Roadmap: update D.2b LayoutDesc importer entry to record that the default
flip shipped 2026-06-15 (bf77a23) — importer is the default at
ACDREAM_RETAIL_UI=1; vitals.xml + ACDREAM_RETAIL_UI_IMPORTER flag retired;
window movable, resize deferred to Plan 2 (WindowManager).
Plan: update "After Plan 1" to mark the flip DONE, clean up the Plan 2
description now that vitals.xml is gone.
Register:
- AP-37 "Why" cell: replace "Gated opt-in (ACDREAM_RETAIL_UI_IMPORTER)"
with "Now the default vitals path (the hand-authored markup vitals was
retired)" — the flag is gone.
- IA-15: add row (was missing from this branch) — D.2b retail UI design
stance, updated to note that the vitals window is now rendered by the
LayoutDesc importer (dat chrome elements), not UiNineSlicePanel;
UiNineSlicePanel/RetailChromeSprites now back only chat window + plugin
panels. IA count header 14 → 15.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
main was 65 commits ahead of this branch's fork point. Only conflict was the
divergence register: both sides appended an 'AP-32' row. Resolved by keeping
main's AP-32..AP-36 (cell-shell lift, look-in cells, alpha deferral, dungeon
streaming, point lights) and renumbering the importer's row to AP-37; AP header
count -> 37. GameWindow.cs auto-merged cleanly. Verified: AcDream.App builds
0/0; AcDream.App.Tests 354 passed / 1 skipped / 0 failed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wires the dormant AcDream.App/UI retained-mode tree into GameWindow under
ACDREAM_RETAIL_UI=1: an 8-piece dat-sprite UiNineSlicePanel framing three
UiMeter vital bars bound to the existing VitalsVM. Render-only (UiHost input not
yet bridged to the InputDispatcher — next sub-phase). Coexists with the ImGui
devtools path; no regression there.
Visually verified against a live retail client: the bars match retail's vitals
structure (three stacked horizontal bars, current/max numbers centered) — so the
earlier "orbs" assumption was wrong (retail vitals ARE bars), and stamina is GOLD
not cyan (the #10F0F0 research note was wrong). UiMeter gains a centered numeric
Label (stub debug font for now). Spec §8 + the markup example corrected to match.
Bookkeeping: retired divergence row TS-30 (flat-rect panels -> real dat chrome)
and added IA-15 (our UiHost/markup engine vs keystone.dll's LayoutDesc tree).
Remaining polish (filed, §15): glassy gradient bar fill sprite + the retail dat
font for the numbers.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
9-task TDD plan against the re-grounded spec, building on the existing
AcDream.App/UI scaffold: RuntimeOptions toggles, textured-sprite path in
TextRenderer (+ frag uUseTexture=2, + TextureCache size overload), Step-0 chrome
prove-out, UiNineSlicePanel + UiMeter widgets, wire UiHost + live Vitals
(render-only) retiring TS-30, controls.ini loader, MarkupDocument (XML ->
UiElement tree), and the IUiRegistry plugin surface. Exact code per step; pure
parsers TDD'd in AcDream.App.Tests, GL/visual bits user-verified.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A direct read of src/AcDream.App/UI/ found a complete (dormant) retained-mode
toolkit the grounding workflow missed: UiRoot (input routing, focus, capture,
drag-drop, tooltip, click detection, world fall-through), UiElement,
UiPanel/UiLabel/UiButton, UiHost (Tick/Draw + WireMouse/WireKeyboard),
UiRenderContext, retail-faithful UiEvent codes. It's never wired into GameWindow,
and UiPanel.cs is the exact file divergence row TS-30 cites.
So the retail UI is this existing UiRoot tree — NOT an IPanelHost/IPanelRenderer
backend. Rewrote the architecture sections: Spec 1 now WIRES the dormant UiHost
and adds only the gaps (DrawSprite + frag uUseTexture=2, UiNineSlicePanel,
UiMeter, MarkupDocument that builds a UiElement subtree, ControlsIni). Input
machinery already exists in UiRoot; deferring it is now about integrating two
input consumers, not a missing contract. Plugin contract becomes a UiElement/
markup subtree added to UiRoot (IUiRegistry on IPluginHost), not IPanel.
Net: strictly less new code, more faithful, retires TS-30 by subclassing the
file it cites. Added §0 documenting the correction + the process lesson
(subsystem-discovery must glob by directory, not by the parent's framing).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Brainstormed design for the D.2b retail-look UI backend: our own KSML-style
markup + controls.ini stylesheet + retained-mode toolkit on Silk.NET (no
embedded browser, zero external deps — Approach C, chosen over Ultralight/CEF
and RmlUi for memory/dep-weight/faithfulness).
Spec 1 scope: an 8-piece dat-sprite window frame + live Vitals bars bound to
the existing VitalsVM, gated behind ACDREAM_RETAIL_UI=1, rendered via a reused
TextRenderer batch. Render-only (input/hit-test, AcFont glyphs, anchor solver,
LayoutDesc importer all deferred).
Grounded by a read-only research workflow (7 readers + gap-critic). The critic
corrected several stale memory/plan-doc facts now baked into the spec's
do-not-trust list: VitalsVM is a sealed class (not the old record); chrome
sprite IDs are unverified (Step-0 dat prove-out resolves them empirically);
controls.ini exists and #FFDBD6A8 is editbox text not a bg; DatCollection reads
are thread-safe; KSML is rich-text not the layout language (we mirror
ElementDesc).
Phase D.2b / Milestone M5 (parallelizable with M3/M4 — opened as a parallel
track while M1.5 stays the active critical-path milestone). Retires divergence
row TS-30 + adds one IA row when the chrome ships.
Also gitignores the /.superpowers/ visual-companion scratch dir.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The G.3a visual gate ran a real PlayerTeleport into the 0x0007 dungeon. The core
hold+place worked (grounded on the dungeon floor, no ocean) and Bug A (landblock-
prefix mis-stamp) is fixed (2ce5e5c). But the gate proved #95 (portal-graph
visibility blowup, ~9.1M instances/frame) is LIVE under the current pipeline — my
plan's "likely superseded / conditional G.3b" premise was wrong. Spec §2.5/§3.2 +
ISSUES #133/#95 updated: G.3b (grab_visible_cells stab_list bounding) is REQUIRED,
needs its own grounding/brainstorm. Also noted: the render-only hydration decouple
was reverted (e7058ca) for making the player invisible at Holtburg.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
TDD plan for the gated G.3a core: a pure TeleportArrivalController state machine
(hold-until-hydration + force-snap on impossible/timeout) + its GameWindow wiring
(replace the unconditional arrival snap with recenter + deferred BeginArrival;
per-frame Tick; readiness predicate reusing the #107 login triplet) + the EnvCell
physics/visibility hydration decouple + the visual acceptance gate. G.3b/c/d get
their own plans after the gate.
Also syncs the spec: the readiness predicate reuses SampleTerrainZ + IsSpawnCellReady
+ IsSpawnClaimUnhydratable (the validated #107 login gate) rather than a new
IsLandblockApplied query — strictly more faithful, less new surface.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Brainstorm outcome for #133/G.3. Grounds the corrected root cause (dungeon
landblock = flat terrain + EnvCells, streams via the existing pipeline; the
blocker is the teleport-arrival snap firing BEFORE the dest landblock hydrates)
against the current code (5 verified seams) and lays out Approach C:
G.3a core teleport-into-dungeon: hold-until-hydration on the arrival path
(reuse #107 IsSpawnCellReady + IsSpawnClaimUnhydratable) + #111
validated-claim EnvCell placement + dest-ready streaming query +
dest-coord validation + timeout safety + decouple EnvCell
physics/visibility hydration from the render-mesh guard. -> VISUAL GATE
G.3b #95 stab_list bounding — CONDITIONAL on the gate showing the blowup
(its repro is stale, from the T4-deleted WB path; the current flood is
landblock-confined + enqueue-once, so #95 is likely superseded).
G.3c faithful TeleportAnimState portal-tunnel FSM (decomp 004d6300 /
219405-219774); the TAS_TUNNEL hold-exit gates on G.3a's same readiness
predicate (the tunnel IS the hold's visual form).
G.3d recall game-actions (/ls etc.) — same arrival flow; doubles as the test
lever.
Supersedes the §12 port-plan of r09 (most of it already shipped); r09 stays the
wire/format/recall contract reference. Resolves the handoff's 4 open questions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
R-A2b (485e44d) killed the 0171<->0173 churn (maxPop 16->1, measured). Visible flap residual is sec 4 (edge-on openings render-side + corner camera-seal). Camera-damping tried+failed+reverted. The white-walls scare was a RED HERRING: heavy per-frame probes (ACDREAM_PROBE_FLAP) starve the thread-unsafe dat-reader so texture-decode loses the race -> white; a clean launch (no probes) fixes it. The dat-reader thread-safety bug is the real underlying issue (filed). Repo clean at HEAD.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Reading retail InitCell (:432896) side test during writing-plans showed retail's flood is acyclic (the back portal fails the side test, so 0171<->0173 can't cycle). Our flood traverses the back portal -> the cycle -> the churn. Option B (user-chosen): cull the back portal like retail, keep the forward-portal void rescue, remove the dead cap. Phase 1 pins WHY the back portal is traversed (B1 eyeInsideOpening bypass vs B2 CameraOnInteriorSide convention) before the fix; spec REVISION updated A->B.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The indoor doorway flap is the portal flood's re-enqueue churn (0171<->0173 mutual re-contribution; drifted near-duplicate regions AddRegion won't dedup -> grew -> re-enqueue, capped at MaxReprocessPerCell=16 -> eye-sensitive flood depth -> grey flash). Confirmed live: launch-churn-confirm.log shows maxPop=16 on 44% of frames during a doorway walk-through. The 2026-06-08 'maxPop=1, churn refuted' verdict was a camera-turn-at-rest capture (wrong reproduction); its DO-NOT is overturned.
Fix (Option A, user-approved): contributions already covered by the neighbour's accumulated view don't grow it (no re-enqueue); only the uncovered remainder propagates -- retail's 'redundant -> empty before copy_view' (copy_view confirmed to just append). Remove MaxReprocessPerCell; keep re-processing of genuinely-new slices. Scope: PortalVisibilityBuilder only. Revives 2026-06-08 spec+plan (banners redirected).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replace the outdoor root's single unified reverse-portal flood (whose root-level
portal-side test oscillated as the chase eye grazed a doorway — the measured
flood 2<->6) with retail's per-building floods.
- OutdoorCellNode.Build(uint): portal-less land root; floods only itself ->
full-screen OutsideView -> terrain (PortalVisibilityBuilder IsOutdoorNode seed).
- PortalVisibilityBuilder.ConstructViewBuilding: per-building flood seeded at a
building's own finite entrance (retail ConstructView(CBldPortal) 0x5a59a0 via
DrawPortal 0x5a5ab0 / portal_draw_portals_only 0x53d870). Entrance-bounded ->
consistent ~2-cell depth (measured retail cell_draw_num, handoff OPTION-A 3.4).
- RetailPViewRenderer.DrawInside: when the root is the outdoor node, group nearby
cells by BuildingId and merge each per-building flood into the frame before
assembly; existing shells/object-list draw path unchanged. 48 m seed cutoff.
- GameWindow: pass flat NearbyBuildingCells only on outdoor-node frames.
Tests: +3 PortalVisibilityRobustnessTests (per-building touches ~2 cells, membership
stable under the measured 36 um eye jitter). UnifiedFloodTests retired (its subject,
the unified flood from the outdoor node, is removed); surviving full-screen-OutsideView
coverage moved to OutdoorCellNodeTests. App Rendering 207/207, Core movement 14/14.
Conformance-verified sound; the grazing-doorway flap is the visual acceptance test.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replace ReferenceEquals(clipRoot, _outdoorNode) object-identity checks with the
documented LoadedCell.IsOutdoorNode flag (4 sites) so they survive R-A2 changing
the outdoor root's portals. Behavior-preserving (build + targeted suites green:
App PortalVisibilityBuilderTests 24/24, Core PlayerMovementControllerTests 14/14).
Right-sized from the planned 'collapse to one root': reading the live dispatch,
the viewerRoot ?? outdoorRoot split is already correct (viewerRoot feeds
cameraInsideCell/lighting via the older CellVisibility BFS; clipRoot is the render
root), and the 2026-06-07 cutover flip already made in-world frames single-path
DrawInside. The real flap fix is R-A2 (per-building floods). Dead exterior
DrawPortal look-in deletion deferred to R-A3.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Point both at the Option-A full-retail-port handoff so a fresh session can't follow the dead plan.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Phase 1 (fully specified): add the [portal-churn] probe (per-Build re-enqueue +
reciprocal pre/post), a deterministic re-pop anchor test, and a live doorway
capture to PIN the exact divergence (where acdream's redundant reciprocal
back-contribution stays non-empty where retail clips to empty) — a float-drift
runtime fact, not derivable from decomp.
Phase 2 (evidence-gated outline): port the bound (redundant contributions don't
add propagatable slices; remove MaxReprocessPerCell), keeping re-processing +
Build_ViewGrowthAfterDoneCell green. Gets its own no-placeholder plan after the
Phase 1 pin — apparatus-first, not a deferred placeholder.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The writing-plans decomp pass read FixCellList (433407) -> AdjustCellView (433741)
-> ClipPortals(update_count) + AddViewToPortals, proving retail RE-PROCESSES a
grown-after-drawn cell. So the approved "enqueue-once / no re-process" approach is
wrong (it would break Build_ViewGrowthAfterDoneCell for the right reason — that test
is actually retail-faithful).
Corrected approach (user chose the faithful moderate port over an epsilon-dedup
band-aid): KEEP re-processing on growth, but BOUND it the way retail does — each
view slice processed once (monotonic update_count watermark) and redundant
reciprocal back-contributions clip to EMPTY (OtherPortalClip -> no copy_view -> no
new slice), so the reciprocal/drift loop can't churn. acdream churns because its
reciprocal yields a drifted non-empty sliver, bounded only by the
MaxReprocessPerCell=16 hack. Remove the cap; bound structurally.
Scope unchanged: PortalVisibilityBuilder only; no rooting/camera/clip-math-rewrite/
seal change. One open precision (exact line where acdream's sliver becomes
non-empty — float-drift-dependent on real geometry) deferred to the plan's first
task: instrument PortalVisibilityBuilder (per-pop re-pop count + reciprocal-clip
in/out + grew), capture at the doorway, pin it, THEN fix.
Spec updated in place with a REVISION banner; superseded enqueue-once body retained
for the audit trail.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The 2026-06-08 AM "physics rest micro-jitter" diagnosis is refuted with primary
evidence (door-recheck 216K standstill records: 0 position re-snaps; player
byte-stable during the flap). Two adversarial verification sub-agents confirmed:
- Retail roots the render at the camera viewer_cell (swept from the player via
SmartBox::update_viewer 0x453ce0; DrawInside(viewer_cell) 0x453aa0) and toggles
DrawInside / LScape::draw -- so acdream's eye-cell rooting + inside/outside
toggle are RETAIL-FAITHFUL. The locked-design "root at player cell" is wrong.
- The flap is render membership instability, eye-motion-driven: the visible-cell
set oscillates (8<->3) as the eye sweeps monotonically. Root = the
re-enqueue-on-growth DRIFT (PortalVisibilityBuilder.cs:322, MaxReprocessPerCell
=16) re-clipping each grown cell every round -> sub-cm eye jitter flips membership.
Fix (spec, not yet implemented): verbatim port of retail's enqueue-once flood
(ConstructView + AddViewToPortals): enqueue once on first discovery, clip each
cell's portals once, union late growth in place (AddToCell) + draw-reorder
(FixCellList), never re-enqueue. Kills the drift; rooting/camera/seal untouched.
This commit lands VERIFIED GROUNDWORK + design only:
- spec: docs/superpowers/specs/2026-06-08-portal-flood-enqueue-once-port-design.md
- findings: docs/research/2026-06-08-flap-physics-diagnosis-REFUTED-its-render-membership.md
- [pv-input] probe gains rawPlayer + yaw (disambiguates the varying input)
- 4 GREEN physics rest-stability tests (prove rest is bit-stable -> flap not physics)
- apparatus: launch-flap-capture.ps1, analyze_flap_live.py, find_burst.py
- captured fixtures: tests/.../Fixtures/flap-doorway/0xA9B4017{0..5}.json
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Apparatus + handoff for the indoor flap. Confirmed (primary evidence): the flap is the
portal-flood clip being µm-sensitive at the threshold, driven by a ~1-8µm jitter in the
player RenderPosition (physics resting position not bit-stable; Lerp surfaces it). REFUTES
the 2026-06-07 see-through/EnvCell/outdoor-node diagnosis (ModelId GfxObj 0x01000A2B IS the
solid exterior) AND an enqueue-once attempt (retail propagates late slices via AddToCell;
the existing PropagatesNewSlicesToExit test caught it; reverted). Adds: Build determinism
test, A8CellAudit gfxobj dump, [pv-input] 6dp probe + [render-sig] outRoot/bshell fields.
No functional fix shipped. Next: higher-precision physics rest trace -> port retail
kill_velocity/contact rest-stability. Canonical: docs/research/2026-06-08-flap-rootcause-physics-rest-handoff.md
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Per senior-eng direction: the retail-faithful fix is to stop diverging from PView::
AddViewToPortals (first-discovery enqueue + AddToCell/FixCellList in-place growth, no
re-enqueue/re-clip), removing acdream's MaxReprocessPerCell re-enqueue fixpoint and its
documented per-round ProjectToClip drift. Drops the overlap-predicate approach. Viewpoint
bit-stability (the ~1-8um player RenderPosition jitter) is the contingency next step only
if a residual flap survives the visual gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Confirmed root cause via primary evidence (determinism test + 6dp jitter probe + retail
grounding): the flap is portal-flood set-membership flipping because the drift-prone
ClipToRegion vertex count gates membership while the player RenderPosition micro-jitters
(~1-8um) into a grazing portal's knife-edge clip. Design: gate membership on a stable
side-test + view-region overlap, not the vertex count. Refutes the 2026-06-07 see-through/
EnvCell/outdoor-node handoff (ModelId GfxObj 0x01000A2B is the solid exterior; outside is
stable; root is stable 0170).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Shell pass is a safe no-op for the node id (no exclusion needed); indoor->outdoor
terrain already works via OutsideView; the only new piece is feeding the outdoor
ROOT node's full-screen region to OutsideView. Remaining = OutsideView integration
(read ClipFrameAssembler) + clipRoot flip + launch + visual gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Foundation shipped + validated: the flood roots at the outdoor node and reaches
buildings with ZERO production changes (the design's central risk is resolved).
Next = Task 2 + Phase 3 cutover together, inline (contextual GameWindow surgery
ending at the visual gate).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Bite-sized TDD plan for the unification spec. Phase 1 (outdoor node) + Phase 2
(outdoor-root flood) are additive + unit-tested (full code/tests in the plan).
Phase 3 is the single visual-gated cutover (wire one path, repoint exit portals,
delete the branch/BuildFromExterior/DrawPortal/OutsideView). Phase 4 cleanup.
Pure-outdoor regression guard keeps open-world rendering byte-identical.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Brainstormed design to collapse acdream's two render paths (OutdoorRoot vs
RetailPViewInside) into one, matching retail SmartBox::RenderNormalMode ->
DrawInside(viewer_cell). Roots the FLAP as the two-branch split toggling on the
viewer cell crossing the indoor/outdoor boundary (pinned 2026-06-07 via live
render-sig); the 2026-06-05 viewer-cell-stability plan (boom + dead-zone + w-clip)
is exhausted. Models the outdoor world as a flood-graph cell node whose shell is
the landscape, so one flood + one draw handle indoor and outdoor uniformly.
Clean cutover, 4-phase plan (phases 1-2 additive, phase 3 the visual-gated cutover).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Task-by-task plan (TDD pin for the grey regression + per-task visual gates) to replace the
indoor-render approximation with a verbatim PView::DrawCells port, sequenced so Task 2 alone
should kill the grey. Pickup handoff for a fresh session: state, baselines, rules, do-not-relitigate.
Local commit only (not pushed).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Design for replacing the indoor render approximation layer with a verbatim
port of retail PView::DrawCells (0x5a4840). Locates the grey/bleed in the
ClipFrameAssembler slot-pool + drawableCells filter (RetailPViewRenderer.cs:52/237):
visible cells without a clip-slot are dropped (grey) and the per-cell trim was
globally disabled (bleed). Plan: draw EVERY OrderedVisibleCells cell, trim shells
per-slice via ClipPlaneSet gl_ClipDistance, draw objects membership+depth gated
(no hard clip → no half-character). Scope A+B (DrawInside + look-in DrawPortal);
keeps the faithful PortalVisibilityBuilder + ProjectToClip/ClipToRegion ported
this session. Local commit only (not pushed).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Port retail CameraManager::UpdateCamera's convergence snap (0x00456fcd):
once the per-frame lerp step is below 0.0004 m AND the rotation within
0.000199999995, freeze the damped eye at an exact fixed point instead of
Vector3.Lerp's endless sub-mm asymptote. The drift was walking the 3rd-person
eye across the vestibule/room portal plane at rest, flipping the per-frame
viewer-cell resolve 0170<->0171 -> the indoor grey/texture flicker. The
collided-eye firewall (separate publishedEye local) is already present.
Adds ApplyConvergenceSnap static (TDD: 3 unit tests + 1 integration freeze
test) + SnapEpsilon/RotCloseEpsilon. App suite 183 -> 187, all green.
Plan: docs/superpowers/plans/2026-06-05-indoor-viewer-cell-flicker-fix.md
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Residual A (camera collision = verbatim SmartBox::update_viewer) is SHIPPED +
user-kept (0ffc3f5/5177b54/9e70031). Wrap it and hand off to the render session:
- New canonical handoff (docs/research/2026-06-05-render-residual-a-shipped-core-
inside-render-handoff.md): what A shipped, what A EXPOSED (the render roots at the
viewer cell — clipRoot=CameraCell, GameWindow.cs:7322 — and A made that cell
accurate, so the PVS flood from the viewer cell doesn't reach the player's cell →
cellar floor drops), the reframing (the user's "step C" = the CORE inside render /
R1 completion, NOT R2 outside-looking-in), the evidence-first job, KEEP/DON'T, the
kickoff prompt.
- CLAUDE.md banner: A SHIPPED; next = core inside render (R1 completion).
- Render redesign spec: 2026-06-05 sync note (A shipped; R1 is actually incomplete —
the bleed + cellar-floor drop are the unfinished flood/seal; next is R1, not R2).
The visible problems (bleed + the floor A exposed) are the same family: the inside
path still draws the whole outdoor world instead of retail's "inside → DrawInside
only". A faithful DrawInside seals them by construction (render spec 2026-06-02 §2).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Live ACDREAM_PROBE_FLAP capture (Holtburg cottage/cellar) proved the V1 camera
spring-arm already contains the eye (eyeInRoot=Y 99.75%, viewerCell never 0,
indoor collide 97.6% in 0174). The dominant inside-cottage bluish void is the
render-sealing residual C (DrawPortal), NOT the camera.
This spec scopes the FAITHFUL completion of Residual A: port the two missing
update_viewer pieces verbatim — the indoor start-cell seated at the pivot via
CPhysicsObj::AdjustPosition (pc:280009) → CEnvCell::find_visible_child_cell
(pc:311397), plus the two AdjustPosition/snap-to-player fallbacks — and land
FindVisibleChildCell (which residual C also needs).
Faithful layering (mirrors retail SmartBox→CPhysicsObj): primitives in Core
(PhysicsEngine.AdjustPosition + CellTransit.FindVisibleChildCell + ResolveResult.Ok),
orchestration in App PhysicsCameraCollisionProbe.SweepEye. Deterministic crux test
(start-cell resolution) in Core.Tests with the cottage fixtures; SweepEye glue in
App.Tests. Visible payoff is narrow (the cellar-corner, point 3); the cottage-room
void stays for residual C.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
P1 membership is DONE (proven to already match retail; the 0/11 was a cdb capture artifact;
merged + pushed). P2 root cause localized to BSP Path 5 grounded step-up: the Path 5 wrappers
(DoStepUp=retail step_up, DoStepDown=retail step_down) are verified faithful + reached; the
divergence is in the step-up CLIMB (find_walkable/step_sphere_down up-adjust when sp.StepUp=true).
- docs/research/2026-06-03-p2-door-stepup-handoff.md: canonical P2 pickup + fresh-session prompt +
DO-NOT-RETRY (the wrappers) + the tooling note (xunit swallows Console.WriteLine).
- master-plan §3: P1 marked DONE + the (a)-(d) deletes/unifications re-scoped to approval-gated
refactors of working code; P2 localization recorded.
- CLAUDE.md M1.5: dated 2026-06-03 pointer (P1 done, P2 active, render seam in P3/P4, pickup doc).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
P0 (verbatim-spatial-pipeline-port) Tasks 1+2. ConformanceDats loads the
cottage-doorway cells from the real dats with their real ContainmentBsp;
CottageDoorwayCharacterizationTests maps the Holtburg 0140..017F indoor
neighborhood and pins the master-plan threshold building (origin
161.93,7.50,94.00): 0xA9B40170 vestibule (exit portal 0xFFFF + portal to
0171), 0xA9B40171 room. Grid math confirms the outdoor side is landcell
0xA9B40031 -> the 0031<->0170<->0171 ping-pong is verified real. Verified
interior points recorded for the point_in_cell/find_cell_list goldens.
Plan: docs/superpowers/plans/2026-06-03-p0-conformance-apparatus.md
Notes: docs/research/2026-06-03-p0-conformance-apparatus-notes.md
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The doorway saga (void -> transparent walls -> flaps) proved patching the hybrid is hopeless:
retail does membership + collision + camera + render as ONE coupled pipeline; acdream
reimplemented pieces with mismatched criteria at the seams. Master plan to port ALL of it
verbatim: A membership (find_cell_list/find_transit_cells/find_building_transit_cells intrinsic,
no bridge), B uniform collision (no indoor/outdoor fork) + door collision, C camera
(update_viewer + find_visible_child_cell), D the full PView render (ConstructView/InitCell/
ClipPortals/GetClip/DrawCells/DrawPortal + the update_count watermark). KEEP/REPLACE/DELETE
lists, decomp anchors per function, P0-P6 sequence (apparatus-first, foundation-up, visual gate
each), and the kickoff prompt. Supersedes the render-only redesign's scope.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The inside/outside render currently splits viewpoints: the player cell roots
visibility + the portal side-test, the eye only projects. Retail uses ONE
viewpoint — the collided camera (viewer) — for the mode decision, indoor root,
side-test, AND projection (RenderNormalMode -> DrawInside(viewer_cell) @92675;
InitCell side-test vs viewer.viewpoint @432991; viewer_cell = sphere_path.curr_cell
@92871). The split makes the render mode follow the player while the screen comes
from the camera -> doorway-straddle void + see-through transition (user evidence
2026-06-03). Spec unifies on the viewer: V1 un-split (robust viewer cell from the
camera sweep, no AABB/grace -> no U.4c flap; lighting stays on the player cell),
V2 DrawPortal (outside-looking-in), V3 floor seal. Supersedes residual-A; merges
A+C. Keeps the blue-hole fix (CurrCell player-only).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Canonical handoff: docs/research/2026-06-03-membership-and-bluehole-shipped-handoff.md
(what shipped: membership Stage 1 ordered-CELLARRAY port + the blue-hole render-root
clobbering fix; the full remaining-issues list — A camera-collision, B R1b particles,
C R2 outside-looking-in, Stage 2 membership, #7 stairs, the 5-test baseline; KEEP/
DON'T-REDO; key files + decomp anchors; copy-paste pickup prompt for next session).
- ISSUES.md: recorded the cottage doorway flap DONE (both causes) in Recently closed.
- render design spec §7: R1 + flap marked DONE; A/B/C mapped to the next render phases.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Ports retail CELLARRAY::add_cell (acclient_2013_pseudo_c.txt:701036): ordered list,
dedup by cell_id, append at end. The order is load-bearing for the verbatim
find_cell_list current-cell-first interior-wins pick (next commits) that fixes the
R1 cottage membership flap. Implements ICollection<uint> (helper-facing) +
IReadOnlyCollection<uint> (consumer-facing). 5 unit tests.
Also lands the membership-port pseudocode (workflow step 3) + the Stage-1 plan.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Bite-sized plan for R1 (the per-cell DrawInside core): InteriorEntityPartition
(3-bucket, TDD), InteriorRenderer per-cell loop, the binary render decision in
OnRender (indoor = DrawInside only), and the :1756 bypass repurpose. Particles
deferred to R1b. Grounded in the live code surface (exact file:line + signatures).
Ends at the R1 user visual gate (sealed Holtburg cottage, no bleed).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Resolves the plan §3 open questions with the user this session:
- object/entity/particle draw = LITERAL PER-CELL LOOP (retail DrawCells),
not a global MDI batch with per-instance clip. Fidelity > perf > blast-radius.
- sequencing = HOLISTIC: build the per-cell DrawInside directly; no intermediate
global-pass gate-fix. First visual gate = sealed cottage interior, no bleed.
- terrain in the seal = FAITHFUL: drawn only through the exit-portal clip, never
as a floor under the interior. Inventory's 'relax Skip' suggestion REJECTED as a
non-retail workaround; grey-floor = a sealing bug (verify cell mesh in R1).
- WB mesh pipeline KEPT (per-cell draws from the global buffers, batched within a
cell); two-camera invariant preserved (eye projects, player cell roots visibility).
Phases (holistic): R1 unified per-cell DrawInside (the core) -> R2 outside-looking-in
(DrawPortal) -> R3 dungeons -> R4 polish+cleanup. Each ends GREEN + a user visual gate.
Retail anchors cited throughout (RenderNormalMode 0x453aa0, DrawCells 0x5a4840, etc).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Phase W indoor seal did NOT land. The 2026-06-02 visual gate proved the interior render is fundamentally broken (#78: transparent walls, outdoor terrain + scenery entities bleeding in, grey floors, no outside-looking-in). Stage 4 (sky-through-door clip) was real but a top layer on a base that never sealed.
DECISIVE EVIDENCE (committed in the handoff): the PVS computes correctly AND the cell shells render correctly (opaque, textured, complete — the [shell] probe shows zero NOSNAP / zero missing-texture). The failure is the SEAL + three inconsistent gates — concretely the WbDrawDispatcher.cs:1756 ParentCellId==null -> return true bypass draws outdoor scenery indoors, and the indoor path draws the outdoor world then gates it instead of running ONLY DrawInside. Retail, when inside, runs ONE PView flood: visibility IS the cull; the landscape enters only through clipped exit portals + a conditional depth-only clear.
Dossier (per the user's mandate: NO shortcuts/bandaids, port from retail, redesign the whole pipeline if needed, brainstorm first):
- Master handoff (root cause + retail target + reusable-vs-redesign + apparatus + do-not-repeat + copy-paste pickup prompt).
- Huge staged redesign plan R0(brainstorm)->R1(one visibility authority, kill the bleed)->R2(indoor=DrawInside-only)->R3(the seal, DrawCells port)->R4(per-cell object/particle clip)->R5(outside-looking-in)->R6(dungeons)->R7(polish/conformance). Each ends at a user visual gate.
- 3 research docs: full retail render pipeline reference (705 lines, decomp-verified), acdream pipeline inventory + failure map, reference cross-check (WB two-pipe is the wrong model).
#78 promoted to the redesign. The 5 remaining Core test failures are pre-existing physics/collision bugs, none render-related.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Per-step subagent-driven plan for the render half: T0 test-hygiene baseline,
Stage 3 render-root unification (root at CellGraph.CurrCell + seen_outside, drop
the FindCameraCell grace-frame fallback), Stage 4 PView seal (sky/landscape inside
the portal-clip bracket + conditional doorway Z-clear = no blue-hole; EnvCellRenderer
GL_BLEND verify), Stage 5 entity/particle cell-clip. Key reframe from grounding the
plan in the actual code: the PView infra (PortalVisibilityBuilder BFS + OutsideView,
ClipFrame, EnvCellRenderer GL_BLEND fix, WbDrawDispatcher cell gate) ALREADY EXISTS and
the A8 stencil split is already gone — so the render half is wire-and-fill-gaps, not a
from-scratch port. Execution policy: no intermediate user gates, single final visual
verification, full suite green at verification.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Stage 1 (return swept sp.CurCellId, 3e1d502) was gated and the doorway strobe
PERSISTS: [cell-transit] still flips 0170<->0031. Airtight root from code analysis:
Transition.FindEnvCollisions re-derives the cell from the STATIC origin via
engine.ResolveCellId at TransitionTypes.cs:1947 and clobbers sp.CheckCellId (:1949)
at the start of every sweep pass — a second, earlier static re-derive the four
studies missed (they targeted the late return-site). It is the sole path that can
set an indoor swept cell outdoor (the containment pick at :2075 skips outdoor cells).
:1947 is dual-purpose (jitter source AND the only indoor->outdoor exit), so Stage 2
must replace it with a directed exit-portal crossing + do_not_load prune + exitOutside
re-gate — a careful #98-area rework, not a one-line delete. Render residuals at the
gate (no interior outside-looking-in, blue-through-door, particle/NPC bleed) are all
expected Stages 3-5, not Stage-1 regressions. Stage 1 is kept (correct + necessary).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Bite-sized TDD plan for design Stages 0-1 + W2b revert + visual gate: add the
[cell-swept] diagnostic, return the swept sp.CurCellId from ResolveWithTransition
(retail SetPositionInternal), revert the superseded W2b hysteresis, visual-gate the
doorway/cellar strobe, then lock it with a doorway replay regression. Render chunk
(Stages 3-5) gets its own spec+plan after this gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Four independent decomp studies (Opus 4.8 x2, Sonnet 4.6, external Codex)
converge: retail carries the cell through the collision sweep (validate_transition
advances curr_cell only on an accepted move, reverts on a block) and commits it in
SetPositionInternal — it never re-derives membership from a static resting position.
acdream already ports the sweep machinery (sp.CurCellId/CheckCellId, ValidateTransition,
CheckOtherCells) but ResolveWithTransition discards the swept cell and re-derives
statically via ResolveCellId (PhysicsEngine.cs:909/928) — the root of the
0170<->0031 doorway/cellar ping-pong. The do_not_load_cells prune is secondary
(static/cross-cell lists), not the anti-flicker; W2b was doubly misplaced and is reverted.
Render: one PView::ConstructView portal traversal over the same cell graph, rooted at
the physics current cell; seen_outside (not a dungeon flag) gates landscape; the outside
draws through exit portals clipped to the doorway (no blue-hole, no stencil split).
Dungeons/interiors share the machinery; "underground" is emergent.
Design doc lays out the staged, evidence-first rewrite (Stage 0 diagnostic ->
Stage 1 transition-owned membership [visual gate] -> Stage 2 CELLARRAY/prune parity ->
Stages 3-5 render root + PView seal + entity clip). Adds the shared research prompt and
all four study reports as the grounding record.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
8 TDD tasks (RED->GREEN), Core-only, zero behavior change, built alongside the legacy cell systems. Grounded in the retail CObjCell survey + acdream inventory + #98 fixtures.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>