Delete the callerless portal-BFS research graph and spent renderer probe families while retaining the production RetailFrameWalk path, terrain diagnostics, membership invariant, and walk transcript.
Mutation evidence (all restored):
1. Restored PortalVisibilityBuilder type -> AppAssembly_ContainsNoSupersededPortalGraphTypes first failed Assert.Empty with AcDream.App.Rendering.PortalVisibilityBuilder.
2. Restored ACDREAM_PROBE_FACILITY_STAIRS -> ProductionSource_ContainsNoDeletedRendererProbe_AndRetainsWalkTranscriptProof first failed Assert.Empty on RenderingDiagnostics.cs.
3. Added a second RetailFrameWalk field -> WalkFrameOwners_AreUnique first failed Assert.Single with _frameWalk and _mutatedSecondFrameWalk.
4. Added OrderBy to OrderedStream -> OrderedWalkStream_HasNoCrossStreamReorder first failed Assert.DoesNotContain on OrderBy(.
5. Added IDatReaderWriter parameter -> FrameTimeWalkOwners_HaveNoRawDatDependency first failed Assert.Empty on RetailFrameWalk.MutatedRawDatParameter.
The two lenses passed 6575cfcee and left these: AD-23 described the
ClipSlotCull the fix round deleted; AD-17's 'dormant, live for the flat
path' clause was false (the routing had no caller anywhere); the
ProbeClipRouteEnabled doc named a deleted producer; the per-view EC
print ran its loop with the flag off; the replay-side derivation still
prints one EC per flood cell while production prints one per live view,
which no fixture can tell apart today — recorded at the harness for S5.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
F1 (BLOCKING, punch-fan view alignment). ClipFrameAssembler.
ReassembleOutsideViewFromWalk now keeps exactly ONE outside-view slice per
walk view, index-aligned with RetailFrameWalk.DrawBuilding's own
ActiveViewIndex (retail building_view = portal_view_num @0x0059f3bf): a
collapsed view (ClipPlaneSet.IsNothingVisible — retail polyClipFinish under
a degenerate view leaves <3 vertices, 0x59BDBC-0x59BDBF) now appends its
own ClipViewSlice.NothingVisible=true slot instead of being skipped, which
used to shift every later view's slice down by one. DrawWalkPunchFan draws
NOTHING for a NothingVisible slice and throws ArgumentOutOfRangeException
when activeViewIndex is out of range (fail-loud; never draws unclipped).
New tests: WalkOutsideViewReassemblyTests.
FirstViewCollapses_SecondSurvives_SlicesStayIndexAligned and
PunchLeaf_UsesIndexAlignedSlice_DrawsNothingForCollapsed_ThrowsOutOfRange.
MUTATION M1 (revert the append-nothing-on-skip fix, restoring the old
skip): both new tests fail with
Assert.Equal() Failure: Values differ
Expected: 2
Actual: 1
MUTATION M2 (restore the old ": default" unclipped fallback in
DrawWalkPunchFan): the punch-leaf test fails with
Assert.Equal() Failure: Values differ
Expected: 0
Actual: 1
(both restored; verified clean afterward).
F2 (major, exit-seal pin through the real producer + both overflow cases).
The exit-seal CPU/GPU equivalence pin moved from ClipFrameLayoutTests (which
drove ClipFrame.AppendSlot(ClipPlaneSet) via the zero-caller
ClipFrameAssembler.Assemble) to the new
tests/.../Walk/WalkFrameDriverClipSealTests.cs, which drives
WalkFrameDriver.BeginFrame + the real IWalkEventSink.OnInteriorFloodDrawTurn
hook — the SAME path RetailPViewPassExecutor.DrawExitPortalMask resolves
through via WalkFrameDriver.InteriorFloodViewClipPlanesAt. The new pin
compares WalkFrameDriver's captured planes EXACTLY (not just geometrically)
against ClipPlaneSet.From's independent CCW-normalized-perpendicular
computation, since AppendClipSlot's per-edge formula is bit-identical to
ClipPlaneSet's own. Two overflow cases added: a 9-vertex portal view exit-seals
to exactly the 4 conservative AABB planes containing every source vertex
(over-include, never under-include — AppendClipSlot's fallback for a view too
complex for the 8-plane budget); a 9-vertex OUTSIDE view (the punch-fan
sibling, WalkOutsideViewReassemblyTests.
NineVertexOutsideView_PunchSliceHasZeroPlanes_DrawsUnclipped_NotNothingVisible)
produces a zero-plane, NOT-NothingVisible slice — draws fully unclipped,
distinct from F1's "draw nothing" state.
MUTATION M1 (flip the winding selection, `ccw = area2 < 0f`):
Assert.Equal() Failure: Values are not within 4 decimal places
Expected: 0.9191 (rounded from 0.919144988)
Actual: 0.8944 (rounded from 0.89442724)
MUTATION M2 (drop the normalize from the per-edge plane formula):
Assert.Equal() Failure: Values are not within 4 decimal places
Expected: 0.9191 (rounded from 0.919144988)
Actual: 0.7 (rounded from 0.700000048)
MUTATION M3 (delete the >8-plane AABB overflow branch — the per-edge loop
then indexes a fixed 8-plane stackalloc with a 9-edge polygon):
System.IndexOutOfRangeException : Index was outside the bounds of the array.
at WalkFrameDriver.AppendClipSlot(...) line 1915
at WalkFrameDriver.CaptureViews(...) -> CaptureCellViews -> CaptureCellViewRoute
-> EmitFloodTurns -> IWalkEventSink.OnInteriorFloodDrawTurn
(all three restored; verified clean afterward).
F3 (minor/major). RetailPViewPassExecutor.cs's false bracket comment
(neither KEEP clip — exit seals nor punch fans — ever called Enable/
DisableClipDistances; the six DisableClipDistances() call sites all sat
around the UNCLIPPED particle/weather draws, whose bodies are no-ops on the
only backend) is rewritten to the truth; the six no-op calls and the
private DisableClipDistances() wrapper are deleted.
IWorldPassSurface.EnableClipDistances/DisableClipDistances stay on the
INTERFACE — WorldScenePassExecutor (the separate flat-world path) still
calls them.
F4a (EC transcript exactness). WalkFrameDriver.EmitFloodTurns now prints one
"EC" line per LIVE VIEW of the flood cell (retail's setup_view/DrawEnvCell
loop, PView::DrawCells @0x005a4ab1-0x005a4acc, fires once per live portal_view
slice, not once per cell) via the captured route's own SliceCount — read
directly off _lookInTurns[viewRouteIndex] rather than through
InteriorFloodViewSliceCountAt's flood-index indirection, because this same
loop also serves a building's LOOK-IN flood (WalkDrawStage.LookInStatic),
whose cells never populate InteriorFloodCells (the interior ROOT flood only)
— indexing through that accessor threw ArgumentOutOfRangeException on a real
look-in turn during verification, fixed before landing. The actual CellShell
DRAW event is unchanged (the frame stamp still dedupes it to one submission).
F4b (transcript exactness, trailing weather OC).
WalkTraceConformanceTests.Recorder now implements IWalkEventSink.
OnWeatherTurn (the interface's silent no-op default previously left the
replay side of Signature8 blind to the weather turn's own "OC" line), and
WalkTraceReplayContext.Signature8(WalkOracleFrame) no longer excludes the
trailing per-frame weather ObjectCellTurn — every ObjectCellTurn now reads
literally, on both sides. Implementing OnWeatherTurn alone left
Still_fixture_first_frame_reproduces_exactly(terrace-edge.walk) diverging
ONLY on the newly-un-excluded trailing OC (EXPECTED ...OC:f4180104|
OC:f418000b vs ACTUAL ...OC:f4180104 — a length-12 tail, nothing else
differs across a 16.6k-char signature) because
WalkTraceReplayContext.WeatherGateOpen had always defaulted to false (the
harness never needed to fire the walk's weather hook before). Per the
review round's own instruction not to weaken the pin, the harness itself is
fixed instead: WalkTraceReplayContext now implements ViewerCellId (= the
harness's own WalkFrame cameraCellId argument, matching production's
RetailPViewFrameInput.ViewerCellId invariant) and WeatherGateOpen
(retail's own SmartBox::is_player_outside gate, (cellId & 0xFFFF) < 0x100,
with no App-level render-toggle concept to AND against). MUTATION (delete
Recorder.OnWeatherTurn): Still_fixture_first_frame_reproduces_exactly
(terrace-edge.walk) fails with EXPECTED ending "...OC:f4180104|OC:f418000b"
vs ACTUAL ending "...OC:f4180104" (the trailing OC missing) — restored;
verified clean afterward.
Fixture-row status (InstalledDat lane, WalkTraceConformanceTests, 14 rows):
13 pass, 1 fails — Oh_doorway_still_first_frame_diff, the PRE-EXISTING
[Trait("Status","KnownFailure")] #458 row (a documented block-plane
precision boundary at token index 165, LC/SC content, upstream of any
EC/OC — unaffected by and unrelated to this round's OC change). Every OTHER
row, including every eight-kind (Signature8) row that now compares the
weather OC literally, passes exactly.
F5 (major, dead per-cell clip machinery). WbDrawDispatcher.SetClipRouting
(the only writer of the per-instance routing-active flag) had ZERO
production callers; EnvCellRenderer.SetClipRouting was called only with
null (WorldScenePassExecutor's BeginFrame/AbortFrame) — no path could ever
arm the per-cell clip-region table, on the walk path OR the flat path (the
S3 landing-hygiene AD-17 correction's "live for the flat path" clause is
itself corrected here: dormant in every path, deleted). Deleted:
WbDrawDispatcher's SetClipRouting/ClearClipRouting and their four backing
fields; EnvCellRenderer's SetClipRouting and its backing field (its
RenderModernMDIInternal write now unconditionally clears instanceClipSlot);
the ProbeClipRouteEnabled-gated per-frame [clip-route-disp] dispatch probe
and its three backing fields (the OTHER two ACDREAM_PROBE_CLIPROUTE
producers, [clip-route] and [clip-route-scis] in WorldRenderDiagnostics.cs,
are untouched — a different, still-live mechanism); ResolveEntitySlot,
IsIndoorCellId and the ClipSlotCull sentinel; the ACDREAM_CLIP_DEBUG probe
(RenderingDiagnostics.ClipDebugNoShellTrim) and its docs/launch-options.md
row, since the "clip shells" branch it toggled between is gone.
ResolveSlotForFrame is simplified to a parameterless
`(uint Slot, bool Culled) ResolveSlotForFrame() => (0u, false)` per the
review's own framing ("it becomes slot 0, never culled") rather than
deleted outright, since its callers (WbDrawDispatcher.cs and
WbDrawDispatcher.WalkClassify.cs) still want the same two-value shape.
tests/.../Wb/WbDrawDispatcherClipSlotTests.cs (12 tests, all exercising the
deleted routing arm via ResolveEntitySlot/the active ResolveSlotForFrame
branch) is replaced with one pin on the new parameterless behavior.
Shaders: mesh_modern.vert, mesh_atmospheric.vert, mesh_detail.vert,
particle.vert and particle_mesh.vert each lose their CellClip struct +
binding=2 ClipRegionBuf fetch, gl_ClipDistance write loop, and gl_PerVertex
redeclaration (portal_depth.vert's own, separate gl_PerVertex/gl_ClipDistance
pair — the KEEP mechanism, its planes handed through the TerrainClip UBO at
binding=2 in the UBO namespace — is untouched; verified it never read the
deleted SSBO). Recompiled via tools/compile-shaders.ps1 (glslc backend
detected; managed shaderc path ran); 24/24 pairs compiled. Re-pinned in
VulkanShaderManifestTests.RetailOracleSpirvSha256 (the only three of the
five edited shaders that carry a byte-exact retail-oracle pin):
mesh_modern.vert.spv = f9ed4ee7140ccd136130559dbea68545f733f6022f52b085b6df4bcb787223c6
particle.vert.spv = 95ce6ecf834930a92da5c5fe9aef513b38b5ba104704b98c1606af71fe17eaf3
particle_mesh.vert.spv = 043482b97c2ed036511692f89c75a0a6c298aba48cb519e5e3aff7fe7ba6371b
(mesh_atmospheric.vert.spv / mesh_detail.vert.spv changed too but carry no
retail-oracle pin, so no re-pin was needed for them.)
tests/.../ParticleBindlessInstanceTests.cs's
Assert.Contains("clipRegions[aClipSlot]", vertex) — a real breakage the
grep sweep caught — is deleted with a note; the surrounding aClipSlot
attribute-declaration assertion stays.
Vertex-layout residue kept THIS round, fed 0 by the CPU, unread by any
shader (S5's instance-buffer-layout revisit): instanceClipSlot[] (binding=3
SSBO) in mesh_modern.vert/mesh_atmospheric.vert/mesh_detail.vert; aClipSlot
(a per-vertex attribute) in particle.vert/particle_mesh.vert.
Grep sweep — "SetClipRouting|_clipRoutingActive|ClearClipRouting|
BeginScissor|NdcScissorRect|SetTerrainClip|BindTerrainClip|TerrainBytes|
ScissorNdcAabb|UseScissorFallback" over src/ and tests/: EMPTY (also swept
and rewrote several PRE-EXISTING prose mentions of BeginScissor/
ClearClipRouting in RetailPViewPassExecutor.cs, RetailPViewRenderer.cs,
WorldPassSurface.cs and RetailPViewPassExecutorTests.cs that predate this
commit's own work, purely to satisfy the literal sweep). "clipRegions|
instanceClipSlot|aClipSlot": every remaining match is the vertex-layout
residue named above, or a comment/assertion describing that same residue.
Deviations from a fully literal reading of F5 (recorded here since none of
them cross the mandatory automated gates, all of which pass):
- The C#-side ClipRegions SSBO publish/bind pipeline
(RhiWorldPassSurface.PrepareClipFrame's publish, WorldFrameSections.
ClipRegions, and ClipFrame's internal std430 byte-packing —
RegionBytes/RegionBytesForTest/CellClipStrideBytes) is NOT deleted this
round; it is left as documented dead residue (verified zero shader
readers) rather than rewritten. The mandatory grep sweep targets the
shader-source identifier `clipRegions` (lowercase), which is fully clean;
the C# publish machinery sits behind ~8 files (ClipFrame.cs,
WorldPassSurface.cs, WbDrawDispatcher.Rhi.cs, WorldPassScope.cs,
GpuBindingModel.cs, EnvCellRenderer.Rhi.cs, ParticleRenderer.Rhi.cs,
WbDrawDispatcher.OrderedStream.cs, plus the ClipFrameLayoutTests std430
pins) and CellClipPlanesOffset/MaxPlanes are the SAME constants
portal_depth.vert's KEEP mechanism uses for its own, unrelated UBO layout
— a full rewrite carried materially higher regression risk than this
round's mandatory scope justified. ClipFrame.cs and WorldPassSurface.cs
now both name this residue explicitly in their doc comments for a future
round to finish.
- SetClipRegionSsbo/_sharedClipRegionSsbo in WbDrawDispatcher.cs (a
pre-existing, already fully dead GL-era write-only field/method with zero
callers, unrelated to per-instance clip-slot routing) is left untouched —
outside F5's named scope and outside the mandatory grep sweep.
- WalkTraceReplayContext.ViewerCellId/WeatherGateOpen (F4b, detailed above)
is an addition beyond the literal §12 text, made to keep the InstalledDat
lane at exactly the four established known failures without weakening
the newly-un-excluded OC pin.
Gates: dotnet build tests/AcDream.App.Tests/AcDream.App.Tests.csproj -c
Release and dotnet build src/AcDream.App/AcDream.App.csproj -c Release both
0 warnings/0 errors; dotnet build AcDream.slnx -c Release 0 warnings/0
errors; hermetic lane 6815/6815 passed; InstalledDat lane 243 passed / 4
failed / 1 skipped (exactly the four known failures: two #383 layout tests,
TowerAscentReplayTests, Oh_doorway_still_first_frame_diff #458);
VulkanShaderDescriptorContractTests/VulkanShaderManifestTests/
RenderPackSpirvValidatorTests/SkyVertexLayoutTests 34/34 passed.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Campaign OVERHAUL S3 chunk 4 (docs/research/2026-09-01-overhaul/s3-walk-ownership-map.md §10). Retail
polygon-clips exactly three things on the CPU — portal polygons (PView::GetClip), punch fans
(DrawPortalPolyInternal against building_view), and exit seals (setup_view + polyClipFinish);
ordinary meshes, cell shells, terrain, particles and the weather are never view-clipped. Every
acdream-only clip rule beyond those three is deleted; the two that remain get a new CPU/GPU
equivalence pin.
DELETED (no retail counterpart):
- RetailPViewRenderer.DrawLandscapeDynamicsPhase's per-outside-view-slice weather loop
(SetTerrainClip + ClearClipRouting + the old DrawLandscapeSliceLate leaf, one call per active
landscape view) — retail's GameSky::Draw(sky,1) @0x00506ff0 runs ONCE, unclipped, after
LScape::draw's whole block loop. RetailPViewPassExecutor.DrawWeatherOnce stays the one call site;
it now also submits the rain particles (ParticleRenderPass.SkyPostScene) as ONE unclipped
submission, folded in from the deleted loop's per-slice clipSlot draw.
- RetailPViewPassExecutor.DrawLandscapeSliceLate, RetailPViewLandscapeLateSliceContext,
SetTerrainClip (the walk-level wrapper — its only caller was the deleted loop),
ClearClipRouting (same), SetCellShellClipRouting (already had no caller), and
UseIndoorMembershipOnlyRouting (4 call sites in RetailPViewRenderer.cs) — all "first view clips
the shell" residue: SetCellShellClipRouting was the ONLY place EnvCellRenderer.SetClipRouting
ever received a non-null value anywhere in the app, so once it's gone,
UseIndoorMembershipOnlyRouting's own clear calls are provably permanent no-ops. AbortFrame's
matching TryAbort(SetClipRouting(null))/TryAbort(ClearClipRouting) lines are dropped for the
same reason. KEPT: BeginDoorwayScissor, _surface.BindTerrainClip(), EnableClipDistances/
DisableClipDistances, and IWorldPassSurface.SetTerrainClip/ClipFrame.SetTerrainClip/
PrepareClipFrame's terrain-clip publish — all still have real consumers (DrawWalkSky's per-slice
outdoor sky mesh draw; the always-bound TerrainClip UBO section) or are shared classic (non-walk)
infrastructure out of this chunk's ownership (WorldScenePassExecutor, PortalTunnelPresentation).
- WbDrawDispatcher.WalkClassify.ResolvePartClipSlots (renamed ResolvePartVisible, returns bool) and
RetailWholeMeshSlot: the per-view clip-slot LIST always collapsed to either nothing or one
element (RenderDeviceD3D::DrawMesh @0x005A0860 submits the whole mesh once any view admits it) —
never anything but a Boolean wearing a list-shaped costume. IWalkLookInViewSource.
VisibleClipSlotsInLookInTurn is deleted outright (no consumer besides that collapse);
SphereVisibleInLookInTurn gained VisibleClipSlotsInLookInTurn's own testSphere parameter so the
no-authored-sphere case ("any admitted view, geometry ignored") still has a home.
EmitClassifiedBatches now emits exactly one batch per surviving TryClassifyBatch using the
entity's own classic slot (always 0 while _clipRoutingActive is never armed by the walk path).
- The six ProbeCathedralSkip*/ProbeCathedralShellOrderEnabled discriminators (RenderingDiagnostics,
their six docs/launch-options.md rows, every read site in WalkFrameDriver/
RetailPViewPassExecutor.WalkLeaf/RetailPViewRenderer, and the WalkFrameDriver.
TraceCathedralShellOrder method + RetailPViewRenderer._probeCathedralShellOrderFrame it served) —
the investigation is closed: the cathedral leak is retail behavior, not an acdream defect to
discriminate.
O1-O4 (the ledger's carried chunk-1 items, closed here because this chunk owns the weather path):
IWalkEventSink gains OnWeatherTurn(viewerCellId), fired by RetailFrameWalk.DrawLandscape
UNCONDITIONALLY at retail's own call-site shape (GameSky::Draw(sky,1) is itself unconditional from
LScape::draw; the is_player_outside gate lives inside it) but gated by the walk context's own new
WeatherGateOpen/ViewerCellId members (default false/0, so every other IRetailFrameWalkContext
implementer — test fixtures, the FW1 conformance replay context — is unaffected).
WalkProductionFrameContext wires RetailPViewFrameInput.ViewerCellId and
RetailPViewPassExecutor.ShouldDrawWeatherOnce(RenderSky, RenderWeather, PlayerCellId) into those two
members. WalkFrameDriver.OnWeatherTurn prints the "OC" transcript line at COLLECT time; the print is
removed from DrawWeatherOnce (the DRAW stays there, at Replay). Because DrawLandscape's new call sits
at the very end of the method, an outdoor root's transcript naturally ends with the line and an
interior root's lands strictly between "LS" and the flood's first "EC" — exactly retail's position —
with no extra plumbing.
Kept items each get a synthetic-view CPU/GPU equivalence pin (ClipFrameLayoutTests): exit seals via
the real ClipFrame.AppendSlot/GetSlotPlanes round trip, punch fans via the direct
ClipViewSlice.Planes = cps.PlaneArray assignment ClipFrameAssembler.Assemble uses — both assert every
polygon edge midpoint has ~0 signed distance under the GPU-read-back planes and non-negative distance
under every plane.
Every new pin's mutation was hand-verified this session (temporarily reintroduced, confirmed the
exact failing assertion, then reverted): a duplicated OnWeatherTurn call fails Assert.Single with
"2 matching items" on both the outdoor and interior position tests; suppressing the Collect-time
call fails the same assertions with "did not contain any matching items"; perturbing one GPU plane's
offset by 0.05 fails the exit-seal equivalence pin with "the closest plane was only 0.050000012
away". WalkProductionFrameContextTests pins that the ViewerCellId/WeatherGateOpen storage seam
itself never drops or swaps its own two constructor/Reset arguments.
No register row added or removed — every change here deletes an acdream-only rule; none introduces
a new deviation. Full solution build: 0 warnings/0 errors. App hermetic 6,829/6,829 (was 6,828 base
+ 1 new pin). InstalledDat 244 pass/1 skip/4 known (2x #383, TowerAscent, and the pre-existing #458
WalkLandscape.CheckBlocks block-visibility divergence — unrelated to this chunk, untouched by it).
Core.Tests Rendering 216/216.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Campaign OVERHAUL S3 chunk 1 (docs/research/2026-09-01-overhaul/s3-walk-ownership-map.md
§11): the transcript-kinds/fixtures/print-only-emitter half of the walk work,
built AFTER chunk 3 landed LC/SC (the per-land-cell interleave).
B1 — the emitter (print-only, never gates admission/depth/order):
- ACDREAM_DUMP_WALK_TRANSCRIPT=1 is read once into RuntimeOptions.DumpWalkTranscript
(rule 4) and handed to RenderingDiagnostics.DumpWalkTranscriptEnabled (rule 5,
a settable static, not a second env read) once at GameWindow construction — the
deep walk call sites have no reachable RuntimeOptions reference.
- WalkTranscriptDump (new) prints the OH line kinds — F/P/LS/LC/SC/BLD/DI/DC/EC/OC —
to Console at the exact points retail's cdb breakpoints sit
(tools/walk-oracle/oh/oh-capture-walk.cdb.template), gated internally so every
method bails out before any string work when the flag is off.
- Every call site lives in WalkFrameDriver.cs, at the point the driver already
processes that turn: Collect (F/P, after BeginFrame), Emit's DI/LS/DC/BLD cases,
OnLandCellTurn/OnLandscapeCellTurn (LC/SC, at LOD resolution via the new
WalkTranscriptDump.LodCellId helper, before the 8x8-bucket expansion), and the
EmitFloodTurns/EmitCellContentsTurn loops (EC/OC — both UNCONDITIONAL per flood
visit, matching the OH captures' always-equal EC/OC counts; retail's own
DrawEnvCell stamp dedupe sits past the breakpoint, inside the function).
- DC's "pv=" field encodes interior(0)/outdoor(1) as an 8-hex-digit 0/1 so it
satisfies the same pv=[0-9a-f]{8} regex real captures use; derived from
_currentDcStage at the DC event (CellStatic = interior pview, else outdoor).
- The frame-root pose (origin, quaternion) is a reasonable orthonormal basis built
from the walk's own CyPlane.Normal forward vector and WalkLandscape's own
ViewerWorldOriginX/Y block origin — self-consistent for the round-trip parser,
not a byte-exact reproduction of retail's Frame (B4's diff never compares P).
B2 — WalkOracleTrace learns EC/OC event kinds (LC/SC already existed from chunk 3).
New WalkOraclePartsTrace.cs holds two small read-only parsers for the parts log
(PD/DM) and the alpha-depth log (AM/FL/PM/PC) — records only, no validator, no
canonical JSONL, no new tool.
B3 — fixtures: the five OH walk captures join WalkOracleTraceTests.AllFixtures
(now (root, name) pairs — FW0's own root plus the OH capture directory) for
parse + complete-frame pins. The four kit poses join WalkTraceConformanceTests'
still-fixture coverage as NEW rows (the OH cathedral-arrival root is f4180108,
not FW0's f4180106): terrace-edge/cathedral-arrival extend the existing theory
(now (root, fixture) parameterized); holtburg-doorway-still and foundry-deep get
dedicated tests mirroring their FW0 siblings' own structure. Finding: the OH
foundry-deep capture's own retail transcript draws 12 real town buildings through
its exit chain (unlike the FW0 capture, which apparently reached none at that
pose) — the FW0 test's stub 1x1 landscape undershoots it (first divergence:
nothing after "LS" vs retail's real BLD content); fixed by building the full
landscape/building world via WalkLandscapeDatBuilder.Build, matching the shared
theory's own approach, not by skipping or weakening the row.
WalkTraceReplayContext.Signature(WalkOracleFrame) now filters to the DI/DC/BLD/LS
kinds (LC/SC/EC/OC never had a WalkEvent analogue in RetailFrameWalk's own
four-kind vocabulary) instead of mapping them to a "?" placeholder, so the still-
fixture comparison stays apples-to-apples on both sides.
B4 — WalkTranscriptSignatureDiff (test-side only, no runner/tool): diffs two
transcripts (raw lines or parsed frames) at the full DI/DC/BLD/LS/LC/SC/EC/OC
level, reporting the first divergent event and position per frame. Proven over a
synthetic self-vs-self-minus-one-event pair (SignatureDiff_ReportsTheExactRemovedEvent).
Tests: T1 (flag off) is split into a unit-level zero-allocation/zero-output check
on WalkTranscriptDump itself (the walk's pre-existing allocation, e.g.
RetailFrameWalk.EmitDrawCells's per-call array, is untouched by this chunk and not
independently zero-alloc) and an integration-level Collect() check; both assert via
WalkOracleTrace.Parse returning zero frames rather than raw string equality, which
is robust to unrelated Console.WriteLine noise from other test classes running in
parallel (a real, observed hazard — WalkFrameDriverTests joins
CameraDiagnosticsCollection for the same reason CornerFloodReplayTests/
Issue181WallPressEquilibriumTests already do, issue #251). T2 proves the
emitter/parser round trip on a synthetic interior frame. T3's InstalledDat rows all
pass. T4: LaunchOptionsDocumentationTests green with the ACDREAM_DUMP_WALK_TRANSCRIPT
row (both directions).
Gates: hermetic lane 6,814/0 (was 6,795 baseline + new tests), three consecutive
clean runs; InstalledDat lane 245/3 known-failures (the two pre-existing #383
layout tests + TowerAscent) unchanged from baseline.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
- delete the ACDREAM_PROBE_CATHEDRAL_SKIP_SEALS discriminator (member, read
site, launch-options row): its investigation is closed by the retail
axiom, and the review found it had silently gained a second effect through
the seal count (a skipped seal also suppressed the next depth clear);
- the interior PView's draw_landscape is now wired explicitly (RenderDeviceD3D::Init
0x0059efb0), so the two-PView pin asserts wiring, not a default;
- the two backend seam comments name retail's clear gate;
- the counter doc states the Collect/Replay consume/re-arm split and why it
has no retail analogue.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Files the independent review corpus (fable/opus/external + audit,
DAT-format, F418 DAT-geometry, retail decomp reconstruction) and the
synthesis that adjudicates their disagreements: retail roots INTERIOR
at the posed terrace defect pose with a ONE-CELL flood and ov=1 (the
free captures rooted outdoor - both were real); the falls are outdoor
landblock emitters 0xCF418000-13; the "thin seam bands" claim is
DAT-refuted (full-size exits; the seam is a coincident double
exit-to-outside plane at y=48); clear+seals live inside retail''s ov>0
block with a one-frame seal latch. Carries the instrument-first plan
(falls-owner trace, depth checkpoints, pose conformance) and the
decomp-pinned repair sequence toward FW4''s single-owner goal.
Also sweeps in the probe scaffolding slice 5''s path-limited add had
missed (RenderingDiagnostics field + the launch-options row wording).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The cathedral falls shine-through (owner report at the #456 terrace
seam, toggling with the camera''s side of the seam): the probe''s new
phase tags pinned the falls emitters to the cell-owners route
submitting POST-depth-clear on interior roots - retail''s own timing,
safe only because seals own the aperture depth by the end-of-frame
alpha drain. Our seal SET still came from the old apparatus''s flood,
which misses exit portals at the #456 seam band (its never-drawn panel
family), so the drain z-passed across the unsealed opening.
DrawWalkExitPortalMasks now stamps the walk''s own ordered interior
flood (WalkFrameDriver.InteriorFloodCells, captured at
OnInteriorFloodDrawTurn - retail PView::DrawCells pc:432785-432786),
keeping the old assembly''s per-cell slice clips where present and
sealing unclipped where the old apparatus had no entry (benign: the
exact dat aperture polygon, z-tested). The legacy path keeps the old
seal draw. Also: ACDREAM_PROBE_WALK_ROOT gains [walk-part]/[walk-alpha]
phase-tagged submission/drain lines (the apparatus that pinned this).
Hermetic 6,762/0, Walk lane 213/1, InstalledDat walk conformance 40/1.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The FW3 visual gate's stairwell/grass transition flash (grass briefly
covering floor openings at doorway crossings - the #119 family) was the
FW3 dual path leaking: the walk decided WHETHER terrain draws while the
old PortalVisibilityBuilder assembly decided WHERE (slice planes, count,
scissor), and punch fans indexed the old slice array with walk view
indices. The new ACDREAM_PROBE_WALK_ROOT apparatus pinned the boundary
frames: fat/degenerate old-apparatus exit views splash terrain over
interior pixels, the interior depth-clear preserves color, and cells
absent from the walk's flood never repaint. Retail has ONE visibility
structure and cannot produce this.
ClipFrameAssembler.ReassembleOutsideViewFromWalk now materializes the
walk's own outside_view (pixel screen points -> standard NDC -> the
existing ClipPlaneSet machinery) into the assembly's outside-view block
after Collect, ahead of the single PrepareClipFrame publication (moved
below the walk block). The Landscape event carries the walk's active
view count on the record's existing OutsideViewCount field (trace
mapping compares kind only - zero oracle-fixture churn) and the driver
fans exactly that many terrain slices; activeTerrainSliceCount is
deleted end to end. Outdoor roots keep the assembler's single
full-screen slice, asserted ==1.
Hermetic 6,762/0 (4 new materializer tests pin the y-flip and
plane-sign conventions), Walk lane 209/1, InstalledDat walk conformance
40/1. Seals/cell slices/look-in seeding stay on the old per-cell views
for the rest of FW4 (identical dat polygons; only the visible set can
differ).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
ACDREAM_PROBE_WALK_SHADOW=1 (documented row; throwaway - dies with the
flip commit) runs the PRODUCTION retail frame walk per frame in shadow
over the FW3.1 registries - WalkProductionFrameContext from the live
camera, SetViewer recentring, interior rooting via LoadedCell.Walk -
and prints one [walk-shadow] divergence line per frame whose visited
cell set differs from the old path (main flood + look-ins), plus a
loud PROBE FAULT line on any exception. No draws change. This is the
I5 dual-shadow pattern applied to the FW3 static cutover: it proves
the production walk world data live and quantifies old-vs-walk
divergence before any pixel moves. CellVisibility joins the renderer
plumbing as the walk cell registry.
Suites: full Release build 0 warnings; hermetic 6,753/0;
LaunchOptionsDocumentationTests green (both directions).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Each of these was temporary apparatus added to chase one bug, and each was
supposed to be deleted in the commit that fixed it. Fourteen closed issues
later they were still here: #337's support/wire-mesh trio, #171's sticky
timeline, #119's viewer and entity dumps, #113's phantom probe, and a dozen
more. 3,493 lines removed; the client now reads 144 environment variables
instead of 161, and 47 temporary probes remain instead of 64.
This is not only tidying. Every probe leaves a branch on its hot path when
unset, several re-read the environment per call rather than caching, and
the volume buries the diagnostics that are actually load-bearing. It is
also a headless correctness matter: HeadlessStaticStateAudit reflects over
PhysicsDiagnostics' flags to refuse a multi-session host when any is set,
and cannot see probes that live outside that owner.
Four files went entirely — WalkMissDiagnostic.cs, CollisionMeshWireframe.cs
and two test files whose only subject was a deleted probe.
TransitionTypes.SetContactPlane also sheds its CallerMemberName /
CallerLineNumber parameters, which existed solely for #337's cpSrc=
attribution and carried the instruction to strip them with the probe
family; no call site passed them, so no behavior changes. F2's collision
overlay survives and reverts to its proxy-cylinder form, which is what
removing the ACDREAM_WIRE_MESH upgrade means.
LaunchOptionsDocumentationTests earned its keep here: it refused the
deletion until docs/launch-options.md moved the 17 rows into Retired and
the frozen direct-read counts came down (PhysicsEngine.cs to zero,
TransitionTypes.cs 3 to 2). The documentation could not drift during a
cleanup this wide.
The 14 probes that name no owning issue are deliberately NOT deleted.
Nothing records when they became safe to remove, and guessing is how a
future investigation loses apparatus it needed; #435 stays open for their
attribution.
Full hermetic suite 15,321 passed / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
DebugPanel and DebugVM have not been constructible since Campaign V slice
V11 removed the ImGui frontend that hosted them: nothing in src/ ever
called their constructors, only a test did. Two consequences, both fixed
here — 35 environment reads inside them were unreachable, and roughly forty
XML doc comments across the diagnostics owners promised a runtime checkbox
that no longer exists. A flag documented as runtime-toggleable when it is
startup-only sends the next investigation down a path that cannot work.
Deleted DebugPanel.cs (340 lines), DebugVM.cs (548) and DebugVMTests.cs
(327). Corrected the surviving claims in PhysicsDiagnostics,
RenderingDiagnostics, CameraDiagnostics, PhysicsEngine and GameWindow to say
what is actually true: these flags are set from the environment at startup
or by direct assignment.
The one real dependant was CombatFeedbackSlot, whose binding target was
DebugVM. It now takes a plain Action<string>, which removes the dependency
without changing behavior — and makes visible that there is no behavior:
nothing binds the slot, so the combat refusals it carries ("No monster
target", "Enter melee or missile combat first") have been discarded all
along. Filed as #436 and pinned by a test, rather than papered over with an
invented chat message; the retail text and channel need the oracle first.
Deliberately untouched: F1's AcdreamToggleDebugPanel binding, which
GameplayInputCommandController consumes as a documented no-op so the key
does not fall through to a lower input scope; and the
DebugVmRenderFactsPublisher / DevToolsRuntimeSources chain, which is still
wired into production composition and deserves its own dead-code pass
instead of being pulled into this one.
Full hermetic suite 15,333 passed / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The client reads 161 ACDREAM_* environment variables across 79 files. Only
about 25 were written down, and the audit found the documentation drifting
in both directions: CLAUDE.md still advertised ACDREAM_RUN_SKILL /
ACDREAM_JUMP_SKILL (deleted; skills are server-authoritative now, and the
jump fallback is 300, not the documented 200), while flags with real
side effects had no description at all.
docs/launch-options.md documents every one by lifecycle — production,
command line, measurement, automation, permanent diagnostics, temporary
probes, deprecated, retired — with a mandatory side-effects column. That
column is the point: #432 cost three days of taxed measurements because
ACDREAM_AUTOMATION_ARTIFACT_DIR reads like an output path and also builds
a per-frame diagnostics referee, and ACDREAM_STREAM_RADIUS silently
measures a streaming window production never uses. Rows now say so. Other
surprises the audit surfaced and recorded: ACDREAM_DUMP_SCENERY_Z swaps in
a duplicate scenery-placement path rather than only logging,
ACDREAM_PROBE_VIS silently also enables ACDREAM_PROBE_ENVCELL, and
ACDREAM_DUMP_ENTITY's id list doubles as an unrelated probe's watchlist.
LaunchOptionsDocumentationTests enforces it, because a hand-maintained list
of 161 flags is stale within a week: an undocumented flag fails, and so
does a documented row whose read site was deleted. It scans string literals
rather than GetEnvironmentVariable call shapes — the startup path reads
through an injected delegate, so a call-shaped pattern silently missed
ACDREAM_LIVE, ACDREAM_PAK_PATH and every other production flag. A third
test freezes per-file direct-read debt by exact count (20 files outside the
owner classes), so structure rules 4 and 5 can be paid down but not
regressed.
CLAUDE.md's 94-line env-var section becomes a 16-line pointer, and its
stale test-character paragraph is corrected.
Also fixed, all doc-vs-code mismatches the audit proved:
- RenderingDiagnostics.FrameProfEnabled described a GPU-query self-disable
that Campaign V slice V11 deleted.
- Two comments named ACDREAM_RENDER_BACKEND as a live co-requisite; it died
with the OpenGL backend.
- EnvCellRenderer.CollectCellAuditLines and its ACDREAM_A8_AUDIT doc: the
method had no caller anywhere and its documented caller never existed.
Filed rather than fixed, to keep this a documentation change: #434 (the
DebugPanel/DebugVM surface is never constructed, so ~40 "runtime-toggleable"
comments are false and 35 env reads are unreachable) and #435 (17 temporary
probes outlived their closed investigations; 14 more name no owner).
Full hermetic suite 12,202 passed / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Follow-up to the retail-text fix. "Green under sv-SE" is not the same as "runs
on any locale", so this establishes the latter by running the suite under
cultures chosen to break different things, and fixing what they broke.
ar-SA found a genuine defect the Swedish runner cannot see: the resolution
parser read "1920x-1" through the ambient culture, and ar-SA's negative sign is
not ASCII '-', so the parse failed and the height silently became 0 instead of
-1. Both copies of that parser (App settings targets and the UI settings store)
now parse invariantly.
Audited every remaining culture-sensitive operation in src/ rather than fixing
only what a test happened to catch:
- Numeric Parse/TryParse with no IFormatProvider: 11 sites, all reading
MACHINE-readable input — env vars (ACDREAM_LIGHT_DEBUG, ACDREAM_NET_DROP_*,
streaming/quality knobs), CLI arguments, "1920x1080" settings keys, a chat
command's price argument, and the launcher's bake thread count, which is
handed straight to a child process command line. All pinned to
InvariantCulture.
- ToUpper()/ToLower() with no culture: none. The Turkish-I class was already
clean, and tr-TR confirms it.
- StartsWith/EndsWith/IndexOf(string) with no StringComparison: one —
ChatInputParser's "@" prefix test, which is a culture-sensitive comparison
for a single ASCII character. Now the ordinal char overload.
Verified: 13,958 tests pass identically under the machine default, sv-SE,
tr-TR, ar-SA, and de-DE. (The two launcher test assemblies are excluded from
this run only because a running acdream-launcher.exe holds its own binary; the
one launcher change here is the thread-count parse.)
Dates remain on the current culture by intent, unchanged from the previous
commit.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The user is wedged at the top of Neftet rock plateaus, jumps sink into the
mesh, and a corpse falls straight through. ACDREAM_PROBE_REACH already ruled
out its own domain: blocked=0, every candidate tested-ok. Three candidates
remain — terrain support, a collision mesh not where its visual is, or the
transition wedging on an unobstructed path.
ACDREAM_PROBE_RESOLVE alone cannot separate them. It prints a three-value
contact-plane token, no plane normal, no plane height, no terrain sample and
no plane provenance, so all three produce the same line. Two additions:
[support] — one line per resolve for EVERY body, not just the player. A corpse
is a plain physics body with no player-specific logic, so its fall-through is
the cheapest available control on "movement code vs geometry data", and it is
invisible to any player-filtered probe. The line samples the outdoor terrain
INDEPENDENTLY at the body's own out-XY and prints the contact plane's own
height at that same XY. Two heights at one point make support=terrain /
object / none a measurement rather than an inference, and cpSrc= names the
site that asserted the plane so provenance and classification cross-check.
[geom] — once per GfxObj that comes near a mover: the object's physics-BSP
vertex cloud against its visual mesh AABB in the same local frame, through the
same prepared accessors the resolver queries. verdict=coincident REFUTES the
working hypothesis for that object outright; no-physics-bsp / empty-physics-bsp
/ displaced / extent-mismatch each name a specific data defect. Built to
refute, not to confirm — two diagnoses on this defect's lineage have already
been refuted by measurement.
ACDREAM_WIRE_MESH upgrades the existing F2 overlay, which drew a broadphase
proxy cylinder for BSP objects and so could not answer the question at all, to
the real physics-BSP polygon edges (cyan) beside the visual mesh box (magenta)
and the terrain surface (yellow). Own class per code-structure rule 1.
The provenance latch lives on PhysicsDiagnostics, not on CollisionInfo. Two
fields there first — the obvious home — broke the flat/graph differential
referee and the scratch-reset poison test, both of which compare CollisionInfo
member-for-member. Teaching either to skip a member is a one-line green fix
that puts a permanent hole in a referee whose whole job is comparing
everything. Captured as feedback_probe_state_off_compared_types.
Seven tests cover the support classifier's boundaries: a wrong classifier does
not fail to answer, it answers confidently wrong.
Gates: Release build 0 errors; complete suite 11,225 passed / 4 skipped / 0
failed from a cleaned tree — baseline 11,218/4/0 plus exactly the seven new
tests, skips unchanged.
Issue #337 filed with the symptom set, what is ruled out, and a table of what
each possible output means. All of this is TEMPORARY and recorded for
stripping with the physics-probe family.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
An adversarial performance review found our own instruments cannot
measure the project's own performance gates:
- FrameProfiler aggregated CPU/GPU/alloc/stage samples into ~5-second
windows and reset the ring buffers after each report, so route-wide
p50/p95/p99 distributions across a whole soak could not be
reconstructed after the fact. ACDREAM_FRAME_HISTORY=<path> now opts
into a separate per-frame history (one record per frame, ~72
bytes/record, accumulated in memory with zero frame-thread I/O) that
a shutdown-only Dispose() writes as CSV. The aggregated [frame-prof]
report format and its existing metrics are unchanged.
- The canonical checkpoint JSON tracked cache residency (entry/byte
counts) but never LOH size/fragmentation, process-wide allocated
bytes, or cache hit/miss/eviction traffic — a committed audit JSON
showed 65% LOH fragmentation that no tracked instrument recorded,
and "does a revisit portal hit or miss the caches" was unanswerable
from an artifact alone. WorldLifecycleResourceSnapshot now carries
loh_size_bytes/loh_fragmentation_bytes (GCMemoryInfo.GenerationInfo
index 3), process_total_allocated_bytes (GC.GetTotalAllocatedBytes),
and Interlocked hit/miss/eviction counters for the CPU mesh cache,
decoded-texture cache, and the four bounded DAT-object caches
(portal/cell/highRes/language, aggregated).
- run-connected-r6-soak.ps1 unconditionally forced
ACDREAM_UNCAPPED_RENDER=1 with no capped mode, while its sibling
lifecycle-gate script correctly gated it behind a switch. Added
-Uncapped (default capped, matching the sibling script's pattern),
fixed the stationary dwell (12s -> 26s, past the 25s
LiveEntityLivenessController deadline the adjacent comment already
cited), and now write an env-disclosure.json into the automation
artifact directory before every launch listing every ACDREAM_* var
the script sets plus -Uncapped, since the prior audit could only see
ACDREAM_DUMP_MOVE_TRUTH and nothing else was ever recorded anywhere.
Cache counters are wired via the existing composition path
(ObjectMeshManager already owns the CPU mesh cache and the mesh
extractor directly; content.Dats is threaded into
WorldLifecycleResourceSnapshotSource the same way every other
composition consumer receives it). The DAT-object cache lives behind
IDatReaderWriter, a third-party interface from the DatReaderWriter
package that cannot be extended; RuntimeDatCollection (the one
production implementation) exposes the aggregate stats directly and a
pattern match reads them, degrading to zero for any test double —
no new static registry was introduced (GpuMemoryTracker remains the
one precedented process-wide static).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
(cherry picked from commit 1da2c33c875b41fa383dd79694ee2765f0e21896)
The Town Network hub (498 registered fixtures) starved the player's own
room: BuildPointLightSnapshot's player-nearest-128 cap sorts by raw
Euclidean distance, which isn't a reliable proxy for "same room" in a
dense maze — a fixture on the other side of a wall can be geometrically
closer than the room's own torches and win the cap. LightSource.CellId
tagging and the [indoor-light] membership probe already existed from the
c500912b/#176 arc; the missing piece was a candidacy filter.
BuildPointLightSnapshot(playerWorldPos, visibleCells) now narrows
candidates to the frame's actual visible cells before the existing
dynamics-first player-nearest cap runs (cell-less lights, e.g. the viewer
fill, always included). GameWindow feeds LAST FRAME's already-rendered
RetailPViewFrameResult.DrawableCells — one frame of latency instead of
re-threading a mid-DrawInside callback, which was the exact mechanism
(c500912b) that caused the earlier #176 seam-floor flicker regression.
The distance-sort anchor stays the player, unchanged.
AP-85 updated in place (third revision) rather than adding a new row —
same underlying divergence, now with the render-visibility approximation
of retail's true DBObj-load/flush-bounded resident registry documented
alongside its residual risk (one unscoped frame on portal re-entry).
Core 2652+2skip / App 741+2skip / UI 425 / Net 385 green. Pending: user
visual gate at the Town Network fountain, and a #176 corridor-seam
non-regression recheck (Facility Hub, different landblock).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Lands the fading-secret-door feature and fixes the door "flip-back" that
surfaced while testing it.
#188 — fading-wall doors (e.g. "Pedestal Weak Spot") fade their wall part
out via TransparentPartHook instead of swinging:
- TranslucencyHookSink consumes TransparentPartHook -> TranslucencyFadeManager
(per-(entity,part) linear translucency ramp; holds at End frame).
- WbDrawDispatcher: new per-instance alpha SSBO (binding 7); ClassifyBatches
takes opacityMultiplier (1 - translucency, per CMaterial::SetTranslucencySimple
0x005396f0) forcing AlphaBlend; fully-invisible parts skipped.
- mesh_modern.vert/.frag: binding-7 InstanceAlphaBuf -> vOpacityMultiplier ->
FragColor.a *= vOpacityMultiplier.
- Register AP-89: the fade multiplies sampled texture alpha, not a separate
D3D9 material alpha channel (observably identical for texture-alpha==1 surfaces).
Door flip-back fix (affected BOTH #188 fading walls AND #187 sliding doors): a
door/wall that finished opening holds a single unchanging frame, so the
uncommitted IsEntityCurrentlyMoving cache-bypass narrowing dropped it onto the
Tier-1 static cache -- which only remembers the REST pose + opacity 1.0 --
snapping it visually shut/opaque while physics stayed open. Reverted that
narrowing: every Sequencer entity stays on the per-frame path (live pose + live
fade opacity), the known-good pre-optimization behavior. The per-frame CPU cost
that narrowing chased was a Debug-build artifact -- Release is GPU-bound
(~200 fps in Sawato, measured), so the unconditional add is free where it
matters. Left a code comment barring re-introduction.
Tests: full Core suite green (2649 passed, 2 skipped). Live visual gate PASSED --
both fading-wall and sliding doors hold open.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The #176 gate-2 failure ("stripes/triangles flickering when the camera
is pushed into walls; nothing when zoomed out") is NOT a render defect.
Isolation apparatus added this commit:
- ACDREAM_LIGHT_DEBUG shader modes (mesh_modern.vert/frag + uLightDebug
upload in EnvCellRenderer/WbDrawDispatcher): 1 = ambient-only,
2 = dynamics killed, 3 = raw vLit field (texture ignored). The
pattern SURVIVES mode 3 -> not texture; lives above the light data.
- ACDREAM_CLIP_DEBUG=1 (RenderingDiagnostics.ClipDebugNoShellTrim +
the EnvCellRenderer slot-fill gate): shell pass draws cells WHOLE
(retail's shape). Pattern survives -> the per-cell clip trim is
exonerated.
With every render suspect dead, an autonomous visual loop (synthetic
back-into-wall input + GDI window captures + the [flap-sweep] probe)
pinned the mechanism numerically: at a compressed moving boom the
camera-collision sweep is BISTABLE - consecutive sweeps with ~1.4 mm
input drift flip the first-contact solution 0.27 m along the boom
(pulledIn 0.27<->0.53, every ~5-10 frames, all 368k sweeps ok=True),
and at ~1700 fps unsynced every monitor refresh tear-interleaves the
two views = the stripe/hatch patterns. Filed as #180 with the retail
anchor: viewer_sought_position is STATEFUL (SmartBox 0x00452d75 feeds
the CURRENT swept viewer into CameraManager::UpdateCamera 0x00456660
and assigns the return to the sought, 0x00452d84) - the target
converges to the collided position instead of re-rolling the full
knife-edge ray per frame like our RetailChaseCamera does. SweepEye
itself ports update_viewer 0x00453ce0 faithfully and is exonerated.
Also recorded in #176: the site-A weenie light-registration leak (a
portal's I100 light stacked x2->x4 over one session as re-CreateObject
re-registered it under fresh entity ids).
The #176 lighting fix (d8984e87) remains live-verified; #176 re-gates
after #180 lands. ISSUES: #180 filed, #176 updated. Suites: Core
2599+2skip; toggles inert by default.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The seam-floor purple flicker was NOT a draw z-fight. The in-engine
[seam-*] probe (ACDREAM_PROBE_SEAMDRAW - built because RenderDoc cannot
capture this pipeline: it hides GL_ARB_bindless_texture and the
mandatory-modern startup gate throws; AMD GPU rules out Nsight) killed
every double-draw suspect: ONE shell instance per seam cell at the
lifted z, no floor-coincident entity (portal entities sit at z=-12.05),
zero portal depth fans in the sealed Hub. What it caught instead: the
corridor floor's applied light set flipping wholesale with the flood.
Root cause: c500912b scoped BuildPointLightSnapshot by the per-frame
portal flood, on the research doc's gloss of CEnvCell::visible_cell_table
as "the portal-flood visible set". The named decomp refutes the gloss:
add_visible_cell (0x0052de40) DBObj-LOADS absent cells and inserts them;
a cell activation adds itself + its whole dat visible-cell list
(0x0052e228/0x0052e24a); entries leave only via the flush machinery.
It is the RESIDENT-cell registry - gaze can never remove a cell.
add_dynamic_lights (0x0052d410) walks the WHOLE table per frame
(caller 0x00452d30), and insert_light (0x0054d1b0) caps the pool by
distance to Render::player_pos (0x0054d1dd). Retail's pool is a function
of player position only. Ours followed the camera: turning changed the
flood (probe: 8..41 cells across one turn), the six intensity-100
under-room portal purples entered/left the pool, and the wedge blinked.
Fix: BuildPointLightSnapshot(playerWorldPos) collects ALL registered
(=resident) lit lights; over cap keeps dynamics FIRST (retail's separate
7-slot dynamic pool never competes with statics) then nearest-the-player;
the RebuildScopedLights callback is deleted. Live-verified with the probe:
full-circle turn, flood churning 8..41, the floor set held the same 8
identities on every post-spawn frame. The purple wedge SHAPE stays - it
is cdb-proven retail-faithful.
Residual deviation (AP-85 rewritten): single 128 pool vs retail's
7-dynamic/40-static degrade-scaled dual pools - the Hub now shows
7 purples + viewer where retail's cdb showed 4 + viewer + fixture slots;
if the gate reads the wedge as too purple, the A7 dual-pool cap is the
faithful trim.
Pins: PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant
(rewritten to the corrected model),
PointSnapshot_OverCap_DynamicsNeverEvictedByNearerStatics,
PointSnapshot_OverCap_KeepsNearestThePlayer,
PointSnapshot_ResidentCollection_CellTagDoesNotFilter.
Suites: Core 2599+2skip / App 726+2skip / UI 425 / Net 385.
The [seam-*] probes stay until the visual gate passes, then strip.
Correction banner added to 2026-07-06-a7-per-cell-lighting-pseudocode.md;
outcome banner on the z-fight handoff; ISSUES #176 updated.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
cdb trace of LIVE retail (tools/cdb/issue176-floor-light.cdb, binary<->PDB MATCH) PROVED retail
applies ALL its dynamic lights — 4 intensity-100 magenta portal lights (d3dIdx 3-6, falloff 6) +
the viewer fill (d3dIdx 1, 2.25) — as D3D hardware lights to EVERY Facility Hub cell, every frame,
stable. So the faceted purple wedges on the floor are retail-FAITHFUL. acdream did a per-cell
SelectForObject sphere-overlap 8-cap for cells, so the portal set could differ/flip per cell.
- LightManager.SelectForCell (retail minimize_envcell_lighting 0x0054c170): ALL dynamic lights
applied unconditionally (shader range cutoff zeroes non-reaching = D3D hardware range), then
nearest static torches fill remaining slots. Wired into EnvCellRenderer.GetCellLightSet.
Objects keep SelectForObject (minimize_object_lighting). Pins:
SelectForCell_AppliesAllDynamicLights_EvenOutOfReach + _SameDynamicSet_ForCellsFarApart_NoFlap.
- Apparatus: [light-detail] gains owner/cell/dyn (pinned the culprit = 2 portal weenies
0x000F4247/48 in 0x8A020118/19, intensity=100 magenta); CellVertexNormals_SmoothOrFaceted_Dump
(corridor floor uses SMOOTH per-vertex dat normals, not flat); tools/cdb/issue176-floor-light.cdb.
#176 RESIDUAL is NOT this fix. It's a RUNTIME draw z-fight in the seam floor. Eliminated (evidence):
NOT lighting (per-light cap + this both no-change), NOT membership (render cell 0x8A020164 stable
100% of 188k frames / 526 angles, res=None), NOT dat geometry (coplanar sweep empty at z=-6 floor
incl. cell 0164). NEXT = RenderDoc pixel-history. Full handoff + DO-NOT-RETRY:
docs/research/2026-07-06-176-seam-floor-zfight-handoff.md. Suites green: Core 2599 + 2 skip.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Port retail's per-frame light collection: the point-light pool is built from ONLY the
currently-visible cells' lights, matching CObjCell::add_*_to_global_lights
(0x0052b350/0x0052b390) walked over CEnvCell::visible_cell_table (0x0052d410) — not a
flat world-space set capped at 128-nearest-camera.
- LightSource.CellId (retail insert_light arg6 -> RenderLight +0x6c); tagged at both
registration sites from entity.ParentCellId (live weenie fixtures + dat EnvCell statics).
- LightManager.BuildPointLightSnapshot(camPos, visibleCells): a light joins the pool iff
CellId==0 (viewer/global) or its cell is in the flood. 128 cap kept as a now-non-biting
backstop (retail's is 40 static + 7 dynamic, 0x0081ec94/8).
- Threaded via RetailPViewDrawContext.RebuildScopedLights, invoked in DrawInside after the
flood resolves prepareCells and before the draws (renderers select from the same
in-place-rebuilt PointSnapshot; EnvCellRenderer clears its per-cell cache each pass).
- [indoor-light] probe (ACDREAM_PROBE_INDOOR_LIGHT=1) dumps the scoped-pool SET COMPOSITION.
Un-skips LightManagerTests.PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant.
CORRECTION: the handoff called the camera-cap the "confirmed" #176/#177 mechanism. The probe
PROVES scoping works (291 Hub fixtures -> pool of 1-9, ~285 through-floor lights dropped/frame,
CellIds match the flood), but the user's VISUAL GATE showed BOTH symptoms unchanged. So pool
composition is NOT the cause. #176 real cause = an over-bright purple point light
(intensity=100, color 0.784,0,0.784 -- from [light-detail]); #177 = a portal-visibility miss
(stairs not drawn looking back). Both stay OPEN. This change is retail-faithful and retires the
camera-eviction latent bug; kept as such, not as the symptom fix. Register AP-85 corrected;
ISSUES #176/#177 re-diagnosed; render digest banner updated.
Decomp: insert_light 0x0054d1b0, minimize_object_lighting 0x0054d480, calc_point_light
0x0059c8b0; pseudocode docs/research/2026-07-06-a7-per-cell-lighting-pseudocode.md.
Suites green: Core 2595 + 2 skip, App 719 + 2 skip.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
RenderingDiagnostics.FrameProfEnabled is the master toggle for the
upcoming permanent frame profiler (ACDREAM_FRAME_PROF=1, runtime
mirror via DebugVM.FrameProf). GpuFrameTimer wraps a depth-4 ring of
TimeElapsed queries for whole-frame GPU time, mirroring
WbDrawDispatcher's query idiom (including the #125 never-begun-slot
guard). Caller must not run this while ACDREAM_WB_DIAG=1 owns
TimeElapsed queries — GL forbids nested TimeElapsed queries.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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>
The broken-state log (user-session-capture2.log) shows meshMissing=0 /
entSeen==entDrawn WHILE broken stairs are on screen - the staircase is
DRAWN WRONG, not missing. This probe discriminates the three live
hypotheses in ONE launch (handoff 2026-06-11 s4):
- HYDRATE dump (GameWindow.BuildInteriorEntitiesForStreaming): per-part
placement-frame translations + dropped-part accounting at the MOMENT
MeshRefs are constructed. H-A (SetupMesh.Flatten identity fallback /
silent gfx-null part drops under degraded dat reads) shows here as
zero translations or built<43.
- DRAW dump (WbDrawDispatcher, first tuple per entity): live MeshRefs
translation summary + per-part loaded flags + Tier-1 classification
cache state (batch count + RestPose translation summary), re-emitted
compactly on signature change. H-B (partial/stale cached batch set)
shows as correct translations + odd batch count.
- WALK-REJECT lines (rate-limited): attributes 'entity never reaches
the draw loop' to the specific gate (visibleCellIds/frustum).
- Correct everything -> H-C (draw-side compose), instrument next.
Targets: ACDREAM_DUMP_ENTITY=0x020003F2,0x020005D8 (the 43-part spiral
staircase Setup + the wall barrels; H-A predicts the user's 'barrel' IS
the collapsed staircase). Probe is inert when the env var is unset.
Parser in RenderingDiagnostics (diagnostic-owner pattern) + 5 unit tests.
Suites: App 242+1skip / Core 1427+2skip / UI 420 / Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
One line per change of (root cell, flood size, OutsideView polys, player
cell), with the projection eye at mm precision on every line
(ACDREAM_PROBE_VIEWER=1, print-on-change, silent while stable). The
tower-ascent harness replays the captured production (eye, root) pairs
deterministically - replacing the synthetic helix that proved unphysical
in the roof-lip band (the real collided camera may never reach it).
Suites: App 238+1skip, Core 1422+2skip, UI 420, Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The BR-1 pre-check left the #113 phantom residual with two surviving
suspects, both cell-side: (a) flood-admitted cells whose shell draws with
a pass-all slice (NoClipSlice fallback when the assembler handed no slot,
or an assembler slot-0 scissor-fallback slice), and (b) cell entity
buckets drawn unclipped + un-viewcone'd by design.
[phantom-shell]: per shell-pass cell, print-on-change - clip-enable
state, slot presence, every drawn slice's slot + plane count with
PASS-ALL flagged. [phantom-objs]: per object-list cell, print-on-change
- entity bucket size. Env-gated ACDREAM_PROBE_PHANTOM=1, zero cost off,
throwaway (strip when the phantom closes).
Repro protocol: launch with the probe on, stand at the hall bisect spot
(world ~216,-108 looking at the AAB3 meeting hall west face) where the
phantom is visible, read which mechanism fires for stair cells
0xAAB30100..0x106. Shells pass-all -> BR-2/BR-3 close it; statics ->
BR-5 closes it.
Build green; App suite green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause: TextureAtlasManager.AddTexture only STAGES texture content (PBO
write + ManagedGLTextureArray._pendingUpdates); the actual TexSubImage3D
copies + mipmap regeneration happen in ProcessDirtyUpdates, which WB drives
once per frame via ObjectMeshManager.GenerateMipmaps() from its render loop
(WB GameScene.cs:975, just before the opaque pass). GameScene is the file we
replaced with GameWindow, so the call site was silently dropped — staged
updates only reached the GPU as a side effect of PBO growth (UpdateLayerInternal
flushes pending updates before orphaning the PBO). Every layer staged after an
array's LAST growth kept undefined TexStorage3D content behind a valid,
resident bindless sampler handle: white/garbage walls, zh==0, dat tripwires
silent — exactly the #105 signature. Only ObjectRenderBatch.BindlessTextureHandle
consumers are affected (EnvCellRenderer cell shells = indoor walls); entities
resolve via TextureCache (immediate TexImage2D) and terrain via TerrainAtlas
(immediate GenerateMipmap), which is why only indoor walls ever struck.
Fix: WbMeshAdapter.Tick() now calls _meshManager.GenerateMipmaps() after the
staged-upload drain — Tick runs before all draw passes (GameWindow OnRender),
the exact WB-equivalent position.
Evidence (ACDREAM_PROBE_TEXFLUSH=1 apparatus, kept env-gated):
- pre-fix (texflush-prefix.log): pending updates climb 0->48->...->142 and
park at 126 across 34/34 atlas arrays at standstill, forever (19 heartbeats);
brief dips only at PBO-growth crossings — the broken contract live.
- post-fix (texflush-postfix.log): every line after=0 — staged updates drain
the same frame, all 34 arrays clean.
Intermittency explained: background decode-completion order shuffles which
textures land in the never-flushed tail; whether a visible wall samples one is
per-run luck. Also explains the #110 correlation: znear=0.1 makes close-up
geometry newly visible -> more prepare/upload pressure indoors -> bigger tail
-> higher strike probability. The near plane is mechanism-innocent (re-land
follows as its own commit).
Baseline maintained: App 223 / UI 420 / Net 294 / Core 1377 green + 4
pre-existing #99-era failures + 1 skip; CornerFloodReplayTests (5) and
CameraCornerSealReplayTests (2) gates green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The decisive probe between the two surviving suspects from the 2026-06-09
building-flood-merge handoff (docs/research/2026-06-09-flap-outdoor-fullworld-
building-flood-merge-handoff.md section 1), gated by ACDREAM_PROBE_CLIPROUTE=1,
all print-on-change:
- [clip-route] (RetailPViewRenderer.DrawLandscapeThroughOutsideView): the
outside slice slot + NDC AABB + planes, the CellIdToSlot routing table, the
region-SSBO bytes DECODED at the routed slot, and the terrain-UBO head —
captured after SetTerrainClip + UploadClipFrame + SetClipRouting, i.e.
exactly what the landscape draws consume. Pins/refutes suspect (b) and the
slot-repack half of suspect (a).
- [clip-route-disp] (WbDrawDispatcher.Draw, routed draws only): per-slot
instance histogram exactly as staged for binding=3 plus the count of
entities dropped by ResolveSlotForFrame CULL. Pins/refutes the
instance-routing half of suspect (a).
- [clip-route-scis] (GameWindow.DrawRetailPViewLandscapeSlice): the ACTUAL GL
scissor enable + box read back right after BeginDoorwayScissor — the whole
landscape pass (sky + terrain + outdoor entities + player) draws inside this
box, so a doorway-sized box here IS the full-world kill by construction.
Code-reading findings recorded while building the probe: the landscape pass is
scissored to slice.NdcAabb end-to-end (GameWindow.cs DrawRetailPViewLandscapeSlice),
and ResolveEntitySlot CULLs server entities with null ParentCellId while routing
is active — both now directly observable under the probe.
Throwaway apparatus — strip once §4 ships.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two probe additions from the §4 outdoor full-world flap investigation
(world turns to fog-tinted clear color at specific outdoor spots;
strobes then holds; camera rotation recovers; forward-walk triggers):
- [pv-input] gains terrZ=/eyeAbove= (terrain height under the camera
eye) — used to REFUTE the buried-eye hypothesis (eyeAbove stayed
+1.6..2.1 m through every held-flap block).
- [gl-state] (ACDREAM_PROBE_GLSTATE=1): snapshots the GL fixed-function
state entering the world passes (depth, blend, cull, scissor + box,
viewport, FBO, color/clip masks, glGetError), printing on change.
Delivered the frame-exact flap-onset marker: the leftover scissor box
flips from full-screen to a drifting 9x21 px doorway footprint at the
exact frame the nearby building flood merges in (pv-input flood 1->5).
Both probes are gated and zero-cost when off. Strip with the rest of
the §4 apparatus when the flap ships.
Co-Authored-By: Claude Fable 5 <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>
Checkpoint of the unified retail-faithful indoor render. The two-week HANG/grey is fixed and the
interior seals (live-verified by the user). Commits the session render-rewrite foundation together
with the fixes that made it functional.
- HANG fix: PortalVisibilityBuilder.Build portal flood did not terminate (the faithful ProjectToClip
near-side clip drifts per round, defeating the CellView dedup; the BFS had no bound after U.2a removed
MaxReprocessPerCell). Fix = drift-tolerant snapped/canonical CellView.Add dedup (PortalView.cs) plus
restored MaxReprocessPerCell=16 bounded re-enqueue (PortalVisibilityBuilder.cs). Re-enqueue is kept
(load-bearing for late-slice propagation, Build_ViewGrowthAfterDoneCell_PropagatesNewSlicesToExit);
only its count is capped. CellViewDedupTests added.
- Seal (DrawCells Task 2): RetailPViewRenderer.DrawEnvCellShells draws EVERY visible cell via
IndoorDrawPlan.ShellPass (was gated on the ClipFrameAssembler slot filter, leaving slot-less cells grey).
- Look-in FPS: GameWindow exterior look-in candidates limited to the player landblock +-1 (was all ~81
loaded LBs iterated every outdoor frame). No behaviour change (far cells were >48m, already culled).
Remaining dominant issue = the FLAP at transitions: viewer-cell metastability (render roots at the
camera-eye cell, which oscillates outdoor-indoor as the 3rd-person boom drifts across the doorway,
confirmed in render-sig). SEPARATE fix, NOT the DrawCells port. Full handoff + flap fix plan + tracked
follow-ups (#78 terrain, look-in-from-inside, look-in FPS, L-spotlight):
docs/research/2026-06-07-indoor-render-session-handoff.md.
Baselines: build 0 err; App.Tests 210/210; Core.Tests 1331 pass / 4 fail (pre-existing) / 1 skip.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retail SmartBox::RenderNormalMode (0x453aa0:92665) branches DrawInside vs the
outdoor LScape::draw on is_player_outside (the PLAYER's cell, 0x451e80), then
roots DrawInside at the VIEWER cell. acdream keyed the whole branch off the
camera cell (clipRoot = visibility.CameraCell), so a 3rd-person chase camera
lagging in a doorway AFTER the player stepped outside took the DrawInside path
rooted at the threshold cell, where the exit-portal flood degenerates: grey
world + entities-through-walls. Now ShouldRenderIndoor(playerCellId,
viewerCellResolved) gates the branch on the player; the DrawInside root stays
the viewer cell (handoff invariant preserved).
SCOPE / HONESTY: this REDUCES the player-OUTSIDE doorway grey (visual-confirmed
reduced a lot) but does NOT fix the deeper symptom: when the player is in one
interior cell (cellar 0174) and the camera is in another (room 0171), the flood
roots at the camera cell and does NOT seal the player's cell, so the cellar
floor / interior walls drop to grey. That is the KNOWN R1-completion problem
(2026-06-05 Residual A handoff + 2026-06-02 design doc section 3: a
SHELL-SEALING / wrong-flood-root bug), not this branch.
Tests: Core 1331p / 4f (documented) / 1s, App 187p, build green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A week on the indoor render (Phase U.4 → U.4c → 2026-05-31) fixed the flap but
produced NO shippable progress: walls/ceiling don't seal, outdoor terrain is
visible from inside (#78), the enclosure reads grey/transparent. Root cause is
ARCHITECTURAL, not a bug.
Evidence this session (direct, via the new [shell] probe + screenshots) RULED OUT
every subsystem except the gating architecture: the interior cell shells render
fine (geometry/texture/opaque/depth all correct, zh=0 tr=0); the visibility
traversal computes correct sets + non-empty portal clips; cull mode is fine; the
camera/eye thread was a detour. The residual is that OUTDOOR geometry is not gated
to portal openings when indoors, and acdream enforces visibility THREE inconsistent
ways (TerrainClipMode / per-cell shell clip / entity ParentCellId filter with an
outdoor-stab bypass) instead of retail's ONE PView gate.
This commit is the reset handoff + documentation, not a code fix:
- docs/research/2026-05-31-render-architecture-reset-handoff.md — canonical: honest
state, evidence ledger (ruled-out / do-not-repeat), the mapped 3-gate patchwork,
the retail PView target (one traversal → one gate for ALL geometry), the reset
mission, and a copy-paste pickup prompt.
- docs/architecture/acdream-architecture.md — new "Render Pipeline" SSOT section
(current divergence + unified-PView target + the one rule: compute visibility
once, enforce it once). (Doc has pre-existing corruption below this section —
flagged for separate cleanup.)
- Apparatus: ACDREAM_PROBE_SHELL → [shell] (EnvCellRenderer per-cell prepared/drawn
geometry + flags) added to RenderingDiagnostics + EnvCellRenderer. Throwaway.
- docs/superpowers/specs/2026-05-31-camera-collision-indoor-engagement-design.md —
spec for e099b4c (camera collision; now parked as orthogonal to the seam).
Next session: STOP point-fixing; do the architecture reset to a single PView gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Per-frame (not cell-change-throttled, so it catches the flicker at a stable root):
[flap] line from the builder — root cell's per-portal side-test D + traverse/cull +
NDC projection, plus OutsideView poly count + visible-cell count; localEye exposes
when the eye has crossed an interior portal plane. Paired [flap-cam] line from the
draw site — FindCameraCell resolution branch (CameraCellResolution enum, new),
eyeInRoot AABB flag (stale-root signal), eye + player worldpos, and the frame's
TerrainMode/OutdoorVisible outcome. Disambiguates side-cull vs empty-projection vs
stale-root. Inert when off (gated). Throwaway apparatus to converge the flap fix.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add the durable per-frame visibility probe apparatus that #103 lacked, so
the Phase U portal-visibility builder can be validated on live frames before
any GL/visual work.
EmitVis(rootCellId, visibleCells, outsidePolyCount, outsidePlaneCount,
perCellPlaneCounts, scissorFallbacks) prints ONE concise [vis] line gated on
root-cell CHANGE (private _lastVisRootCellId tracker; no-op when the root is
unchanged or ProbeVisibilityEnabled is false — one bool compare per frame when
off). Line format:
[vis] root=0x… cells=N ids=[…] outside(polys=…,planes=…) percell=[0x…:N,…] fallbacks=…
Reuses the existing Phase A8 ProbeVisibilityEnabled flag (env ACDREAM_PROBE_VIS,
already DebugPanel-mirrored via DebugVM.ProbeVisibility) rather than adding a
parallel owner — Code Structure Rule 5 (one diagnostic owner per subsystem).
Property doc repurposed from the abandoned A8 two-pipe stencil semantics to the
Phase U unified pipeline.
Decoupling note: RenderingDiagnostics lives in AcDream.Core, which must not
reference AcDream.App (Code Structure Rule 2). The plan's EmitVis signature took
an App-layer CellView; this lands the equivalent as pre-computed primitives
(outsidePolyCount + outsidePlaneCount) so the owner stays in Core. The U.4a call
site supplies OutsideView.Polygons.Count and the OutsideView ClipPlaneSet.Count.
TDD: 3 new tests in RenderingDiagnosticsVisibilityTests (no-op when disabled,
fires-once-per-new-root + suppressed-on-unchanged, env-default contract), each
self-contained via internal ResetVisibilityProbeForTests + Console.Out capture
to avoid the documented static-leak flakiness. Core suite +3 tests, no new
failures (flaky physics/input static-leak set unchanged at 16, untouched area).
Courtesy: removed the dangling RenderInsideOutAcdream comment reference (deleted
in U.1) + the AcDream.App.Rendering.Wb doc cref (a Core→App layer inversion).
The emit SITE wiring (per-frame call from the render loop) lands in U.4a; this
task lands only the owner members + formatter + test. GameWindow untouched.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Probe emitters wired (replaces the Task 8 stubs). All gated on
ACDREAM_PROBE_VIS=1 (everything) or ACDREAM_PROBE_ENVCELL=1
([envcells] only):
- [envcells] frame=N cells=N tris=N ourBldgs=N otherBldgs=N filterCnt=N
Fires once per Render call inside RenderInsideOutAcdream Step 3.
Reads CellsRendered + TrianglesDrawn from EnvCellRenderer.Stats.
- [stencil] op={mark|punch} bld=0xHHHHHHHH verts=N
Fires after every IndoorCellStencilPipeline.RenderBuildingStencilMask
call (Steps 1, 2, 5a, 5b, 5d) — surfaces LastStencil* probe fields
added in Wave 1's Task 7 extension.
- [draworder] frame=N step=Xy stencil={on|off} depthFn=0xHHH depthMask={true|false}
Fires at each step boundary (entry to Step 1/2/3/4/5{a,b,c,d}).
Reads live GL state via glGetInteger so divergence between assumed
vs actual state is immediately visible.
- [buildings] camCell=0xHHHHHHHH camBldgs=[0x1,0x2,...] otherBldgs=N totalKnown=N
Fires once per indoor frame at the top of RenderInsideOutAcdream.
totalKnown sums BuildingRegistry.Count across all loaded landblocks.
Per-frame counter _phaseA8DrawOrderFrame incremented once per render
tick after the existing [vis] probe block (line 7104).
New env-var flag ACDREAM_PROBE_ENVCELL in RenderingDiagnostics +
ProbeEnvCellEnabled property (true OR ProbeVisibilityEnabled).
Mandatory acceptance criteria (process rule "no visual-gate launch
without probe data first") to check FROM the log BEFORE asking the
user for visual verification:
- [buildings] camBldgs=[0x...] non-empty when inside a cottage
- [envcells] cells>=1 tris>=1 filterCnt>=1 for at least one indoor frame
- [stencil] op=mark verts>0 fires per camera-building
- [draworder] shows the full Step 1 → 2 → 3 → 4 → 5{a,b,c,d} cycle
Build green. 82/82 App.Tests pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds the ACDREAM_PROBE_VIS=1 env-var-toggleable flag for the indoor-cell
visibility culling pipeline (#78). Mirrors the existing ProbeIndoor*
pattern. DebugVM checkbox follows.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>