The distilled port-ready model for FW1: camera-cell rooting, the
invisible-panel primitive (punch far-Z / seal own-depth, byte-verified
constants), the far-to-near landscape walk, the building two-pass portal
machinery with its push/pop asymmetry, the interior flood + DrawCells
passes, the view machinery, and the constants/struct anchor table. The
panel question is resolved: retail DOES draw depth-only portal-polygon
panels via DrawPortalPolyInternal - AD-117 re-invented a real mechanism
at the wrong site. FW0 is complete: oracle fixtures, replay helper,
decomp model.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>