.695 > FloorZ=0.6642) so Path 6 is
the correct choice. Investigation continues in next session at
BSPQuery.FindCollisions path-selection logic.

Also documents failed fix attempts this session as informational so
next session doesn't re-attempt the same dead ends.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 13:26:26 +02:00
Erik
ceeb06be7d ship(phys): A6.P3 slice 3 — cell-resolver ping-pong CLOSED + #98 re-diagnosed
Slice 3 v2 (3e140cf) added point-in cell-stickiness in
ResolveCellId's indoor branch. User verification + slice3v2 capture
confirms: cell-resolver ping-pong is FULLY CLOSED.

Data:
- scen2_v2 capture (pre-slice-3): 20+ cell-transit events with
  rampant ping-pong (0xA9B4014B ↔ 0xA9B4014A ↔ 0xA9B4013F at the
  cellar boundary, Z stable ~96.4 — same tick re-classification)
- slice3v2 capture (post-fix): 1 cell-transit event (login teleport
  only) — ping-pong fully eliminated

Findings:
- A6.P2 Finding 3 (cell-resolver sling-out family) CLOSED.
- Issue #90 (sphere-overlap stickiness workaround in same function)
  now redundant; can be removed in A6.P4 after broader visual
  verification.
- Issue #97 (phantom collisions + fall-through on 2nd floor) hypothesis
  pending: same instability family, likely closed as side-effect of
  this fix. Re-test on next happy-test session.
- Issue #98 (cellar-up stuck) PERSISTS but with NEW DIAGNOSIS.
  Originally filed as cell-resolver ping-pong (which was true and now
  fixed), but user verification shows the cellar-up symptom remains
  with a DIFFERENT root cause: BSP step-physics at the cellar stair
  TOP. Push-back trace from slice3v2 capture:
    n=(0, -0.719, 0.695) sloped face (walkable per FloorZ=0.664)
    delta=(0, 0, 0.75) step-down probe lifts sphere by 0.75m
    winterp=1.0->0.0 entire walk-interp consumed per tick
  Player progresses up most of the stairs but blocks at top step
  where the cellar transitions to the cottage main floor. #98 issue
  updated with this re-diagnosis.

Includes:
- scen4_cottage_cellar_slice3 acdream.log (slice 3 v1 evidence;
  ping-pong already closed by v1's sphere-overlap stickiness, but
  v1 over-corrected by holding player in cellar during legitimate
  transitions)
- scen4_cottage_cellar_slice3v2 acdream.log (slice 3 v2 evidence;
  point-in stickiness fixes the over-correction; cellar-up reveals
  the deeper BSP step-physics bug)

Docs updated:
- ISSUES.md — #98 re-diagnosed
- docs/plans/2026-04-11-roadmap.md — A6.P3 slice 3 marked SHIPPED;
  slice 4 (or A6.P4) scoped for #98 step-physics investigation
- CLAUDE.md — Currently-working-toward block updated

Test suite: 1148 pass + 8 pre-existing fail (baseline maintained).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 12:11:56 +02:00
Erik
d868946537 ship(phys): A6.P3 slice 2 — L622 seed investigation + #98 filed
Slice 2 v1 (`892019b`) attempted to close issue #96 by removing the
PhysicsEngine.cs L622 per-tick CP seed. v1 build/test green, CP-write
count dropped 91% in scen3 re-capture, BUT user happy-test surfaced
a regression: BSP step_up at the last step of stairs failed because
sub-step 1's AdjustOffset had no ContactPlane to compute the lift
direction.

Slice 2 v2 (`f8d669b`) reverted the seed removal + added a no-op-if-
unchanged guard inside CollisionInfo.SetContactPlane. The guard
early-returns when called with values matching current ci state.

Outcome:
- #96 PARTIALLY ADDRESSED, scope updated in ISSUES.md to "accepted as
  documented retail divergence." The seed is load-bearing for step_up;
  closing #96 fully would require deeper refactor (AdjustOffset
  fallback to body.ContactPlane). Guard is benign improvement.
- Slice 2 v2 verification capture (scen3_inn_2nd_floor_slice2v2/
  acdream.log) committed as evidence — 226,464 cp-writes from L624
  seed confirms guard doesn't trigger for fresh-ci-per-tick pattern.
- Slice 2 v1 verification capture (scen3_inn_2nd_floor_slice2/
  acdream.log) also committed — confirms v1 actually reduced cp-writes
  (2,690 total) but the step_up regression made it unshippable.

NEW M1.5 BLOCKER FILED — issue #98: cellar ascent stuck at last step.
Evidence in slice2v2 capture's cell-transit chain:
  0xA9B4014B → 0xA9B4014A → 0xA9B4013F → 0xA9B4014A → 0xA9B4014B → ...
  (Z stable ~96.4; CellId ping-pongs every tick)
This is Finding 3 family (cell-resolver hysteresis missing) — same
root cause as #90 workaround + scen4 sling-out. Retail oracle:
CObjCell::find_cell_list Position-variant at
acclient_2013_pseudo_c.txt:308742-308783.

NEXT — A6.P3 slice 3:
- Port retail's cell-array hysteresis into ResolveCellId +
  CheckBuildingTransit.
- Closes #98 (cellar-up), possibly #97 (phantom collisions same
  instability family), enables #90 workaround removal.

Documents updated:
- ISSUES.md — #96 scope updated, #98 filed
- docs/plans/2026-04-11-roadmap.md — A6.P3 slice 2 marked SHIPPED,
  slice 3 scope added
- CLAUDE.md — Currently-working-toward block updated to slice 3

Test suite: 1148 pass + 8 pre-existing fail (baseline maintained).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 11:58:05 +02:00
Erik
f04ea90050 ship(phys): A6.P3 slice 1 — Indoor ContactPlane retention COMPLETE
Slice 1 ships the strip-synthesis + Mechanism B (LKCP restore) fix
addressing A6.P2 Finding 2. Includes:

  - scen3_inn_2nd_floor_postfix paired capture (retail.log + decoded
    + acdream.log) as verification artifact. acdream cp-write count
    dropped from 86,748 to 25,082; per-unit-of-activity rate dropped
    63x (164.61 -> 2.60 cp-writes per cell-cache event).

  - Findings doc (docs/research/2026-05-21-a6-cdb-capture-findings.md)
    appended with slice 1 SHIPPED section: commit map, scen2/scen3
    pre/post comparison tables, user happy-test results, status of
    each A6.P2 finding (Finding 1 CLOSED as side-effect, Finding 2
    PARTIALLY CLOSED with remaining 99.3% from L622 seed flagged
    as #96, Finding 3 + #95 still open), slice 2 recommendation.

  - Issue #96 filed: "Per-tick PhysicsEngine.ResolveWithTransition CP
    seed contributes 99.3% of post-slice-1 CP writes." Slice 2 target.
    Sketch options: remove entirely / gate by change-detection / no-op
    guard inside SetContactPlane.

  - Issue #97 filed: "Phantom collisions + occasional fall-through on
    indoor 2nd floor." User-reported during happy-testing. HYPOTHESIS:
    side-effect of #96; falsifiable by re-testing post-slice-2.

  - CLAUDE.md updated: Currently-working-toward block now points at
    A6.P3 slice 2 (#96) as the active phase. M1.5 building/cellar
    demo half is ACHIEVABLE NOW (slice 1 unblocked the physics).

  - Roadmap updated: A6.P3 broken into 3 slices, slice 1 marked
    SHIPPED with commit history.

KEY USER-VISIBLE OUTCOME: stairs + cellar descent now WORK in acdream
(user happy-test confirmed walking up/down inn stairs multiple times,
walking down to cellar). A6.P2 Finding 1 (dispatcher entry frequency
mismatch) confirmed as secondary effect of Finding 2 — closed without
explicit Finding 1 work, as A6.P2 hypothesized.

REMAINING CONCERNS for slice 2 + future:
  - L622 per-tick seed (#96) still firing 24,906 times in scen3 postfix
  - Phantom collisions + fall-through on 2nd floor (#97)
  - See-through-walls indoors (#95, separate scope)
  - Indoor lighting broken (A7 scope)

Test suite: 1148 pass + 8 pre-existing fail (baseline maintained;
T3 IndoorContactPlaneRetentionTests adds the +1).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 10:11:44 +02:00
Erik
5be784eee3 file: issue #95 — dungeon portal-graph visibility blowup
Filed during A6.P1 scen5 capture (Town Network as substitute for the
nonexistent Holtburg Sewer). After portal teleport, visibleCells per
cell explodes from ~4 to 135-145, with cells from multiple disconnected
landblocks loaded simultaneously — direct cause of the user-observed
"see through walls / other dungeons rendering" failure across all
portal-accessed dungeons.

This is what "dungeons are broken" means as a coherent failure mode.
Scen6-9 (sewer corridor/chamber/stair) as originally scripted couldn't
have produced clean physics-only captures because the dungeon would
have been visually unusable from the moment of portal entry. The A6.P1
scenario script was written before the visibility bug was characterized.

Evidence is in scen5's acdream.log (already committed at 35d5c58).
Scen6-9 are not captured — the visibility bug blocks the scenarios.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 21:08:48 +02:00
Erik
6d18d879a2 docs(milestones): promote indoor work to M1.5 — primary focus
Continued indoor testing through 2026-05-20 surfaced a deep family
of physics + lighting bugs that span buildings AND dungeons. Today's
session shipped 5 surgical fixes (A4 + #89 + #90 + #91 + #92) that
close the user-visible "walls walk through at Holtburg inn" symptom,
but #90 specifically is a CLAUDE.md-rules workaround (sphere-overlap
stickiness on top of point-only cell containment) added without prior
approval. The underlying issue (BSP push-back distance probably
diverges from retail) hasn't been measured. Plus the umbrella #83
(indoor multi-Z walking) has been open since 2026-05-19 with multiple
aborted fix attempts; plus indoor lighting (#80 + #81 + new #93 +
#94) has been deferred as "M7 polish" but is actually part of the
same indoor-experience problem.

Promoting to a milestone of its own forces the work to be central,
retail-anchored, and complete — not another whack-a-mole patch.

Milestone M1.5 — "Indoor world feels right":
  Demo: enter Holtburg Sewer through the in-town portal, navigate
  through 5-7 rooms with stairs + a multi-Z chamber, exit back to
  town. Walls block. Stairs work. Items block. Lighting reads
  correctly. Cell transitions smooth.

  Phases:
    A6 — Indoor physics fidelity (cdb-driven)
    A7 — Indoor lighting fidelity (RenderDoc + retail-decomp driven)

  Issues in scope: #80, #81, #83, #88, #90 (workaround removal),
  #93 (new lighting umbrella), #94 (held-item spotlight),
  + TryFindIndoorWalkablePlane synthesis removal.

M2 ("Kill a drudge") deferred until M1.5 lands.

This commit updates:
  - docs/plans/2026-05-12-milestones.md (M1.5 block inserted, M2 moved
    to deferred status)
  - docs/plans/2026-04-11-roadmap.md (A6 + A7 sub-pieces detailed)
  - CLAUDE.md (Currently working toward updated to M1.5, M2 paragraph
    marked deferred, M1.5 baseline shipped paragraph added)
  - docs/ISSUES.md (#80, #81, #83, #88, #90 tagged M1.5 scope;
    new #93 indoor lighting umbrella + #94 held-item spotlight filed)
  - docs/research/2026-05-21-open-items-pickup-prompt.md (landscape
    table reorganized around M1.5 phases)

A6 + A7 specs to be drafted in the next session(s).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 10:32:24 +02:00
Erik
1534990102 docs(roadmap): A4 shipped + #90 cell-tracking ping-pong filed
Phase A4 (multi-cell BSP iteration) ships in three commits (e6369e2,
493c5e5, 691493e — with revert 3add110 + reapply during visual
verification that proved A4 is not the cause of the issue surfaced).
1139 + 8 baseline maintained. 10 new unit tests pass. Wires retail's
CTransition::check_other_cells (acclient_2013_pseudo_c.txt:272717-272798)
into Transition.FindEnvCollisions.

Visual verification at the Holtburg inn vestibule surfaced a separate,
pre-existing M2 blocker (filed as #90): CellId ping-pongs between
outdoor 0xA9B40022 and indoor 0xA9B40164 on every wall push-back
because the push-back exits the indoor CellBSP volume, causing the
resolver to flip back to outdoor and bypass walls on outdoor ticks.
Indoor BSP results (Collided/Adjusted/Slid all firing) prove walls ARE
detected when the player is indoor; the aggregate "walls walk through"
appearance comes from CellId classification instability, not from
collision detection.

Bug reproduces fully with A4 reverted (launch-revert2.log captured 18
cell-id flips between 0xA9B40022 ↔ 0xA9B40164, 11 inside=True
building-transit events, 61 indoor-bsp queries firing the full
result distribution). A4 is correct and tested but dormant in
practice until #90 is fixed.

Updates:
  - docs/research/2026-05-20-phase-a4-shipped-cell-pingpong-finding.md (new)
  - docs/plans/2026-04-11-roadmap.md (A4 shipped row added)
  - CLAUDE.md (Indoor walking Phase A4 paragraph + next-step pointer
    to #90 with retail oracle anchor at acclient_2013_pseudo_c.txt:308742-308783)
  - docs/ISSUES.md (#90 filed, HIGH severity, M2-blocker)
  - docs/research/2026-05-21-open-items-pickup-prompt.md (landscape
    table updated — A4 closed, #90 promoted to top blocker)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 20:10:29 +02:00
Erik
c6b3fd6ebf docs: indoor walkable-plane BSP port partial-ship handoff
Foundation work (6 commits ff548b9..f845b22) landed but visual
verification 2026-05-19 FAILED to fix the user-reported indoor bugs.
Documenting the deeper diagnosis + the next phase target without
reverting the foundation work.

What landed (kept):
- BSPQuery.FindWalkableInternal gained ref ushort hitPolyId (Task 1).
- New public BSPQuery.FindWalkableSphere wrapper over the existing
  retail-faithful walkable finder (Task 2).
- Transition.TryFindIndoorWalkablePlane refactored through it,
  PointInPolygonXY deleted (Task 3).
- [indoor-walkable] runtime-toggleable probe (Task 4).
- 5 new tests + 9 updated existing tests, all green; build clean.

What didn't fix: cellar descent FAIL, 2nd-floor walking FAIL
(intermittent falling-stuck), single-floor cottage REGRESSION (was
stable, now intermittent falling-stuck), phantom collisions PERSIST.

Probe evidence: 1443 MISS / 2 HIT over 1445 calls. Smoking gun:
foot-sphere-tangent-to-floor case fails PolygonHitsSpherePrecise's
|dist| > radius - epsilon check by ~0.0002. The BSP walker is
correct; the caller (TryFindIndoorWalkablePlane) is misusing it.

Root cause (deeper than originally diagnosed): TryFindIndoorWalkablePlane
exists only as a Phase 2 commit eb0f772 stop-gap. Retail doesn't
synthesize a ContactPlane per frame — retail RETAINS the previous
frame's plane when the BSP says no collision. Retail's find_walkable
only runs inside step_sphere_down (a sweep), never as a standing-still
query.

Next phase target: port retail's ContactPlane retention so the
resolver retains state across frames. Likely eliminates the per-frame
TryFindIndoorWalkablePlane call entirely. Foundation work (BSP walker
+ probe + tests) remains useful regardless.

ISSUES #83 remains OPEN with the deeper diagnosis.
Roadmap header updated to reflect partial-ship status.
Handoff at docs/research/2026-05-19-indoor-walkable-plane-bsp-port-shipped-handoff.md.

Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-walkable-plane-bsp-port.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 07:03:14 +02:00
Erik
1af49b710e Merge branch 'claude/competent-robinson-dec1f4' — Indoor walking Phase 1 + Phase 2
Cluster A (Indoor walking Phase 1 — BSP cluster):
- WorldPicker cell-BSP occlusion → #86 closed
- CellId promotion via AABB containment (partial Phase D fix)
- Diagnostic infrastructure: [indoor-bsp], [cell-cache] probes

Indoor walking Phase 2 (Portal-based cell tracking):
- CellBSP + Portals wired into CellPhysics
- CellTransit static class: FindTransitCellsSphere + AddAllOutsideCells + FindCellList
- ResolveCellId rename + sphereRadius plumbing
- BuildingPhysics + CheckBuildingTransit (outdoor→indoor entry)
- Foot-sphere center fix (made portal tracking actually work in production)
- Indoor walkable-plane synthesis (closes the falling-stuck bug)

Closes ISSUES.md #84, #85, #86, #87.
Files new issues #88 (indoor object vibration) + #89 (port SphereIntersectsCellBsp).

Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md
Handoff: docs/research/2026-05-19-indoor-walking-phase2-shipped-handoff.md
2026-05-19 19:34:13 +02:00
Erik
a9c74d153a docs(phase): Indoor walking Phase 2 — Portal-based cell tracking shipped
Closes ISSUES.md #87 + #85 + the remaining wall-pass-through portion of
#84 (fully closes #84). Portal-graph cell traversal replaces Phase D's
AABB containment. Walking through doors promotes/demotes CellId correctly
via portal traversal; walls block from inside indoor cells; indoor walkable
plane is synthesized from the cell's floor poly so the resolver tracks
walkability correctly during indoor movement.

Files two new issues: #88 (indoor static objects vibrate — pre-existing,
spotted during Phase 2 testing) and #89 (BSPQuery.SphereIntersectsCellBsp
— follow-up to make CheckBuildingTransit retail-faithful; currently uses
radius-less PointInsideCellBsp as a documented approximation).

ISSUES.md: #87, #85, #84 moved to DONE. #88 + #89 filed.
Roadmap: Indoor walking Phase 2 added to shipped table.
CLAUDE.md: recent-phase paragraph updated to reflect Phase 2 shipped.
New handoff: docs/research/2026-05-19-indoor-walking-phase2-shipped-handoff.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 19:31:22 +02:00
Erik
f0900ebe12 docs(phase): Cluster A — partial ship + handoff
Cluster A's investigation pinned #86 (picker) as structural and closed
it (Phase B). #84 and #85 both pinned on missing indoor cell tracking;
Phase D promoted CellId via AABB containment which un-stuck the
spawn-in-building case (closes #84 partially) but proved too tight for
threshold/doorway cells to keep CellId indoor during normal walking.
The proper fix is retail's portal-based cell traversal; filed as a
new ISSUES.md issue (see body) for the follow-up phase. Phase E
diagnostic infrastructure ([cell-cache] + extended [indoor-bsp]) stays
in place as scaffolding for that work.

ISSUES.md: #86 → Recently closed. #84 status updated to PARTIAL with
resolution paragraph. #85 status update note added. New issue #87 filed
for portal-based indoor cell tracking.

Roadmap: Cluster A added to Recently shipped with partial-ship note.
Forward entry added for the portal-traversal follow-up under Phase G.

CLAUDE.md: current-phase paragraph updated to reflect Cluster A partial
ship. Next phase deferred to Claude's choice in a future session.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 16:12:24 +02:00
Erik
eeb45e16e3 docs: file #87 — retire WB fork band-aid via geom-only API
Phase 2's one-line WB patch (Setup-prefix guard at ObjectMeshManager.cs:1230)
fixed the symptom but is structurally a band-aid. CLAUDE.md's
no-workarounds rule says we should retire it.

The proper fix is switching our EnvCell rendering from the
general-purpose PrepareMeshDataAsync entry point (which iterates
static-object parts + emitters we don't need + triggers the buggy
TryGet<Setup> call) to WB's narrower PrepareEnvCellGeomMeshDataAsync
API at ObjectMeshManager.cs:386. That function only builds cell
room mesh — which is the only thing we use WB for at the cell
level. Static objects are already hydrated separately, particle
scripts already run via our own EntityScriptActivator.

#87 is the issue tracking that refactor. When it lands the WB fork
returns to pristine state (no acdream-specific commits on the
acdream branch for this file).

Handoff doc updated to flag the patch as a known band-aid pending #87.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 14:31:14 +02:00
Erik
98977b8f66 docs: roadmap + ISSUES.md — Phase 2 indoor cell rendering closure
- Roadmap shipped-table: two new rows for Phase 1 (diagnostics) +
  Phase 2 (fix). Header status block updated to 2026-05-19 with the
  Phase 2 cause + fix one-liner and pointer to the 9 surfaced issues.
- ISSUES.md: filed nine new issues (#78-#86) covering the indoor
  bugs the user observed once the floor rendered. Grouped under an
  "Indoor walking issue cluster" header. Cross-references the Phase 1
  + Phase 2 work that surfaced them. Hypotheses + suspected root
  causes documented for each.

The 9 issues split into two probable shared-cause groups:
- Cell BSP / portal cull (#78, #84, #85, #86) — likely fixable in
  one phase.
- Indoor lighting plumbing (#79, #80, #81, #82) — needs separate
  investigation per-symptom.

Plus #83 (stairs) which probably needs its own physics phase work.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 13:17:08 +02:00
Erik
d9c8b5762b docs(issues): close #61 in ISSUES.md (closed by 9f069e1)
Mark #61 DONE inline with the resolution writeup, including the
widened scope note that the same link→cycle boundary bug also caused
the local-player run-stop twitch the user observed during the M2
anim-pass session.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 15:16:50 +02:00
Erik
6c4f6be1b4 docs(issues): close #77 in ISSUES.md (closed by 3be7000)
Moves #77 from Active to Recently closed with the resolution writeup
(both halves — walk-vs-run misclassification + velocity-leak in
turn-in-place — plus the decomp anchors and verification record).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 09:34:54 +02:00
Erik
f8829b39be docs(issues): file #77 (close-range auto-walk + pickup overshoot) + close #76
#77 captures two close-range visual bugs observed during Step 2 verification
that are pre-existing — not caused by 0b25df5. Both live in
PlayerMovementController.DriveServerAutoWalk / threshold logic from
Phase B.6 work (#75). Trace evidence captured from launch.log of the
verification run.

#76 closed with the diag-trace evidence: identity invariants matched
across session / _liveSession / _liveSessionController.Session
(hashcode=1034657 throughout), so the original suspected bug-class was
wrong. The first Step 2 attempt's apparent regression was almost
certainly a stale ACE session.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-17 16:16:55 +02:00
Erik
4f3b8a6824 docs(issues): file #76 — Step 2 LiveSessionController attempt regressed
A first attempt at extracting LiveSessionController out of GameWindow.cs
(Step 2 of docs/architecture/code-structure.md §4) was implemented and
reverted in the same session after visual verification at Holtburg
exposed three regressions: chat input field accepted text but nothing
was sent; door/NPC double-click fired the Use packet outbound but had
no visible client-side effect; R + click-target auto-walk no longer
fired the deferred Use on arrival (re-opens issue #63 / #75 territory).

Filing as a tracked open issue so the next refactor attempt has a
clear root-cause-investigation starting point with four hypotheses to
test. Step 1 (eda936d) and the Rule 5 follow-up (32423c2) remain
clean and verified.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-17 10:37:34 +02:00
Erik
d640ed74e1 feat(retail): Phase B.6 — server-driven auto-walk done right
Closes #63, #69, #74, #75. Replaces the chain of Commit-B workarounds
that compensated for ACE's MoveToChain getting cancelled by a leaked
user-MoveToState packet during inbound auto-walk. The fix is
architectural — auto-walk drives the body directly from the
server-supplied path data, no player-input synthesis, no spurious
wire-packet transitions, no grace-period band-aid.

Architectural change (closes #75):
  PlayerMovementController.ApplyAutoWalkOverlay → DriveServerAutoWalk.
  - Steps Yaw toward target at retail-faithful turn rates.
  - Computes desired forward velocity from path runRate.
  - Calls _motion.DoMotion(WalkForward, speed) directly for the
    motion-interpreter state (drives animation cycle).
  - Sets _body.set_local_velocity directly when grounded.
  - Returns true to gate the user-input motion + velocity section
    in Update so user-input flow doesn't overwrite auto-walk
    velocity or motion state.
  Mirrors retail's MovementManager::PerformMovement case 6 (decomp
  0x00524440) which never touches the user-input pipeline during
  server-controlled auto-walk.

Wire-layer guard at GameWindow.cs:6419 retained as a SEMANTIC
statement (`if (result.MotionStateChanged && !IsServerAutoWalking)`):
user-MoveToState packets are for user-driven motion intent. During
server-controlled auto-walk, the motion-state transitions caused by
the animation override (RunForward / WalkForward / TurnLeft /
TurnRight cycles) must not leak as user-cancellation packets. This
is NOT the deleted 500ms grace-period band-aid; it's the wire-layer
expressing the user-vs-server motion split.

Animation plumbed for auto-walk phases (closes #69):
  - Moving forward → WalkForward (speed=1.0) / RunForward (speed=runRate)
  - Turn-first phase → TurnLeft / TurnRight (sign of yawStep)
  - Aligned-but-pre-step / arrival → no override (idle)
Driven via _autoWalkMovingForwardThisFrame + _autoWalkTurnDirectionThisFrame
fields set in DriveServerAutoWalk and read in the MovementResult
construction at the bottom of Update. UpdatePlayerAnimation picks up
the localAnimCmd as the highest-priority animation source.

Walk/run threshold = 1.0m, retail-observed. ACE's wire-default of
15.0f is too generous; ACE's own physics layer uses 1.0f at
MovementParameters.cs:50 (with the 15.0f line commented out) and
Creature.cs:312 notes "default 15 distance seems too far". The
formula matches retail's MovementParameters::get_command at decomp
0x0052aa00: running = (initialDist - distance_to_object) >=
threshold, evaluated ONCE at chain start and held for the rest of
the auto-walk (matches retail "runs all the way / walks all the way"
behaviour). Wire-supplied threshold is ignored.

Pickup gate (IsPickupableTarget) now uses BF_STUCK
(acclient.h:6435, bit 0x4) to discriminate immovable scenery from
real pickup items that share a Misc ItemType. Sign (pwd=0x14 with
BF_STUCK) → blocked; spell component (pwd=0x10, no BF_STUCK) →
allowed. ACE's PutItemInContainer (Player_Inventory.cs:831-836)
responds with WeenieError.Stuck (0x29) on stuck items so the gate
prevents wasted wire packets + a UX dead-end.

R-key dispatch by target type. UseCurrentSelection's top-level
IsUseableTarget gate was wrong (blocked USEABLE_NO=1 items that
ARE pickupable). Reordered:
  1. Creature → SendUse
  2. Pickupable → SendPickUp
  3. Useable → SendUse
  4. Otherwise → "cannot be used" toast
Each handler keeps its own gate. Matches retail's per-action
server-side validation.

AP cadence revert (closes #74). With the MoveToChain race fixed,
the per-frame "send while moving" cadence is no longer load-bearing.
Reverted to retail's two-branch ShouldSendPositionEvent gate
(acclient_2013_pseudo_c.txt:700233-700285):
  Interval NOT elapsed (< 1 sec): send if cell or contact-plane changed.
  Interval elapsed (>= 1 sec):    send if cell or position frame changed.
Adds _lastSentContactPlane field + ApproxPlaneEqual helper +
PlayerMovementController.ContactPlane public accessor. Extended
NotePositionSent(Vector3, uint, Plane, float) — both outbound sites
(MoveToState + AP) pass _playerController.ContactPlane.
Effective rates: 0 Hz idle, ~1 Hz smooth motion, per-event on
cell/plane changes, 0 Hz airborne.

CLAUDE.md updated with no-workarounds rule (commit `da126f9` on
the worktree branch). Saved as feedback memory at
memory/feedback_no_workarounds.md.

Tests: build green; Core.Net 294/294; Core 1073/1081 (baseline,
8 pre-existing Physics failures unchanged). Visual-verified
end-to-end on 2026-05-16 for far/near Use + PickUp on NPCs,
doors, items, spell components, signs (correctly blocked), corpses,
turn-first animation, run/walk thresholds, idle quiet, smooth-
motion 1Hz.

Spec: docs/superpowers/specs/2026-05-16-phase-b6-suppress-movetostate-during-inbound-autowalk-design.md
Plan: docs/superpowers/plans/2026-05-16-phase-b6-suppress-movetostate-during-inbound-autowalk.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 16:14:44 +02:00
Erik
b5da17db76 feat(retail): Commit B — retail-faithful AP cadence + screen-rect picker
Retires divergences flagged in the 2026-05-16 faithfulness audit:

1. AP cadence. Replaces the 1 Hz idle / 10 Hz active flat heartbeat
   with a diff-driven model gated on `Contact && OnWalkable`
   (acclient_2013_pseudo_c.txt:700327 SendPositionEvent). Sends on
   position or cell change while grounded on walkable, plus a 1 sec
   heartbeat; suppressed entirely airborne. PlayerMovementController
   exposes `NotePositionSent(pos, cellId, now)` which GameWindow stamps
   after each AutonomousPosition / MoveToState send — mirrors retail's
   shared `last_sent_position_time` between SendPositionEvent
   (0x006b4770) and SendMovementEvent (0x006b4680). Known divergence
   from retail: ours is per-frame-while-moving, retail's effective rate
   is ~1 Hz during smooth motion (cell/plane checks). Filed as #74,
   blocked by #63 — when #63 lands we revert to retail's narrower gate.

2. Workaround retirement. Removes TinyMargin (0.05 m inside arrival)
   and the AP-flush before re-send (`SendAutonomousPositionNow`). The
   diff-driven cadence makes both obsolete. Close-range turn-first
   deferred Use is kept (it IS retail — ACE Player_Move.cs:66-87
   mirrors retail's CreateMoveToChain pre-callback rotation), renamed
   `OnAutoWalkArrivedSendDeferredAction` to clarify it's a FIRST send.
   `isRetryAfterArrival` parameter dropped.

3. Far-range Use/PickUp retry. Restored — was load-bearing, not the
   "redundant cleanup" the Group 2 audit thought. Issue #63 means ACE
   drops the first Use as too-far without re-polling on subsequent APs;
   the arrival re-send is what makes far-range Use complete. Logs
   include `(queued for arrival re-send pending #63)` to make this
   explicit. Removes when #63 closes.

4. Screen-rect picker. New `AcDream.Core.Selection.ScreenProjection`
   helper shared by `WorldPicker` and `TargetIndicatorPanel`. The
   `Setup.SelectionSphere` projects to a screen-space square (retail
   anchor `SmartBox::GetObjectBoundingBox` 0x00452e20); picker
   hit-tests the mouse pixel against the same rect the indicator draws,
   inflated by 8 px (`TriangleSize`). Guarantees what-you-see is
   what-you-click — including rect corners that were dead zones under
   the old ray-sphere picker. Per-type radius (1.0/1.6/2.0 m) and
   vertical-offset (0.2/0.9/1.0/1.5 m) heuristic lambdas retired;
   `IsTallSceneryGuid` deleted; `EntityHeightFor` trimmed to 1.5 m × scale
   defensive default. No defensive sphere synth — entities without a
   baked `SelectionSphere` are skipped, matching retail's
   `GfxObjUnderSelectionRay` (0x0054c740).

5. Rotation rate run multiplier (Commit A precursor). `TurnRateFor(running)`
   helper applies retail's `run_turn_factor = 1.5f` (PDB-named
   0x007c8914) under HoldKey.Run, matching `apply_run_to_command` at
   0x00527be0 (line 305098). Effective: walking ≈ 90°/s, running ≈ 135°/s.
   Keyboard A/D + ApplyAutoWalkOverlay both use it.

6. Useability gate (Commit A precursor). `IsUseableTarget` corrected to
   `useability != 0` per `ItemUses::IsUseable` at 256455 — ANY non-zero
   passes (USEABLE_NO=1, USEABLE_CONTAINED=8, etc.), not just the
   USEABLE_REMOTE bit. Cross-checked against 4 call sites in retail
   (ItemHolder::UseObject 0x00588a80, DetermineUseResult 0x402697,
   UsingItem 0x367638, disable-button-state 0x198826). Added
   `ProbeUseabilityFallbackEnabled` diagnostic
   (`ACDREAM_PROBE_USEABILITY_FALLBACK=1`) to measure how often the
   creature/BF_DOOR fallback fires for ACE-seed-DB entities with
   null useability.

CLAUDE.md updated with the graceful-shutdown rule for relaunch:
Stop-Process bypasses the logout packet, leaving ACE's session marked
logged-in for ~3+ min. CloseMainWindow() sends WM_CLOSE so the
shutdown hook runs and the logout packet reaches ACE.

Tests: +3 ScreenProjectionTests + 6 WorldPickerRectOverloadTests = +9.
Core.Net 294/294 pass; Core 1073/1081 (8 pre-existing Physics failures
unchanged). Visual-verified 2026-05-16: rotation rate, useability,
screen-rect click area, double-click + R-key + F-key Use/PickUp at
short and long range — dialogue/door/pickup fire on arrival.

Filed follow-ups #70 (triangle apex/size DAT sprite), #71 (picker
Stage B polygon refine), #72 (cdb omega.z probe), #73 (retail-message
sweep pattern), #74 (per-frame AP chattier than retail — blocked by
#63). Old ray-sphere `WorldPicker.Pick(origin, direction, ...)`
overload kept for back-compat; no callers in acdream proper.

Plan: docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 13:56:08 +02:00
Erik
cffb10ff18 fix(B.6): tighter 5° alignment + defer Use until rotation completes; file #69 turn anim
User report: 'You should be face to face with the NPC before sending
use. So first is rotation, when you are facing, then using.' and
'it does not face it completely.'

Two changes:

1. Split alignment thresholds in ApplyAutoWalkOverlay:
     walkAligned  (30°) — gate for synthesised Forward+Run motion
                          during far-range approach; body walks
                          while finishing residual turn within 30°.
     aligned      (5°)  — gate for arrival-fire. Final facing
                          before the auto-walk ends and the action
                          re-sends. Matches retail's tight pre-Use
                          rotation tolerance.
   Within-arrival check still requires alignment; without alignment
   the body holds in turn-only mode regardless of distance.

2. Defer wire Use/PickUp packet for CLOSE-range targets. SendUse
   and SendPickUp now check IsCloseRangeTarget(guid): if the player
   is already within the target's use-radius, we install the
   speculative overlay, set _pendingPostArrivalAction, and RETURN
   without sending the wire packet. AutoWalkArrived fires after the
   local rotation completes (alignment within 5°); the existing
   re-send handler then fires SendUse with isRetryAfterArrival=true,
   sending the wire packet at that moment. Effect: rotate first,
   THEN Use — the NPC/door/item only sees the action after the
   character has turned to face it.

   Far-range path unchanged: send immediately, ACE auto-walks,
   arrival re-sends.

Filed #69: turn animation (leg/arm cycle while pivoting). The body
now rotates but doesn't play the TurnLeft/TurnRight cycle the user
wants to see. Separate scope — needs motion-interpreter integration.
2026-05-15 15:15:30 +02:00
Erik
32352af583 fix(B.6): turn-first auto-walk + tiny margin; close #67 doors; file #68 remote arrival
10 Hz heartbeat (301281d) made ACE see us in-radius before its
MoveToChain timeout; user confirmed doors work now. Closing #67 — root
cause was 1 Hz position outbound on our side, not anything door-
specific. Same fix unblocked door + NPC.

Two visible refinements:

1. Turn-first gate. User report: 'when I use from far range, I should
   face that object and then start moving. Now it starts running
   before facing is complete.'
   ApplyAutoWalkOverlay now suppresses Forward motion when the
   heading delta to the target is > 30°. Body turns IN PLACE first,
   then walks forward once roughly aligned. Within the 30° band the
   body walks while finishing the residual turn. Matches the user-
   observed retail rhythm.

2. Arrival margin shrunk 0.2 m → 0.05 m. User report: 'NPC dialogue
   fires, but still a bit too close. In retail it fires from a longer
   range.' With the 10 Hz heartbeat the server-side Player.Location
   tracks us within ~100 ms, so the bigger safety margin is no longer
   needed — only a tiny epsilon to absorb the sub-tick race between
   local arrival fire and the next outbound packet.

Filed #68: remote players' running animation doesn't transition to
Ready on auto-walk arrival when observed from acdream. Separate
visual bug — server-side action completes correctly; just the cycle
on the dead-reckoned remote body doesn't flip back to idle.
2026-05-15 11:49:55 +02:00
Erik
64c9793248 fix(B.6+B.7): shrink arrival safety margin; file #66 rotation, #67 door
Margin trim:
  Previous: min(0.5, threshold * 0.4) — for 3 m NPC arrived at 2.5 m
  New:      min(0.2, threshold * 0.2) — for 3 m NPC arrives at 2.8 m
  User feedback: 'compared to retail, it fires too close. In retail
  it fires from a longer range.' Smaller margin matches that — still
  safely inside ACE's strict WithinUseRadius but closer to the boundary.
  Tight pickup radii (0.6 m item) now arrive at 0.48 m (was 0.36 m).

Filed issues:
  #67  Door Use action doesn't complete after auto-walk arrival.
       NPC dialogue fires correctly post-flush-AP+re-send, but
       doors still go silent — need to investigate door-specific
       state requirements in ACE's Door.ActOnUse or our wire
       payload differences.
  #66  Rotation: local player flips back after auto-walk arrival
       (observed from retail observer); NPCs don't turn to face
       the player when used. Both rooted in missing MovementType=8
       TurnToObject handling. Supersedes #65 (which was local-only)
       with a unified rotation-handling phase scope.
2026-05-15 11:28:06 +02:00
Erik
5f83766de5 docs: file #65 — local player doesn't turn to face on close-range Use 2026-05-15 07:36:14 +02:00
Erik
631571a6ef docs: close #59 — picker radius tightened in 5e29773 2026-05-15 07:05:04 +02:00
Erik
5053e40e6f docs: close #62 — PARTSDIAG null-guard landed in ec9fd52 2026-05-14 17:13:11 +02:00
Erik
d132fcccfb docs(B.5): ship handoff + roadmap/CLAUDE update + file #63 #64
Phase B.5 (ground-item pickup, close-range path) shipped and
visual-verified 2026-05-14 at Holtburg. M1 demo target 4/4 ("pick up
an item") met.

New ship-handoff doc captures the 5-commit history including the
post-visual-test PickupEvent (0xF74A) wire-handler fix that closes
the local-despawn gap.

Roadmap and CLAUDE.md updated to reflect the ship + the new follow-up
issues:

  - #63 (MEDIUM) — server-initiated MoveToObject auto-walk not
    honored; blocks double-click pickup + out-of-range F. Filed as
    candidate Phase B.6. holtburger has the reference implementation.
  - #64 (LOW) — local-player pickup animation does not render
    (retail observers see it correctly). Likely a self-echo filter
    dropping UpdateMotion(Pickup) on the local player.

Carry-overs from B.4c (#61 link-cycle flash, #62 PARTSDIAG null-guard)
unchanged.
2026-05-14 16:23:20 +02:00
Erik
ebdbf821dc docs(B.4c): ship handoff + close #58 + file #61 #62 + roadmap/CLAUDE update
Phase B.4c shipped end-to-end 2026-05-13. Holtburg inn doorway
double-click verified: door visually swings open, player walks
through, door visually swings closed.

4 implementation commits:
- B.4c Task 1: door spawn-time AnimationSequencer with state-seeded cycle
- B.4c Task 2: [door-cycle] diagnostic in OnLiveMotionUpdated
- B.4c Task 2 review: IsDoorName shared predicate + durable comment + UM locals
- B.4c stance fix: NonCombat = 0x3D (not 0x01); read spawn.MotionState

Closes #58. Files:
- #61 (AnimationSequencer link->cycle frame-0 flash; visible as brief
  flap at end of door swing; low-severity polish)
- #62 (PARTSDIAG null-guard for sequencer-driven entities; latent
  not currently reachable for doors)

Memory file project_interaction_pipeline.md updated outside the repo.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 07:50:36 +02:00
Erik
48ce52c6ed docs(B.4b): final-review polish — file #59 #60 follow-ups + handoff correction
Final whole-branch code review (Opus) surfaced two Important post-merge
follow-ups + a one-word inaccuracy in the handoff doc:

- #59: tighten WorldPicker per-entity Setup.Radius (M1-deferred; the
  ServerGuid==0 invariant is load-bearing and worth documenting before
  L.2d's CBuildingObj port lands).
- #60: port retail's obstruction_ethereal downstream path so combat-HUD
  contact reporting works for ethereal creatures (M2-combat).
- handoff: corrected "Added a _entitiesByServerGuid reverse-lookup" to
  "Used the pre-existing _entitiesByServerGuid" — the dict has existed
  since Phase 6.6/6.7; slice 1c used it, didn't add it.

Review verdict: branch ready to merge to main.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 19:43:38 +02:00