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26 commits

Author SHA1 Message Date
Erik
d208002bf8 fix #131 (root cause 4, structurally forced): look-in cells draw their DYNAMICS - the town portal is a server object in the hall's porch cell
The headless replay of the captured indoor frame proved the look-in flood ADMITS the porch 0x017A (Diagnostic_LookInFlood_AdmitsHallPorchFromCottage: 14 cells). So the portal (a SERVER object - the teleport proves it - with ParentCellId 0xA9B4017A) routes to partition.Dynamics and draws NOWHERE under an interior root: dynamics-last viewcone-culls it (the main cone has no look-in cells) and post-seal it would z-fail beyond the root's door plane (the #118 lesson). This is AP-33's own recorded deferral - 'look-in DYNAMICS are not drawn' - the deferred case was the most-stared-at object in town. Outdoors the merge path puts the porch in the main cone -> drawn -> 'appears when I walk out'.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-12 14:28:16 +02:00
Erik
c4464739d2 #121: dynamics-owner particle pass - world portals visible again; re-gate ledger in ISSUES
Fix: dynamics' ATTACHED emitters (portal swirls on server-spawned portal
entities, creature effects) fell through EVERY particle filter under the
unified pview path - the landscape slice filter carries outdoor statics
(+ the #118 outside-stage dynamics), the per-cell callback carries cell
statics, and T4 deleted the clipRoot==null global pass from normal
frames. T5 never checked portals; the user's re-gate caught it ("all
portals that were previously showing are now gone"). DrawDynamicsLast
now hands its cone-surviving dynamics (minus outside-stage entities,
whose emitters already drew in the landscape slice - alpha particles
must not double-draw) to a new DrawDynamicsParticles callback;
GameWindow draws Scene-pass emitters filtered to those owner ids,
mirroring DrawRetailPViewCellParticles. Retail shape: emitters draw
with their owner object.

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 17:36:58 +02:00
Erik
5a80a2ee24 #118: outdoor dynamics draw in the outside stage under interior roots - the house-exit clip+vanish was the SEAL z-killing the player
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>
2026-06-11 16:49:29 +02:00
Erik
4a307d33b5 T4 (BR-6): ONE visibility gate - ACME BFS deleted from the frame, legacy second render path deleted
The one-gate rule (feedback_render_one_gate) is now structural:

- The per-frame ACME BFS (CellVisibility.ComputeVisibilityFromRoot) is
  GONE from the frame. Its only production consumer was the
  cameraInsideCell boolean - which is exactly 'viewerRoot is not null'
  (the TryGetCell that produced viewerRoot already proves cells are
  loaded; ComputeVisibilityFromRoot returned null iff root was null).
  A full second visibility computation ran every frame to derive a
  boolean we already had. The method + its tests remain as quarantined
  non-production code (dual-live-visibility-computations, confirmed).

- The clipRoot==null mini-pipeline is DELETED (legacy-outdoor-branch-
  remnant, adjusted-confirmed): the outdoor partition draw, the
  Chebyshev look-in gather, the DrawPortal invocation and the dynamics
  fallback. clipRoot is null only when NO viewer cell exists (pre-login,
  fly/debug cameras, transient gaps) - those frames draw flat through
  the dispatcher; every normal outdoor frame is the outdoor node.

- DELETED with it: InteriorRenderer (class file - its only caller was
  the legacy branch), RetailPViewRenderer.DrawPortal +
  RetailPViewPortalDrawContext (the look-in product; outdoor-root frames
  flood buildings via MergeNearbyBuildingFloods inside DrawInside),
  the _exteriorPortal*/_outdoorRootNoCells fields.

Per frame there is now exactly ONE visibility computation
(PortalVisibilityBuilder) and ONE render path (DrawInside).

Suites: build green, App 226 green, Core baseline (1398 + 4 pre-existing
#99-era).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 13:03:06 +02:00
Erik
a6aec8c32f T3 (BR-5): viewconeCheck port - per-view sphere culling for statics/dynamics/particles, weather player-gate, unattached outdoor emitters
Ports Render::viewconeCheck (Ghidra 0x0054c250): meshes are sphere-CULLED
per portal view, never hard-clipped. NEW ViewconeCuller lifts each
slice's <=8 clip-space half-planes to world-space eye-edge planes (the
view_vertex.plane analog, acclient.h:32483 - one matrix fold: L = VP
rows . P) and tests bounding spheres from the entity's cached AABB (the
dispatcher's own cull bounds source).

Gating now matches retail's shape end to end:
- Per-cell STATICS: sphere vs THEIR CELL's views - the statics-through-
  walls fix (the cottage phantom staircase's actual draw path: a static
  outside every view of its cell no longer paints through the wall).
- DYNAMICS (last pass): sphere vs their cell's views; outdoor/unresolved
  vs the outside views (pass-all under the outdoor root). A dynamic in a
  non-flooded room culls HERE - retail never reaches an object whose cell
  is not in the draw list; the partition still routes it so the CULL is
  what drops it, retail's shape exactly.
- OutdoorStatic (landscape pass): pre-filtered per outside slice; the
  per-slice entity gl_ClipDistance routing is DELETED (entities draw
  outside the clip bracket; terrain/sky keep their plane clip).
- PARTICLES: the scissor-AABB gate is DELETED; emitters gate through
  their cone-surviving owners (candle-flames-through-walls fix).
- WEATHER: gated on the PLAYER being outside (retail is_player_outside -
  an indoor player gets no rain even looking out a doorway). Closes
  weather-gate-player-vs-viewer.
- UNATTACHED emitters (campfires) get their missing outdoor-root pass
  (closes unattached-particles-dropped-outdoors).

Suites: App 226 green (flood gates included), Core baseline unchanged
(1398 + 4 pre-existing #99-era).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 12:56:48 +02:00
Erik
88f3ce1fa0 T2 slice 3 (BR-4): draw-driven flood gating - per-building frustum pre-gate, 48m seed cap DELETED
Retail floods a building's interior exactly when its shell DRAWS and an
aperture survives the view: DrawBuilding (Ghidra 0x0059f2a0) -> per-view
viewconeCheck on the shell -> portal-BSP walk -> ConstructView(CBldPortal)
side test + GetClip-vs-view + GetVisible. There is NO distance constant
anywhere on that chain (verifier-confirmed, flood-gate-shape adjusted).

Port:
- GameWindow's outdoor-node gather: per-BUILDING frustum pre-gate on the
  aperture bounds (Building.PortalBounds - the tight flood-purposes
  equivalent of the shell viewconeCheck), iterating the per-landblock
  BuildingRegistries. Replaces the Chebyshev<=1 landblock cell-sweep.
  Also the proper fix for the 2026-06-07 'FPS drops when I look out'
  problem the Chebyshev hack approximated: dozens of AABB tests instead
  of an O(all loaded cells) portal sweep.
- OutdoorBuildingSeedDistance 48f -> infinity (the binary visibility pop
  at ~48 m - the confirmed #109 mechanism candidate - is gone; admission
  is now the screen clip per portal, retail's GetClip gate).
- The legacy clipRoot==null look-in path keeps its 48 m: it is T4
  deletion scope; improving doomed code wastes effort.

Closes the building-flood-seeding-48m-cutoff divergence (culling area,
adjusted-confirmed). Suites: App 226 green (flood gates included).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 12:46:46 +02:00
Erik
cf8a2c379b T2 slice 1 (BR-4): multi-view UNION merge + retail 1-px vertex merge (the fixpoint floor)
(a) MergeBuildingFrame now UNIONS a building flood's views into cells
already present in the frame (retail Render::copy_view APPENDS every
clipped portal polygon as a new view_poly, Ghidra 0x0054dfc0 - a cell
visible through two apertures holds two views). The old first-wins
'ContainsKey -> continue' dropped the second aperture's views: the
multiview-loss-first-wins divergence, a named #109 suspect.

(b) ClipToRegion output now runs retail's post-divide vertex merge:
consecutive vertices closer than ~1 pixel collapse (copy_view's
|dx|<=1 && |dy|<=1 screen-unit merge), polygons that collapse below 3
distinct verts return empty (retail's '<3 survivors -> count 0'). This
is the flood's PHYSICAL fixpoint floor - re-clipping can only insert
sub-pixel slivers, which the merge removes, so accumulated views
converge instead of drifting. Unit note: builder has no viewport, so
1 px is expressed as NDC at reference 1080p (0.00185); coarser at higher
res, which only strengthens convergence. This is the prerequisite for
removing the MaxReprocessPerCell=16 drift cap (T2 slice 2) and the
EyeInsidePortalOpening rescue.

Gates: all 10 flood conformance tests green (CornerSweep monotone pin
included); App 226 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 11:20:12 +02:00
Erik
579c8b06bc T1 (fused BR-2/3): retail frame order - dynamics last, punch+seal, shell chop deleted
The complete retail drawing order in one installment (per the amended plan:
every installment is a COMPLETE retail behavior - the half-ported punch of
88be519 is re-landed here WITH the ordering that makes it correct):

  static world (sky/terrain/weather/shells/scenery)
    -> aperture depth writes (interior SEAL at true depth / outdoor+look-in
       PUNCH to far-Z; PortalDepthMaskRenderer, DrawPortalPolyInternal
       Ghidra 0x0059bc90)
    -> interior cells WHOLE, far-to-near, drawn once (DrawCells Loop 2,
       Ghidra 0x005a4840; use_built_mesh pc:427905)
    -> per-cell STATIC object lists
    -> ALL dynamics LAST (DrawDynamicsLast), depth-tested, never hard-clipped

InteriorEntityPartition: new contract - every ServerGuid != 0 entity goes
to Dynamics regardless of cell (indoor/outdoor/unresolved/hidden); ByCell
carries only dat-baked indoor statics of visible cells; Outdoor renamed
OutdoorStatic. Fixes the audit's livedynamic-invisible-under-interior-roots
divergence as a side effect (live entities are never dropped by the
visibility set; culling is T3's viewcone).

DELETED (retail has no counterpart): the gl_ClipDistance shell chop
(927fd8f enable + 9ce335e outdoor scoping + UseShellClipRouting + the
per-slice shell loop + clipShells param) - retail never clips cell
geometry; aperture exactness = punch/seal + z-buffer + this order. The
old per-slice scissored AABB depth clear is replaced by retail's single
gated full clear (ClearDepthForInterior). The interior-root LiveDynamic
top-up draw and the look-in's dynamics involvement are gone (one last
pass, no double-draws).

Closes at the T5 gate (expected): #114 (chop deleted), the char-eaten-by-
doorway regression (ordering), outdoor interiors-through-doorways (punch);
#108's render half (seal) - its membership half stays re-attributed.

Suites: build green, App 226 green (partition tests rewritten to the T1
contract), Core 1398 + 4 pre-existing #99-era + 1 skip.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 11:16:27 +02:00
Erik
88be519ec0 revert(render): BR-2 depth discipline - the gate proved #108 is MEMBERSHIP, not depth
Visual gate (2026-06-11) on the seal+punch build, then on the punch-reverted
build, isolated the truth:
- With the punch wired: #108 (cellar grass-sweep) gone BUT the player/NPCs
  go transparent by exactly their overlap with any doorway viewed from
  outside (the far-Z punch erases the depth of dynamic objects standing in
  the aperture, so the interior paints over them).
- With ONLY the punch reverted (seal+full-clear kept): characters render
  correctly AND #108 is BACK.

The punch is wired for OUTDOOR roots + the look-in path ONLY; it never runs
on a clean interior (cellar) frame. For it to have suppressed #108, the
cellar-transition frames must render through the OUTDOOR root -> the player
is being classified OUTDOOR mid-cellar (the known #112/#106 cellar
membership ping-pong). So:
- #108 is a MEMBERSHIP bug (render is downstream of membership); the punch
  was MASKING it, harmfully. Re-attributed to the membership track.
- The interior-root SEAL addresses a case that is NOT #108 (confirmed: #108
  isn't an interior-root frame), so it has no verified visible effect yet.

Per no-workarounds + verify-before-layering: reverted ALL of BR-2's depth
machinery (seal, punch, the per-slice->full-clear swap) to the pre-BR-2
baseline (restored from 6cba950). The phantom-site probe (6cba950) is kept.
PortalDepthMaskRenderer.cs is KEPT as a RESERVED, unwired primitive (it is
verified-correct; the depth discipline will be rebuilt during BR-3 with
dynamics-after-interior ordering, where it can be verified against the
shell-chop deletion).

What survives from this session's execution: BR-1 (already-equivalent,
695eca2) stands. #108 moves to membership. BR-2 to be re-approached under
BR-3 with correct ordering. No net production behavior change vs 6cba950.

Suites: build green, App 226 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 10:35:57 +02:00
Erik
6d4cac2418 BR-2 commit 1: exit-portal depth SEALS + retail full depth clear (the #108 machinery)
Ports the seal half of retail's invisible portal depth writes
(D3DPolyRender::DrawPortalPolyInternal, Ghidra 0x0059bc90; dispatched by
PView::DrawCells loop 1, Ghidra 0x005a4840 pc:432783-432786):

- NEW PortalDepthMaskRenderer: draws a portal polygon as a color-masked
  triangle fan, depth-test ALWAYS + depth-write ON, at the polygon's TRUE
  projected depth (retail maxZ2 seal) or forced to far-z 0.99999988
  (retail maxZ1 punch - the constant from 0x0059bc90's tail; punch wiring
  lands in BR-2 commit 2). Where retail software-clips the fan against
  the installed view (polyClipFinish), we apply the SAME slice region via
  gl_ClipDistance from the slice's <=8 clip-space half-planes. GL state
  fully self-contained (set -> draw -> restore, no early-outs).

- DrawExitPortalMasks is now WIRED in production (was a null-callback
  no-op since birth): for interior roots, every visible cell's portals
  with OtherCellId==0xFFFF get their world-space polygon sealed per view
  slice, far-to-near, after the landscape slices.

- ClearDepthSlice (per-slice scissored AABB clear - wrong shape, wrong
  scope, no seal after it) is REPLACED by ClearDepthForInterior: ONE
  full-buffer depth clear between the outside stage and the interior
  stage, gated on any outside slice having drawn (retail's
  portalsDrawnCount gate semantics staged as an open question, marked
  inline). DepthMask(true) asserted at the clear site (c4df241 lesson).
  Outdoor roots: no clear, no seals (interiors must depth-test against
  terrain until the commit-2 punch).

Closes the mechanism behind #108 (outdoor grass sweeping across the
upstairs door opening - terrain depth seen through the doorway is now
re-stamped at the door plane so farther interior geometry z-fails inside
the aperture). Visual gate: BR-2/BR-3 batched checklist (cellar doorway
+ cottage wall + tower stairs near/far).

Suites: build green, App 226 green, Core 1398 + 4 pre-existing #99-era
failures + 1 skip.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 08:03:10 +02:00
Erik
6cba95047c BR-2 task 1: phantom-site probe (ACDREAM_PROBE_PHANTOM)
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>
2026-06-11 06:27:44 +02:00
Erik
9ce335eb17 fix(render): #114 - scope the PView shell clip to outdoor-eye roots (first user gate findings)
The 2026-06-11 user gate on 927fd8f: the OUTDOOR half works (phantom
meeting-hall staircase GONE at the original spot) but enabling the clip
for INDOOR roots exposed that our indoor clip regions are admission-
quality, not draw-quality - chopped interior stairs, a neighbour rooms
barrel visible through a clipped-away wall, missing candle-holder
geometry, inner walls vanishing while passing building exits. Retail
crops indoors too, but with pixel-exact recursively-clipped regions;
ours have knife-edge cases indoors that were invisible until the GL
enable made them cut real geometry.

Scope: DrawInside enables the shell clip only when RootCell.IsOutdoorNode
(the regime Issue113MeetingHallFloodTests validates); DrawPortal (from-
outside look-in) keeps it on; indoor roots draw unclipped - yesterdays
user-accepted state. Filed #114 for bringing indoor regions to retail
crop quality (also the home of the remaining gate findings to re-test:
entry-transparency at the hilltop cottage, particles visible through
buildings, camera feel in cramped interiors).

App 224 green; no Core/UI/Net surface touched.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 20:22:29 +02:00
Erik
927fd8fde2 fix(render): #113 - enable GL clip distances for the PView shell pass (phantom exterior staircase)
Attribution (dat-evidenced, supersedes the misplaced-cell hypothesis):
the phantom staircase is the Holtburg MEETING HALL (AAB3 building[0],
model 0x010014C3 at AAB3-local (36,84,116)), NOT an A9B3 building - the
user stood at the A9B3/AAB3 boundary (cell-transit trail in
issue112-gate1.log) and clicked through the hall to the NPC behind it.
The hall's interior stair cells (0x100..0x106, ring climbing z 116->124.5
to the deck hatch) have geometry coincident with the shell's west wall
(both at local x=29.0). Our outdoor per-building flood admits them with
CORRECT tight clip regions (4-6 planes, door-aperture NDC boxes -
Issue113MeetingHallFloodTests proves it), but DrawEnvCellShells drew them
WHOLE: mesh_modern.vert writes gl_ClipDistance from the routed CellClip
slot, and gl_ClipDistance is ignored unless GL_CLIP_DISTANCEi is enabled -
which no caller ever did for the shell pass (born inert in 1405dd8).
Interior staircase painted across the exterior wall; unpickable because
it is cell geometry, not an entity.

Retail oracle: cell geometry IS clipped to the accumulated portal view -
Render::set_view (:343750) installs the view polygon edge planes,
DrawEnvCell submits every cell polygon with planeMask=0xffffffff (:427922)
through ACRender::polyClipFinish. Characters/meshes are NOT poly-clipped
(viewconeCheck path) - entity routing stays cleared, comment scoped.

Fix: enable GL_CLIP_DISTANCE0..7 around exactly the shell pass
(self-contained per feedback_render_self_contained_gl_state; no early-outs
between set and restore). Slot-0 fallback slices (>8-plane regions) still
draw pass-all - the assembler's scissor fallback remains unimplemented and
documented; the new flood test pins 0 such slices at the hall.

Refuted along the way (full evidence in Issue113PhantomStairsDumpTests):
- ONE misplaced interior EnvCell unifying #113+#112+collision gaps: all 17
  A9B3 cottage cells share an identical dat Position (nothing to misplace);
  the #112 gap is a real 20cm doorway micro-gap 0.23m outside threshold
  cell 0x104 (straddles its exterior portal plane at foot radius 0.48);
  missing object collision remains #99/A6.P4.
- A9B3 dat content near the spot: no stair geometry in shell (balcony at
  z119 + turret roof only), cells (flat 116/118.8), statics, or stabs.

Tests: Core 1389 green (+6 dump facts) / App 224 (+1 flood replay) /
UI 420 / Net 294; pre-existing 4 #99-era failures unchanged.
Visual gate pending: user re-check of the hall west face vs retail.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 16:26:55 +02:00
Erik
682cba36f1 diag(render): §4 flap [clip-route] probe — slot routing + clip-buffer content + landscape scissor
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>
2026-06-10 08:37:09 +02:00
Erik
2ec189c106 fix(render): R-A2 seam fix — flood null-BuildingId cells instead of dropping them
MergeNearbyBuildingFloods skipped cells whose BuildingId is null; the pre-R-A2 outdoor-node reverse-portal flood reached them, so dropping left holes at building/terrain seams. Key by (BuildingId ?? CellId) so unstamped/outdoor-adjacent exit-portal cells still seed a per-entrance flood; cells without an exit portal contribute nothing as before. App Rendering 207/207.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 19:08:14 +02:00
Erik
c62663d7cb feat(render): R-A2 — per-building floods (the flap fix)
Replace the outdoor root's single unified reverse-portal flood (whose root-level
portal-side test oscillated as the chase eye grazed a doorway — the measured
flood 2<->6) with retail's per-building floods.

- OutdoorCellNode.Build(uint): portal-less land root; floods only itself ->
  full-screen OutsideView -> terrain (PortalVisibilityBuilder IsOutdoorNode seed).
- PortalVisibilityBuilder.ConstructViewBuilding: per-building flood seeded at a
  building's own finite entrance (retail ConstructView(CBldPortal) 0x5a59a0 via
  DrawPortal 0x5a5ab0 / portal_draw_portals_only 0x53d870). Entrance-bounded ->
  consistent ~2-cell depth (measured retail cell_draw_num, handoff OPTION-A 3.4).
- RetailPViewRenderer.DrawInside: when the root is the outdoor node, group nearby
  cells by BuildingId and merge each per-building flood into the frame before
  assembly; existing shells/object-list draw path unchanged. 48 m seed cutoff.
- GameWindow: pass flat NearbyBuildingCells only on outdoor-node frames.

Tests: +3 PortalVisibilityRobustnessTests (per-building touches ~2 cells, membership
stable under the measured 36 um eye jitter). UnifiedFloodTests retired (its subject,
the unified flood from the outdoor node, is removed); surviving full-screen-OutsideView
coverage moved to OutdoorCellNodeTests. App Rendering 207/207, Core movement 14/14.

Conformance-verified sound; the grazing-doorway flap is the visual acceptance test.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 18:44:43 +02:00
Erik
774cb22713 Revert "fix(render): outdoor look-in draws interior cells only through real doorway apertures (no see-through walls)"
This reverts commit 0030dacaaa.
2026-06-07 21:16:11 +02:00
Erik
0030dacaaa fix(render): outdoor look-in draws interior cells only through real doorway apertures (no see-through walls)
Cutover-flip follow-up: see-through buildings from outside. When the outdoor-node flood reaches a building, each interior cell is meant to draw clipped to its doorway aperture. But DrawEnvCellShells falls back to the no-clip slot 0 (full-screen) when a cell's aperture degenerates — screen-covering when you get close, or edge-on. Indoors that fallback is load-bearing (it seals the room the camera stands in; near walls hide the over-draw). From OUTSIDE it paints the building interior across the whole screen, depth-tested, so it shows wherever the solid exterior does not cover — the see-through walls, appearing 'past a threshold' exactly where the aperture degenerates.

Fix: for the outdoor-node root only, skip a flooded interior cell with no real plane-clip slot (HasRealClipSlot). From outside, 'no real aperture' means 'do not paint this interior', not 'paint it everywhere'. Interior roots keep the seal-everything slot-0 fallback unchanged. Applied to DrawEnvCellShells AND DrawCellObjectLists so a skipped cell shows neither walls nor furniture; the dead DrawPortal exterior look-in gets the same gate.

Root cause traced over the WB EnvCell render path: CellMesh.cs is physics-only; ObjectMeshManager.PrepareCellStructMeshData builds double-sided walls, so this was never a culling bug. App 216/0, build green. Visual gate pending.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-07 21:08:43 +02:00
Erik
1405dd8e90 feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS
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>
2026-06-07 10:14:43 +02:00