Ports Render::viewconeCheck (Ghidra 0x0054c250): meshes are sphere-CULLED
per portal view, never hard-clipped. NEW ViewconeCuller lifts each
slice's <=8 clip-space half-planes to world-space eye-edge planes (the
view_vertex.plane analog, acclient.h:32483 - one matrix fold: L = VP
rows . P) and tests bounding spheres from the entity's cached AABB (the
dispatcher's own cull bounds source).
Gating now matches retail's shape end to end:
- Per-cell STATICS: sphere vs THEIR CELL's views - the statics-through-
walls fix (the cottage phantom staircase's actual draw path: a static
outside every view of its cell no longer paints through the wall).
- DYNAMICS (last pass): sphere vs their cell's views; outdoor/unresolved
vs the outside views (pass-all under the outdoor root). A dynamic in a
non-flooded room culls HERE - retail never reaches an object whose cell
is not in the draw list; the partition still routes it so the CULL is
what drops it, retail's shape exactly.
- OutdoorStatic (landscape pass): pre-filtered per outside slice; the
per-slice entity gl_ClipDistance routing is DELETED (entities draw
outside the clip bracket; terrain/sky keep their plane clip).
- PARTICLES: the scissor-AABB gate is DELETED; emitters gate through
their cone-surviving owners (candle-flames-through-walls fix).
- WEATHER: gated on the PLAYER being outside (retail is_player_outside -
an indoor player gets no rain even looking out a doorway). Closes
weather-gate-player-vs-viewer.
- UNATTACHED emitters (campfires) get their missing outdoor-root pass
(closes unattached-particles-dropped-outdoors).
Suites: App 226 green (flood gates included), Core baseline unchanged
(1398 + 4 pre-existing #99-era).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>