Internal test-only counter incremented by SetContactPlane. Required
by IndoorContactPlaneRetentionTests to assert CP retention works
post-Finding-2 fix (A6.P2).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Runtime checkbox mirror for ProbePushBackEnabled. Toggling in
DebugPanel (under ACDREAM_DEVTOOLS=1) flips all three [push-back]
emission sites live without relaunch.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wires LogPushBackCellTransit into the multi-cell BSP iteration loop
just before ApplyOtherCellResult halts. Captures primary/other
cell ids + BSP result for direct comparison to retail's
CTransition::check_other_cells loop (already ported as A4).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
One-line per-iteration emission helper for the CheckOtherCells
multi-cell BSP loop. Captures primary/other cell ids, BSP result,
and halted flag for direct comparison to retail's
CTransition::check_other_cells loop.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wires LogPushBackDispatch into the modern FindCollisions overload
at the entry block (after path/collisions/obj locals + movement
computed). Legacy overload at line ~1895 delegates to modern, so
single instrumentation site covers all dispatches.
returnState=-1 sentinel marks "entry log" — A6.P2 analysis pairs
each entry with subsequent [push-back] adjust-sphere lines and
the eventual return state.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
One-line per-call emission helper for the FindCollisions dispatcher
instrumentation site. Captures path-selection state (collide flag,
insertType, objState) + walk-interp + return state for direct
comparison to retail's BSPTREE::find_collisions breakpoint.
Output uses the [push-back-disp] tag to disambiguate from
[push-back] adjust-sphere events.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wires the LogPushBackAdjust helper into all three return paths
of AdjustSphereToPlane (early-return on no-movement, early-return
on interp out-of-window, and the applied path). Probe is gated by
ProbePushBackEnabled so it's zero-cost when off.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
One-line per-call emission helper for the AdjustSphereToPlane
instrumentation site. Direct field-for-field paired comparison to
retail's CPolygon::adjust_sphere_to_plane breakpoint.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
BSPQuery.AdjustSphereToPlane is private; <see cref> from outside the
class can't resolve and emits CS1574. Switched to <c>...</c> code
span. Other two cross-refs (FindCollisions public, CheckOtherCells
internal-same-assembly) keep their <see cref> form.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
New PhysicsDiagnostics flag gates the [push-back] probe shipping
in subsequent tasks. Env-var ACDREAM_PROBE_PUSH_BACK=1 + DebugVM
mirror, matching the existing probe-toggle pattern.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Five small post-cleanup items from T7 code review:
I1: Removed dead `datDir` parameter from WbMeshAdapter ctor (parameter
was unused after _wbDats removal; ArgumentNullException.ThrowIfNull
was misleading). Updated call sites in GameWindow.cs and
WbMeshAdapterTests.cs.
I2: Updated stale GameWindow.cs comment that still described
WbMeshAdapter as opening its own dat handles. Now reflects Phase O
state: shared DatCollection via DatCollectionAdapter.
I3: Documented thread-safety contract on RenderStateCache (render-thread
only — required for the mutable-static GL sentinel pattern).
M1: Added comment on IDatReaderWriter's write-path methods noting they
are preserved for verbatim compatibility but unused in acdream.
M3: Added comment on Chorizite.Core PackageReference in Core.csproj
explaining the previously-transitive dependency.
Also excluded SplitFormulaDivergenceTest.cs from the test build via
<Compile Remove>: this N.5b one-time data-collection test referenced
WorldBuilder.Shared types directly; after Phase O-T7 dropped that
project reference it no longer compiles. The sweep data it produced
already informed the N.5b Path-C decision and the file is retained
in the tree for historical reference.
Build green; tests green (1146 + 8 pre-existing failures baseline
maintained).
Spec: docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
End of Phase O extraction. Final cleanup:
- Dropped <ProjectReference> entries to WorldBuilder.Shared and
Chorizite.OpenGLSDLBackend from both AcDream.App.csproj and
AcDream.Core.csproj.
- Added Chorizite.Core NuGet PackageReference to AcDream.Core.csproj
(needed by Core.Rendering.Wb.TextureHelpers for TextureFormat enum;
previously transitive through the WB project ref).
- Added BCnEncoder.Net.ImageSharp (1.1.2) + SixLabors.ImageSharp (3.1.12)
as direct PackageReferences to AcDream.App.csproj — previously transitive
via Chorizite.OpenGLSDLBackend project; used directly by ObjectMeshManager.
Item A (BaseObjectRenderManager static fields):
- Inlined CurrentAtlas/CurrentVAO/CurrentIBO into a new RenderStateCache.cs
static class (AcDream.App.Rendering.Wb namespace) — the 4 consumers
(ManagedGLIndexBuffer, ManagedGLTexture, ManagedGLTextureArray, ParticleBatcher)
all reference RenderStateCache.* instead of BaseObjectRenderManager.*.
- Dropped using Chorizite.OpenGLSDLBackend.Lib from all 4 consumers and from
WbDrawDispatcher (which had it only as a dead import).
Item B (ActiveParticleEmitter.ObjectLandblock):
- ObjectLandblock? erased to object?; WorldBuilder.Shared.Models.ObjectId? erased
to ulong? — both fields are stored but never read by any consumer in our codebase.
- Dropped both WB using directives from ActiveParticleEmitter.cs.
Item C (IDatReaderWriter / IDatDatabase):
- Verbatim copy of both interfaces into IDatReaderWriter.cs in
AcDream.App.Rendering.Wb namespace — DatCollectionAdapter and ObjectMeshManager
already live in that namespace, so no using changes needed.
- Dropped using WorldBuilder.Shared.Services from DatCollectionAdapter.cs and
ObjectMeshManager.cs.
Additional extractions required by the reference drop:
- GeometryUtils.cs: verbatim copy of WorldBuilder.Shared.Lib.GeometryUtils
(float-precision overloads only; Vector3d double-precision overloads omitted —
ObjectMeshManager uses only the float versions).
- Dropped using WorldBuilder.Shared.Lib from ObjectMeshManager.cs.
WbMeshAdapter.cs cleanup (spec O-D12):
- Deleted _wbDats (DefaultDatReaderWriter) field + ctor init + Dispose call.
- Deleted the [indoor-upload] NULL_RESULT diagnostic block (lines ~205-262) —
its Phase 2 cell-resolution investigation is complete; its _wbDats.ResolveId
dependency goes with this commit.
- Deleted _pendingEnvCellRequests field + isPendingEnvCell tracking in Tick().
- Simplified Tick() to a clean drain loop.
Deleted SplitFormulaDivergenceTest.cs — one-time N.5b data-collection sweep;
job done.
Verified acceptance criteria:
- Zero <ProjectReference> to WorldBuilder.* / Chorizite.OpenGLSDLBackend.* in any csproj.
- Zero 'using WorldBuilder.*' / 'using Chorizite.OpenGLSDLBackend.*' in src/.
- DefaultDatReaderWriter referenced in zero places in src/ (comments only).
Build green (0 warnings, 0 errors).
Tests: 1154 total (-1 from deleted SplitFormulaDivergenceTest), 1146 pass,
8 pre-existing failures (unchanged from baseline — physics/input tests
unrelated to this change).
Spec: docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Code-review findings on T4:
1. Added lock(_lock) around _db.TryGet and TryGetFileBytes in
DatDatabaseWrapper, matching WB's DefaultDatDatabase pattern.
ObjectMeshManager.PrepareMeshDataAsync runs on the thread pool, so
concurrent dat access through the adapter must be serialized — our
underlying DatCollection is not documented as thread-safe.
2. Removed unused `using WorldBuilder.Shared.Models;` from WbMeshAdapter.cs
(its only purpose was TerrainEntry, which moved to AcDream.Core in T2).
Build green; tests green (1147 passing, 8 pre-existing failures baseline).
Spec: docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Four fixes from T4 spec review:
1. Extracted InstanceData.cs (14-line struct) verbatim to
src/AcDream.App/Rendering/Wb/InstanceData.cs (per O-D1).
2. ObjectMeshManager.cs: replaced `using Chorizite.OpenGLSDLBackend.Lib;`
with `using AcDream.Core.Rendering.Wb;` (TextureHelpers comes from
our T2 Core extraction; InstanceData comes from new T4 cleanup).
3. EmbeddedResourceReader.GetEmbeddedResource promoted from `internal`
to `public` per O-D9 intent (the type promotion only changed the
class signature in T3; this finishes the spec).
4. OpenGLGraphicsDevice.cs: removed stale T3 interim comment at
lines 142-145 — T4 resolved the ParticleBatcher construction
via post-ctor assignment in WbMeshAdapter.cs:78.
Build green; tests green (1147 passing, 8 pre-existing failures
baseline maintained).
Spec: docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase O Task 4: extract the WB mesh pipeline (ObjectMeshManager + 7 support files)
from references/WorldBuilder into src/AcDream.App/Rendering/Wb/ and bridge dat I/O
through our DatCollection via a thin DatCollectionAdapter.
O-D7 adapter path taken: ObjectMeshManager has 26 _dats.X call sites (threshold 20),
so a DatCollectionAdapter : IDatReaderWriter is introduced rather than refactoring
ObjectMeshManager's internal dat access directly.
Files added (verbatim copies, namespace-only changes):
- ObjectMeshManager.cs — mesh pipeline hub; IDatReaderWriter field satisfied by adapter
- GlobalMeshBuffer.cs — single global VAO/VBO/IBO manager
- EdgeLineBuilder.cs — wireframe edge geometry from CellStruct polygons
- ModernRenderData.cs — ModernBatchData + LandblockMdiCommand structs
- TextureAtlasManager.cs — texture array grouping by (Width, Height, Format)
- ParticleBatcher.cs — GPU particle batching; T4 interim uses BaseObjectRenderManager
static fields from Chorizite.OpenGLSDLBackend.Lib (stays until T7)
- ParticleEmitterRenderer.cs — per-emitter particle lifecycle + rendering
- ActiveParticleEmitter.cs — wrapper holding renderer + part index + local offset
- DatCollectionAdapter.cs — NEW: bridges DatCollection → IDatReaderWriter; implements
ResolveId() via DatDatabase.TypeFromId + Tree.TryGetFile in HighRes→Portal→Language→Cell
order matching DefaultDatReaderWriter; DatDatabaseWrapper wraps DatDatabase as IDatDatabase
WbMeshAdapter.cs changes (T4 Step 6):
- _graphicsDevice switched from Chorizite.OpenGLSDLBackend.OpenGLGraphicsDevice to
extracted AcDream.App.Rendering.Wb.OpenGLGraphicsDevice
- ParticleBatcher = new ParticleBatcher(_graphicsDevice) restored (T3 had null! placeholder)
- ObjectMeshManager now constructed with new DatCollectionAdapter(dats) instead of _wbDats
- _wbDats field + its construction + disposal + [indoor-upload] NULL_RESULT diagnostic block
left intact — T7 cleanup removes these once WorldBuilder project ref is dropped
EmbeddedResourceReader.cs: replaced assembly manifest lookup (wrong prefix for our assembly)
with disk-based lookup mapping "Shaders.Particle.vert" → Rendering/Shaders/wb_particle.vert;
consistent with all other acdream shaders.
wb_particle.vert / wb_particle.frag: WB particle shaders copied verbatim with wb_ prefix
to distinguish from acdream's own particle.vert.
OpenGLGraphicsDevice.cs: ParticleBatcher property type updated to extracted ParticleBatcher;
setter changed from private to internal so WbMeshAdapter (same assembly) can assign post-ctor.
Build: green (0 errors, 0 warnings in AcDream.App).
Tests: 1147+8 baseline maintained (8 pre-existing failures unchanged).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Phase O Task 3 — verbatim-copy GL infra from Chorizite.OpenGLSDLBackend
into src/AcDream.App/Rendering/Wb/ (namespace AcDream.App.Rendering.Wb).
18 files extracted (all namespace-changed; no algorithm changes):
OpenGLGraphicsDevice, ManagedGLTexture, ManagedGLTextureArray,
ManagedGLVertexBuffer, ManagedGLIndexBuffer, ManagedGLVertexArray,
ManagedGLFrameBuffer, ManagedGLUniformBuffer, GLSLShader, GLHelpers,
GLStateScope, GpuMemoryTracker, SceneData, DebugRenderSettings,
TextureParameters, TextureFormatExtensions, BufferUsageExtensions,
EmbeddedResourceReader.
3 internals promoted to public (O-D9):
EmbeddedResourceReader, TextureFormatExtensions, BufferUsageExtensions.
SixLabors.ImageSharp not reachable: TextureHelpers was placed in
AcDream.Core (no GL/ImageSharp dep); only the GL types went to App.
TextureHelpers.GetCompressedLayerSize added to AcDream.Core.Rendering.Wb
(was in Chorizite.OpenGLSDLBackend.Lib.TextureHelpers; uses
Chorizite.Core.Render.Enums.TextureFormat which Core gets transitively
via the still-present WB project refs).
T3/T4 boundary interims:
- WbMeshAdapter._graphicsDevice stays Chorizite.OpenGLSDLBackend.OpenGLGraphicsDevice
(T4 will swap it when ObjectMeshManager is extracted).
- OpenGLGraphicsDevice.ParticleBatcher deferred to null! (T4 extracts
ParticleBatcher alongside ObjectMeshManager; can't pass `this` of our
new type to the WB-original ctor before T4).
- ManagedGLTextureArray uses our TextureHelpers via explicit alias.
- IUniformBuffer is in Chorizite.Core.dll under Chorizite.OpenGLSDLBackend
namespace (unusual packaging); resolved via type alias.
- AcDream.App.csproj gets explicit Chorizite.Core 0.0.18 PackageReference
(IUniformBuffer + other Chorizite.Core types now used directly in App).
Build green. Test baseline 1147+8 maintained (1902 passing, 8 pre-existing
MotionInterpreterTests failures unrelated to T3).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Verbatim copy of 5 WorldBuilder files into src/AcDream.Core/Rendering/Wb/:
- TextureHelpers.cs (pixel-format decoders, Chorizite Lib)
- SceneryHelpers.cs (scenery transforms, Chorizite Lib)
- TerrainUtils.cs, TerrainEntry.cs, CellSplitDirection.cs (WB.Shared Landscape)
Namespace migrated from WorldBuilder.* / Chorizite.OpenGLSDLBackend.Lib
to AcDream.Core.Rendering.Wb per O-D11. [MemoryPackable] stripped from
TerrainEntry per O-D10 (we don't serialize the struct).
Updated 3 source files + 1 test file to import from the new namespace.
Verbatim discipline (O-D1): only namespace + MemoryPack attribute changed.
All algorithm bodies byte-identical to upstream.
Note: TextureHelpers omits IsAlphaFormat() and GetCompressedLayerSize()
because those reference Chorizite.Core.Render.Enums.TextureFormat, a type
that has no path into AcDream.Core without adding an unwanted NuGet dep.
Neither method is called from Core or the test suite; the omission is safe.
Verified on main checkout: dotnet build green (0 errors), dotnet test
green — Failed: 8, Passed: 1147, Skipped: 0, Total: 1155 (baseline maintained).
TextureDecodeConformanceTests (9/9) pass byte-for-byte after namespace swap.
AcDream.Core project alone builds green in this worktree (App-layer failures
are pre-existing, blocked by empty WB submodule, addressed in Tasks 3+4).
Spec: docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase O setup: extracted-WB code home + MIT attribution per O-D5.
Spec: docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
EnterPlayerModeNow computed the initial cellId from landblock prefix
+ hardcoded low byte 0x0001 (outdoor sentinel) and passed only the
low 16 bits to PhysicsEngine.Resolve. When the server places the
player INSIDE a building (spawn cell id e.g. 0xA9B4015A indoor), the
sentinel forced the outdoor seed branch — for the first several ticks
CheckBuildingTransit hadn't yet picked up the interior cell (it
depends on the sphere overlapping the destination cell's BSP), the
player was classified outdoor, indoor BSP queries didn't run, and
exterior walls were passable until enough inward motion finally
promoted them.
User-visible symptom: "logged in inside the inn, ran out through the
exterior wall; ran back in and the walls now block."
Fix: use spawn.Position.LandblockId (the server's authoritative full
cell id with landblock prefix) when available; fall back to the old
sentinel only if the spawn record is missing (defensive — shouldn't
fire in live play since OnLiveEntitySpawnedLocked writes _lastSpawnByGuid
before EnterPlayerModeNow can possibly run).
1147 + 8 baseline maintained.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Outdoor→indoor entry path used PointInsideCellBsp (point-only) for the
building-portal containment test. When the player logs in INSIDE a
building and the foot-sphere center is just past the destination cell's
CellBSP boundary, the point-only check failed → CellId stuck as
outdoor → indoor BSP queries never ran → walls passable. User-reported
symptom: "logged in in the inn, at start ran through exterior walls,
ran back in and they block now."
Fix: swap PointInsideCellBsp for SphereIntersectsCellBsp (the radius-
aware port from #90). Promotes CellId to the interior cell the moment
ANY part of the foot-sphere crosses the destination cell boundary —
matches retail's CCellStruct::sphere_intersects_cell timing at
acclient_2013_pseudo_c.txt:317666 exactly.
The sphereRadius parameter was already plumbed through CheckBuildingTransit
per #89's documented "future upgrade" note from 2026-05-19 (which is
exactly today's symptom). Closes#89.
1147 + 8 baseline maintained.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Interior items (fireplaces, tables, chests) registered via A1.5's
ShadowObjectRegistry.Register `cellScope` parameter (commit 4d3bf6f)
are stored under their ParentCellId key (e.g. 0xA9B40121). But
GetNearbyObjects's broad-phase only iterates outdoor 24m landcell
keys (0xA9B40029 etc) and never looks up indoor cell keys, so
interior shadows were registered but unreachable. User-visible
symptom: tables/boxes/fireplaces don't block movement, while walls
DO block (the indoor BSP path is separate).
Fix: GetNearbyObjects accepts an optional indoorCellIds parameter
and additionally queries _cells[indoorCellId] for each entry with
low-byte >= 0x0100u. FindObjCollisions computes the set via
CellTransit.FindCellSet (same set A4 uses for multi-cell BSP
iteration) and passes it through. Outdoor seeds typically produce
sets containing only outdoor land-cells which the new branch filters
out, so the outdoor-only behavior is preserved.
1147 + 8 baseline maintained. Closes the user-reported regression
"walls block now correct but interior items such as tables and boxes
or fireplaces do not block."
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
ResolveCellId's indoor-seed fall-through was point-only: when the indoor
BSP push-back moved the foot-sphere CENTER a few cm outside the indoor
CellBSP volume, the resolver flipped CellId back to outdoor. Next tick
re-promoted via CheckBuildingTransit. The ping-pong caused most ticks
to be classified outdoor, bypassing indoor BSP wall checks entirely
and producing the user-reported "walls walk through everywhere in the
inn" symptom.
Fix: port retail's BSPTREE::sphere_intersects_cell_bsp
(acclient_2013_pseudo_c.txt:323267 → BSPNODE variant at :325546) as
BSPQuery.SphereIntersectsCellBsp(node, center, radius). Replace the
point-only check at PhysicsEngine.ResolveCellId:285 with the radius-
aware overlap test. Player stays classified indoor as long as ANY
part of the foot-sphere still overlaps the indoor cell volume; only
flips to outdoor when the sphere is FULLY outside.
Retail uses a 0.01 m epsilon on the radius (acclient :325551); ported
verbatim. 8 new unit tests cover null/leaf/inside/on-plane/straddling/
fully-outside/tangent-boundary cases plus a regression-anchor test
that proves the old PointInsideCellBsp would have returned false for
the same straddling input.
1147 + 8 baseline maintained (was 1139 + 8 before #90 fix). Closes#90.
A4 multi-cell iteration (shipped earlier today) should now actually
exercise in production since the player can stably remain in indoor
cells.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
After the primary cell's BSP returns OK, query every other cell the
foot-sphere overlaps via CellTransit.FindCellSet + Transition.CheckOtherCells.
Closes the Holtburg inn vestibule wall walk-through: the vestibule
(cell 0xA9B40164) has only 4 BSP polys; walls live in the adjacent
interior cell (0xA9B40157). Without A4 the adjacent cell's BSP was
never queried.
End-to-end test reduces the real Holtburg bug to a minimal synthetic
two-cell fixture: empty vestibule BSP + interior cell with the
existing BSPStepUpFixtures.TallWall (the same fixture B2 uses to
prove a grounded mover can't scale a 5m wall). Pre-A4: returns OK
(walks through). Post-A4: returns Slid (the wall halts the
transition).
FindEnvCollisions visibility tightened from private → internal so
the integration test can call it directly without going through
FindTransitionalPosition's sub-step iteration.
Retail oracle: acclient_2013_pseudo_c.txt:272717-272798
(CTransition::check_other_cells).
Spec: docs/superpowers/specs/2026-05-20-phase-a4-multi-cell-bsp-design.md
Plan: docs/superpowers/plans/2026-05-20-phase-a4-multi-cell-bsp.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Port of retail's CTransition::check_other_cells at
acclient_2013_pseudo_c.txt:272717-272798. Iterates every non-primary
cell in a candidate set, runs BSPQuery.FindCollisions per cell with
that cell's WorldTransform-derived rotation + origin, halts on first
Collided/Adjusted/Slid.
ApplyOtherCellResult is the combine-semantics helper extracted for
unit testability — it pins the retail switch:
- Collided/Adjusted → CollidedWithEnvironment = true (gated on
!Contact), halt.
- Slid → ContactPlaneValid + ContactPlaneIsWater = false,
halt.
- OK → continue.
Not yet wired into FindEnvCollisions — see next commit. Probe gated
on PhysicsDiagnostics.ProbeIndoorBspEnabled (ACDREAM_PROBE_INDOOR_BSP).
Six new unit tests: five against the pure combine helper for each halt
case + one direct CheckOtherCells call exercising the null-BSP guard.
Spec: docs/superpowers/specs/2026-05-20-phase-a4-multi-cell-bsp-design.md
Plan: docs/superpowers/plans/2026-05-20-phase-a4-multi-cell-bsp.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Refactors FindCellList to delegate to a private helper
(BuildCellSetAndPickContaining) that returns BOTH the containing cell
id AND the full candidate HashSet. Public surface gains a new
FindCellSet overload; existing FindCellList behavior is unchanged.
Used by the upcoming Transition.CheckOtherCells (Phase A4) to iterate
every cell the sphere overlaps for per-cell BSP collision. Mirrors
retail's CObjCell::find_cell_list filling both cell_array AND var_4c
at acclient_2013_pseudo_c.txt:272725.
Three new unit tests cover sphere-fully-inside-primary,
sphere-straddling-portal, and outdoor-seed-neighbour-landcells cases.
Spec: docs/superpowers/specs/2026-05-20-phase-a4-multi-cell-bsp-design.md
Plan: docs/superpowers/plans/2026-05-20-phase-a4-multi-cell-bsp.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
ISSUES #83 Phase A1.7. CellTransit.FindCellList returns currentCellId
when no candidate cell's CellBSP contains the sphere center — but
this also fires when the player has walked OUTSIDE the entire
portal-connected indoor graph (e.g., breached a missing wall poly,
walked through a doorway gap). The player's CellId stays stuck on
the old indoor cell whose BSP is now far away, NodeIntersects fails
at the BSP root for every collision query, and no walls block in
their actual location.
Probe evidence (launch-stairs.utf8.log, A1.6 verify):
- Cell 0xA9B40164: 646 indoor-bsp queries, 644 returned OK (99.7%).
No walls firing.
- Player local positions in cell 0xA9B40164 ranged X[-0.66..33.18],
Y[10.68..63.53] — a 34x53m envelope. The player was geometrically
~62m from the cell's world origin while CellId never updated.
Compare to adjacent cells where collision works:
- Cell 0xA9B4015A: 230 queries, 32% hit rate
- Cell 0xA9B40157: 131 queries, 38% hit rate
Fix: after CellTransit.FindCellList returns, verify the resolved
cell's CellBSP actually contains the sphere center via
BSPQuery.PointInsideCellBsp. If not, fall through to the existing
outdoor cell resolution branch (terrain grid + CheckBuildingTransit
for re-entry into a different building).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
ISSUES #83 Phase A1.6. Phase A1 gated the mesh-AABB-fallback path on
!_isLandblockStab, but Setup-derived CylSphere/Sphere/Radius-fallback
registrations (lines 5910-6005) still ran for stabs. A landblock stab
whose source is a Setup (0x02xxxxxx) with defined CylSpheres got BOTH
per-part BSP shadows AND a CylSphere shadow with id=entity.Id,
producing an invisible collision cylinder at the stab origin
alongside the correct BSP walls. User reported this as "thin air" hits
outside specific Holtburg buildings.
Retail's CBuildingObj uses BSP exclusively. Setup CylSphere/Sphere
data is for scenery (trees with trunk cylinders) and creatures.
Fix: extend A1's _isLandblockStab gate to wrap the Setup-derived
registration block (cylsphere, sphere, radius-fallback). One AND
clause on the outer `if (setup is not null)`.
Probe evidence (launch-a15-verify.utf8.log):
- 0xC0A9B45D (6 hits in outdoor cell 0xA9B40029) — Setup CylSphere on
stab. src=0x020002FC. Pre-A1.5 it would also have been registered
in adjacent landcells.
- 0xC0A9B463 (2 hits) — Setup Sphere on stab. src=0x020000E6.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
ISSUES #83 Phase A1.5. ShadowObjectRegistry.Register() assigned each
entity to the outdoor landcell grid (8x8 cells, 24m square) based on
its XY position. For interior EnvCell statics (fireplace, furniture,
sign) hydrated by BuildInteriorEntitiesForStreaming with
ParentCellId = envCellId (a high-cellId interior cell like
0xA9B40121), this meant the shadow got stamped into the OUTDOOR
landcell whose XY they overlapped (e.g., 0xA9B40029).
When the player was OUTSIDE the building in 0xA9B40029, the indoor
chair/fireplace shadow fired collisions in "thin air" outdoors. The
user reported this on Holtburg cottage exteriors after the Phase A1
landblock-stab fallback fix.
Fix: add optional cellScope parameter to Register(). When non-zero
(passed as entity.ParentCellId ?? 0u from the 5 entity-loop call
sites in GameWindow), skip the XY-based landcell loop and register
the shadow ONLY in that cell. Live server-spawn registration at
GameWindow.cs:3137 keeps the XY-based behavior (live entities move
between cells).
Probe evidence (launch-a1-verify.utf8.log, post-A1 capture):
- 71 hits on 0x40B50054 (interior static) in OUTDOOR cell 0xA9B40029.
- 47 hits on 0xA9B47C00 (other Holtburg cottage BSP — legitimate).
- 31 hits on 0x40B50048 / 15 on 0x40B50018 (interior statics).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
ISSUES #83 Phase A1. Landblock stabs (entity.Id 0xC0XXYY00+n per
LandblockLoader.cs:55) were being registered with TWO collision
shadows: the correct per-part BSP at `entity.Id*256 + partIdx`, AND a
redundant mesh-AABB-fallback cylinder at `entity.Id`. The fallback
clamped to 1.5m radius, centered at the building's mesh origin,
producing user-reported "thin air" collisions inside cottages and
within 2m of building exteriors.
The fallback was originally designed for canopy-only-BSP procedural
scenery (0x80XXYY00+n) — trees whose BSP covers the canopy but not
the trunk. Landblock stabs have full BSP coverage and don't need it.
Probe evidence (launch-thinair capture):
- 0xC0A9B479 cylinder fallback (Holtburg cottage): 104 hits in a
short capture session, all inside the cottage main room
(cell=0xA9B4013F), ~2m from the building's mesh origin.
- 0xA9B47900 BSP (the actual cottage walls): 52 legitimate hits.
Fix: one new bool _isLandblockStab + one clause in the existing
mesh-AABB-fallback gate.
Spec: docs/superpowers/specs/2026-05-21-cylinder-fallback-dedup-design.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wires the WalkMissDiagnostic aggregator + flag into the two emission
sites per docs/superpowers/specs/2026-05-21-indoor-walk-miss-probe-design.md.
- [walk-miss] (per-frame, MISS branch of TryFindIndoorWalkablePlane):
foot world+local position, nearest walkable poly with XY-containment
flag and vertical gap, and LandCell terrain probe at the same XY.
- [floor-polys] (one-shot per cell at cache time): walkable poly id,
normal Z, local-XY bbox, plane Z at bbox center.
Both gated on ACDREAM_PROBE_WALK_MISS=1. No physics behavior changes.
The live capture at the Holtburg cottage doorway + inn 2nd floor +
cellar descent disambiguates H1 (multi-cell iteration), H2 (probe
distance), H3 (poly absent / walkable_hits_sphere rejection) for
ISSUES #83.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Pure-function aggregator that, given a CellPhysics.Resolved dict and
a foot local position, picks the nearest walkable-eligible polygon
(normal Z >= FloorZ) and reports XY-containment + signed vertical gap.
Also enumerates walkable polys with local-XY bboxes for the one-shot
[floor-polys] cell-load dump.
Pure-function, no behavior change. Wiring to emission sites lands in
the next commit.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds a new diagnostic flag for the indoor-walking walk-miss probe
spike per docs/superpowers/specs/2026-05-21-indoor-walk-miss-probe-design.md.
Env var ACDREAM_PROBE_WALK_MISS=1, runtime-toggleable via property.
No DebugPanel mirror — spike-only. Following commits wire the
[walk-miss] and [floor-polys] emissions to this flag.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The indoor branch of FindEnvCollisions called Transition.TryFindIndoorWalkablePlane
every frame to re-synthesize the ContactPlane after BSP returned OK.
The synthesis routed through BSPQuery.FindWalkableSphere ->
walkable_hits_sphere, which correctly rejects tangent contact via
|dist| > radius - epsilon. For a grounded player standing on or
brushing a floor, the foot sphere is tangent: 99.87% MISS rate per
the 2026-05-20 [cp-write] probe (3150 MISS / 3154 calls). Each MISS
fell through to outdoor terrain backstop, writing a ContactPlane
that's below the indoor floor by ~0.02m (the render Z-bump),
marking the player airborne and triggering the falling-animation
stuck symptom user-reported on 2nd-floor walks.
Fix: delete the synthesis + outdoor-fallthrough from the indoor OK
path. ContactPlane is retained from the prior tick's seed
(PhysicsEngine.ResolveWithTransition:583, init_contact_plane
equivalent) or refreshed by BSP Path 3 (step_sphere_down) / Path 4
(land-on-surface) during the same tick. Matches retail's
BSPTREE::find_collisions OK path (acclient_2013_pseudo_c.txt:323938).
Also deletes:
- Transition.TryFindIndoorWalkablePlane (~104 lines incl. doc-comment)
- INDOOR_WALKABLE_PROBE_DISTANCE constant
- [indoor-walkable] probe log line
- IndoorWalkablePlaneTests.cs (8 tests, the helper's coverage)
- TransitionTypesTests.cs (1 test, also tested the helper)
Net: -491 lines. BSPQuery.FindWalkableSphere + its 5 unit tests
retained as the underlying retail-faithful walkable-finder API
(reachable for spawn-placement / teleport-verification / future
debug needs; its doc-comment is updated to reflect the change).
Closes Bug A in the indoor ContactPlane retention phase.
Spec: docs/superpowers/specs/2026-05-20-indoor-walkable-synthesis-removal-design.md.
Plan: docs/superpowers/plans/2026-05-20-indoor-walkable-synthesis-removal.md.
Predecessor: de8ffde (Bug B, BSP world-origin fix).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Indoor cell BSP queries at TransitionTypes.cs:1442 were calling
BSPQuery.FindCollisions with Quaternion.Identity + defaulted
Vector3.Zero worldOrigin. Inside the BSP, Path 3 (step_sphere_down)
and Path 4 (land-on-surface) use those params to build the
world-space ContactPlane. Result: planes written with D ~ 0 instead
of the cell's world floor Z (e.g. -94.02 for Holtburg cottages).
320 corrupt CP writes per Holtburg session per the [cp-write] probe.
Fix: decompose cellPhysics.WorldTransform once at the call site,
pass the rotation as localToWorld and the translation as
worldOrigin. Mirrors the existing correct pattern at :1808
(FindObjCollisions, passes obj.Rotation + obj.Position).
Retail oracle: BSPTREE::find_collisions (acclient_2013_pseudo_c.txt:323924)
calls Plane::localtoglobal at :323921 before set_contact_plane.
Our TransformNormal + TransformVertices + BuildWorldPlane chain is
the equivalent — it just needs the right rotation + origin.
Spec: docs/superpowers/specs/2026-05-20-indoor-bsp-worldorigin-fix-design.md.
Plan: docs/superpowers/plans/2026-05-20-indoor-bsp-worldorigin-fix.md.
Evidence: launch-cp-probe.log capture 2026-05-20, [cp-write] probe.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Spike for the next phase of indoor-walking work: confirm/refute the
hypothesis that FindEnvCollisions's indoor branch rewrites the player's
ContactPlane every frame instead of retaining it across frames (retail's
actual behavior). The previous session shipped 6 commits on a wrong
diagnosis; this probe captures the data BEFORE designing the fix.
Two pieces:
1. Add PhysicsDiagnostics.ProbeContactPlaneEnabled flag, gated on
ACDREAM_PROBE_CONTACT_PLANE=1 (also runtime-toggleable). Helper
methods LogCpBoolWrite / LogCpPlaneWrite / LogCpCellIdWrite emit one
[cp-write] line per CP/LKCP field mutation with caller (walked from
the stack with file+line info) when the value actually changes.
2. Convert the 8 ContactPlane group + LastKnownContactPlane group
fields on CollisionInfo from public fields to public properties
with backing fields. Setters call the diagnostic helpers when the
probe is on; getters/setters are inlined when the flag is off.
Storage layout unchanged. No call site changes — grep confirmed no
ref/out passing or sub-field writes.
Build green; tests green at the existing 8-failure baseline (2 BSPStepUp,
6 MotionInterpreter — all unrelated, pre-existing).
Capture command:
ACDREAM_PROBE_CONTACT_PLANE=1 ACDREAM_PROBE_INDOOR_BSP=1 ACDREAM_DEVTOOLS=1
Spike-only — remove when the retention fix lands and the diagnostic
value is captured in the next phase's spec.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Extends the existing [indoor-bsp] probe surface in FindEnvCollisions
with a per-call [indoor-walkable] line gated on
PhysicsDiagnostics.ProbeIndoorBspEnabled (no new flag). Logs the
synthesized contact plane, the polyId hit, and the signed Z gap (dz)
between foot and plane.
Lets the visual-verification step distinguish "FindWalkableSphere
picked the right polygon" from "FindWalkableSphere returned a miss
and we fell through to outdoor-terrain backstop", which is critical
for triaging any remaining indoor collision oddities after the BSP
port lands.
Runtime-toggleable via the existing DebugPanel "Indoor BSP probe"
checkbox; zero cost when disabled.
Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Code review feedback on Task 3 commit 91b29d1:
- TryFindIndoorWalkablePlane: comment explaining why FindWalkableSphere's
adjustedCenter out param is intentionally discarded (ValidateWalkable
recomputes contact geometry from plane + foot position, consistent
with the outdoor terrain path).
- IndoorWalkablePlaneTests: new TryFindIndoorWalkablePlane_WallPolyInBsp_ReturnsFalse
restores integration-level coverage that the renamed NoBsp_ReturnsFalse
lost. Verifies WalkableAllowance gate rejects a wall polygon in the
cell BSP. Steep-poly rejection is also covered at the BSPQuery layer
by FindWalkableSphere_SteepPoly_RejectedByWalkableAllowance.
No behavior change. Build clean; all related tests pass; same 8
pre-existing failures.
Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
TryFindIndoorWalkablePlane (Phase 2 commit eb0f772) used a linear
first-match XY scan of cellPhysics.Resolved with no Z-proximity test.
For any cell with two walkable polys overlapping in XY at different Z
(cellars, 2nd floors, balconies, stairs spanning floors), it returned
whichever polygon came first in dictionary order — typically the upper
floor when descending, causing the player to be reported below the
synthesized plane → ValidateWalkable fails → falling-stuck. Symptoms
reported by user 2026-05-19: cannot descend into cellar; cannot walk
on 2nd floor; "invisible obstacles at certain spots" (suspected
cascade from wrong-Z ContactPlane misrouting the resolver state).
Fix: route through BSPQuery.FindWalkableSphere (added previous commit),
which wraps the existing retail-faithful FindWalkableInternal
(BSPNODE::find_walkable + BSPLEAF::find_walkable port). Adds a
sphereRadius parameter to TryFindIndoorWalkablePlane so the foot
sphere is built with the actual entity radius rather than a guess.
WalkableAllowance is save/restored via try/finally so the slope
threshold used by walkable_hits_sphere doesn't leak back to the
resolver. Method becomes an instance method (was static) to access
this.SpherePath.
Deletes the now-dead PointInPolygonXY helper.
Updates IndoorWalkablePlaneTests.cs: all TryFindIndoorWalkablePlane
test fixtures now include a PhysicsBSPTree leaf node (required by
the new routing path), calls pass sphereRadius, and the PointInPolygonXY
tests are removed (method deleted). Adds TransitionTypesTests.cs with
an integration test covering two-overlapping-floors selection AND
WalkableAllowance preservation.
Closes (pending visual verification): ISSUES #83.
Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Code review feedback on Task 2 commit 7f55e14:
- Tests 1 and 2 now assert on adjustedCenter.Z (was the wrapper's
primary behavioral contract — sphere placed on polygon plane —
but it was unverified). Math derived from AdjustSphereToPlane:
iDist = (dpPos - radius) / dpMove; new center = center - movement * iDist.
- Test 2 also gains the hitPoly.Plane.Normal.Z assertion that
Test 1 already had.
- Test 4 comment slope-angle clarification.
- BSPQuery.cs FindWalkableSphere section header now notes this is
not a direct retail port (it wraps BSPNODE::find_walkable +
BSPLEAF::find_walkable via the existing FindWalkableInternal).
No behavior change. Build clean; 4/4 tests pass; same 8 pre-existing
failures.
Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Thin public wrapper over the existing retail-faithful
FindWalkableInternal (BSPNODE::find_walkable + BSPLEAF::find_walkable
port). Probes downward by probeDistance along up, returns the closest
walkable polygon the sphere would rest on plus the adjusted center.
Will replace Transition.TryFindIndoorWalkablePlane's linear first-match
scan (next commit). The wrapper is callable from any "stand here, find
my floor" use case; current intent is indoor walkable-plane synthesis.
4 unit tests covering: two-floors-foot-between (sphere overlapping lower
floor), only-upper-floor-foot-above (sphere overlapping upper floor),
no-walkable-in-probe-range (sphere out of overlap distance for all
polygons), steep-poly-rejected-by-WalkableAllowance. Note: find_walkable
requires sphere to overlap the polygon plane (|dist| <= radius);
the tests use geometry that exercises this correctly, unlike the spec's
illustrative values which assumed a "nearest below" scan.
Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds a ref ushort hitPolyId parameter to FindWalkableInternal so callers
can identify which polygon was hit. The leaf branch already iterates
foreach (ushort polyId in node.Polygons); this surfaces it.
No behavior change. Existing callers (StepSphereDown, Path 4 Collide)
pass a discard local. The new BSPQuery.FindWalkableSphere wrapper
(next commit) will consume it.
Prep for indoor walkable-plane BSP port — see spec
docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md
When the indoor cell-BSP query returns OK (no wall collision), the player
is standing on a floor poly inside the cell. Previously the code fell
through to outdoor terrain (SampleTerrainWalkable + ValidateWalkable),
which used the OUTDOOR terrain plane — below the indoor floor due to the
+0.02f Z-bump applied for render z-fight prevention. ValidateWalkable
saw the player 0.5m above the outdoor plane → marked them as airborne
→ walkable=False → falling animation, never recovers.
Adds TryFindIndoorWalkablePlane (internal static for testability): scans
the cell's resolved physics polys for a walkable floor poly (normal.Z >=
0.6664, walkable-slope threshold matching retail) under the player's XY,
transforms its plane + vertices to world space via WorldTransform, and
calls ValidateWalkable with the indoor plane. Adds PointInPolygonXY
(ray-casting even-odd rule, ignores Z). Both are wired just after the
BSP OK branch in FindEnvCollisions; outdoor terrain remains a defensive
backstop if no floor poly is found under the player indoors (rare).
Matches retail's CEnvCell::find_env_collisions behavior: no fall-through
to terrain when the cell BSP successfully completes a query.
Evidence: launch-phase2-verify5.log captured 12,141 walkable=False
events during an indoor session where the player never managed to walk
back outdoor through a door — they got stuck against the indoor wall
and the resolver never re-established a walkable contact plane.
Adds 13 unit tests in IndoorWalkablePlaneTests.cs covering:
- player over floor poly (returns true, plane normal up, plane at correct Z)
- player outside poly XY (returns false)
- no walkable polys (returns false)
- empty Resolved dict (returns false)
- cell with world translation (plane + vertices in world space)
- PointInPolygonXY cases (centre, near corner, on boundary, outside, Z ignored)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Visual test of Phase 2 portal traversal showed walls still didn't
block from inside buildings. Diagnosis: ResolveCellId was being
called with sp.CheckPos (entity reference, at the feet — world
Z=terrain) instead of sp.GlobalSphere[0].Origin (foot sphere center,
~0.5m above terrain). Combined with the +0.02f Z-bump on cached
cell origins (for render z-fight prevention), the test position
landed at cell-local Z=-0.02 — just below the cell floor — and
PointInsideCellBsp correctly reported "outside" for every cell.
CheckBuildingTransit never added candidates; player CellId stayed
outdoor; indoor cell-BSP collision branch never fired; walls didn't
block.
Retail's check_building_transit uses sphere.Center (the sphere CENTER,
not the entity reference) per the pseudocode at
docs/research/acclient_indoor_transitions_pseudocode.md:222-238.
Three call sites updated (PhysicsEngine x2 inside ResolveWithTransition;
TransitionTypes inside Transition.FindEnvCollisions).
Also adds a [check-bldg] diagnostic line to CheckBuildingTransit (gated
on the existing ACDREAM_PROBE_INDOOR_BSP flag) so future verification
captures show per-portal inside/outside results without needing
another diagnostic flag.
Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Five reviewer-flagged items addressed:
- Fix#1: GameWindow building-loop now reuses TerrainSurface.ComputeOutdoorCellId
instead of re-deriving the row-major cell-index formula. DRY win; no risk
of the two formulas drifting.
- Fix#2: BuildingPhysics.ExactMatch decoder now references
DatReaderWriter.Enums.PortalFlags.ExactMatch instead of magic 0x0001.
- Fix#3: ExactMatch XML doc clarified as "reserved per retail's
CBldPortal::exact_match; not currently consumed by CheckBuildingTransit".
- Fix#4: CheckBuildingTransit docstring now explicitly documents the
retail divergence — retail's sphere_intersects_cell (radius-aware) vs.
our PointInsideCellBsp (radius-less). The sphereRadius parameter is
reserved for the future sphere_intersects_cell port. Practical effect
noted: entry fires ~sphereRadius (~0.48m) deeper than retail.
- Fix#5: Test method `SphereInsideBuildingPortalDestination_AddsInteriorCell`
renamed to `BuildingPortalWithUnloadedCellBSP_NoCandidateAdded` — the
test asserts Empty(candidates), not that the cell is added. Comment
updated.
Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-portal-cell-tracking.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes the outdoor→indoor entry path. New BuildingPhysics type holds
the per-SortCell BldPortal list + building world transform; PhysicsDataCache
caches it (CacheBuilding + GetBuilding); CellTransit.CheckBuildingTransit
tests each portal's destination cell via PointInsideCellBsp.
PhysicsEngine.ResolveCellId's outdoor branch now hooks CheckBuildingTransit
after the terrain-grid lookup: if the matched landcell has a cached
building stab, check whether the sphere has crossed into one of its
interior EnvCells before returning.
GameWindow at landblock-load time iterates LandBlockInfo.Buildings and
caches each via PhysicsDataCache.CacheBuilding. The landcell-id derivation
uses retail's row-major cell-index formula (gridX * 8 + gridY + 1).
Polish items from Subagent B/C reviews folded in:
- visited HashSet in FindCellList's BFS (avoids O(N^2) re-enqueue)
- ResolveCellId_NoDataCache_ReturnsFallback test (closes coverage gap)
- DataCache-asymmetry comment in PhysicsEngine.ResolveCellId
- Replaced misleading FindCellList outdoor-branch TODO with explicit
note that ResolveCellId bypasses this branch — wired in ResolveCellId
directly.
- Removed unused 'using DatReaderWriter.Types;' from CellTransit.cs
- 2 new CellTransitFindCellListTests integration tests
- 1 new CellTransitCheckBuildingTransitTests test (null-CellBSP guard
case; happy path deferred to visual verification).
Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-portal-cell-tracking.md
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
New CellTransit static class ports retail's portal-graph cell traversal:
- FindTransitCellsSphere — indoor portal-neighbour walk
- AddAllOutsideCells — outdoor 24m grid expansion
- FindCellList — top-level driver (BFS through portals;
PointInsideCellBsp for final containment)
PhysicsEngine.ResolveOutdoorCellId renamed to ResolveCellId. Body
rewritten: indoor seeds delegate to CellTransit.FindCellList (portal-
graph BFS + BSP containment test); outdoor seeds keep the landblock
terrain grid lookup from the original implementation (preserving the
L.2e prefix-preservation fix). Signature extended with sphereRadius
parameter (needed by the sphere-vs-portal-plane test). Three call
sites updated (PhysicsEngine x2, TransitionTypes x1).
BSPQuery.PointInsideCellBsp retyped from PhysicsBSPNode? to CellBSPNode?
— the function operates on the cell-BSP tree (CellPhysics.CellBSP.Root
is a CellBSPNode). The previous PhysicsBSPNode typing was dead code, so
retype is safe.
Deletes the Phase D ResolveOutdoorCellIdTests.cs file. New ResolveCellIdTests
covers the equivalent contracts (fallback zero, outdoor seed with no
landblock).
Outdoor->indoor entry (check_building_transit) is stubbed pending the
BuildingPhysics infrastructure landing in the next commit.
Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-portal-cell-tracking.md
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds PortalInfo struct and extends CellPhysics with CellBSP (third BSP
for point-in-cell tests, typed CellBSPTree from DatReaderWriter),
Portals (from envCell.CellPortals), PortalPolygons (resolved
cellStruct.Polygons — portals reference visible polys, not
PhysicsPolygons), and VisibleCellIds (populated for future use;
envCell.VisibleCells is List<UInt16>, not Dictionary).
Deletes CellPhysics.LocalAabbMin/Max and PhysicsDataCache.TryFindContainingCell
— Phase D's AABB shortcut is gone. CacheCellStruct's AABB compute
removed; the [cell-cache] diagnostic updated with portal/visible counts
instead.
CacheCellStruct signature gains an EnvCell parameter (one call site in
GameWindow.cs:5384 updated). ResolveOutdoorCellId drops the
TryFindContainingCell call; portal-graph CellTransit replaces it next.
ResolveOutdoorCellIdTests object initializers had the deleted AABB
properties stripped temporarily so the build stays green; the file gets
replaced wholesale in the next commit (CellTransit integration). Those
2 AABB-containment tests continue to fail (they were pre-broken on this
branch); no new failures introduced.
Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-portal-cell-tracking.md
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>