Retail-lens review of chunk 6 (no blocking finding). Fixed:
- a cell that gets two object-list turns in one frame (a chamber reached
through two portals) submitted its emitters twice; retail's particle parts
sit in the same shadow_part_list as every other part and CPhysicsPart::Draw's
frame stamp suppresses the second draw, so the walk now dedupes the particle
turn with the same frame-scoped set that dedupes the cell shell;
- every visited land cell paid the full per-cell draw setup even with no
emitter; DrawForCell now returns after the cell lookup, retail's own cost
(DrawPartCell 0x005a07a0 `num_shadow_parts > 0`);
- CopyRenderableEmittersInCell maintains LastRenderScopeEmitterVisitCount;
- the OutdoorSceneParticleEntityIds / outdoorOwnerIds stub chain (permanently
empty, never read) is deleted through IWorldSceneRenderer,
WorldScenePViewRenderer, IWorldScenePasses and the composition root;
- AD-117 item 4 names the two behavioral residuals (owner-cell substitution;
no per-emission AddPartToShadowCells);
- ParticleHookSinkTests pins that an emitter's draw cell is its owner's pose
cell and survives the projection-visibility switch across the per-frame
view pass.
Gates: Core 4,988/4,988 (Vfx 108/108), App hermetic 6,760/6,760, Runtime
1,884/1,884.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Look-in rooms (cells reached through building portals) drew their
geometry but never entered the visible-cell set consumed by the
particle gate and the point-light candidacy scope, so their emitters
stayed frozen and their lanterns dark until the player entered or the
camera left the building. Retail has no look-in split:
ShouldDrawParticles @0x0050FE60 gates on cell->IsInView(), and a cell
installed by DrawBuilding @0x0059F2A0 -> PView::ConstructView
@0x005A57B0 is drawn by the same DrawCells traversal as any flooded
cell, so it is in view identically (per-cell in_view stamped by
PView::InitCell @0x005A4B70).
RetailPViewFrameResult now carries InViewCells (main flood + look-in
cells, the existing prepareCells union; the borrowed-scratch contract
is unchanged because RecycleLookInFrames runs at the start of the next
DrawInside). WorldSceneRenderer feeds InViewCells to
ParticleVisibilityController and the point-light scope. DrawableCells
is untouched for seals, the outside-stage predicate, diagnostics, and
the packed-product referee. The legacy 4-arg Reset defaults
InViewCells = DrawableCells for standalone callers.
User-gated 2026-08-29 at the Sanctuary Cathedral: adjacent look-in
rooms show particles and lantern lights from the root cell without
entry or an outside camera; recall/waterfall/Holtburg/paperdoll
unregressed. The pre-existing #132-family candle-behind-opening
report remains open and is unchanged by this fix.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The login tunnel now covers from the first world-facing frame (the
sky-void backdrop can never present pre-tunnel) and holds through an
atomic tunnel-to-world swap at reveal completion — the void is
structurally unreachable on both edges, pinned by frame-sequence tests
across WorldSceneRenderer/WorldRevealCoordinator/LocalPlayerTeleport-
Controller/RuntimeWorldTransitState. Vitals detail icons draw at their
authored centered offsets in both stacked and side-by-side layouts.
Implemented and live-probed by the fix agent; finalized by the lead
after the agent parked post-verification (gates re-run green:
App 5512/3, Runtime 1747/0).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Reuse the PView frame input, publish mutation-invalidated landblock views, and avoid constructing optional shadow iterators while preserving title and lifecycle visibility facts.
Publish the retail blocking-for-cells edge before deferred recenter work, freeze old-world presentation/simulation/audio, and advance full-window retirement from exact metered entity and owner cursors. This removes synchronous portal teardown without allowing retained owners to remain observable.
Move the complete update/render construction graph into a typed Phase-8 owner, explicitly carry the content dependencies it consumes, and publish both roots through one exact lease. Extract lifecycle resource sampling and frame-owned late bindings so partial startup and shutdown withdraw the same generation without window callbacks.
Co-authored-by: Codex <codex@openai.com>
Move the accepted draw transaction and failure recovery behind typed frame-phase owners so GameWindow only supplies immutable frame input. Preserve retail draw order, make ImGui/bootstrap shutdown ownership explicit, and restore exact text-render GL state on failures.\n\nCo-authored-by: Codex <codex@openai.com>
Move fallback and PView world drawing, shared alpha, particles, visibility, selection, and diagnostics behind focused frame owners. Make exceptional frames failure-atomic by restoring the shared GL baseline and preserving primary alpha failures through cleanup.
Co-authored-by: Codex <codex@openai.com>