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564 commits

Author SHA1 Message Date
Erik
b4ed8e7908 docs: file #136 — red-cone dungeon decoration renders red (frozen-phase render divergence)
Investigated the user-reported divergence (a solid-red cone in the 0x0007 dungeon
that retail doesn't draw). Narrowed by elimination:
- geometry, not VFX (survives particles-off)
- object 0x70007055 / Setup 0x020019F0, physState=0x1C — NOT NoDraw/Hidden
- its distinguishing texture 0x06006D65 (DXT1 256x128) DECODES tan/opaque offline,
  identical to a neighbour decoration (0x020019EE / tex 0x06006D63) that renders fine
- not a per-instance tint (hook dropped)
=> the red is introduced at runtime in the WB bindless texture-array upload/sampling
path (a #105-class "samples undefined until flushed" / layer-handle misassignment),
possibly lighting. Both WB-render-migration and sky/lighting are FROZEN phases, so the
fix awaits explicit sign-off. Full diagnosis + reusable diagnostic approach in the issue.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 18:11:15 +02:00
Erik
2c923755c4 fix(G.3): place the player on the cell floor for an indoor dungeon login (#135 follow-up)
Two regressions from the pre-collapse (712f17f), found by live gate + a runtime
probe:

1) Login-into-dungeon stopped loading the dungeon. The login-hold streaming
   observer fell through to the OFFLINE fly-camera branch once
   _lastLivePlayerLandblockId was filtered to the player guid (a dungeon-local
   NPC used to keep it pinned). A camera-derived observer far from the
   pre-collapsed dungeon tripped ExitDungeonExpand and unloaded it. Fix: a LIVE
   in-world session never uses the fly camera for the observer — it follows the
   player's server landblock, falling back to the recentered spawn center
   (_liveCenterX/Y). The fly camera is the OFFLINE observer only.

2) Even with the dungeon resident, auto-entry hung: the #106 "ground ready" gate
   required SampleTerrainZ under the spawn, but a dungeon's negative-offset cells
   place the spawn's WORLD position in a NEIGHBOUR terrain landblock the #135
   collapse deliberately doesn't load (probe: cellReady=True, terrReady=False
   forever). The terrain gate is wrong for an indoor spawn — the player lands on
   the EnvCell FLOOR. Fix: gate an indoor (hydratable) spawn/teleport on
   IsSpawnCellReady, not the terrain heightmap; outdoor (and unhydratable→demote)
   spawns still hold on terrain. Applied to both isSpawnGroundReady (login auto-
   entry) and TeleportArrivalReadiness (teleport). This is the faithful equivalent
   of retail's synchronous cell load + place-on-floor; the pre-#135 terrain hold
   only passed because the 25x25 window streamed the neighbour terrain.

Verified live: login into 0x0007 → auto-entered player mode, snapped to
0x00070145, dungeon renders, FPS steady. Register AD-2 amended.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 17:13:12 +02:00
Erik
712f17f0f2 fix(G.3): pre-collapse dungeon streaming at login/teleport — kill the login FPS ramp (#135)
On login (or teleport) into a dungeon, FPS started ~10 and climbed over ~30 s.
Root cause: the dungeon "collapse" (which shrinks the 25x25 streaming window to
the player's single dungeon landblock — AC dungeons have no neighbours) only
fires once the per-frame `insideDungeon` gate reads true, and that gate keys on
the physics CurrCell, which isn't set until the player is PLACED, which waits for
the dungeon landblock to hydrate. So during the whole hydration window NormalTick
bootstraps the full window — ~24 unrelated ocean-grid neighbour dungeons + their
~19k entities each — and the collapse only mops them up afterward. That mop-up is
the ramp.

Fix: trigger the SAME collapse early, the instant we recenter the streaming center
onto a sealed dungeon cell, before the first NormalTick.

- StreamingController.PreCollapseToDungeon(cx,cy): fires EnterDungeonCollapse
  early (idempotent). The expensive neighbour window is never enqueued.
- GameWindow.IsSealedDungeonCell(cellId): reads the EnvCell dat SeenOutside flag
  (CurrCell is null pre-placement) — the same flag ObjCell.SeenOutside and the
  per-frame gate use, so the early decision matches the eventual one. Distinguishes
  a real dungeon from a cottage/inn interior (SeenOutside → keeps its outdoor
  surround). Excludes the 0xFFFE/0xFFFF structural shell ids so an outdoor spawn id
  can't type-confuse a LandBlock record as an EnvCell.
- Hooks: OnLiveEntitySpawnedLocked (login) + OnLivePositionUpdated (teleport).
- Observer robustness: during a teleport PortalSpace hold the streaming observer
  follows the recentered destination, not the frozen pre-teleport position (which
  could drift >=2 landblocks off and trip ExitDungeonExpand). And
  _lastLivePlayerLandblockId is now filtered to the player guid (resolves the
  Phase A.1 TODO) so a stray NPC UpdatePosition can't drift the login-hold observer
  off the dungeon.

Faithful EARLY trigger of the existing AP-36 collapse mechanism, not a new
workaround — AP-36 amended in the same commit. Adversarially reviewed across
timing / threading / faithfulness lenses; 5 new tests including the real runtime
ordering (Tick bootstraps, then PreCollapse cancels). Core suite green (1463).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 16:46:56 +02:00
Erik
a100bc37a7 docs(G.3): file #134 (ramp slide) + #135 (login FPS); record #133 grey+FPS fixes
Wrap-up bookkeeping for the dungeon work this session:

- #135 — login FPS ramp (~10 fps -> high over ~30 s): the streaming
  collapse only fires once CurrCell resolves to a sealed cell, so the
  first-frame bootstrap loads ~24 neighbour ocean-grid dungeons (+ ~19k
  entities each) then unloads them. Residual of the dungeon collapse;
  clean fix = pre-collapse at login when the spawn cell is a sealed
  dungeon cell.
- #134 — ramp slide-response feel ("lags downward" instead of gliding
  along the slope). SURFACED (not caused) by 3e006d3 caching the ramp
  connector cell in the physics graph; the slope-walk/edge-slide is now
  exercised. Port the retail slide-response; no band-aid.
- #133 — progress note: dungeon FPS FIXED (streaming collapse to the
  single dungeon landblock, 14-30 -> ~1000+ fps) + grey barrier FIXED
  (register portals-only connector cells for BOTH visibility and the
  physics graph even when they build 0 sub-meshes; d90c538 + 3e006d3).
  A7 per-vertex lighting bake (LightBake Core 3b93f91) is the remaining
  "lighting off" work; revised diagnosis (intensity=100 is the real dat
  value; the divergence is no-static-light-burnin, not a mis-read).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 14:33:07 +02:00
Erik
56860501b6 fix(G.3): collapse streaming to the single dungeon landblock indoors (#133 FPS)
Dungeon FPS sat at ~30 (frame ~33ms) because the 25x25 streaming window around
the dungeon landblock pulled in ~129 NEIGHBORING landblocks + their thousands of
torch/particle emitters, all drawn though never visible. In AC all dungeons are
packed adjacent in the unused "ocean" map grid, so those neighbors are unrelated
dungeons. The FPS timeline proved it: 247 fps at login (lb 0/0, ~10K entities) →
17 → 30 as landblocks streamed in (lb 0→129) — the cost tracked LANDBLOCK count,
not entities.

Retail-faithful: ACE LandblockManager.GetAdjacentIDs returns ZERO adjacents for a
dungeon (`if (landblock.IsDungeon) return adjacents;`, Landblock.cs:577-582) —
every dungeon is a self-contained landblock you never see out of.

Fix: when the player stands in a sealed indoor cell (CurrCell.IsEnv &&
!SeenOutside — the same predicate that kills the sun/sky), collapse streaming to
just the player's dungeon landblock and unload the neighbors. Building interiors
(cottage/inn) have SeenOutside cells, so they are NOT gated and keep their
surrounding terrain (the frozen building/cellar demo is unaffected). Unloading the
neighbors also tears down their lights (removeTerrain → UnregisterOwner), shrinking
LightManager._all from ~2227 toward retail's ≤40 — which directly helps the A7
lighting bake landing next.

Mechanics (StreamingController):
- Edge IN: ClearPendingLoads() cancels the in-flight 25x25 window (new streamer
  ClearLoads control job — worker drops queued Loads, keeps Unloads), unload every
  resident neighbor, pin a radius-0 StreamingRegion, (re)load the dungeon block if
  needed.
- Stay collapsed: sweep any straggler that finished loading after the edge (a Load
  the worker had already dequeued before ClearLoads).
- Edge OUT (portal/teleport to outdoors): rebuild the full two-tier window at the
  new center, unload anything stale.

AP-36 added to the divergence register (the gate uses the cheap SeenOutside cell
predicate as an approximation of ACE's full landblock IsDungeon classification).
GameWindow also carries a TEMP ACDREAM_LOG_FPS=1 headless FPS line (strip after
the A7 FPS+lighting verification).

Build green; 58 streaming tests green (6 new dungeon-gate tests).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-13 22:32:56 +02:00
Erik
007e287309 fix(A7): port retail calc_point_light (1-dist/falloff) ramp — kill the "spotlight" hard edge (#133)
The dungeon/house/outdoor lights read as hard-edged blown discs ("spotlights")
because our point/spot shader used `atten = 1.0` flat inside a hard `d < range`
cutoff. The mesh.frag comment claimed this was retail-faithful ("no attenuation
inside Range... the bubble-of-light look relies on crisp boundaries", citing
r13 10.2) — that was a misread and the literal cause of the symptom.

Verified against the decomp (not guessed): calc_point_light (0x0059c8b0, the
PER-VERTEX point-light path that lights static walls) scales each light's
contribution by (1 - dist/falloff_eff) — a LINEAR ramp that fades to exactly 0
at the edge, eliminating the hard disc. falloff_eff = Falloff * static_light_factor,
and static_light_factor = 1.3 (0x00820e24), NOT the 1.5 config_hardware_light
rangeAdjust (that 1.5 is the D3D-dynamic path for moving objects, a different
path). The Ghidra port (acclient.c:808639) is more garbled — BN pseudo-C is the
oracle here; the exact normalization factor + a half-Lambert wrap (0.5*dist+N*L)
are x87-obscured (same artifact class as GetPowerBarLevel) and left unported.

Changes:
- mesh_modern.frag + mesh.frag: replace flat atten with clamp(1 - d/range, 0, 1);
  Range now carries falloff_eff so the ramp fades to 0 at the cutoff. Fix the
  false "no attenuation / crisp bubble" comment in mesh.frag.
- LightInfoLoader: Range = Falloff * 1.3 (static_light_factor), was * 1.5.
- LightManager: correct the stale class doc comment (Tick is now nearest-8
  allocation-free partial-select with NO viewer-range slack filter).
- divergence register: AP-16 updated (slack filter removed), AP-35 added
  (per-pixel vs per-vertex Gouraud; dropped half-Lambert wrap + normalization).
- test: LightingHookSinkTests Range 8*1.3 = 10.4.

Build + 20 lighting tests green. Visual gate pending (game-wide lighting change:
dungeon torches, house candles, outdoor braziers).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-13 21:48:46 +02:00
Erik
0fe479ba06 docs(A7): pin the GENERAL light over-saturation cause (intensity=100 mis-read) + FPS note
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-13 21:19:47 +02:00
Erik
167f05c4fa docs(G.3 A7): record dungeon light-selection fix (activeLights 2->8) + the 0.30 ambient follow-up
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-13 20:45:29 +02:00
Erik
a40c38e8bd milestone(G.3): dungeons RENDER — #95 was a Bug-A symptom, not an unbounded flood
Autonomous /loop verification: a live launch into the 0x0007 dungeon renders with a
sane budget (WB-DIAG instances ~39,000, meshMissing=0; was 9.1M pre-Bug-A), correct
membership (no ACE failed-transition spam), navigable. The chain: G.3a teleport
hold+place + Bug A (2ce5e5c, validated-claim landblock prefix) + login-into-dungeon
recenter (47ae237). A headless diagnostic (Issue95DungeonFloodDiagnosticTests, 95d9dab)
proved the portal flood is already bounded (1-17 cells vs the stab_list's 120-204), so
#95's "port grab_visible_cells stab_list bounding" was the WRONG fix and is NOT pursued.
ISSUES #95 -> RESOLVED, #133 -> renders + login-into-dungeon fixed; CLAUDE.md current
state + render digest updated. Remaining for M1.5: A7 dungeon torch/point-lighting.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-13 19:36:04 +02:00
Erik
dd7b73a837 docs(G.3): file login-INTO-a-dungeon gap (streaming not recentered at login)
Re-gate of Bug A revealed: logging in with the character saved inside a far
dungeon hangs at the #107 auto-entry hold (frozen, no [snap]). The streaming
center is set once at startup to the default and the login spawn never recenters
it, so the dungeon never streams and IsSpawnCellReady never goes true. The
teleport-arrival path recenters (G.3a); the login path doesn't. Filed under #133
with the fix shape (recenter onto the spawn landblock at login) + the ACE-reset
workaround.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-13 18:39:45 +02:00
Erik
70c559c1ba docs(G.3): gate correction — G.3a core landed; #95 CONFIRMED LIVE (not superseded)
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>
2026-06-13 18:30:43 +02:00
Erik
c9650bd3bd plan(G.3a): core teleport-into-dungeon implementation plan (#133)
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>
2026-06-13 17:02:03 +02:00
Erik
6680fd42b2 spec: G.3 dungeon support design (M1.5 exit-gate) — phased, retail-faithful
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>
2026-06-13 16:43:39 +02:00
Erik
90786c19e2 handoff: M1.5 dungeon support (G.3) grounded — design research + the terrain-less-premise refutation
Adds the 2026-06-13 dungeon-G.3 handoff doc + a dat-probe test that
RESOLVED the pivotal design ambiguity. A research agent assumed dungeon
landblocks are terrain-less (LandblockLoader.Load returns null ->
"rewrite the pipeline for terrain-less landblocks", 13 seams). The dat
probe refutes it: dungeon landblock 0x0125 has a flat (all-zero-height)
LandBlock record PLUS 71 EnvCells and no buildings/objects -> it streams
fine via the existing pipeline as a flat-terrain landblock.

The real blocker (#133) is narrow: the teleport-arrival handler
(GameWindow.cs:4928) snaps the player via physics.Resolve BEFORE the
dungeon landblock streams in -> Resolve falls back to the resident
Holtburg landblocks -> places the player at A9B3 ocean. Fix shape:
hold-until-hydration (reuse the #107 IsSpawnCellReady gate for the
teleport-arrival path) + place into the EnvCell + the retail
TeleportAnimState portal-space FSM for the full-G.3 loading screen.
ACE confirms dungeons are single-landblock, so "multi-landblock LOD"
is moot.

The handoff captures: this session's closes (#108-residual/#127/#125
gated, #116 partial), the M1.5 re-open decision, the corrected root
cause, the 5-way reference grounding (holtburger/ACE/retail decomp +
the dat probe), the design direction, and the open brainstorm questions.

Next session: resume the brainstorm at "propose approaches" -> spec ->
writing-plans -> implement.

Suites green: App 264+1skip / Core 1445+2skip / UI 420 / Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-13 14:53:27 +02:00
Erik
9c2ceb2336 milestone: re-open M1.5 — dungeon support (full G.3) pulled into scope; M2 re-deferred
Correction to 1bf037a. The user reverted the M1.5 landing: the indoor
world isn't done while dungeons are completely broken. Attempting the
dungeon demo revealed it's not a single bug (#133) but a whole-feature
gap — terrain-less indoor-only dungeon landblocks aren't supported
anywhere in the streaming/load/render/physics pipeline:
- LandblockLoader.Load returns null when there's no LandBlock terrain
  record (dungeons have none) -> the dungeon never loads.
- LandblockStreamer fails when the terrain mesh build returns null
  (dungeons have no terrain mesh).
- The teleport-arrival snap Resolves before the dungeon hydrates ->
  places the player in the old Holtburg frame over ocean.

The user chose the FULL Phase G.3 scope (dungeon streaming + portal-space
loading screen + multi-landblock LOD + PlayerTeleport handling) and
pulled it into M1.5. M1.5 lands only when BOTH the building/cellar demo
(done) and the dungeon demo (enter via portal, navigate 3-5 rooms, walls
block, smooth transitions) pass. M2 (CombatMath) re-deferred.

Currently brainstorming the dungeon-support design (spec ->
docs/superpowers/specs/). Docs corrected: milestones (M1.5 ACTIVE +
extended, M2 DEFERRED, currently-working-toward -> M1.5), CLAUDE.md
current-state, ISSUES.md #133 (G.3 pulled into M1.5).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-13 14:45:53 +02:00
Erik
1bf037a1c9 milestone: M1.5 LANDED (building/cellar demo); dungeon demo -> #133/G.3; start M2
M1.5 "Indoor world feels right" lands on its primary building/cellar
demo, user-gated across the 2026-06 sessions: multi-floor inn navigation
without sling-out/wall-clip, cottage cellar descend+ascend without
falling through, walls block everywhere, smooth cell transitions. The
holistic Option-A render port (one DrawInside(viewer_cell), BR-2..BR-7 /
T1..T6) and the A6.P4 per-cell shadow physics shipped and were gated; the
doorway-flap family is closed (#119/#128, #112, #113, #124,
#129/#130/#131/#132, #108-residual, #127) and the #90/synthesis
workarounds removed.

The dungeon half is the one piece NOT landed: attempting the dungeon demo
(meeting-hall portal) surfaced issue #133 - teleport-into-a-dungeon snaps
the player BEFORE the dungeon landblock streams in (GameWindow.cs:4928
Resolve falls back to the resident Holtburg landblocks -> snaps to an
outdoor cell over ocean). That is Phase G.3 (dungeon streaming +
PlayerTeleport handling, M4), not a render bug (#95 died with the Option
A rewrite). Per the milestones doc's pre-flagged choice, the dungeon demo
is promoted to G.3 and M1.5 lands on the building/cellar demo (user
decision 2026-06-13).

Start M2 "Kill a drudge" - first port target CombatMath.ComputeDamage
(port-ready per the combat-math research memo; ACE oracle). Drudges spawn
outdoors for the demo, so M2 does not depend on #133/G.3.

Files: milestones doc (M1.5 -> LANDED, M2 -> ACTIVE, currently-working-
toward flipped), CLAUDE.md current-state -> M2, ISSUES.md #133 filed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-13 10:45:00 +02:00
Erik
8682a8db70 close #125: bounded upload retry kills the sticky-drop debt (failed GL uploads were never re-staged)
The GL root cause was fixed in fcade06 (the gpu_us query-ring stale
errors). This closes the remaining design debt: a genuinely-failed
UploadMeshData was dropped permanently.

Exact mechanism (traced this session): UploadMeshData's catch returns
null, the staged item is already consumed, and _renderData stays empty -
but the prepared data lingers in _cpuMeshCache, so the #128 EnsureLoaded
re-arm hits PrepareMeshDataAsync's CPU-cache short-circuit
(ObjectMeshManager.cs:448-453) which returns the cached data WITHOUT
re-staging it for upload. The mesh stays invisible until CPU-cache
eviction - session-sticky under low cache pressure (the in-tower
scenario).

Fix: the per-frame Tick drain (WbMeshAdapter) now re-stages a failed
upload for the NEXT frame via ObjectMeshManager.UploadOrRequeue, bounded
by MaxUploadRetries (3). The attempt counter lives on the ObjectMeshData
object so it resets to 0 naturally on re-prepare. Re-stages are
collected and re-enqueued AFTER the drain loop, never inside it, so a
deterministic failure cannot spin the queue within a single frame; past
the cap it gives up with a loud [up-retry] ... giving up line - a
genuine GL defect now surfaces instead of the old silent permanent drop
or an unbounded retry storm. Retail loads content synchronously and has
no such failure mode; this converges the async pipeline toward that
guarantee.

The uncaught GenerateMipmaps path (open-question c) is INTENTIONALLY
left to surface errors - a blanket catch there would mask future real
defects (no-workarounds rule), and its trigger (fcade06) is retired.

No visual gate (robustness). Build green; App.Tests 264 + WbMeshAdapter
tests green. No GL-context test seam exists for the upload path, so the
bounded retry is verified by construction + the regression suite.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-13 10:27:26 +02:00
Erik
bf18a54369 fix #116 (partial, Ghidra-confirmed): slide_sphere degenerate guard uses F_EPSILON, not EpsilonSq
The user brought up Ghidra; its decompiler (patchmem.gpr, full PDB)
resolved the Binary-Ninja `test ah,5` x87 branch-sign ambiguity that
blocked the desk read. CSphere::slide_sphere (0x00537440) decompiles
cleanly to:

  fVar3 = |cross(collisionNormal, contactPlane.N)|²;
  if (::F_EPSILON <= fVar3) {                       // crease exists
      ... offset = cross * dot(cross,gDelta)/fVar3;
      if (|offset|² < ::F_EPSILON) return COLLIDED_TS;   // degenerate guard
      ... add_offset_to_check_pos -> SLID_TS
  }

Retail compares the SQUARED magnitudes against F_EPSILON
(0.000199999995 ~= 0.0002 = PhysicsGlobals.EPSILON). Our port compared
against EpsilonSq (0.0002^2 = 4e-8) - a ~5000x too-tight threshold (the
BN pseudo-C rendered the comparison as `test ah,5` after an x87 FCMP,
which is sign-ambiguous; agent reads disagreed). Fixed both comparisons
at TransitionTypes.cs:3098,3105 to EPSILON.

Effect: crease-exists now needs >=0.81 deg between the wall and contact
normals (was 0.011 deg - which routed near-parallel pairs through the
numerically unstable projection); the degenerate guard now hard-stops
slides under ~1.41 cm like retail (was 0.2 mm). Branch POLARITY was
already correct - no change there.

No regression: full physics suite (612) + full Core (1443) green. Not a
register deviation (no row existed; this is an undocumented porting
error corrected to match retail).

This does NOT close #116 - it fixes a tangential constant, not either
reported shape. Ghidra also settled the two shapes' diagnosis (recorded
in ISSUES.md #116 + physics digest):
- Shape-1: our cn=UnitZ default IS retail-faithful (validate_transition
  0x0050aa70 has the identical `if (collision_normal_valid==0)
  set_collision_normal(UnitZ)`). The real divergence is upstream -
  tick-22760 our collision_normal_valid was false where retail's was
  true (it recorded the door-face normal). Needs the instrumented
  tick-22760 replay.
- Shape-2 (D4 stays skipped, note sharpened): slide_sphere slides
  in-frame (SLID_TS) so Z=1.92 is faithful and the D4 Z=2.0 hard-stop
  pin is the suspect half; the threshold fix didn't move D4 (real slide,
  not degenerate). Needs a cdb trace of an airborne wall hit.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-13 10:21:51 +02:00
Erik
35961f2039 #116 oracle desk read: slide-response leads pinned, needs a live cdb to finish
Read both sides quote-for-quote (verified against source): our
CSphere::slide_sphere port (TransitionTypes.cs:3054-3133) vs retail
0x00537440 (decomp 321403-321532). Findings:

1. Shape-1 (tick-22760 lost 3.57cm slide) is NOT the degenerate-offset
   guard - retail's guard only kills slides under ~1.4cm. The real
   divergence is the collision-normal SOURCE: our harness cn=(0,0,1) vs
   live cn=(0,+1,0). Strong lead: TransitionTypes.cs:3701-3702 defaults
   cn=Vector3.UnitZ when no valid normal.
2. Shape-2: retail's slide_sphere applies the slide IN-FRAME
   (add_offset_to_check_pos @0x53777e, return SLID) - our in-frame slide
   to Z=1.92 is likely retail-faithful and the D4 frame-1 hard-stop pin
   is the stale one (pending the first-airborne-frame plane state).
3. Candidate epsilon-squaring divergence: retail compares SQUARED
   quantities against 0.000199999995 (non-squared) while we compare
   against EpsilonSq=0.0002^2 - possibly 1e4x too small. Explains
   neither shape; DO NOT change without cdb (the test ah,5 branch
   polarity is the undecodable BN construct from the PosHitsSphere saga).

No code change (oracle-first; the issue title calls for cdb and the BN
decomp is provably ambiguous on the branch signs). ISSUES.md #116 +
physics digest carry the leads + the scoped cdb plan.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-13 10:11:34 +02:00
Erik
4ad6fb9184 close #127 (user-gated + desk pin): distant-building flood flap died with the W=0 clip port
User re-gate 2026-06-12: ran past distant buildings, 'Seems to have
been fixed' - no flicker/vanish. The per-building flood-admission
bistability (#127, the building-flap mechanism behind the tower roof
flap and #123 'buildings vanish when running past') is gone.

Root: the bistable knife-edge admission died with the W=0
polyClipFinish clip port (987313a - the #119/#120 work that 'kills the
knife-edge class everywhere') plus the #120 containment-rejection
growth fix. The captured-pair evidence (tower-viewer-capture.log,
2026-06-11) PRE-dates all of those - it was that same near-eye knife
edge, not a separate distant mechanism.

Desk confirmation (both green at HEAD):
- CapturedFlipPair_AdmissionIsStable: the original 4 cm flip pair is
  now |A|=|B| with zero diff across all FOVs and both pre-gate states.
- DistantBuildingStrafe_NoAdmissionChurn (new regression pin): 0
  admission churn across all 21 building groups x {10,30,60,120,190} m
  x 100 mm-step run-past strafes, both pre-gate states. A stable flood
  toggles each cell at most once over a monotone eye path; this asserts
  no cell toggles >=2x.

ISSUES.md #127 -> CLOSED with the DO-NOT-RETRY note (no re-opening the
BuildFromExterior seed gates for a flap symptom without a fresh HEAD
repro - the captured-pair lead is dead). Render digest banner updated.

Suites: App 264+1skip / Core 1443+2skip / UI 420 / Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-13 10:03:33 +02:00
Erik
bf800677f0 close #108-residual (user-gated): terrain backface cull fixed the cellar grass window
User visual gate 2026-06-12 ('Yes it is fixed.') - cellar climb clean,
outdoor terrain intact from above. Flip ISSUES.md #108 to CLOSED.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-13 09:54:58 +02:00
Erik
96a425a9a5 fix #108-residual (root cause): terrain drew DOUBLE-SIDED - port retail landPolysDraw eye-side gate as terrain backface cull
The cellar-ascent grass window was the UNDERSIDE of the z~94 grade
sheet. Retail terrain is single-sided: ACRender::landPolysDraw
(0x006b7040) draws each land triangle ONLY when the camera is on the
POSITIVE (upper) side of its plane (Plane::which_side2 vs
Render::FrameCurrent, zFightTerrainAdjust bias) - a below-grade eye
gets NO terrain, so retail shows sky through the cellar door.

We inherited WB's frame-global cull DISABLE (WB GameScene.cs:841 - an
editor camera goes underground by design) and TerrainModernRenderer.Draw
set no cull state of its own -> terrain rasterized both sides. From a
below-grade eye every aperture sight-ray RISES, so the only 'terrain'
it can see is the grade sheet's underside - which painted the exit-door
aperture (the landscape slice's 2D NDC clip planes (nx,ny,0,dw) have no
depth axis and cannot exclude between-eye-and-portal geometry) and slid
off the door exactly as the eye crossed grade. Membership/viewer was
exonerated by the harness in the previous commit.

Fix: TerrainModernRenderer.Draw owns its cull state (the 7th
self-contained-GL-state instance): Enable(CullFace) + CullFace(Back) +
FrontFace(Ccw), set -> draw -> restore the frame-global CW + cull-off
baseline. GL backface culling evaluates retail's per-triangle eye-side
predicate at rasterization; no shader change.

Pins:
- LandblockMeshTests.Build_AllTriangles_WindCounterClockwiseInWorldXY:
  every emitted triangle CCW in world XY across both FSplitNESW split
  directions - the winding invariant culling depends on.
- TerrainCullOrientationTests: under the production camera convention
  (LookAt up=+Z, Numerics perspective) an up-facing triangle winds CCW
  in window space from above (kept) and CW from below (culled) - guards
  FrontFace inversion, which would blank terrain from above.

Oracle note: retail's through-portal clip has NO portal-face near plane
(PView::GetClip / Render::set_view install edge planes only); nearer-
than-portal exclusion comes from the eye-side cull + cell-level
admission. No register row: this PORTS the retail mechanism, retiring
an undocumented WB-heritage deviation.

Gate pending: cellar climb (grass window gone) + outdoor sanity glance
(terrain intact from above).

Suites: App 263+1skip / Core 1443+2skip / UI 420 / Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 22:05:31 +02:00
Erik
bf965000da handoff: add the M1.5 dungeon-demo exit gate to the next-session work order
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 21:21:51 +02:00
Erik
5622d56fe8 handoff: night session - 9 user-gated closes; NEXT = #108-residual (queue, the #131 entity-first lesson, apparatus, pickup prompt)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 21:02:10 +02:00
Erik
49cffe6565 close #131 + #132 (user-gated) + CLAUDE.md current-state ledger refresh
#131: 'Ok now it works' (fix 4, d208002). #132: both sides gated. #124 closed earlier same session. CLAUDE.md open ledger now: #108-residual, #116, #127, #125 sticky-drop debt.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 20:55:13 +02:00
Erik
d208002bf8 fix #131 (root cause 4, structurally forced): look-in cells draw their DYNAMICS - the town portal is a server object in the hall's porch cell
The headless replay of the captured indoor frame proved the look-in flood ADMITS the porch 0x017A (Diagnostic_LookInFlood_AdmitsHallPorchFromCottage: 14 cells). So the portal (a SERVER object - the teleport proves it - with ParentCellId 0xA9B4017A) routes to partition.Dynamics and draws NOWHERE under an interior root: dynamics-last viewcone-culls it (the main cone has no look-in cells) and post-seal it would z-fail beyond the root's door plane (the #118 lesson). This is AP-33's own recorded deferral - 'look-in DYNAMICS are not drawn' - the deferred case was the most-stared-at object in town. Outdoors the merge path puts the porch in the main cone -> drawn -> 'appears when I walk out'.

Fix: DrawBuildingLookIns pass 2 draws look-in-cell dynamics with the statics (whole, AP-33 over-include) and their emitters ride the same DrawCellParticles call. No double-draw: dynamics-last keeps culling them; DrawDynamicsParticles only sees its cone survivors. #124 CLOSED by user gate same session. AP-33 row updated. Suites: App 261+1skip / Core 1439+2skip / UI 420 / Net 294 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 20:52:34 +02:00
Erik
47f32cd45c fix #131 (root cause): look-in cells draw their emitters - the cell-particles pass was missing from the #124 sub-pass
The teleport capture pinned it: walking into the portal flipped pCell to 0xA9B4017A - the hall's PORCH EnvCell. The swirl emitter is owned by a static inside another building's cell. Outdoors the merge path runs the main per-cell pass incl. DrawCellParticles -> visible; under an interior root the #124 look-in sub-pass drew shells + statics but had no cell-particles call. Retail's nested DrawCells draws objects WITH their emitters (DrawObjCellForDummies pc:432878+). Fix: DrawBuildingLookIns pass 2 invokes DrawCellParticles per look-in cell with its static bucket. The owner-cone verdicts were geometrically correct all along (0xC0A9B462 = a porch torch); fixes 1-2 were real-but-adjacent (the unattached pass plugs an independent hole; the alpha deferral fixed #132).

Suites: App 260+1skip / Core 1439+2skip / UI 420 / Net 294 green. Awaiting the swirl gate.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 20:44:24 +02:00
Erik
87afbc0a42 fix #132 (outdoor sibling): outdoor attached scene emitters move to the post-frame pass; sharpen the #131 probe
User gate on 20d1730: the candle is FIXED indoors ("now the candle
light is visible when I'm in the house when it is in front of the
opening") and the OUTDOOR sibling surfaced exactly as AP-34 recorded
("when I go out it is not showing unless I turn so the angle doesn't
put it in front of the opening"): under an OUTDOOR root the merged
building interiors draw AFTER the landscape stage (DrawEnvCellShells),
so a slice-drawn flame is overpainted by a punched aperture's interior
behind it.

Fix: outdoor roots SKIP the late-slice Scene-particle draw; attached
outdoor-static scene emitters draw in the POST-FRAME pass alongside the
T3 unattached pass, where depth is complete and flames composite
correctly against interiors. The owner-id set carries over from the
late slice (single full-screen slice outdoors); cell-pass and
dynamics-pass emitters keep their own passes (their owners are never in
the outdoor-static id set - no double-draw). Interior roots keep the
late-slice draw (their stage ends with the clear + seal discipline).
AP-34 row updated (the outdoor residual is now covered; the remaining
residual is translucent MESH batches within stage draw calls).

Portal swirl (#131): the user's "same results" on 20d1730 KILLS the
look-in-erasure hypothesis for the portal - the mesh now draws after
the look-ins and is still missing indoors. No further speculative fix;
the [outstage] probe now prints each outside-stage dynamic's
SourceGfxObjOrSetupId (portals have distinctive setups) and
[outstage-pt] lists up to 12 distinct UNMATCHED attached emitter owner
ids - the next capture identifies whether the portal entity reaches the
through-door draw at all, and where its emitters point.

Suites: App 259+1skip / Core 1439+2skip / UI 420 / Net 294 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 19:26:04 +02:00
Erik
20d17304d7 fix #131+#132: landscape translucents drawn AFTER the #124 look-ins (FlushAlphaList deferral)
The user's screenshot pair re-attributed both reports to ONE mechanism -
a compositing gap in the #124 look-in sub-pass:
- #131: the portal swirl (a TRANSLUCENT MESH, not only particles) stood
  exactly in front of the hall's doorway. The slice drew it BEFORE the
  look-in sub-pass; translucents write no depth, so the hall's interior
  - drawn into its far-Z-punched aperture - overpainted the swirl.
  Outdoors the look-ins are the post-stage merge path, so the swirl
  survives ("stepping out it pops into existence").
- #132: the candle/lantern flame is an attached emitter in the slice's
  Scene-particle pass - same pre-look-in placement, same erasure
  whenever "the opening through a house" sat behind it; against a wall
  nothing overdraws it. Background-dependence explained exactly.

Retail cannot exhibit this class: every alpha draw of the landscape
stage is collected and flushed ONCE after LScape::draw
(D3DPolyRender::FlushAlphaList, PView::DrawCells pc:432722) - i.e.
after all building look-ins.

Port (the two-phase split): DrawLandscapeThroughOutsideView now runs
EARLY per slice (sky, terrain, outdoor STATIC meshes - the look-in
punches need their depth to mark against, the #117 lesson), then the
#124 look-ins, then LATE per slice (outside-stage dynamics' meshes +
ALL attached scene particles + weather + SkyPostScene), then the #131
unattached pass. New RetailPViewLandscapeLateSliceContext carries the
dynamics survivors + the particle-owner set (statics + dynamics cone
survivors). GameWindow's slice handler split accordingly. Outdoor
roots: no look-ins live in the stage, so the net order is unchanged
(zero behavior change outdoors).

Register: AP-34 added - the two-phase split vs retail's single
deferred flush, with the residuals recorded (outdoor-root slice
particles still draw before merged building interiors - the unreported
outdoor sibling; building exteriors' own translucent batches draw
early).

The earlier #131 unattached-emitter pass (1d3f9a8) remains - it fixes
an independent hole (that class had NO indoor pass at all) - and now
runs at the end of the late phase.

Suites: App 259+1skip / Core 1439+2skip / UI 420 / Net 294 green.
Awaiting the user gate: swirl through the doorway, candle flame with
the opening behind it, far-building interiors (#124).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 19:16:40 +02:00
Erik
1d3f9a8c97 fix #131: unattached emitters had NO particle pass under interior roots
The user's capture run + a code read pinned it in one step: every
particle pass under an interior root is id-filtered (the landscape
slice's Scene pass, the per-cell pass, and the dynamics pass all
require AttachedObjectId != 0 plus owner-set membership). An UNATTACHED
emitter - AttachedObjectId == 0: portal swirls, campfires, ground
effects anchored at a position - drew NOWHERE when the viewer root was
interior. The outdoor root has the dedicated T3 pass for exactly this
class (its own comment records that "unattached ones had NO pass on
outdoor-node frames"); the identical hole on interior-root frames was
never plugged. Walking out flips to the outdoor root and the T3 pass
picks the swirl up - "appears when I walk out again", verbatim.

The [outstage] capture corroborated the rest of the chain healthy
under the interior root: outside-stage routing correct, cone PASS for
the portal-family dynamics, 57 attached emitters matched and drawn
through the doorway. Only the unattached class was orphaned.

Fix: RetailPViewDrawContext.DrawUnattachedSceneParticles - invoked ONCE
per interior-root frame at the END of the landscape stage:
- pre-clear, because drawn after the depth clear + seals an outdoor
  emitter beyond the door plane z-fails against the seal's door-plane
  stamp;
- after the #124 look-in sub-pass, so swirls blend over far-building
  interiors;
- once per frame, not per slice - alpha particles must not double-draw
  (the #121 lesson);
- mutually exclusive with the outdoor T3 pass by root kind (interior
  invokes this; outdoor keeps T3).

Residual (documented in the issue): unattached INDOOR emitters now draw
pre-clear and get overpainted by the room's shells - the same
invisibility they had before this fix; the proper per-emitter cell
classification is a future port.

[outstage-pt] probe extended with the unattached emitter count (the
probe's blind spot was exactly where the bug hid).

Suites: App 259+1skip / Core 1439+2skip / UI 420 / Net 294 green.
Awaiting the user gate: the swirl through the doorway. #132 (candle
flame vs through-opening background) remains open - different
mechanism, background-dependent.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 19:04:12 +02:00
Erik
eeb1c59ded file #131 (portal swirl gone through doorways) + #132 (candle flame vs aperture background) + the [outstage] capture probe
Two user reports from the #124 gate session, both axioms:
- #131: "the portal swirl is missing, when I look out from inside a
  house. Appears when I walk out again." Mechanism frame: under an
  interior root an outdoor dynamic's particles draw ONLY via the
  landscape slice's Scene pass (#118 outside-stage routing; #121
  excludes them from the last-pass particle callback) - if any link
  fails, the swirl draws nowhere exactly when indoors. Desk-exonerated
  already: filter key conventions uniform, the routing predicate
  correct, sphere from vertex bounds.
- #132: "I have a candle ... when a wall is behind it it shows, but if
  I turn a bit and the opening through a house is behind it candle
  light disappears." Background-dependent => per-pixel depth/blend at
  the aperture region, not owner culling. Possible overlap with the
  #124 look-in sub-pass (new pre-clear content in those pixels) - the
  pre-77cef4c check is in the issue.

Apparatus (env-gated, zero cost off): ACDREAM_PROBE_OUTSTAGE=1 ->
[outstage] per-slice outside-stage routing + cone verdict per dynamic
(print-on-change, RetailPViewRenderer) + [outstage-pt] slice
Scene-particle id set + live attached-emitter match count (GameWindow).
One capture standing inside looking at the portal pins which link
breaks.

Suites: App 259+1skip / Core 1439+2skip / UI 420 / Net 294 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 18:54:56 +02:00
Erik
77cef4cd86 fix #124: interior-root building look-ins as a landscape-stage sub-pass
From inside a building, looking out at ANOTHER building with an opening
showed its back walls missing (see-through to the world): per-building
look-in floods only ran for outdoor roots; under an interior root the
far building's interior never flooded.

Decomp anchor (named-retail, this session's read): retail runs the
look-in INSIDE the landscape stage for ANY root - LScape::draw is the
FIRST call of PView::DrawCells' outside-view branch (pc:432719),
strictly BEFORE the depth clear (pc:432732) and the exit-portal seals
(pc:432785). ConstructView(CBldPortal) (0x005a59a0) clips each aperture
via GetClip against the INSTALLED view - the accumulated doorway region
when looked into from inside - and build_draw_portals_only pass 1
far-Z punches ALL apertures before pass 2 floods + draws any interior
cell. The nested DrawCells has an empty outside view (PView ctor
draw_landscape=0): no recursive landscape/clear/seal.

Port:
- GameWindow's per-building gather (frustum pre-gate on
  Building.PortalBounds) now runs for interior roots too; the root's
  own doorway self-excludes via the seed eye-side test (the eye is on
  its interior side).
- PortalVisibilityBuilder.BuildFromExterior/ConstructViewBuilding gain
  seedRegion - the installed-view clip: interior-root look-ins seed
  against the OutsideView polygons (a building not visible through the
  doorway never floods); null = full screen (outdoor roots unchanged).
- RetailPViewRenderer.DrawBuildingLookIns: a landscape-stage sub-pass
  (before ClearDepthForInterior + seals) - per building, punch ALL
  apertures (new DrawLookInPortalPunch callback, always forceFarZ=true,
  closing the ISSUES "forceFarZ keys on root kind, under-punches" gap),
  then draw the flooded cells' shells + statics far->near. Look-in
  frames are NEVER merged into the main frame: a merged cell would draw
  post-clear and z-fail against the root's seal (the old ledger
  portShape sketch was wrong on this point).
- Look-in cells join the Prepare + partition set so shells have batches
  and statics route to ByCell (consumed only by the sub-pass; the main
  cell-object pass iterates the main flood's cells).

Register: AP-33 added in the same commit - look-in statics draw WHOLE
(no per-part viewcone; over-include is the safe direction) and look-in
DYNAMICS are deferred (an NPC inside a far building stays invisible -
retail draws objects per overlapped cell in the landscape stage).

Pins: Issue124LookInSeedRegionTests on the real corner-building door -
a seed region containing the aperture floods (and never more than the
full-screen seed), a disjoint region floods NOTHING, and an
interior-side eye never seeds its own exit portal.

Suites: App 259+1skip / Core 1439+2skip / UI 420 / Net 294 green.
Awaiting the user gate: far-building interiors visible through their
apertures from inside; #130 re-gate (top-edge strip) rides the same
launch.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 15:59:29 +02:00
Erik
5135066733 fix #130 (the real strip): drawn-shell lift vs draw-space portal consumers
The user's re-gate refuted the scissor fix as THE strip (6c4b6d6 was a
real but sub-pixel under-coverage): the strip survived, screenshot at a
doorway, full width of the opening, top edge only, "very subtle".

Root cause (pinned by Issue130DoorwayStripTests.UnliftedGate_*): the
+0.02 m shell render lift. Cell shells DRAW 2 cm above the dat origin
(z-fight vs coplanar terrain); f35cb8b (the #119-residual fix,
2026-06-11) deliberately reverted the VISIBILITY graph to the physics
(unlifted) transform - but the OutsideView color gate (terrain/sky/
scissor through the doorway) and the seal/punch depth fans are
DRAW-space consumers and kept projecting the unlifted polygons. The
drawn lintel therefore sits one lift-projection above the gate's top
edge - measured 6.7 px at a 2.4 m doorway - and that band never
receives terrain/sky color while the seal also stamps 2 cm low.
A regression from f35cb8b, NOT from the W=0 clip port (987313a stays
exonerated). Vertical aperture edges are immune (the lift slides them
along themselves) - top edge only, exactly as reported; explains the
"also NOW" timing precisely.

Fix - draw space draws lifted, visibility stays physics (the f35cb8b
invariant, now symmetric):
- PortalVisibilityBuilder.Build gains drawLiftZ: the exit-portal branch
  projects the OutsideView region with the lifted transform; flood
  admission, side tests, and CellViews are untouched (default 0 keeps
  every existing visibility test bit-identical).
- The seal/punch fans (DrawRetailPViewPortalDepthWrite) lift their
  world verts to the drawn shell's space.
- One shared constant PortalVisibilityBuilder.ShellDrawLiftZ feeds the
  shell registration (GameWindow:5604), the gate, and the fans.

Register: AP-32 ADDED - the +0.02 lift had NO row (a pre-register
deviation the 2026-06-12 sweep missed). The row records the split
invariant both ways: a draw-space consumer that forgets the lift
re-opens the #130 strip; a visibility consumer that picks the lifted
transform re-opens the #119-residual side-cull.

Pins: the lifted gate covers the drawn (lifted) aperture to 0.00 px
across the 147-combo sweep; the unlifted gate shows the 6.7 px strip
(sensitivity proof - if the lift is ever removed, this test says the
drawLiftZ plumbing can go too).

Suites: App 257+1skip / Core 1439+2skip / UI 420 / Net 294 green.
Awaiting the user re-gate at a doorway with the lintel on screen.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 14:28:16 +02:00
Erik
4ba714835d fix #129: cap the punch mark bias's eye-space reach (was unbounded at distance)
The user's "doors/doorways leak through terrain and houses over a
landblock" is the #117 mark-pass bias evaluated in the wrong space.

Mechanism (confirmed analytically, Issue129PunchBiasTests): the punch's
pass-A stencil mark biased the aperture fan toward the viewer by a
CONSTANT 0.0005 NDC. NDC depth is non-linear - a constant NDC bias b
spans ~= b*d^2*(f-n)/(f*n) meters of eye depth at eye distance d. With
retail's znear 0.1 (d4b5c71) that is 0.125 m at 5 m but ~190 m at one
landblock: every hill/house in front of a distant aperture passed the
LEQUAL mark and was far-Z punched -> door-shaped leak through the
occluder. This is exactly the risk AD-18's register row recorded
("an occluder within ~bias in front of a distant aperture gets punched
through") - the symptom-scan rule found it before instrumentation.

Fix: cap the bias's EYE-SPACE span at 0.5 m -
  biasNdc(d) = min(0.0005, capMeters * near / d^2)
in the mark-pass vertex shader (clipPos.w = eye depth), CPU-mirrored as
PortalDepthMaskRenderer.MarkBiasNdc for tests. Below the ~10 m
crossover the constant-NDC term is smaller and wins - bit-identical to
the T5-validated close-range behavior, so the #108 grass coverage that
justified the bias is untouched. Beyond it the punch can never reach an
occluder more than 0.5 m in front of the aperture plane.

Pins (Issue129PunchBiasTests): the old form spans >100 m of eye depth
at a landblock (the leak, kept as documentation of the refuted shape);
the capped form stays <= 0.5 m at every distance 1-400 m and matches
the validated constant bit-for-bit below 10 m.

AD-18 register row updated in the same commit (bias description + the
#129 closure + the residual risk note: door-hugging geometry beyond the
0.5 m cap at >10 m viewing range re-occludes - the cap constant is the
tuning knob if the gate shows residue).

Suites: App 256+1skip / Core 1439+2skip / UI 420 / Net 294 green.
Awaiting the user visual gate at the original spot (+ #108 cellar
re-check up close).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 13:38:59 +02:00
Erik
6c4b6d64d9 fix #130: doorway-slice scissor cut the aperture's top/right pixel row
The user's "thin strip of background color along the TOP outer edge of a
doorway, looking out from inside" is the landscape-slice scissor box, not
the W=0 clip port.

Mechanism (pinned headlessly, Issue130DoorwayStripTests, 147 eye/gaze
combos at the real Holtburg A9B4 0x0170 exit door):
- BeginDoorwayScissor converted the slice NDC AABB to pixels as
  Floor(origin) + Ceiling(size). The far edge floor(min)+ceil(max-min)
  lands up to ONE PIXEL SHORT of the true top/right edge at unlucky
  fractional alignments (captured: top edge y=0.7938 @1080p -> row 968
  cut; right edge column 1296 @1920 cut).
- The scissor brackets the ENTIRE landscape slice (sky, terrain, outdoor
  statics, weather). The exit-portal SEAL stamps the full raw aperture at
  true depth and the shell wall ends at the aperture edge, so the cut row
  never receives any color write -> clear color, flickering with eye
  movement as the fractional alignment shifts.
- This violated AD-17's own invariant (over-inclusion is safe,
  UNDER-inclusion is the bug class). No register change: the fix restores
  the row's documented doctrine.

Lead 1 (987313a W=0 clip port regression) REFUTED by the same harness:
the CPU polygon pipeline (ProjectToClip -> ClipToRegion merges ->
ClipPlaneSet planes) is sub-pixel exact against the raw aperture
projection (worst 0.54 px, 0.00 px aligned). For an all-in-front doorway
polygon the port is bit-identical to the old 1e-4 path by construction.
The EyeInsidePortalOpening rescue stays deleted.

Fix: conservative outer bound floor(min)/ceil(max) extracted to
NdcScissorRect.ToPixels (GL-free; containment property proven in the
header comment); BeginDoorwayScissor delegates.

Pins:
- NdcScissorRectTests: center-inside containment across 251 fractional
  alignments x 2 framebuffer sizes + both captured regression cases.
- Issue130DoorwayStripTests: production flood + assembler at the real
  exit door; asserts the scissor never cuts a plane-admitted fragment
  (worstScissorGap 0.00 px post-fix, was 10.8 px capped) and the CPU
  pipeline stays sub-pixel exact (canary 1.2 px).

Suites: App 252+1skip / Core 1439+2skip / UI 420 / Net 294 green.
Awaiting the user visual gate at a cottage doorway.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 13:31:43 +02:00
Erik
0cb97aa594 UN-2 RESOLVED: GetMaxSpeed x4 is byte-verified retail; doc-comment was the misread
The register's UN-2 row recorded a contradiction: the GetMaxSpeed XML doc
claimed the bare run rate was retail-correct (~5.9 m/s catch-up, calling
the xRunAnimSpeed multiply a misread), while the implementation multiplied
by RunAnimSpeed citing ACE. Settled against the binary, not the pseudo-C:

- BN pseudo-C (acclient_2013_pseudo_c.txt:305127) renders get_max_speed as
  void with a bare `this->my_run_rate;` because it DROPS x87 instructions.
- Disassembling the PDB-matched v11.4186 binary at VA 0x00527cb0: all THREE
  return paths end `fld <rate>; fmul dword ptr [0x007C8918]; ret`, and the
  .rdata dword at 0x007C8918 is 4.0f. Sibling get_adjusted_max_speed
  (0x00527d00) carries the same trailing fmul. Verifier committed at
  tools/verify_un2_fmul.py (PE parse + byte decode, rerunnable).
- Retail paths: weenie null -> 1.0 x4; InqRunRate ok -> queried x4;
  InqRunRate failed -> my_run_rate x4. ACE MotionInterp.cs:665-676 matches.

Changes:
- Doc-comment rewritten: the implementation is retail-correct; the catch-up
  speed 2 x get_max_speed ~= 23.5 m/s at run 200 IS retail. The 1-Hz
  remote-blip symptom the old comment attributed to this multiply is
  therefore UNEXPLAINED by it (if it recurs: #41 family, not this).
- Weenie-null path aligned to retail's LITERAL 1.0 default (was MyRunRate).
- Tests re-pinned to the three retail paths (the old NoWeenie test pinned
  the non-retail fallback).
- Register: UN-2 row deleted per the retire rule (6 -> 5 UN rows);
  shortlist renumbered.

This is the 2nd confirmed instance of the BN x87-dropout artifact class
(memory: feedback_bn_decomp_field_names) deciding a register row.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 13:17:50 +02:00
Erik
f6a30f4aae handoff: doorway artifacts #130/#129 + #113 re-check + UN-2 desk work (queue, leads, apparatus, pickup prompt) 2026-06-12 12:51:32 +02:00
Erik
3c3293aebb divergence register -> docs/architecture (living doc) + CLAUDE.md rules: same-commit row discipline, symptom-scan trigger, phase-checklist hook 2026-06-12 12:25:47 +02:00
Erik
ebf61f9eeb retail divergence register: 108 audited rows (14 IA / 27 AD / 31 DA / 30 TS / 6 UN) - deviations found by audit, not playtesting 2026-06-12 12:11:29 +02:00
Erik
0664cba925 #112 CLOSED: threshold tick-skip absorbing state fixed by the retail growing-walk port (user-gated 2026-06-12) 2026-06-12 11:45:41 +02:00
Erik
756ea61e30 file #129 (door/doorway leak through terrain at distance) + #130 (background strip at doorway top edge) 2026-06-12 09:06:02 +02:00
Erik
0b214d673a #119 + #128 CLOSED: tower stairs/barrel resolution chain recorded (user-gated 2026-06-12) 2026-06-12 09:01:27 +02:00
Erik
987313aa54 knife-edge port: polyClipFinish W=0 eye-plane clip + degenerate-view propagation; EyeInsidePortalOpening rescue DELETED
Ports retail ACRender::polyClipFinish (0x006b6d00, pc:702749) near-eye
semantics into PortalProjection.ProjectToClip - the fundamental fix for
the in-plane portal clip family (climb strobes, tower-top roof/floor
flap while turning; live-corroborated this session: [viewer-diff]
0xAAB30108 strobing 27x mid-climb, whole interior dropping at the top).
Pseudocode: docs/research/2026-06-11-polyclipfinish-w0-clip-pseudocode.md.

Three legs, all decomp-driven:

1. ProjectToClip clips at w >= 0 EXACTLY (was EyePlaneW=1e-4), with
   retail's any-negative-w gate. Boundary intersections land at w == 0
   (homogeneous directions), so a portal the eye is CROSSING yields the
   correct unbounded half-region that the bounded view-region clip cuts
   to the screen. A w=0 vertex cannot survive a bounded region clip
   into the divide (direction fails some edge of any bounded convex
   region); the measure-zero corner case is guarded non-finite->empty.

2. CellView.CanonicalKey keys ALL-COLLINEAR (zero-area) views as their
   snapped segment ("L:" + extremes) instead of rejecting them - retail
   PROPAGATES degenerate views (ClipPortals decomp:433651-433711
   forwards any count!=0 GetClip output, no area gate anywhere), keeping
   the cell behind an exactly-in-plane portal in the draw list (cells
   draw whole; onward floods die naturally). Rejection dropped the
   whole chain for the frame - the parked-eye knife-edge band. Finite
   key space unchanged -> dedup + strict-growth convergence intact.

3. The EyeInsidePortalOpening rescue is DELETED (the T2-documented
   compensation for the 1e-4 divergence) along with EyeStandingPerpDist
   + PointInPoly2D. Empty clip = no flood, period (retail's rule).
   CornerFloodReplay - the gate that REFUTED the previous deletion
   attempt - passes WITHOUT the rescue under the W=0 port.

Harness criterion corrected to retail's rules (it codified the rescue):
cells fully BEHIND the camera are not required (all-behind portals clip
empty in retail); monotone area holds per root regime; the two
manufactured exact-on-plane steps assert root-only (boundary root pick
is ambiguous; the in-plane portal there is ~perpendicular to the gaze =
genuinely off-screen). Build_CollapsedInteriorPortalNearEye test
inverted to pin the retail empty-clip rule (it pinned the rescue).

New pins: eye-crossing portal -> w==0 boundary verts + half-region (not
sliver); gaze-along-plane degenerate view accepted + segment-key dedup;
non-finite guard. Replay harnesses (CornerFloodReplay, Issue120,
TowerAscent, HouseExit, Issue127) all green.

Suites: App 246+1skip / Core 1430+2skip / UI 420 / Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 21:44:23 +02:00
Erik
d82f070b88 docs: tower-stairs fundamental handoff - the broken-state log kills all mesh-absence theories
The users final broken-state session (user-session-capture2.log,
standing in front of broken stairs) reports meshMissing=0 and
entSeen==entDrawn: the staircase is DRAWN WRONG, not missing. The
handoff records the 8 verified fixes shipped today (none was this bug),
the ranked hypothesis space (H-A hydration-time MeshRef corruption via
SetupMesh.Flatten identity fallback - predicts the barrel IS the
collapsed staircase; H-B Tier-1 partial-batch cache; H-C draw compose),
the decisive one-launch probe design, the polyClipFinish/cdstW port
spec for the climb strobes + top flap (read done, constant pinned), the
apparatus inventory, and the paste-ready pickup prompt.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 20:46:35 +02:00
Erik
2eca7f5033 docs: #119-residual root cause (render lift in the visibility graph) recorded in ISSUES 2026-06-11 19:27:14 +02:00
Erik
cd12d3dbbc capture run decoded: #126 spawn-through-roof + #127 bistable flood admissions + #128 session-sticky invisible staircase filed; [viewer] probe gains fwd=
The users tower capture (tower-viewer-capture.log, 551 [viewer] lines)
decodes into three distinct issues:

- #126 (HIGH, #107/#111 family): an OUTDOOR spawn claim on the tower
  roof (z=127.2) is grounded to TERRAIN z=112 - the player is warped
  through the roof into the tower interior, outdoor-classified ->
  the transparent-interior spawn. The snap outdoor branch must ground
  to the nearest WALKABLE surface (roofs/GfxObj floors), not terrain.
- #127 (HIGH, the flap mechanism): per-building flood admissions are
  BISTABLE per frame under the outdoor root - flood size oscillates
  +-1-3 cells at millimetre eye deltas (45<->52 standing on the roof,
  including a byte-static eye flip). Every oscillation = building
  interiors dropping in/out -> the roof/edge flap; running past a
  building = #123. Interior side shows the same family (flood 1<->3,
  outPolys 0<->1 during the climb).
- #128: the staircase was invisible the WHOLE climb under a HEALTHY
  interior root (0xAAB30107 FullScreen views - the cone cannot cull a
  root-cell static), while the SAME build rendered it perfectly in a
  different session (diag spawn + screenshot, meshMissing=0).
  Session-sticky nondeterminism; the barrel tracks this bug (a
  partial subset of staircase parts), NOT dat content (user axiom:
  no barrel in retail). Needs a diag-instrumented repro of the users
  session shape.

The [viewer] probe now logs the camera forward (fwd=) so the next
capture can be replayed headlessly - Build clip results depend on the
view-projection, not just the eye.

Suites: App 238+1skip, Core 1422+2skip, UI 420, Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 18:53:17 +02:00
Erik
899145e1d7 #119-residual: tower-ascent harness pins the roof-lip flood gap; barrel claim RETRACTED (user axiom: not in retail)
User verdict on the post-#120 build: "Barrel is gone and more stairs
exist" - the #120 fix partially cured the tower, and the earlier
"legit dat barrels on the landings" claim is RETRACTED (USER AXIOM: the
barrel is NOT in the tower in retail; what the user saw was itself a
render artifact of the corrupted floods, and what the 0x020005D8 cell
statics actually render as is unverified - do not assume barrel).

Remaining tower bugs, both PINNED by TowerAscentReplayTests (the #118
exit-walk pattern, vertical - a helix ascent with the gaze locked ON
the staircase, so a cull has no gaze excuse):
- steps 195-201 (eye z 126.9-127.3, the roof-lip band between the main
  cell's ceiling at 126.8 and the roof aperture plane at ~127.2) resolve
  OUTDOOR and the per-building exterior flood admits NOTHING (flood=1 =
  the outdoor node alone): the eye is above every side aperture's useful
  view and ON/INSIDE the roof aperture's plane, so BuildFromExterior's
  seed side-test / in-plane reject refuses every exit portal. The tower
  interior never floods -> the staircase (a 0x0107 static) cone-culls
  while staying walkable (user symptom 1), and the roof-lip cell
  geometry flaps as the live eye bobs across the band's edges (user
  symptom 2). One mechanism, both symptoms.
- The pin is committed as a SKIPPED red test
  (TowerAscent_StaircaseStaysConeVisible_EveryStep; the skip reason
  carries the defect) so the suite stays green - un-skip with the fix.
- TowerAscent_RootDoesNotPingPong + the per-step diagnostic stay active.

Fix direction (oracle-first, next): determine which side diverges from
retail - (a) viewer-cell resolution (retail curr_cell may keep the eye
INTERIOR through the band: keep-curr above open-top cells / cell BSP
classifying the parapet bowl as inside 0x010A, where our resolution
demotes to outdoor), or (b) exterior seed admission (retail
ConstructView(CBldPortal) Sidedness with an in-plane eye). Grep the
named decomp for both before touching either layer.

Suites: App 238 + 1 skip (236+3 new, 1 pinned), Core 1419+2skip,
UI 420, Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 18:34:45 +02:00
Erik
0c55b473dd docs: #125 root-cause-fixed status + #119 decoded/likely-fixed-by-#120 ledger update 2026-06-11 18:20:36 +02:00
Erik
63d14c3d6b #125 filed + WB-DIAG median crash fixed - the #119 stairs mechanism is a sticky GL upload failure
The in-tower ACDREAM_WB_DIAG launch (the saved character spawns inside
the #119 tower - a free deterministic repro lever) produced the
mechanism evidence in one run (tower-wbdiag3.log):

1. [wb-error] upload of 0x0100321D died on a GL InvalidOperation in
   ManagedGLTextureArray..ctor (new TextureAtlasManager) - caught,
   returns null, and the drop is STICKY: _preparationTasks.TryRemove
   runs BEFORE the upload, so a failed upload is never re-prepared.
   Permanently invisible mesh, one log line. This failure class is the
   likely #119 missing-stairs mechanism (dat + extraction +
   registration + dispatcher all exonerated by read/test this session).
2. The SAME GL error then fired UNCAUGHT in Tick -> GenerateMipmaps ->
   ProcessDirtyUpdatesInternal and killed the process. Both render-
   thread - not thread affinity. Filed as #125 (HIGH) with the open
   question of GL error attribution (a stale error queued by an earlier
   unchecked call lands on WB's diligent glGetError checks).

Also fixed here: WbDrawDispatcher.MedianMicros crashed with
IndexOutOfRange on the first diag flush when exactly 1 sample was
recorded (copy[copy.Length - nz/2] with nz==1) - the same off-by-one
GameWindow's TerrainDiagMedianMicros twin fixed; same fix applied.
ACDREAM_WB_DIAG=1 is usable again.

Suites: App 236, Core 1419+2skip, UI 420, Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 18:08:46 +02:00
Erik
c4464739d2 #121: dynamics-owner particle pass - world portals visible again; re-gate ledger in ISSUES
Fix: dynamics' ATTACHED emitters (portal swirls on server-spawned portal
entities, creature effects) fell through EVERY particle filter under the
unified pview path - the landscape slice filter carries outdoor statics
(+ the #118 outside-stage dynamics), the per-cell callback carries cell
statics, and T4 deleted the clipRoot==null global pass from normal
frames. T5 never checked portals; the user's re-gate caught it ("all
portals that were previously showing are now gone"). DrawDynamicsLast
now hands its cone-surviving dynamics (minus outside-stage entities,
whose emitters already drew in the landscape slice - alpha particles
must not double-draw) to a new DrawDynamicsParticles callback;
GameWindow draws Scene-pass emitters filtered to those owner ids,
mirroring DrawRetailPViewCellParticles. Retail shape: emitters draw
with their owner object.

Re-gate ledger (user verdicts are axioms):
- #117 CLOSED ("Yes solved"), #118 CLOSED ("Yes solved" + NPC-through-
  door "Yes fixed").
- #108 REOPENED narrowed: cellar-ascent eye-below-grade window only
  (grass covers the exit door until the head pops over ground level);
  fix belongs on the membership/viewer side - the depth-gated punch
  stays (DO-NOT-RETRY).
- #119 user split: phantom walkable stairs at the hill cottage (#113
  family), tower missing stairs + barrel (#119 proper), hill-house
  transparent-on-entry (#112 - re-check after the #120 fix; the
  ping-pong fired at exactly A9B3 0103/010F).
- #120 FIXED pending re-gate (dede7e4).
- NEW #122 window oscillation on entry (re-check after #120 first),
  NEW #123 buildings transiently disappear running close past,
  NEW #124 far-building back walls missing through openings (lead:
  per-building look-in floods run only for outdoor roots -
  NearbyBuildingCells is null for interior roots; retail runs the
  look-in inside LScape::draw for ANY root).

Suites: App 236, Core 1419+2skip, UI 420, Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 17:36:58 +02:00