EntityPassesVisibleCellGate no longer returns true unconditionally for outdoor
scenery under a cell filter (was the headline #78 bleed). Outdoor scenery now
draws only via the unfiltered bucket (visibleCellIds: null) + ResolveEntitySlot's
OutsideView routing. The outdoor-root global Draw passes visibleCellIds: null
(no portal-cell scoping outdoors; retires VisibleCellIds as a render gate — peering
into buildings is R5). Updated the EntityClipTests case that pinned the old bypass
(Included -> Excluded). 174/174 App tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
GameWindow.OnRender: when clipRoot != null, run only InteriorRenderer.DrawInside
(per-cell shells + per-cell objects + live-dynamics); the global entity pass +
global shell pass are no longer issued indoors. Outdoor scenery drawn clipped to
the doorway (after terrain, before the Z-clear). Outdoor root path unchanged.
pvFrame hoisted so the splice reads OrderedVisibleCells; per-frame 3-bucket
partition built on the indoor root. Retail RenderNormalMode @ 0x453aa0.
InteriorRenderer amended with a DrawableCells membership filter (an IsNothingVisible
cell can be in OrderedVisibleCells but absent from CellIdToSlot — iterate for ORDER,
filter for membership; matches the old envCellShellFilter set exactly).
Build green, 174/174 App tests pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Opus adversarial review caught a real gap: the sky/weather MESH bled full-screen indoors in TerrainClipMode.Scissor (a multi-exit interior, or an OutsideView with >8 edges). The assembler only sets the binding=2 clip-plane UBO in Planes mode; in Scissor mode it leaves count==0, so sky.vert's gl_ClipDistance writes all +1 (no clip) and the mesh draws — which had NO scissor wrapper, only the no-op planes — covered the whole screen. The terrain and particle passes were already scissored; the sky/weather mesh was the one unguarded path.
Fix: scissor the WHOLE sky pre-scene + weather post-scene blocks (mesh + particles) to the OutsideView AABB when indoors. In Planes mode the scissor is a harmless over-include (the per-vertex clip planes are tighter and do the exact doorway clip); in Scissor mode it is the sole confinement, mirroring the terrain Scissor path; outdoors it is skipped (full-screen, bit-identical). Also hoisted the scissor-disable out of the particle null-check (cleaner, leak-free on the no-particle path) and corrected a stale 'weather does not write gl_ClipDistance' comment at the world-bracket close.
The single-convex-doorway case (Holtburg cottage) was already correct (Planes mode); this seals the multi-opening case. Build 0/0; App tests 171/171.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The sky + weather (rain cylinder) are retail's LScape — 'the outside seen through the exit portal.' Retail PView::DrawCells (pseudo_c:432709) draws LScape clipped to the OutsideView when outside_view.view_count>0, then does a conditional Z-buffer-ONLY clear (432731) before the indoor cells. acdream now does the same:
- sky.vert writes gl_ClipDistance against the SAME binding=2 TerrainClip UBO the terrain reads. The OutsideView planes are screen-space (NDC) half-spaces encoded as clip-space planes (nx,ny,0,dw); the test dot(plane,gl_Position)>=0 reduces after perspective divide to nx*ndcX+ny*ndcY+dw>=0 — projection-INDEPENDENT — so the same plane set clips the sky EXACTLY despite its separate dome projection. count==0 (outdoor) → all distances +1 → full-screen, bit-identical. Lighting/fog math untouched.
- GameWindow: relocated the sky pre-scene + weather post-scene draws to their retail LScape positions, each in a local 8-plane clip bracket so sky.vert confines them to the doorway indoors / full-screen outdoors. Added the conditional doorway depth-ONLY Z-clear (no color → no blue hole), scissored to the OutsideView AABB. drawSkyThisFrame = seen_outside policy AND (outdoor OR exit-portal-in-view) — a sealed interior with no exit portal in view draws no sky (kills the full-screen-sky interim regression). Sky pre/post particle passes (particle.vert has no gl_ClipDistance) scissored to the doorway bbox.
- ClipFrameAssembly gains HasOutsideView + OutsideViewNdcAabb (the doorway NDC AABB, computed for BOTH Planes and Scissor terrain modes — unlike TerrainScissorNdcAabb which is Scissor-only).
- The pre-login goto SkipWorldGeometry moved BELOW the sky draw so the live sky still renders during the EnterWorld handshake (clipAssembly is null/no-clip pre-login → full-screen).
Build green; App tests 160/160. Stage 4 tests + verify-annotations follow.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wire the BFS visibility root to DataCache.CellGraph.CurrCell (the physics
membership answer written in W2 Task 1) rather than resolving independently
from a position via FindCameraCell. Closes the render/physics disagreement
that causes the "world from below" spawn-in flicker.
Changes:
- CellVisibility.GetVisibleCells: extracted BFS body into new private
GetVisibleCellsFromRoot(LoadedCell root, Vector3 cameraPos); existing
GetVisibleCells delegates to it after FindCameraCell (behavior unchanged).
- CellVisibility.ComputeVisibilityFromRoot(LoadedCell? root, Vector3 fallbackPos):
new public entry point; when root is null falls through to ComputeVisibility
(exact today's behavior), otherwise sets _lastCameraCell = root and delegates
to GetVisibleCellsFromRoot — cannot regress below baseline.
- GameWindow (line 7156): replaced ComputeVisibility(visRootPos) with
ComputeVisibilityFromRoot(physicsRoot, visRootPos) where physicsRoot is
resolved from _physicsEngine.DataCache.CellGraph.CurrCell via TryGetCell.
physicsRoot is null whenever CurrCell is null or its id is not yet in the
render registry, so the fallback fires until the cell loads.
- 6 new tests in CellVisibilityFromRootTests: null-root fallback equivalence
(3 cases), registered root → CameraCell == root (3 cases). All 160 App.Tests
pass, 0 regressions.
Visual verification PENDING — behavior change; do not claim it works visually.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The visibility root + portal-side test now use the PLAYER position (visRootPos) in
player mode instead of the camera EYE; the eye still drives the per-frame projection
(envCellViewProj). Live ACDREAM_PROBE_FLAP evidence: the flap was the 3rd-person eye
drifting out of the player's cell -> FindCameraCell returning the STALE cell for its
grace frames -> the doorway portal culled as behind-the-eye -> exit cell + terrain +
shells dropped (res=Grace eyeInRoot=n terrain=Skip on every flap frame). Retail's
CellManager::ChangePosition (0x004559B0) tracks curr_cell by the player; acdream
already roots lighting at the player (GameWindow:7152) for the same chase-cam reason
— visibility was the lone holdout on the eye. Removed the earlier synthetic builder
flap test, which modeled a disproven (side-test) hypothesis; the fix is integration-
level, validated by the visual gate + [flap] probe. App tests 151/151.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Per-frame (not cell-change-throttled, so it catches the flicker at a stable root):
[flap] line from the builder — root cell's per-portal side-test D + traverse/cull +
NDC projection, plus OutsideView poly count + visible-cell count; localEye exposes
when the eye has crossed an interior portal plane. Paired [flap-cam] line from the
draw site — FindCameraCell resolution branch (CameraCellResolution enum, new),
eyeInRoot AABB flag (stale-root signal), eye + player worldpos, and the frame's
TerrainMode/OutdoorVisible outcome. Disambiguates side-cull vs empty-projection vs
stale-root. Inert when off (gated). Throwaway apparatus to converge the flap fix.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
VisibleCells (full ids) + SeenOutside, populated at the EnvCell-build site from
envCell.VisibleCells + envCell.Flags. Mirrors retail CEnvCell.stab_list /
seen_outside (acclient.h ~30925). Data already in-process; render path no longer
drops it. Consumed by the builder in U.4c-3.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wire the portal-visibility result through the clip pipeline: build a per-frame
ClipFrame (slot 0 no-clip, slot 1 OutsideView, slot 2..N per visible cell) +
cellIdToSlot from PortalVisibilityBuilder; call the (previously dormant)
EnvCellRenderer.Render for cell shells inside the clip bracket; assign per-instance
clip slots in WbDrawDispatcher (live-dynamic unclipped per retail, cell statics to
their cell slot, outdoor scenery to OutsideView, non-visible culled); gate/scissor/
skip terrain per OutsideView (empty ⇒ no terrain — the bleed fix). Emit ACDREAM_PROBE_VIS.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Code review caught a portability hazard: GL_CLIP_DISTANCE0..7 was enabled globally
at init, but sky/particle/ui/debug vertex shaders don't write gl_ClipDistance —
undefined behavior that could clip them away on some drivers (benign on the dev
driver, which is why the offline check passed). Bracket the enable/disable around
only the terrain+entity (mesh_modern/terrain_modern) draws; sky/particles/UI/debug
render with clipping off. U.4's EnvCellRenderer.Render belongs inside the bracket.
Also: ClipFrame is long-lived (??= NoClip()), so Dispose now deletes its GL buffers;
fix the stale per-frame-transient comments.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds the GPU mechanism to clip drawing to a per-cell screen-space convex
region via gl_ClipDistance, consumed by the mesh + terrain vertex shaders.
This is the MECHANISM only — every instance defaults to slot 0 (no-clip /
pass-all) and terrain to count 0, so the running game renders IDENTICALLY to
pre-U.3 (verified: offline launch compiles both shaders and reaches steady
state; no GL errors). U.4 populates real clip data from portal visibility.
Binding contract (define once, both sides obey):
- mesh_modern.vert: SSBO binding=2 CellClip[] (shared per-frame regions, slot 0
reserved no-clip) + SSBO binding=3 uint[] per-instance slot, indexed by the
IDENTICAL gl_BaseInstanceARB+gl_InstanceID used for binding=0. binding=0/1
untouched.
- terrain_modern.vert: UBO binding=2 TerrainClip { int count; vec4 planes[8]; }
for the single OutsideView region (UBO namespace; SceneLighting is UBO
binding=1, so binding=2 is free and does not collide with the mesh SSBO
binding=2). count 0 = ungated.
- Both redeclare out gl_PerVertex { vec4 gl_Position; float gl_ClipDistance[8]; }
and set unused planes (i >= count) to +1.0 so they pass everything.
CellClip std430 layout (144 bytes/slot): count@0, 3 pad uints@4/8/12,
planes[8]@16 (vec4 stride 16). Terrain UBO std140: count@0 (padded to 16),
planes[8]@16 → 144 bytes. Verified by ClipFrameLayoutTests (8 new tests).
Pieces:
- ClipFrame: per-frame container + uploader for the SHARED clip data (binding=2
SSBO + terrain UBO). NoClip() = slot 0 + terrain count 0. AppendSlot /
SetTerrainClip pack std430/std140 bytes for U.4. UploadShared binds both.
- WbDrawDispatcher + EnvCellRenderer: each owns its binding=3 zero buffer
(all-zeros sized to its instance count → slot 0), re-binds binding=2 from the
shared ClipFrame id (or an internal no-clip fallback if unwired) before MDI.
gl_ClipDistance is per-vertex, so the single glMultiDrawElementsIndirect per
group is preserved — no draw splitting.
- TerrainModernRenderer: binds the terrain clip UBO (shared or no-clip fallback)
before its draw.
- GameWindow: glEnable(GL_CLIP_DISTANCE0..7) once at init (unused planes pass-all
so always-on avoids per-draw thrash); per frame builds ClipFrame.NoClip(),
UploadShared, and hands the buffer ids to the three renderers (tiny diff; U.4
swaps NoClip() for the real portal-visibility frame).
Gate: dotnet build green; App suite 134/134; offline launch confirms both
shaders compile + link with no GL errors.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
Remove IndoorCellStencilPipeline + portal_stencil shaders, RenderInsideOutAcdream,
RenderOutsideInAcdream, the A8-perf instrumentation, the cameraInsideBuilding /
ACDREAM_A8_INDOOR_BRANCH branch, and the dead EntitySet partition values. Collapse
the render branch to the default Draw(All) path (U.4a replaces it with the gated
unified pass). Keep all audited EnvCellRenderer / BuildingLoader / CellVisibility /
camera-collision fixes.
Also deleted with the partition: the two test-only walk helpers
(WbDrawDispatcher.WalkEntitiesForTest / WalkEntitiesForTestByCellIds) and their
test files (WbDrawDispatcherEntitySetTests, WbDrawDispatcherCellIdsOverloadTests),
which existed solely to exercise the removed IndoorPass/OutdoorScenery/
BuildingShells/LiveDynamic partition. EntityMatchesSet / IsShellScopedSet collapse
to the All-path constants; the set: parameter is retained as a seam for the
unified pass.
Note: the depth-clear-if-inside default-path workaround was removed per the
U.1 task list — any current indoor-wall degradation persists until a later
Phase U task lands the unified pass (expected, not a regression introduced here).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds a checkable "Collide Camera (spring arm)" item to the Camera submenu.
Clicking it flips CameraDiagnostics.CollideCamera, matching the live A/B
toggle pattern used for UseRetailChaseCamera. The checkmark reflects the
current flag value so state is always visible in the menu.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Both RetailChaseCamera construction sites now supply CollisionProbe with a
fresh PhysicsCameraCollisionProbe(_physicsEngine). The per-frame Update
call gains cellId: _playerController.CellId and selfEntityId:
_playerController.LocalEntityId so the probe has the correct spatial
context for sphere-sweep queries.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
First-fix from the visual-gate-failure handoff: an empty OutsideView means
"no outdoors visible from here," not "all outdoors." When inside a building
with an empty clipped mask, Step 4 now draws NO terrain/scenery instead of
disabling the stencil and flooding ungated terrain over the cell interior
(the Step-3 walls already occupy the framebuffer). Visual-confirmed: Holtburg
cottage cellar walls are solid now, no terrain bleed-through.
Also adds portal diagnostics that root-caused so-called "Bug B":
- PortalVisibilityBuilder: per-camera-cell CAMPORTAL census (polyLen +
side-test result) emitted BEFORE the BFS guards, so an empty OUTSIDEVIEW
can be traced to the exact gate.
- A8CellAudit `portals`: replicate BuildLoadedCell's polygon-vertex
resolution so PortalPolygons[i] validity is checkable offline.
Finding: the builder is largely CORRECT — it produces narrowed clipped
OutsideView regions for most cells (0172/0173/0162/015E/0165/016F). The
empty cases are mostly legitimate (windowless cellar can't see out; the
3rd-person camera eye on the outdoor side of a front-door plane culls that
exit). The handoff's Finding 2 ("under-produces, never narrows") is
substantially not real. Remaining wall-missing regressions in OTHER
buildings live in the cross-building Step-5 enforcement, escalated separately.
All gated behind ACDREAM_A8_INDOOR_BRANCH=1; default play unaffected.
App tests 108/108.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Env-gated diagnostics (off by default; do not affect the default game):
- ACDREAM_A8_DUMP_PV=1: PortalVisibilityBuilder dumps local→NDC→clipped portal
geometry + OutsideView poly count for the first 2 Build calls per camera cell.
- ACDREAM_PROBE_ENVCELL=1: [opaque] line dumps the opaque cell-render stats
(cells/tris) BEFORE the per-cell transparent loop overwrites _envCellRenderer.Stats.
Used to diagnose the A8.F visual-gate failure (see handoff doc). Gated behind
ACDREAM_A8_INDOOR_BRANCH=1 like the rest of the indoor branch.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Task 0 baseline cleanup. Removes the temporary A8 step-disable diag
toggles (A8Diag* properties + ACDREAM_A8_DIAG_* env reads) that the A8
batch left behind in RuntimeOptions, and unwraps their guards in
GameWindow.RenderInsideOutAcdream so every guarded draw (Step 2 punch,
Step 3 EnvCell-opaque + IndoorPass, Step 4 terrain + outdoor scenery,
portal depth-clamp) now runs unconditionally. RuntimeOptionsTests drops
the matching assertions. The ACDREAM_PROBE_VIS apparatus
(EmitDrawOrderProbe / EmitStencilProbe / EmitBuildingsProbe /
EmitEnvCellProbe) is preserved untouched.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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>
Two changes from visual-gate-#2 evidence.
LiveDynamic fix (real bug closure):
The user reported "can't see char ... door is missing" in visual gate #2.
Doors and the player char are LiveDynamic entities (ServerGuid != 0). The
outdoor branch's Draw(set: All) includes them; the indoor branch's
RenderInsideOutAcdream only renders IndoorPass + OutdoorScenery partitions,
implicitly excluding LiveDynamic. The method's own header comment promised
"LiveDynamic is drawn last in BOTH branches" but no call existed in the
indoor path — a documented behavior with no implementation. Wire the
LiveDynamic Draw after RenderInsideOutAcdream returns with stencil + state
restored to defaults at its cleanup block.
Cull A/B diagnostic (bisect floor-missing root cause):
ACDREAM_A8_DISABLE_CULL=1 forces every cell-mesh batch's effective CullMode
to None. The visual-gate-#2 audit confirmed cell meshes upload correctly
(every cell has multi-batch render data with non-zero indices, no null
data, no zero handles). Every batch uniformly reports CullMode.Landblock
which maps to glCullFace(Back) — identical to WB's mapping. So data is
fine and CullMode lookup is fine; only the BIND-TIME interaction (polygon
winding orientation in our coord system + cull-back) could still hide
specific polys. If floor appears with this gate set, cull/winding is the
remaining bug (need to either invert winding upstream or remap CullMode);
if not, the issue is elsewhere (lighting / depth / alpha) and we look
there. Tight bisect — one launch's evidence.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two changes for visual-gate-#1 follow-up. After the pool aliasing fix
(prior commit), walls + objects render cleanly but three residual symptoms
remain: missing floor, purple wall tint, no sky through windows. This
commit addresses one and adds the probe for the second.
Sky fix:
The blanket `!cameraInsideCell` skip of the sky pass was inherited from
when the indoor-cell concept was sealed dungeons. With Phase A8's
RenderInsideOutAcdream pipeline, cottages render through their portals
to outside — and the user expects sky visible through windows + doorways.
WB's VisibilityManager.RenderInsideOut assumes sky has already been
rendered as the far-depth backdrop before stencil setup. New gate:
`!cameraInsideCell || cameraInsideBuilding`. Sky renders inside cottages
(building → portals), skipped inside true dungeons (no portals). The
Step 4 stencil-gated outdoor pass composites terrain + scenery through
portal silhouettes on top of the sky.
Per-cell audit probe (ACDREAM_A8_AUDIT=1):
One-shot dump per (cellId, gfxObjId) pair in the active snapshot:
- renderData null/non-null status
- batches count + total IndexCount
- per-batch CullMode + IsTransparent + IsAdditive + bindless-handle-zero
The first visual gate showed tris=135 for 18 cells — way too low if cell
meshes were complete (expected ~20+ tris/cell). The audit dump will
identify whether (a) some cells aren't uploading, (b) some batches have
zero indices, or (c) batches' CullModes are getting them culled at
typical viewing angles. Without this probe, we'd be back to speculation.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Defense-in-depth apparatus per the 2026-05-27 handoff's option-1 recommendation.
The audit-found pool aliasing bug (prior commit) is the primary fix; this probe
is the safety net for any unidentified residual issue when the visual gate runs.
EmitDrawOrderProbe now logs the full GL state at each step boundary of
RenderInsideOutAcdream — stencil test/func/ref/mask/op, depth func/mask, cull
face/mode, blend src/dst, color writemask, current VAO, current program. An
operator can read the log offline and compare line-by-line against WB's
expected state at VisibilityManager.cs:73-239. Any divergence pinpoints the
bug's GL-state shape; matching state confirms the issue is elsewhere
(instance data, mesh upload, etc.).
EmitEnvCellProbe now logs pool diagnostics — total pool size + snapshot's
PostPreparePoolIndex high-water mark. A spike in poolTotal across stationary-
camera frames, or a divergence between poolHwm and cell-count, signals
pool-management regression. The fix-the-bug-first principle keeps this probe
dormant by default; enable via ACDREAM_PROBE_VIS=1 only when investigating.
Heavy (~10 GL queries per step × 5-10 steps per frame), but gated.
86/86 App tests still pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
After 5 visual-gate failures with speculative fixes that each addressed
plausible-looking symptoms without resolving the chaos (texture flicker,
missing walls, GPU 100%, ~10 FPS), this commit stops the speculation and
ships a kill-switch that reverts default behavior to pre-A8.
The user's verbatim authorization at session start said "no quickfixes
or fixes that might cause issues down the line ... no band-aids." The
post-Wave-5 fix stream WAS band-aids — each fix was pattern-matched
against possible RR7-era causes without confirming the actual root
cause from evidence. Five failures in a row is the signal to stop.
ACDREAM_A8_INDOOR_BRANCH gate:
- Unset or != "1" (DEFAULT): cameraInsideBuilding forced false. Outdoor
Draw(All) path runs for indoor cells too. Pre-A8 depth-clear-if-inside
workaround at line ~7314 is restored. Visual behavior = pre-A8.
- Set to "1": indoor branch (RenderInsideOutAcdream) runs. All A8 code
exercises. Probes ([envcells]/[stencil]/[draworder]/[buildings]) emit.
All Phase A8 scaffolding (Waves 1-5 + post-Wave-5 fix commits) remains
in tree, accessible for the next-session apparatus to test against.
~1,830 LOC of WB-extracted infrastructure preserved.
Handoff doc at docs/research/2026-05-28-a8-wb-port-shipped-but-broken-handoff.md
captures the full chronicle: which fixes were applied, what each
visual-gate launch reported, the root-cause hypotheses tested and
falsified, the remaining unknowns, and the recommended apparatus
approaches (frame-replay harness / per-step GL state probe / WB-renderer
side-by-side / mesh-data audit).
Next session's mission: NO MORE LIVE LAUNCHES until apparatus is built.
This is the same trap the issue #98 saga fell into before the
trajectory-replay harness shipped.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User report after Step 5 disable + ColorMask cleanup + cull-cache fix +
terrain-skip fix: "Still chaos, GPU 100%. House missing lots of walls."
Root cause finally found: Pre-A8 indoor walls came from IsBuildingShell
entities (landblock-baked GfxObj slabs that represent cottage exterior
walls — NOT part of any cell's CellStruct). They were drawn via
Dispatcher.Draw(set: IndoorPass) in the pre-A8 outdoor path.
WB's algorithm assumes its StaticObjectManager.Render in Step 4 handles
these (its partition lumps shells with outdoor statics). Our EntitySet
partition (RR2) puts IsBuildingShell into IndoorPass (alongside cell
stabs), NOT OutdoorScenery — because logically shells ARE indoor walls.
A8's RenderInsideOutAcdream Step 4 calls Draw(set: OutdoorScenery)
which EXCLUDES IsBuildingShell. So cottage exterior wall slabs never
render in A8. EnvCellRenderer provides the floor + interior CellStruct
walls, but the shell slabs (exterior walls visible from inside) are
gone. Symptom: "missing walls" because half the cottage walls are
landblock-baked shells, not cell mesh.
FIX: insert a Draw(set: IndoorPass) call between Step 3 (cells) and
Step 4 (stencil-gated outdoor) when cameraInsideBuilding. Uses
currentEnvCellIds as the cell filter — narrows cell stabs to camera-
building cells; building shells (no ParentCellId) pass through and
all render. Depth-tested (DepthFunc.Less) so cottage-A's near walls
occlude cottage-B's far walls; no stencil so shells render
unconditionally inside the camera building.
Build green.
This was the root cause behind the 4 days of RR7 failures. The
handoff doc even noted "Building shells render (they ARE GfxObj
entities with proper mesh refs after hydration)" — but the new
RenderInsideOutAcdream code DIDN'T call IndoorPass, only
OutdoorScenery. Hence shells never rendered.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User report after Step 5 disable + cull-cache fix: "Cant see anything,
flickering colors, sometimes textures sometimes inside, house missing
lots of walls. 10 FPS. GPU 100%."
Root cause: terrain was being drawn TWICE per indoor frame:
1. Line 7283 _terrain.Draw — UNCONDITIONAL pre-A8 pass; writes full-
screen terrain color + depth at terrain Z.
2. Step 4 inside RenderInsideOutAcdream — stencil-gated terrain at
portal silhouettes only (matching WB VisibilityManager:143).
Pre-A8 papered over the Z conflict with a depth-clear-if-inside
workaround (cleared depth between terrain and cottage) which we
DELETED as part of Wave 4. Without it, when Step 3 writes the cell
geometry with DepthFunc.Less, the cottage walls at Z=92-94 (where
they meet the ground) Z-FIGHT against the terrain already in the
depth buffer from pass 1. Symptom: flickering walls + missing
sections + GPU saturated drawing terrain twice.
Fix: gate the line-7200 terrain draw on `!cameraInsideBuilding`.
When indoor, Step 4 is the SOLE terrain pass — stencil-gated to
portal silhouettes only. No double-draw, no Z-fighting, no need
for the deleted depth-clear workaround.
Outdoor mode unchanged (pass 1 still fires, Step 4 isn't taken).
Build green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
First user-driven visual gate (1,595 indoor frames, 109 other-buildings)
reported textures flickering / can barely move / client crashed
indoors. Root causes:
1. Step 5 (cross-building visibility) iterates EVERY loaded other-
building per frame with NO frustum culling. At Holtburg that's 109
other-buildings × 5 GL draws each = ~545 extra draws/frame on top
of the 4 setup steps. Each Render() within Step 5c also re-uploads
the instance SSBO via glBufferData(orphan) + glBufferSubData and
a glMemoryBarrier. Combined with rapid 109-iteration back-to-back
state churn, the driver hits TDR and crashes.
GATE: Step 5 is now OFF BY DEFAULT. Set ACDREAM_A8_STEP5=1 to opt
in once we add per-building frustum culling on otherBuildings.
Cross-building visibility is a polish feature; M1.5 indoor walking
doesn't require it.
2. WB's RenderInsideOut cleanup at line 234-238 exits with
ColorMask(t,t,t,FALSE) — alpha-bit OFF — matching WB's editor
pipeline expectations. acdream's subsequent rendering (particles,
anything writing alpha) needs alpha-bit ON. The flicker symptom
is consistent with subsequent passes mis-writing alpha.
FIX: cleanup now restores ColorMask(t,t,t,t), DepthMask(true),
DepthFunc.Less, Enable(CullFace) — all to acdream defaults so the
outer render frame sees a clean slate. Step 5's loop also leaves
DepthMask/CullFace in non-default states; defensive restore makes
this safe whether Step 5 ran or not.
Build green. Tests unchanged.
Expectation for next relaunch: indoor frames hit only Steps 1+2+3+4
(camera-building stencil + cell render + stencil-gated outdoor scenery).
Cross-building visibility (Step 5) is intentionally inert. Flicker
should be resolved by the ColorMask alpha restore. Perf should be
closer to pre-A8 outdoor (one extra full-screen pass + a small
stencil mask).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Second visual-gate probe data: [envcells]/[buildings] firing 3711 times
each (indoor branch FIRED), but [stencil]=0 and [draworder]=2x (only
Steps 3+4, no Steps 1+2+5). [buildings] sample:
camCell=0xA9B40143 camBldgs=[] otherBldgs=109 totalKnown=110
The registry HAS 110 buildings loaded but lookup returns empty. Root
cause: storage key mismatch. lb.LandblockId encodes 0xXXYY_FFFF (low 16
bits = 0xFFFF for the landblock's own LandBlockInfo dat id), while the
runtime lookup at the gate derives 0xXXYY_0000 via cellId & 0xFFFF0000u.
Same bug RR7.2 (`efe3520`, reverted by `9aaae02`) tried to fix — landed
here properly:
- Storage key now `lb.LandblockId & 0xFFFF0000u` (was lb.LandblockId).
- Both RemoveLandblock callbacks use `id & 0xFFFF0000u` to match.
Build green.
After this fix, [buildings] should show camBldgs=[0x1] (or similar)
when the player is inside a cottage, [envcells] cells/tris should be
non-zero, and the [stencil] / [draworder] step 1 + 2 + 5 should fire.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
First visual-gate launch showed 8,737 [vis] lines (player at Holtburg
cottage cell 0xA9B40143, inside=True really=True) but ZERO [buildings] /
[envcells] / [stencil] / [draworder] probe emissions. Root cause: same as
the original RR7.1 saga — BuildingLoader.Build was passed only the
per-frame drainedCells dict, missing cells loaded on PRIOR frames. Those
cells stayed with BuildingId=null, the strict cameraInsideBuilding gate
returned false, the indoor branch never fired.
Fix: in ApplyLoadedTerrainLocked, merge drainedCells with the cells
already registered in _cellVisibility for the same landblock prefix
before passing to BuildingLoader. The richer dict ensures the stamping
loop in BuildingLoader.Build covers EVERY cell in this landblock.
Added IReadOnlyList<LoadedCell> GetCellsForLandblock(uint lbId) on
CellVisibility — minimal API expose; existing _cellsByLandblock dict
was already the right shape (lbId = upper 16 bits).
Build green. Tests unchanged.
Next: relaunch the client. With the fix, [buildings] probe should fire
with camBldgs=[0x1,...] when the player is inside a Holtburg cottage,
[envcells] should report cells>=1 tris>=1 per indoor frame, and the
indoor branch should be exercising the WB-faithful Steps 1-5 pipeline.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Probe emitters wired (replaces the Task 8 stubs). All gated on
ACDREAM_PROBE_VIS=1 (everything) or ACDREAM_PROBE_ENVCELL=1
([envcells] only):
- [envcells] frame=N cells=N tris=N ourBldgs=N otherBldgs=N filterCnt=N
Fires once per Render call inside RenderInsideOutAcdream Step 3.
Reads CellsRendered + TrianglesDrawn from EnvCellRenderer.Stats.
- [stencil] op={mark|punch} bld=0xHHHHHHHH verts=N
Fires after every IndoorCellStencilPipeline.RenderBuildingStencilMask
call (Steps 1, 2, 5a, 5b, 5d) — surfaces LastStencil* probe fields
added in Wave 1's Task 7 extension.
- [draworder] frame=N step=Xy stencil={on|off} depthFn=0xHHH depthMask={true|false}
Fires at each step boundary (entry to Step 1/2/3/4/5{a,b,c,d}).
Reads live GL state via glGetInteger so divergence between assumed
vs actual state is immediately visible.
- [buildings] camCell=0xHHHHHHHH camBldgs=[0x1,0x2,...] otherBldgs=N totalKnown=N
Fires once per indoor frame at the top of RenderInsideOutAcdream.
totalKnown sums BuildingRegistry.Count across all loaded landblocks.
Per-frame counter _phaseA8DrawOrderFrame incremented once per render
tick after the existing [vis] probe block (line 7104).
New env-var flag ACDREAM_PROBE_ENVCELL in RenderingDiagnostics +
ProbeEnvCellEnabled property (true OR ProbeVisibilityEnabled).
Mandatory acceptance criteria (process rule "no visual-gate launch
without probe data first") to check FROM the log BEFORE asking the
user for visual verification:
- [buildings] camBldgs=[0x...] non-empty when inside a cottage
- [envcells] cells>=1 tris>=1 filterCnt>=1 for at least one indoor frame
- [stencil] op=mark verts>0 fires per camera-building
- [draworder] shows the full Step 1 → 2 → 3 → 4 → 5{a,b,c,d} cycle
Build green. 82/82 App.Tests pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Six surgical edits to GameWindow.cs (+1 MeshManager accessor on WbMeshAdapter):
1. Field declarations (line 166-167): _envCellRenderer + _envCellFrustum.
2. Ctor init (line 1775-1778): construct WbFrustum + EnvCellRenderer,
Initialize with the existing _meshShader (loaded from mesh_modern.vert/frag).
3. BuildInteriorEntitiesForStreaming (line 5444): _envCellRenderer.RegisterCell(...)
replaces the cell-as-WorldEntity creation block. staticObjects is empty —
cell stabs continue as WorldEntity records via the dispatcher's IndoorPass.
4. ApplyLoadedTerrainLocked (line 5885): _envCellRenderer.FinalizeLandblock(...)
immediately after _buildingRegistries[lb.LandblockId] = ... — atomically
commits the landblock's per-cell instance store.
5. RemoveLandblock callbacks (lines 1861 + 8955): mirror the existing
_buildingRegistries.Remove(id) sites so EnvCellRenderer's storage clears
in lockstep.
6. Dispose (line 10595): _envCellRenderer?.Dispose() after _wbDrawDispatcher.
Plan revision (vs original plan.md Task 6): we keep the static-object stab
WorldEntity hydration (lines 5440-5489) instead of deleting it — stabs need
WorldEntity records for interaction (clicking) and physics. EnvCellRenderer
receives empty staticObjects so it only renders cell geometry; stab rendering
continues unchanged through the dispatcher.
Build green. 23/23 EnvCellRenderer + WbFrustum + EnvCellSceneryInstance
tests pass. App.Tests baseline holds (82/82). Pre-existing Core.Tests
static-leak flakiness (8-19 failures, documented baseline) unrelated.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
RR7.2 fix made the indoor branch fire (119K frames vs 0), but visual
verification showed missing interior textures — the inn's floor + lower
wall sections rendered as fog-color clear instead of cell-mesh polygons.
Root cause: BFS short-circuited at registry-build time on intermediate
cells that hadn't yet streamed in. The Holtburg Inn has 2 entry portals
+ 209 interior leaves; if any intermediate cell wasn't loaded when lbInfo
arrived, BFS stopped, EnvCellIds was a tiny subset of the building's true
cells, camCellIds at the gate excluded most inn cells, and IndoorPass
skipped their mesh entities → flat fog-color floor.
Fix: walk the dat directly in BFS via `dats.Get<EnvCell>(cellId)
.CellPortals` (matches WB PortalService.cs:67-79). BFS now completes
deterministically at registry-build time regardless of cell load
ordering. Exit-portal polygon collection (Step C) also gets a dat
fallback so the stencil mask is complete on first indoor frame.
BuildingLoader.Build signature gains two optional params:
- dats: DatCollection? — null in unit tests preserves old behavior
- landblockOrigin: Vector3 — translation for dat-side polygons
Tests: 11/11 pass (unit-test path unchanged via dats == null).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
RR7.1 fixed cell-timing but the indoor branch STILL fired 0 times in
the v2 visual gate (125,476 inside=True frames, all routed outdoor).
Real root cause: a key-form mismatch between storage and lookup.
Storage at line ~5886 used `_buildingRegistries[lb.LandblockId]`. But
lb.LandblockId is the LandBlock dat-file id (e.g. 0xA9B4FFFF — the
0xFFFF low word identifies the file as terrain). Lookups at the gate
(line ~7090) and the drain late-stamp (line ~5708) used
`cell.CellId & 0xFFFF0000u` (e.g. 0xA9B40000). 0xA9B4FFFF ≠ 0xA9B40000
so TryGetValue always missed; camBuildings stayed empty; the gate
fell to the outdoor branch unconditionally.
Fix: normalize all four sites to the masked form
(`& 0xFFFF0000u`) — storage at the build call, both Remove callbacks
in the streaming-controller setup, and the lookups (already correct).
User-visible symptom that surfaced the v2 launch:
- sky + ground missing through windows
- buildings + objects still visible
This pattern (stencil-gated outdoor passes failing while ungated
indoor pass works) was actually the OUTDOOR branch running with the
indoor visibility set — `visibleCellIds` filtered out terrain cells
and the sky pre-scene was gated off too because cameraInsideBuilding
was True (correctly) but camBuildings was empty (incorrectly).
Wait — re-reading the indoor branch's gate: it requires
camBuildings.Count > 0 too, so with the key mismatch it took the
outdoor branch. The sky+terrain visibility pattern user reported is
the outdoor branch where sky-pre-scene was correctly gated off by
!cameraInsideBuilding (cameraInsideBuilding is what computes the
ROUTING; it doesn't have to match the actual branch taken when the
extra `camBuildings.Count > 0` filter trips). So initial-sky was
skipped (cameraInsideBuilding=true) but indoor branch didn't fire
either — outdoor branch with no initial sky = the dark window
visual. RR7.2 closes both.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
RR7 visual gate (2026-05-27) revealed the indoor branch NEVER fired even
when the strict gate's PointInCell + non-null CameraCell hit: 17,748
inside=True frames, 0 branch=indoor decisions. Root cause: RR4 wired
BuildingLoader.Build with the per-frame drainedCells dict — cells that
streamed in on earlier frames (the common case, since cells arrive
asynchronously over many frames after the landblock-info completion)
were not in drainedCells, so the BFS short-circuited and the registry's
EnvCellIds set was systematically incomplete. Cells loaded ahead of
lbInfo arrival never got their BuildingId stamped.
Fix has two parts:
1. CellVisibility.AllLoadedCells — new public IReadOnlyDictionary
exposing the existing private _cellLookup. BuildingLoader.Build at
landblock-info-arrival now walks the full cell set, not just this
frame's drain.
2. _pendingCells drain loop — late-stamps BuildingId on each arriving
cell if its landblock's BuildingRegistry already exists. Covers cells
that arrive AFTER the registry-build pass.
Together these handle all four timing cases:
- Cells loaded before lbInfo arrives → stamped in BuildingLoader.Build
- Cells loaded with lbInfo (same frame) → stamped in BuildingLoader.Build
- Cells loaded after lbInfo arrives → stamped in drain loop
- lbInfo never arrives (LB has no info) → registry never built, cells
stay at BuildingId == null
(intended — flow through outdoor
render path)
Probe data from the failed gate launch confirmed cell 0xA9B40150
(cottage idx=6 cellar from the #98 saga) was reached as the camera cell
with visN=16 visible neighbours, but BuildingId stayed null. This fix
gets the indoor branch fired in that scenario.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Replaces the post-revert pre-A8 render frame with WB's RenderInsideOut
Steps 1-4 (Step 5 = RR9, RenderOutsideIn = RR11):
Indoor (cameraInsideBuilding == true):
1+2. MarkAndPunch on camera-buildings' exit portals
3. IndoorPass — cell scope = camBuildings.SelectMany(EnvCellIds)
(no BFS-wide cell render → fixes Issues A + C)
4a. Stencil-gated sky (DepthMask off; acdream enhancement)
4b. Stencil-gated terrain re-draw
4c. Stencil-gated OutdoorScenery
5. (RR9 — placeholder)
6. DisableStencil
7. LiveDynamic
Outdoor (cameraInsideBuilding == false):
Single Draw(All) — unchanged pre-A8 shape. (RR11 adds RenderOutsideIn.)
New cameraInsideBuilding gate is STRICT (PointInCell + BuildingId not
null). No grace mechanism for the render path; the cell-side grace in
CellVisibility.FindCameraCell stays alive for non-render consumers.
Frame-start glClear now includes StencilBufferBit (was Color+Depth only)
— necessary now that stencil is consumed each indoor frame.
Sky pre-scene + initial terrain + weather post-scene gates all switched
to !cameraInsideBuilding from !cameraInsideCell. The legacy
cameraInsideCell stays only for the [vis] probe's side-by-side logging
and UpdateSkyPes path.
IndoorCellStencilPipeline constructed in OnLoad (portal_stencil.vert/frag,
shader-compile exception caught + logged; indoor branch falls back to
outdoor on null). Added to Dispose chain.
camBuildings looked up via _buildingRegistries dict (NOT
LandblockEntry.BuildingRegistry — per Code Structure Rule #2, the registry
lives on GameWindow keyed by landblock id).
Visual verification at RR8.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
LoadedCell.BuildingId (init + internal setter) — set exactly once at
landblock load time by BuildingLoader; null when the cell isn't
part of any building (outdoor surface cells; dungeon cells not
enumerated in LandBlockInfo.Buildings).
GameWindow landblock-load path: builds BuildingRegistry from
LandBlockInfo.Buildings; stamps each cell's BuildingId; stores the
registry on _buildingRegistries[landblockId] (GameWindow-level dict)
for render-frame lookups. Note: LoadedLandblock is AcDream.Core.World
(a sealed record) — adding an App-type field there would violate
Code Structure Rule #2, so the registry is stored in a new
GameWindow-level dictionary instead. Cleanup wired in both
removeTerrain lambdas (OnLoad + OnResize paths).
drainedCells dict: the existing _pendingCells drain loop is extended
to also build a local CellId→LoadedCell dict; BuildingLoader.Build
uses this dict for the stamping pass so no second iteration is needed.
New BuildingLoaderTest verifies the stamping path. 5 BuildingLoader
tests total (4 from RR3 + 1 new).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wires the dormant RenderingDiagnostics.ProbeVisibilityEnabled flag (added
2026-05-25 by Task 6 of the original A8 plan, no probe code) to per-frame
[vis] log lines around the render-frame branch decision. Captures camera
position, cameraInsideCell (lenient grace-aware), the strict PointInCell
result, the visibility CameraCell id, and VisibleCellIds count/list.
Enable via ACDREAM_PROBE_VIS=1.
Used during A8 RR0 falsification spike (2026-05-26) — see
docs/research/2026-05-26-a8-rr0-falsification-findings.md. Kept as long-
term diagnostic for the upcoming RR8/RR10 visual verification gates.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
R3.5 v1 only gated the stencil branch on `cameraReallyInside`; the
depth-clear-if-inside at line ~7129 stayed on `cameraInsideCell`. During
grace frames after exit:
cameraInsideCell = true (grace, holds previous cell for 3 frames)
cameraReallyInside = false (PointInCell on camera pos returns false)
So depth-clear FIRED (writing depth = 1.0 globally) but the OUTDOOR branch
ran (single Draw(All) on every entity). With depth cleared, terrain's
depth = 1.0 — every entity below terrain (cellar geometry, basement
GfxObjs, anything at world Z < terrain Z) won the depth test and rendered
THROUGH the ground. User reported: "stand outside or pass outside → flicker
where objects are visible through ground and walls of other buildings are
missing."
v2 fix: unify depth-related gates on `cameraReallyInside`. During grace
frames depth-clear is now ALSO skipped; terrain depth survives; the
outdoor pass renders normally with proper terrain occlusion. Sky /
lighting / particles continue to use `cameraInsideCell` for smooth
grace-aware transitions.
The two-flag split is now explicit:
cameraInsideCell → sky, lighting (smooth, grace-aware)
cameraReallyInside → depth-clear, stencil branch (strict, no grace)
Closes the persistent transition flicker observed in R4 visual
verification after v1.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>