UiMeter gains SpriteResolve/BackSpriteId/FrontSpriteId; when both are
set, OnDraw draws the empty-track sprite full-width then the colored-fill
sprite UV-cropped to the live fill fraction (left-to-right drain). Falls
back to solid rects when sprite ids are absent, keeping existing behavior
and tests intact.
MarkupDocument.Build() parses `back`/`front` hex attrs on <meter> and
passes `resolve` into every UiMeter. vitals.xml wires the authoritative
LayoutDesc 0x21000014 sprites (Health 0x06005F3C/3D, Stamina 3E/3F,
Mana 40/41). The bar prove-out block in GameWindow.cs was already gone.
If the sprites decode as 1x1 magenta at runtime they are paletted
(INDEX16/P8) — the solid-color fallback will display instead and can be
investigated separately.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The anchor pass added in f911b5f runs on every element's children — including
UiRoot's children, which are the top-level WINDOWS. With the default Left|Top
anchor, ApplyAnchor reset each window's Left/Top/Width/Height back to its
captured design rect EVERY frame, so user move/resize was undone instantly ("I
can't resize or move it"). A window is user-positioned, so it must not be
anchor-managed by its parent: set UiNineSlicePanel.Anchors = None. Children
INSIDE the window still anchor to it (the bars keep stretching with width).
Regression tests: UiNineSlicePanel.Anchors == None; ApplyAnchor(None) is a no-op.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The "red cone" (+ green floor petals) in the 0x0007 Town Network dungeon is a dat
EnvCell static object (Setup 0x02000C39 / GfxObj 0x010028CA) using pure red/green
MARKER textures (0x08000109 / 0x0800010A). It is an EDITOR-ONLY placement marker:
its DIDDegrade table 0x11000118 is {slot0 Id=mesh MaxDist=0, slot1 Id=0 MaxDist=FLT_MAX},
i.e. visible ONLY at distance 0 (the WorldBuilder editor origin) and degraded to
GfxObj id 0 (nothing) at any real distance. retail's distance-based degrade
(CPhysicsPart::UpdateViewerDistance 0x0050E030 -> Draw 0x0050D7A0) therefore never
draws it in the live client.
acdream's render pipeline is extracted from WorldBuilder, which (being an editor)
renders every cell static's base mesh directly and has NO degrade handling at all
(zero DIDDegrade references in references/WorldBuilder) — so acdream inherited the
"show the marker" behavior and drew it forever. It only became visible now because
the #135 login-into-dungeon fix drops the player at the exact saved spawn next to it.
Fix: GfxObjDegradeResolver.IsRuntimeHiddenMarker() detects the editor-marker pattern
(HasDIDDegrade + Degrades[0].MaxDist==0 + a degrade entry with Id==0). The EnvCell
static-object hydration (GameWindow ~5793) skips such GfxObjs — whole-stab for bare
GfxObj stabs, per-part for Setup stabs (an all-marker Setup then drops via
meshRefs.Count==0). This is the faithful equivalent of retail's runtime degrade for
static geometry (always viewed at distance > 0); real LOD objects (slot0.MaxDist>0)
and degrade-to-real-mesh objects are untouched.
Diagnosis was extensive (geometry-not-VFX via particle-off; texture-not-lighting via
flat-ambient frame dumps; per-surface runtime decode pinned the red/green marker
surfaces; a draw-time probe pinned the dat-static entity id; a dat dump of the Setup +
degrade table confirmed the editor-marker pattern). Verified live via a frame dump:
the red cone + green petals are gone, all real dungeon decorations still render.
4 new GfxObjDegradeResolver unit tests cover the marker / normal-LOD / no-table /
degrades-to-real-mesh cases.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add AnchorEdges [Flags] enum and Anchors property (default Left|Top, so
all existing elements are unchanged) to UiElement. ApplyAnchor() captures
the design-time margins on first call then recomputes Left/Top/Width/Height
each frame; DrawSelfAndChildren drives it for every child before painting.
ComputeAnchoredRect is public + static so it can be unit-tested without a
running frame loop.
MarkupDocument.Build gains a private Anchor() CSV parser and threads it
into the <meter> initializer via the anchor= attribute.
vitals.xml: remove title="Vitals" (retail vitals has no heading) and add
anchor="left,top,right" to all three meter bars so they stretch when the
panel is dragged wider.
Two new xUnit tests in UiRootInputTests: Left+Right stretches width;
Left+Top only keeps fixed size. All 19 App.Tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add ResizeX/ResizeY bool properties to UiElement (both true by default).
HitEdges() in UiRoot masks out locked axes after edge detection, so a
locked edge falls through to window-move behaviour — matching retail,
where the vitals bar height is fixed and only widens.
MarkupDocument.Build() parses an optional resize="x|y|both|none"
attribute on <panel>; vitals.xml gets resize="x" to enforce the
horizontal-only constraint in all instances of the panel.
Two new tests: HitEdges_RespectsResizeAxisLock (UiRootInputTests) and
Build_ResizeAttrX_SetsHorizontalOnly (MarkupDocumentTests). 11/11 green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add parallel resize mode to the UiRoot retained-mode input state machine.
A left-drag starting within ResizeGrip=5px of a Resizable window's edge or
corner resizes it (min-size clamped); interior drags on a Draggable window
still reposition it.
Changes:
- UiElement: Resizable, MinWidth, MinHeight properties
- UiRoot: ResizeEdges flags enum; _resizeTarget state fields; FindWindow
(replaces FindDraggable, matches Draggable||Resizable); HitEdges (static,
internal, testable); ResizeRect (static, public, testable); OnMouseDown
checks edge-grip before move; OnMouseMove resize branch precedes move;
OnMouseUp clears _resizeTarget
- UiNineSlicePanel: Resizable = true (retail windows are resizable)
- UiRootInputTests: 4 new tests — ResizeRect_RightBottom, ResizeRect_LeftTop
(min-clamp + origin shift), HitEdges_DetectsCornerAndInteriorNone,
EdgeDrag_ResizesPanel_InteriorDragMoves (full integration path)
Note on test coordinate: right-edge grab uses x=298 (2px inside the panel's
hit-test boundary) rather than x=300 (exactly at edge, misses OnHitTest's
strict `<` check). This is intentional — the grip zone extends inward from
the edge boundary, so a click 2px inside correctly lands in both the
hit-test rect AND the resize-grip zone.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- UiElement: add Draggable flag; left-drag on a draggable element repositions
it as a floating window instead of starting a drag-drop sequence.
- UiRoot: add WantsMouse/WantsKeyboard properties (mirrors ImGui's WantCaptureMouse
pattern); add FindDraggable helper; inject _windowDragTarget state machine into
OnMouseDown/OnMouseMove/OnMouseUp so draggable windows track the pointer offset.
- UiNineSlicePanel: set Draggable=true so retail window frames are movable by default.
- GameWindow: OR _uiHost?.Root.WantsMouse|WantsKeyboard into the SilkMouseSource
wantCaptureMouse/wantCaptureKeyboard delegates and the direct MouseMove gate so
game actions (movement, world-pick) are suppressed while the pointer is over a
retail window — no double-handling with the InputDispatcher.
- GameWindow: wire all Silk Mice/Keyboards to UiHost after construction so the
UiRoot tree receives live input.
- Tests: 3 new UiRootInputTests covering WantsMouse hit-test, window-drag
reposition, and non-draggable panel immobility.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds the plugin-facing UI registration surface (Task 9, final D.2b task).
Plugins call host.Ui.AddMarkupPanel(path, binding) from Enable(); calls are
buffered in BufferedUiRegistry before the GL window opens, then drained into
UiHost.Root in GameWindow.OnLoad inside the RetailUi block after the first-
party vitals panel. Faulty plugin markup is isolated (try/catch per panel,
logged + skipped). IPluginHost.Ui added; AppPluginHost wired; StubHost in
Core.Tests updated; BufferedUiRegistryTests confirms drain-once semantics.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Implements Task 8 of the D.2b retail-UI plan. MarkupDocument.Build() parses
KSML-style panel markup into a live UiNineSlicePanel subtree, resolving
{Binding} attribute expressions against a supplied object via reflection.
Color format is #AARRGGBB (alpha-first, matching controls.ini). Handles
<panel> root (geometry + optional title label) and <meter> children (fill,
label, bar color). Future element kinds (label, button, image) extend the
switch without touching existing code.
vitals.xml encodes the just-approved vitals panel layout (health red #FFC70D0D,
stamina gold #FFD49E1F, mana blue #FF1F33D9); ships next to the binary via
PreserveNewest csproj rule. GameWindow.cs drops the 35-line hand-built panel
block in favour of a 4-line File.ReadAllText + MarkupDocument.Build call —
identical tree, identical render, now data-driven.
2 new tests (Build_CreatesPanelWithMeterFillLabelAndGeometry,
Build_NullBindingValuesYieldNullFillAndLabel) + 11 total targeted green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds ControlsIni — a minimal flat-INI reader for retail's controls.ini
(#AARRGGBB alpha-first color tokens; case-insensitive section/key lookup;
missing file returns an empty sheet with no throw). Wires the [title]
color token into the vitals panel's UiLabel in GameWindow.OnLoad, with
hardcoded white as the fallback. Visually a no-op (retail's [title] color
is white), but proves the stylesheet plumbing end-to-end (D.2b §7).
Three unit tests cover section parsing, #AARRGGBB decode, and graceful
missing-file handling.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
Adds UiMeter, the horizontal vital-bar widget for the D.2b retail-look
UI toolkit. Solid-color fill for Spec 1; the retail orb sprite + scissor
crop path is reserved for a later sub-phase. Five unit tests (1 Fact +
4 Theory) cover half-fill geometry and clamping at -1/0/1/2 fractions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Implements the retail floating-window bevel as a UiPanel subclass using
RetailChromeSprites: 4 tiled edges + 4 stretched corners + tiled center fill,
matching the 8-piece border layout confirmed by the D.2b Step-0 prove-out.
Resolver delegate keeps GL out of unit tests. Geometry verified by
ComputeFrameRects_PlacesCornersEdgesAndCenter (1/1 pass).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A Base1Solid (or OrigTextureId==0) Surface can carry a null ColorValue;
DecodeSolidColor dereferenced it (color.Alpha) and threw NullReferenceException.
It is called directly from TextureCache.DecodeFromDats, OUTSIDE
DecodeRenderSurface's try/catch, so the NRE crashed the whole client. Surfaced
by the D.2b chrome prove-out feeding UI surface ids. Guard null -> Magenta
(the decoder's existing "undecodable" sentinel). Test added.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The faithful fix for the spotty dungeon/house/outdoor lighting is retail's per-vertex
static-light bake (D3DPolyRender::SetStaticLightingVertexColors 0x0059cfe0), NOT a
per-pixel ramp. This lands the GL-free Core: LightBake.PointContribution /
ComputeVertexColor port calc_point_light (0x0059c8b0) VERBATIM — verified against a
clean Ghidra decompile (the BN pseudo-C is x87-mangled): half-Lambert wrap with
LIGHT_POINT_RANGE=0.75 (0x007e5430), the distsq>1 norm branch, the per-channel
min-to-color clamp, and the final [0,1] clamp. static_light_factor=1.3 (0x00820e24)
is already folded into LightSource.Range by LightInfoLoader.
7 conformance tests (hand-derived golden values) green. NOT wired yet — the
integration (a per-vertex colour attribute on the cell mesh + the bake driver keyed
on envCellId + the shader consumption) is the remaining A7 work; see ISSUES.md A7.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds two startup-time env toggles that Phase D.2b's retail-UI panel
frame will read:
- ACDREAM_RETAIL_UI=1 → opts.RetailUi (bool, default false)
- ACDREAM_AC_DIR=<path> → opts.AcDir (string?, default null)
Both follow the existing helper conventions (IsExactlyOne / NullIfEmpty).
No call sites broke because the only construction site in RuntimeOptions.cs
already uses named arguments.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
"The dungeon is broken" — the collapse was unloading the REAL dungeon. A dungeon's
EnvCells sit at arbitrary "ocean" world coords with negative cell-local Y (snap
showed pos=(58.9,-69.6) in cell 0x00070133), so the observer landblock
_liveCenterY + floor(pp.Y/192) = 7 + floor(-69.6/192) = 7 + (-1) = 6 lands one row
off. The collapse pinned to 0x0006 and unloaded 0x0007 — the real dungeon — which
nulled CurrCell (the cell no longer existed) and left the player floating in
outdoor-lit empty space (lb 1/1 @ ~1585 fps, but the wrong landblock). This is the
Bug-A negative-local-coordinate class.
Fix: when inside a dungeon, pin the collapse to the cell's OWN landblock
(CurrCell.Id >> 16), never the position-derived observer landblock — the cell id is
the authoritative landblock for ocean-placed dungeon geometry.
Also hardened the hysteresis so a transient CurrCell flicker can't thrash:
- Re-collapse when insideDungeon at a DIFFERENT landblock (multi-landblock dungeon).
- Expand only on a DISTANT move (Chebyshev > 1) — a real exit teleports far from the
ocean-grid block; the off-by-one flicker is always an ADJACENT (±1) landblock, so
it now HOLDS the collapse instead of expanding.
- SweepCollapsed always preserves _collapsedCenter (the true dungeon landblock),
never the per-frame observer landblock.
Build green; 59 streaming tests green (flicker regression test updated to the
realistic adjacent off-by-one).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The first cut of the dungeon gate keyed expand on the per-frame insideDungeon
signal (CurrCell is a sealed EnvCell). Live, CurrCell momentarily resolves to
null mid-frame while the player stays put in the dungeon landblock, so the gate
flipped collapse→expand→collapse every few frames. Each expand re-streamed the
full 25×25 window; the unloads couldn't keep up (MaxCompletionsPerFrame=4), so
registered lights leaked to 212k and FPS spiked to single digits between the
~199 fps collapsed frames.
Fix: once collapsed, key the gate on the STABLE observer landblock, not CurrCell.
Stay collapsed while the player remains in the dungeon landblock (_collapsedCenter);
expand only when the observer actually moves to a different landblock (portal/
teleport out). CurrCell flicker no longer thrashes.
Regression test added (Collapsed_CurrCellFlickersToNull_SameLandblock_DoesNotExpand).
Build green; 60 streaming tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
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>
Retail PrimD3DRender::config_hardware_light (0x0059ad30) sets the hardware light
Range = Falloff * rangeAdjust (1.5, global 0x00820cc4). We used Range = Falloff, so
torches reached only 2/3 of retail -> tight 'candle/spotlight' bubbles in dungeons.
Match retail's reach. Ambient 0.20 confirmed retail-faithful (the 0.30 was CreatureMode,
not world cells). Lighting suite green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The active-light selection dropped any point light whose range didn't reach the
VIEWER (DistSq > Range^2*slack -> skip). Retail's D3D-style fixed pipeline picks
the 8 NEAREST lights and applies the hard range cutoff PER SURFACE in the shader
(mesh_modern.frag: if (d < range)). The viewer-range candidacy filter suppressed
a torch whenever the player stood outside its range, so a dungeon room with 2227
registered torches lit only the ~1 the player was standing in (activeLights ~= 1,
rest of the room at flat 0.2 ambient = the "lighting off" report). Drop the filter;
take the nearest 8 regardless of viewer range. Removed the now-unused RangeSlack
const; updated the two tests that codified the old filter. Core lighting suite green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The #111 validated-claim branch returned lbPrefix | (cellId & 0xFFFF), where
lbPrefix is found by searching resident landblocks for one containing the
candidate position. A dungeon EnvCell's local Y can be negative, so the dungeon
landblock fails the [0,192) bounds test and the loop matches a neighbouring
(e.g. Holtburg) resident block -> the validated claim 0x00070143 got re-stamped
0xA9B30143, making the client mis-resolve the player to the wrong landblock and
spam ACE with rejected moves. The validated claim's full id is authoritative;
return it directly. Byte-identical for the login case (position in the claim's
own landblock); fixes the far-teleport dungeon case.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
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>
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>
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>
The handoff's 'eye-below-grade membership demote' diagnosis is REFUTED.
The harness drives the production stack headlessly per step of the
A9B4 corner-building cellar ascent (0x0174 -> 0x0175 -> 0x0171, path
fitted from the cellar-up live captures): FindCellList on the
foot-sphere center for the player pick + the PhysicsCameraCollisionProbe
SweepEye chain mirrored verbatim (AdjustPosition at pivot ->
ResolveWithTransition IsViewer|PathClipped|FreeRotate|PerfectClip ->
both fallbacks) with per-step branch attribution.
Result: 0 outdoor/null viewer resolutions while the eye is below grade,
0 sweep failures, 0 fallback branches, across boom distance {2.61, 5}
x damping lag {0, 0.3 m}. The viewer enters the main-floor room at eye
z 94.01 - exactly as the head pops above grade (the stairwell portal
sits AT grade), matching the user's report wording. The root is
INTERIOR for the whole grass window; #108-residual is render-side
(fix in the next commit). Tests stay as the healthy-layer
characterization pin.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
unattached=0 in the last capture refuted the unattached hypothesis (the fix-1 pass is vacuous); the swirl outdoors rides a MATCHED attached emitter, so its owner is an OutdoorStatic keyed by a synthetic id. The matched-ids dump on an inside-vs-outside capture pair names the owner: the id that flips. Issue131SetupProbeTests dumps the outstage candidate setups from the dat.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
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>
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>
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>
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>
The instrumented capture (cottage-112-capture1.log) + dat replay pinned
the transparent-cottage mechanism end to end:
1. The A9B3 cottage's entry cell 0x104 is a 0.22 m-wide THRESHOLD band
(x 184.68->184.46 at y~82). A running player (~13-16 cm/tick at
30 Hz) can cross it BETWEEN two physics ticks - the tick where the
centre is inside 0x104 never happens.
2. Our outdoor-seed branch ran CheckBuildingTransit over a landcell
snapshot and STOPPED - building-admitted entry cells were never
expanded. The tick after the skip (centre in 0x100, a deep room not
building-portal-adjacent) found no containing candidate -> the pick
kept the outdoor landcell FOREVER (absorbing): the user walked the
whole interior classified outdoor (render faithfully drew an outdoor
frame = transparent walls), promoting only on touching
portal-adjacent 0x102's own volume minutes later (captured:
0xA9B3003C -> 0xA9B30102 with no transitions in between).
3. Retail cannot strand: CObjCell::find_cell_list (0x0052b4e0) runs ONE
growing-array walk for EVERY seed (0052b576-0052b5ab,
cells[i]->find_transit_cells vtable dispatch over the GROWING array)
- the landcell's building bridge admits 0x104 (the foot sphere still
overlaps the band one tick after the skip) and the walk expands
0x104's portals to 0x100 where containment wins. Recovery fires one
tick after any skip.
Fix: BuildCellSetAndPickContaining now runs retail's single growing
walk for both seeds with per-cell-type dispatch (landcells ->
CLandCell::find_transit_cells 0x00533800 -> CSortCell 0x00534060 ->
check_building_transit 0x0052c5d0; envcells -> FindTransitCellsSphere
with the straddle gate + once-per-walk outside add). The old indoor
branch behavior is preserved (seed at index 0, hysteresis, straddle-
gated outdoor pick); the outdoor branch gains the expansion + the
indoor branch gains the retail landcell bridge dispatch for
straddle-admitted landcells.
Pins (dat-backed, Issue112MembershipTests): tick-skip recovery one tick
past the threshold (RED pre-fix); run-speed entry replay across tick
phases never strands outdoor; threshold-gap outdoor-seed keeps outdoor
(over-fix guard); entry-walk replay diagnostic prints the full
promotion chain (0x3C -> 0x104 -> 0x100 -> 0x103 -> 0x100 -> 0x102).
Suites: App 246+1skip / Core 1438+2skip / UI 420 / Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The 1ca412d part-offset expansion fixed the staircase but still rested
on the 5 m promise one level down: a SINGLE part whose mesh extends
more than 5 m from its own origin (offset 0 -> box +-5 m) keeps the
gaze-dependent vanish. Per the user's mandate ("it must work for every
case"), the bound now derives from the dat VERTEX data - the same
vertices that get drawn - so no synthetic containment promise remains.
Oracle context (read this session): retail has NO whole-entity
visibility volume - CPhysicsPart::Draw (0x0050d7a0) viewcone-checks
each part's dat-authored CGfxObj.drawing_sphere at the part's own
world position (RenderDeviceD3D::DrawMesh 0x005a0860). Retail's bound
IS data; ours was a promise. Our per-ENTITY granularity stays (a
deliberate batching-era choice, WB-owned per the inventory) but the
volume is now data-derived and conservative: visually identical by
construction, never culls what retail would draw.
- GfxObjBounds: per-GfxObj vertex AABB, cached by id (parts repeat
heavily); LocalBoundsAccumulator: union of part-transformed AABB
corners (conservative-correct under any affine transform).
- WorldEntity.SetLocalBounds + RefreshAabb preferred path: rotate the
root-local bounds' 8 corners into world axes + DefaultAabbRadius
margin (absorbs animated-pose drift vs the rest-pose bounds; keeps
small objects at their historical box size). Offset heuristic stays
as the fallback for boundless fixtures.
- All four hydration sites wired (outdoor stabs, scenery incl. baked
scale, interior cell statics, server live spawns).
Tests: tall-single-part coverage (the case 1ca412d could not see),
rotation-following, accumulator union. Suites: App 246+1skip / Core
1434+2skip / UI 420 / Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User re-gate after 2163308/987313a: run-from-town stairs FIXED, barrel
GONE - but the stairs still vanish by VIEWING ANGLE (visible climbing
down, gone climbing up; same at the tower top). The gate3 probe data
exonerates everything downstream: the entity always draws with correct
batches when it reaches the dispatcher (cache hit:119, restZ correct,
zero WALK-REJECTs, never clip-culled) - so the vanish lives in the one
gaze-dependent gate the probe cannot see: the bounds-based cullers.
WorldEntity.RefreshAabb was a fixed +-5 m box around the entity ANCHOR.
The staircase's 43 parts spiral 15 m ABOVE the anchor, and BOTH
visibility gates derive from the box: the dispatcher's per-entity
frustum cull AND RetailPViewRenderer.EntitySphere (the viewcone sphere
= this box's bounding sphere). Looking up the spiral put the anchor's
neighborhood out of view -> the whole entity culled while 15 m of it
stood in front of the camera; looking down kept the anchor in view ->
visible. Exactly the reported asymmetry.
Fix: expand the box by the largest MeshRef part-translation magnitude
(rotation-invariant, so entity.Rotation needs no handling; identity-
part entities get offset 0 - behavior unchanged; scenery scale is
already baked into the part transforms).
Suites: App 246+1skip / Core 1431+2skip / UI 420 / Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
The decisive probe (3cf6bcc) caught it live in ONE session: a 43-part
staircase entity (src=0x020003F2, healthy MeshRefs tZ=[0.35..15.15])
drew with cache=hit:3 restZero=3 - THREE batches belonging to a 1-part
entity - then under a different hint the correct hit:119. Two
compounding bugs:
1. interiorIdBase = 0x40000000 | (landblockId & 0x00FFFF00) resolved to
0x40YYFF00 for landblock keys 0xXXYYFFFF - the landblock X byte
DISCARDED. Every landblock in a map Y-row shared one id space:
Holtburg town A9B3's 9th interior stab == the AAB3 tower's spiral
staircase, both 0x40B3FF09. Fixed to 0x40000000|(lbX<<16)|(lbY<<8)
(the scenery 0x80XXYY## scheme).
2. The Tier-1 classification cache's #53 tuple key (EntityId,
LandblockHint) was fed the PLAYER's landblock at bucket-draw time
(RetailPViewRenderer.DrawEntityBucket fabricates its tuple with
ctx.PlayerLandblockId), so colliding ids from different landblocks
shared a key: whichever entity classified first under a hint won,
and the loser wore its batches all session (static fast path never
re-classifies). Also: bucket-hinted entries were never swept by
InvalidateLandblock(owner) - stale entries survived owner unload.
Fixed: ResolveCacheLandblockHint derives the hint from the entity's
owning cell (ParentCellId landblock, canonical 0xXXYYFFFF), falling
back to the tuple id for ownerless paths (outdoor stabs/scenery,
where the tuple IS the owner).
Explains the session-shaped repro exactly: town-login + run to the
tower hydrates/classifies town interiors first -> the tower staircase
cache-hits the town twin's batches (stairs missing/partial + a wrong
object near the floor - the "water barrel"); login-inside classifies
the tower first -> usually clean. meshMissing=0 / entSeen==entDrawn
both ways (everything draws, wrong batches). Likely also feeds #113's
distance-dependent phantom staircase (the town twin wearing the
tower's staircase batches).
3 new cache tests pin the collision contract + hint derivation.
Suites: App green / Core 1430+2skip / UI 420 / Net 294.
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>
The live capture pinned it end to end. BuildInteriorEntitiesForStreaming
lifts the render-side cell transform +0.02 m Z (shell z-fighting vs
terrain - a DRAW concern) and passed that LIFTED transform to
BuildLoadedCell, so every plane in the visibility graph sat 2 cm high.
The portal side test's in-plane window is +-10 mm: an eye standing ON a
floor containing a HORIZONTAL portal (the tower's deck lip 010A->0107,
stair landings, cellar mouths) sits 0-10 mm above the TRUE plane = 10-20
mm BELOW the lifted plane -> outside the window -> the cell behind the
portal side-culled out of the flood. Captured live at the stair top:
root=0xAAB3010A eye z=126.803 vs the portal plane at 126.80, flood=1,
0x0107 (the whole tower interior incl. the staircase) dropped WHILE THE
GAZE LOOKED STRAIGHT AT IT - "stairs disappear and you can walk on
them", and the roof/edge flap as the gaze swung the marginal admissions.
Vertical doorways were immune (the lift slides their planes along
themselves) - exactly why this hit stairs/decks/floors and not doors.
Chase chain (the apparatus did all the work): [viewer] print-on-change
probe with eye@mm -> the user's climb capture -> [viewer-diff] naming
the dropped cells per flip -> headless replay of the exact captured
(eye,fwd) frame: healthy UNLIFTED, reproduces ONLY with the production
lift -> gate-by-gate diagnostic (side test dot=+0.003 unlifted vs
-0.017 lifted; clip + rescue exonerated; knife-edge z-sweep all-stable,
killing the float-chaos theory).
Fix: BuildLoadedCell receives the PHYSICS (unlifted) transform; the
drawn shells keep their lift. The seal/punch fans (which read the
visibility LoadedCell's WorldTransform) now stamp TRUE depth - MORE
consistent with the unlifted terrain they protect.
Pins: CapturedTopOfStairs_MainCellStaysInFlood - arm 1 (unlifted =
post-fix production) asserts the main cell admitted at the captured
frame; arm 2 (lifted) is the mechanism canary asserting the drop, with
instructions if it ever starts passing. Plus the gate-by-gate
diagnostic + knife-edge sweep as the investigation record.
Also this session: Issue127FloodFlipReplayTests (the captured 4 cm
outdoor flip pair replays STABLE across fovs/pre-gate arms - the
outdoor churn is NOT the flood math; remaining #127 = distant-building
admission churn, lower priority now that the tower-cell drops are
explained by the lift), and the [viewer-diff] probe (per-flip added/
removed cell naming - keep, it found this).
Suites: App 242+1skip, Core 1422+2skip, UI 420, Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
The user stood in the tower and logged out; the next login [snap] pinned
it: cell 0xAAB30107, AAB3 building[1] (model 0x01001117, NOT the #113
meeting hall 0x010014C3). Issue119TowerDumpTests decodes the dat truth:
- The tower interior cell 0x0107 has ZERO ramp polys - the stairs are
NOT cell geometry. They are cell STATICS: Setup 0x020003F2 at the
exact tower center = a 43-part spiral staircase (5 corner platforms
0x01000E2A + 38 steps 0x01000E2B/2C/2D/2F/31/32, placement frames
spiraling z 0.35..15.15, all parts fully drawable - 0 NoPos polys).
- The four 0x020005D8 statics (1 part, 0x01001774, 24 polys - barrel-
shaped) sit along the wall at ascending heights: legitimate dat
barrels on the stair landings. With the staircase missing, the
bottom one reads as "a barrel in the middle where it's not supposed
to be" - the barrel is NOT extraneous, the stairs around it are gone.
Pipeline reads (all correct by read, no errors logged):
BuildInteriorEntitiesForStreaming flattens Setup statics per part
(SetupMesh.Flatten -> 43 MeshRefs with placement transforms);
LandblockSpawnAdapter registers per MeshRef GfxObj id; the dispatcher
walks per MeshRef and composes PartTransform * entityWorld; the
ConsoleErrorLogger (wb-error) is wired and silent. Remaining suspects
are runtime-state: the #55 meshMissing population (parts never
finishing PrepareMeshDataAsync) or a draw-level drop - the saved
character now spawns INSIDE the tower, so a WB_DIAG launch at spawn
reads the dispatcher counters directly on the exact content.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The armed tripwire self-attributed on the re-gate launch
(regate-118-119-launch.log): a pure TWO-CELL reciprocal ping-pong, 64 laps
each - chain root=0xA9B4015C eye=(109.995,37.158,96.249) cells 0162x64
015Cx64, and root=0xA9B3010F eye=(175.771,-107.310,118.814) cells 0103x64
010Fx64 (A9B3 = the hill cottage the user reports going all-transparent on
entry - likely the same mechanism, verify at the next gate).
Mechanism: with the eye within PortalSideEpsilon (+-1 cm; the T2
refuted-to-tighten root-lag tolerance - retail's is 0.0002) of a portal
plane, the in-plane case counts as interior for BOTH cells, so views lap
A->B->A...; each lap re-clips through two near-edge-on apertures whose
intersection numerics wobble by more than CellView's 1e-3 dedup grid, so
every lap keys as NEW and the in-place growth recurses to the depth-128
failsafe. The prior convergence sweeps could not reproduce because they
only load the corner building 0x016F-0x0175 - both firing pairs are
outside that set. Issue120ReciprocalPingPongTests loads the full
landblock's interior cells and drives the +-epsilon window directly:
deterministic firings + 65-polygon CellView piles pre-fix.
Fix (the handoff's own predicted class - dedup admitting near-duplicates
per lap, NOT a limit tune): CellView.Add rejects a polygon CONTAINED in
one already stored (convex edge test, DedupGridNdc slack). A round-trip
re-emission is, in exact arithmetic, a SUBSET of the polygon that
originated it - containment rejection makes union growth strictly
area-increasing, so no new visible area means no propagation. Bonus:
back-emission into a full-screen view (the root cell) now always rejects.
The corner-flood completeness pins stay green - no real region is dropped.
Suites: App 236 (232+4), Core 1419+2skip, UI 420, Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Issue119UpNullGfxObjDumpTests pins the dat truth: 0x010002B4 = 9 polys,
ALL NoPos, all surfaces Base1Solid; 0x010008A8 = 1 poly, NoPos,
Base1Solid|Translucent. Retail's skipNoTexture never draws either model
(the BR-1 build-time-skip <=> draw-time-skip equivalence), so
ObjectMeshManager's empty render-data cache is the CORRECT terminal state
- the only defect was the alarming "permanently invisible" log line,
reworded into an honest tripwire pointing at the dump test.
Second fact, same test (ShellModel_NoTexturedPolyIsDropped): on the
hall/tower shell 0x010014C3, ZERO textured polys are dropped by the
extraction gates (137/149 draw; the 12 dropped are the known #113
no-draw orphans) - the per-poly GfxObj extraction is exonerated for
building shells, kept green as a regression pin.
Net for #119: the missing tower-stair parts are NOT the up-null pair and
NOT a per-poly extraction drop. Remaining hypothesis space (interior
stair-cell flood admission, or a different model than assumed) needs the
re-gate to identify the exact tower; then the cell set + flood replay
headlessly like #118. ISSUES.md updated.
Suites: App 232, Core 1419+2skip (1416+3 new), UI 420, Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause (pinned by the new deterministic exit-walk harness, NOT guessed):
under an interior render root, the exit-portal SEAL stamps the door fan at
TRUE depth after the gated full depth clear, and T1's "ALL dynamics last"
pass then drew the outdoor-classified player depth-tested - every fragment
beyond the door plane z-failed against the seal across the whole aperture.
Harness measured the full window: from the moment the sphere center crosses
the plane until the eye follows (~2.6 m of camera lag, ~2.2 s at walk speed)
the player is invisible; while straddling, the beyond-plane body half clips
at the plane. The handoff's three cone-level candidates are all EXONERATED:
the cone walk passes every step; (eye, ViewerCellId) come from the same
SweepEye call with camera-update-before-visibility-read in the same frame;
the side-test window is sub-epsilon under healthy resolution.
Retail oracle (grep-named-first): PView::DrawCells 0x005a4840 runs
LScape::draw FIRST (pc:432719), then the gated depth clear (pc:432731-32)
and the exit-portal seals (pc:432785-86); outdoor cell objects draw inside
the landscape stage (DrawBlock 0x005a17c0 -> DrawSortCell pc:430124), and
an object draws once per overlapped shadow cell (pc:430056-64) - the
straddling body composes from both stages, neither half clips.
Fix: RetailPViewRenderer assigns dynamics to the OUTSIDE stage under an
interior root when outdoor-classified OR sphere-straddling an exit-portal
plane of their flood-visible cell (DynamicDrawsInOutsideStage - pure, the
harness drives it as the ordering contract); they ride the landscape slice
draw (pre-clear, seal-protected) with the same per-slice cone test as
outdoor statics. Indoor dynamics keep the last pass (retail loop C);
straddlers draw in both (retail shadow dual-draw). Outdoor roots keep
all-dynamics-last - the BR-2 punch-after-dynamics lesson (88be519) stands.
Apparatus: HouseExitWalkReplayTests - dat-backed corner-building exit walk
driving the production stack headlessly (RetailChaseCamera damping ->
healthy-sweep viewer resolution -> PortalVisibilityBuilder.Build ->
ClipFrameAssembler -> ViewconeCuller -> the DrawDynamicsLast predicate +
a CPU seal-depth model). 5 tests: cone pin, seal-depth pin, straddle
dual-draw pin, per-step table, stale-root window quantifier (#118 cand 2).
Suites: App 232 (227+5), Core 1416+2skip, UI 420, Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>