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26 commits

Author SHA1 Message Date
Erik
d275ed554e feat(A7.L1): scope the point-light pool by last frame's visible cells (#79/#93/#176/#177)
The Town Network hub (498 registered fixtures) starved the player's own
room: BuildPointLightSnapshot's player-nearest-128 cap sorts by raw
Euclidean distance, which isn't a reliable proxy for "same room" in a
dense maze — a fixture on the other side of a wall can be geometrically
closer than the room's own torches and win the cap. LightSource.CellId
tagging and the [indoor-light] membership probe already existed from the
c500912b/#176 arc; the missing piece was a candidacy filter.

BuildPointLightSnapshot(playerWorldPos, visibleCells) now narrows
candidates to the frame's actual visible cells before the existing
dynamics-first player-nearest cap runs (cell-less lights, e.g. the viewer
fill, always included). GameWindow feeds LAST FRAME's already-rendered
RetailPViewFrameResult.DrawableCells — one frame of latency instead of
re-threading a mid-DrawInside callback, which was the exact mechanism
(c500912b) that caused the earlier #176 seam-floor flicker regression.
The distance-sort anchor stays the player, unchanged.

AP-85 updated in place (third revision) rather than adding a new row —
same underlying divergence, now with the render-visibility approximation
of retail's true DBObj-load/flush-bounded resident registry documented
alongside its residual risk (one unscoped frame on portal re-entry).

Core 2652+2skip / App 741+2skip / UI 425 / Net 385 green. Pending: user
visual gate at the Town Network fountain, and a #176 corridor-seam
non-regression recheck (Facility Hub, different landblock).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-09 10:34:15 +02:00
Erik
6aabe0b5ac diag #176/#180: isolation toggles pin the residual stripes on the camera sweep, not the render
The #176 gate-2 failure ("stripes/triangles flickering when the camera
is pushed into walls; nothing when zoomed out") is NOT a render defect.
Isolation apparatus added this commit:

- ACDREAM_LIGHT_DEBUG shader modes (mesh_modern.vert/frag + uLightDebug
  upload in EnvCellRenderer/WbDrawDispatcher): 1 = ambient-only,
  2 = dynamics killed, 3 = raw vLit field (texture ignored). The
  pattern SURVIVES mode 3 -> not texture; lives above the light data.
- ACDREAM_CLIP_DEBUG=1 (RenderingDiagnostics.ClipDebugNoShellTrim +
  the EnvCellRenderer slot-fill gate): shell pass draws cells WHOLE
  (retail's shape). Pattern survives -> the per-cell clip trim is
  exonerated.

With every render suspect dead, an autonomous visual loop (synthetic
back-into-wall input + GDI window captures + the [flap-sweep] probe)
pinned the mechanism numerically: at a compressed moving boom the
camera-collision sweep is BISTABLE - consecutive sweeps with ~1.4 mm
input drift flip the first-contact solution 0.27 m along the boom
(pulledIn 0.27<->0.53, every ~5-10 frames, all 368k sweeps ok=True),
and at ~1700 fps unsynced every monitor refresh tear-interleaves the
two views = the stripe/hatch patterns. Filed as #180 with the retail
anchor: viewer_sought_position is STATEFUL (SmartBox 0x00452d75 feeds
the CURRENT swept viewer into CameraManager::UpdateCamera 0x00456660
and assigns the return to the sought, 0x00452d84) - the target
converges to the collided position instead of re-rolling the full
knife-edge ray per frame like our RetailChaseCamera does. SweepEye
itself ports update_viewer 0x00453ce0 faithfully and is exonerated.

Also recorded in #176: the site-A weenie light-registration leak (a
portal's I100 light stacked x2->x4 over one session as re-CreateObject
re-registered it under fresh entity ids).

The #176 lighting fix (d8984e87) remains live-verified; #176 re-gates
after #180 lands. ISSUES: #180 filed, #176 updated. Suites: Core
2599+2skip; toggles inert by default.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 16:19:38 +02:00
Erik
d8984e877f fix #176: light pool tracked the camera via flood scoping - collect residents, anchor at player
The seam-floor purple flicker was NOT a draw z-fight. The in-engine
[seam-*] probe (ACDREAM_PROBE_SEAMDRAW - built because RenderDoc cannot
capture this pipeline: it hides GL_ARB_bindless_texture and the
mandatory-modern startup gate throws; AMD GPU rules out Nsight) killed
every double-draw suspect: ONE shell instance per seam cell at the
lifted z, no floor-coincident entity (portal entities sit at z=-12.05),
zero portal depth fans in the sealed Hub. What it caught instead: the
corridor floor's applied light set flipping wholesale with the flood.

Root cause: c500912b scoped BuildPointLightSnapshot by the per-frame
portal flood, on the research doc's gloss of CEnvCell::visible_cell_table
as "the portal-flood visible set". The named decomp refutes the gloss:
add_visible_cell (0x0052de40) DBObj-LOADS absent cells and inserts them;
a cell activation adds itself + its whole dat visible-cell list
(0x0052e228/0x0052e24a); entries leave only via the flush machinery.
It is the RESIDENT-cell registry - gaze can never remove a cell.
add_dynamic_lights (0x0052d410) walks the WHOLE table per frame
(caller 0x00452d30), and insert_light (0x0054d1b0) caps the pool by
distance to Render::player_pos (0x0054d1dd). Retail's pool is a function
of player position only. Ours followed the camera: turning changed the
flood (probe: 8..41 cells across one turn), the six intensity-100
under-room portal purples entered/left the pool, and the wedge blinked.

Fix: BuildPointLightSnapshot(playerWorldPos) collects ALL registered
(=resident) lit lights; over cap keeps dynamics FIRST (retail's separate
7-slot dynamic pool never competes with statics) then nearest-the-player;
the RebuildScopedLights callback is deleted. Live-verified with the probe:
full-circle turn, flood churning 8..41, the floor set held the same 8
identities on every post-spawn frame. The purple wedge SHAPE stays - it
is cdb-proven retail-faithful.

Residual deviation (AP-85 rewritten): single 128 pool vs retail's
7-dynamic/40-static degrade-scaled dual pools - the Hub now shows
7 purples + viewer where retail's cdb showed 4 + viewer + fixture slots;
if the gate reads the wedge as too purple, the A7 dual-pool cap is the
faithful trim.

Pins: PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant
(rewritten to the corrected model),
PointSnapshot_OverCap_DynamicsNeverEvictedByNearerStatics,
PointSnapshot_OverCap_KeepsNearestThePlayer,
PointSnapshot_ResidentCollection_CellTagDoesNotFilter.
Suites: Core 2599+2skip / App 726+2skip / UI 425 / Net 385.

The [seam-*] probes stay until the visual gate passes, then strip.
Correction banner added to 2026-07-06-a7-per-cell-lighting-pseudocode.md;
outcome banner on the z-fight handoff; ISSUES #176 updated.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-06 15:12:31 +02:00
Erik
8cb3176daa feat(lighting): SelectForCell (all dynamic lights per EnvCell) + #176 handoff — residual is a runtime z-fight
cdb trace of LIVE retail (tools/cdb/issue176-floor-light.cdb, binary<->PDB MATCH) PROVED retail
applies ALL its dynamic lights — 4 intensity-100 magenta portal lights (d3dIdx 3-6, falloff 6) +
the viewer fill (d3dIdx 1, 2.25) — as D3D hardware lights to EVERY Facility Hub cell, every frame,
stable. So the faceted purple wedges on the floor are retail-FAITHFUL. acdream did a per-cell
SelectForObject sphere-overlap 8-cap for cells, so the portal set could differ/flip per cell.

- LightManager.SelectForCell (retail minimize_envcell_lighting 0x0054c170): ALL dynamic lights
  applied unconditionally (shader range cutoff zeroes non-reaching = D3D hardware range), then
  nearest static torches fill remaining slots. Wired into EnvCellRenderer.GetCellLightSet.
  Objects keep SelectForObject (minimize_object_lighting). Pins:
  SelectForCell_AppliesAllDynamicLights_EvenOutOfReach + _SameDynamicSet_ForCellsFarApart_NoFlap.
- Apparatus: [light-detail] gains owner/cell/dyn (pinned the culprit = 2 portal weenies
  0x000F4247/48 in 0x8A020118/19, intensity=100 magenta); CellVertexNormals_SmoothOrFaceted_Dump
  (corridor floor uses SMOOTH per-vertex dat normals, not flat); tools/cdb/issue176-floor-light.cdb.

#176 RESIDUAL is NOT this fix. It's a RUNTIME draw z-fight in the seam floor. Eliminated (evidence):
NOT lighting (per-light cap + this both no-change), NOT membership (render cell 0x8A020164 stable
100% of 188k frames / 526 angles, res=None), NOT dat geometry (coplanar sweep empty at z=-6 floor
incl. cell 0164). NEXT = RenderDoc pixel-history. Full handoff + DO-NOT-RETRY:
docs/research/2026-07-06-176-seam-floor-zfight-handoff.md. Suites green: Core 2599 + 2 skip.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 13:55:16 +02:00
Erik
093cdb6d57 Merge branch 'main' into claude/eloquent-hugle-42119e
# Conflicts:
#	.gitignore
2026-07-06 00:47:09 +02:00
Erik
c500912bf8 feat(lighting): A7 visible-cell light scoping + [indoor-light] probe (NOT the #176/#177 fix)
Port retail's per-frame light collection: the point-light pool is built from ONLY the
currently-visible cells' lights, matching CObjCell::add_*_to_global_lights
(0x0052b350/0x0052b390) walked over CEnvCell::visible_cell_table (0x0052d410) — not a
flat world-space set capped at 128-nearest-camera.

- LightSource.CellId (retail insert_light arg6 -> RenderLight +0x6c); tagged at both
  registration sites from entity.ParentCellId (live weenie fixtures + dat EnvCell statics).
- LightManager.BuildPointLightSnapshot(camPos, visibleCells): a light joins the pool iff
  CellId==0 (viewer/global) or its cell is in the flood. 128 cap kept as a now-non-biting
  backstop (retail's is 40 static + 7 dynamic, 0x0081ec94/8).
- Threaded via RetailPViewDrawContext.RebuildScopedLights, invoked in DrawInside after the
  flood resolves prepareCells and before the draws (renderers select from the same
  in-place-rebuilt PointSnapshot; EnvCellRenderer clears its per-cell cache each pass).
- [indoor-light] probe (ACDREAM_PROBE_INDOOR_LIGHT=1) dumps the scoped-pool SET COMPOSITION.
  Un-skips LightManagerTests.PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant.

CORRECTION: the handoff called the camera-cap the "confirmed" #176/#177 mechanism. The probe
PROVES scoping works (291 Hub fixtures -> pool of 1-9, ~285 through-floor lights dropped/frame,
CellIds match the flood), but the user's VISUAL GATE showed BOTH symptoms unchanged. So pool
composition is NOT the cause. #176 real cause = an over-bright purple point light
(intensity=100, color 0.784,0,0.784 -- from [light-detail]); #177 = a portal-visibility miss
(stairs not drawn looking back). Both stay OPEN. This change is retail-faithful and retires the
camera-eviction latent bug; kept as such, not as the symptom fix. Register AP-85 corrected;
ISSUES #176/#177 re-diagnosed; render digest banner updated.

Decomp: insert_light 0x0054d1b0, minimize_object_lighting 0x0054d480, calc_point_light
0x0059c8b0; pseudocode docs/research/2026-07-06-a7-per-cell-lighting-pseudocode.md.
Suites green: Core 2595 + 2 skip, App 719 + 2 skip.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 00:35:01 +02:00
Erik
0a5f7d4924 feat(pipeline): MP0 - FrameProfEnabled flag + GPU TimeElapsed ring
RenderingDiagnostics.FrameProfEnabled is the master toggle for the
upcoming permanent frame profiler (ACDREAM_FRAME_PROF=1, runtime
mirror via DebugVM.FrameProf). GpuFrameTimer wraps a depth-4 ring of
TimeElapsed queries for whole-frame GPU time, mirroring
WbDrawDispatcher's query idiom (including the #125 never-begun-slot
guard). Caller must not run this while ACDREAM_WB_DIAG=1 owns
TimeElapsed queries — GL forbids nested TimeElapsed queries.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-05 19:10:28 +02:00
Erik
9e809bc661 diag: ACDREAM_PROBE_LIGHT [light-detail] — per-light range/intensity/cone (#133 A7)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-13 20:55:14 +02:00
Erik
d6fb788c96 diag: ACDREAM_PROBE_LIGHT — log dungeon ambient/sun/active-light state (#133 A7)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-13 19:43:27 +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
3cf6bcc219 #119 decisive probe: ACDREAM_DUMP_ENTITY one-shot entity dump (H-A/H-B/H-C discriminator)
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>
2026-06-11 21:01:08 +02:00
Erik
a974504e6e #119-residual: [viewer] capture probe - the capture half of the tower capture-replay loop
One line per change of (root cell, flood size, OutsideView polys, player
cell), with the projection eye at mm precision on every line
(ACDREAM_PROBE_VIEWER=1, print-on-change, silent while stable). The
tower-ascent harness replays the captured production (eye, root) pairs
deterministically - replacing the synthetic helix that proved unphysical
in the roof-lip band (the real collided camera may never reach it).

Suites: App 238+1skip, Core 1422+2skip, UI 420, Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 18:41:05 +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
c78720127a fix(render): #105 white indoor walls — restore WB's per-frame staged-texture flush dropped in the N.4/O-T4 extraction
Root cause: TextureAtlasManager.AddTexture only STAGES texture content (PBO
write + ManagedGLTextureArray._pendingUpdates); the actual TexSubImage3D
copies + mipmap regeneration happen in ProcessDirtyUpdates, which WB drives
once per frame via ObjectMeshManager.GenerateMipmaps() from its render loop
(WB GameScene.cs:975, just before the opaque pass). GameScene is the file we
replaced with GameWindow, so the call site was silently dropped — staged
updates only reached the GPU as a side effect of PBO growth (UpdateLayerInternal
flushes pending updates before orphaning the PBO). Every layer staged after an
array's LAST growth kept undefined TexStorage3D content behind a valid,
resident bindless sampler handle: white/garbage walls, zh==0, dat tripwires
silent — exactly the #105 signature. Only ObjectRenderBatch.BindlessTextureHandle
consumers are affected (EnvCellRenderer cell shells = indoor walls); entities
resolve via TextureCache (immediate TexImage2D) and terrain via TerrainAtlas
(immediate GenerateMipmap), which is why only indoor walls ever struck.

Fix: WbMeshAdapter.Tick() now calls _meshManager.GenerateMipmaps() after the
staged-upload drain — Tick runs before all draw passes (GameWindow OnRender),
the exact WB-equivalent position.

Evidence (ACDREAM_PROBE_TEXFLUSH=1 apparatus, kept env-gated):
- pre-fix (texflush-prefix.log): pending updates climb 0->48->...->142 and
  park at 126 across 34/34 atlas arrays at standstill, forever (19 heartbeats);
  brief dips only at PBO-growth crossings — the broken contract live.
- post-fix (texflush-postfix.log): every line after=0 — staged updates drain
  the same frame, all 34 arrays clean.

Intermittency explained: background decode-completion order shuffles which
textures land in the never-flushed tail; whether a visible wall samples one is
per-run luck. Also explains the #110 correlation: znear=0.1 makes close-up
geometry newly visible -> more prepare/upload pressure indoors -> bigger tail
-> higher strike probability. The near plane is mechanism-innocent (re-land
follows as its own commit).

Baseline maintained: App 223 / UI 420 / Net 294 / Core 1377 green + 4
pre-existing #99-era failures + 1 skip; CornerFloodReplayTests (5) and
CameraCornerSealReplayTests (2) gates green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 12:10:00 +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
fafe5d66e8 diag(render): §4 flap apparatus — eye-vs-terrain field + GL-state tripwire
Two probe additions from the §4 outdoor full-world flap investigation
(world turns to fog-tinted clear color at specific outdoor spots;
strobes then holds; camera rotation recovers; forward-walk triggers):

- [pv-input] gains terrZ=/eyeAbove= (terrain height under the camera
  eye) — used to REFUTE the buried-eye hypothesis (eyeAbove stayed
  +1.6..2.1 m through every held-flap block).
- [gl-state] (ACDREAM_PROBE_GLSTATE=1): snapshots the GL fixed-function
  state entering the world passes (depth, blend, cull, scissor + box,
  viewport, FBO, color/clip masks, glGetError), printing on change.
  Delivered the frame-exact flap-onset marker: the leftover scissor box
  flips from full-screen to a drifting 9x21 px doorway footprint at the
  exact frame the nearby building flood merges in (pv-input flood 1->5).

Both probes are gated and zero-cost when off. Strip with the rest of
the §4 apparatus when the flap ships.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 08:18:26 +02:00
Erik
687040ba52 feat(render-diag): add ACDREAM_PROBE_PORTAL_CHURN flag for the bounded-propagation pin
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 12:49:17 +02:00
Erik
d6aa526dd3 diag(render/physics): flap root-caused to physics rest µm-jitter; refute prior diagnoses
Apparatus + handoff for the indoor flap. Confirmed (primary evidence): the flap is the
portal-flood clip being µm-sensitive at the threshold, driven by a ~1-8µm jitter in the
player RenderPosition (physics resting position not bit-stable; Lerp surfaces it). REFUTES
the 2026-06-07 see-through/EnvCell/outdoor-node diagnosis (ModelId GfxObj 0x01000A2B IS the
solid exterior) AND an enqueue-once attempt (retail propagates late slices via AddToCell;
the existing PropagatesNewSlicesToExit test caught it; reverted). Adds: Build determinism
test, A8CellAudit gfxobj dump, [pv-input] 6dp probe + [render-sig] outRoot/bshell fields.
No functional fix shipped. Next: higher-precision physics rest trace -> port retail
kill_velocity/contact rest-stability. Canonical: docs/research/2026-06-08-flap-rootcause-physics-rest-handoff.md

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 09:16:12 +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
Erik
2b7f5a16c6 fix(render): branch inside/outside on is_player_outside, not the camera cell (PARTIAL)
Retail SmartBox::RenderNormalMode (0x453aa0:92665) branches DrawInside vs the
outdoor LScape::draw on is_player_outside (the PLAYER's cell, 0x451e80), then
roots DrawInside at the VIEWER cell. acdream keyed the whole branch off the
camera cell (clipRoot = visibility.CameraCell), so a 3rd-person chase camera
lagging in a doorway AFTER the player stepped outside took the DrawInside path
rooted at the threshold cell, where the exit-portal flood degenerates: grey
world + entities-through-walls. Now ShouldRenderIndoor(playerCellId,
viewerCellResolved) gates the branch on the player; the DrawInside root stays
the viewer cell (handoff invariant preserved).

SCOPE / HONESTY: this REDUCES the player-OUTSIDE doorway grey (visual-confirmed
reduced a lot) but does NOT fix the deeper symptom: when the player is in one
interior cell (cellar 0174) and the camera is in another (room 0171), the flood
roots at the camera cell and does NOT seal the player's cell, so the cellar
floor / interior walls drop to grey. That is the KNOWN R1-completion problem
(2026-06-05 Residual A handoff + 2026-06-02 design doc section 3: a
SHELL-SEALING / wrong-flood-root bug), not this branch.

Tests: Core 1331p / 4f (documented) / 1s, App 187p, build green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-05 17:02:09 +02:00
Erik
0013819fa1 docs(render): ARCHITECTURE RESET — indoor render is a 3-gate patchwork; handoff + unified-PView target
A week on the indoor render (Phase U.4 → U.4c → 2026-05-31) fixed the flap but
produced NO shippable progress: walls/ceiling don't seal, outdoor terrain is
visible from inside (#78), the enclosure reads grey/transparent. Root cause is
ARCHITECTURAL, not a bug.

Evidence this session (direct, via the new [shell] probe + screenshots) RULED OUT
every subsystem except the gating architecture: the interior cell shells render
fine (geometry/texture/opaque/depth all correct, zh=0 tr=0); the visibility
traversal computes correct sets + non-empty portal clips; cull mode is fine; the
camera/eye thread was a detour. The residual is that OUTDOOR geometry is not gated
to portal openings when indoors, and acdream enforces visibility THREE inconsistent
ways (TerrainClipMode / per-cell shell clip / entity ParentCellId filter with an
outdoor-stab bypass) instead of retail's ONE PView gate.

This commit is the reset handoff + documentation, not a code fix:
- docs/research/2026-05-31-render-architecture-reset-handoff.md — canonical: honest
  state, evidence ledger (ruled-out / do-not-repeat), the mapped 3-gate patchwork,
  the retail PView target (one traversal → one gate for ALL geometry), the reset
  mission, and a copy-paste pickup prompt.
- docs/architecture/acdream-architecture.md — new "Render Pipeline" SSOT section
  (current divergence + unified-PView target + the one rule: compute visibility
  once, enforce it once). (Doc has pre-existing corruption below this section —
  flagged for separate cleanup.)
- Apparatus: ACDREAM_PROBE_SHELL → [shell] (EnvCellRenderer per-cell prepared/drawn
  geometry + flags) added to RenderingDiagnostics + EnvCellRenderer. Throwaway.
- docs/superpowers/specs/2026-05-31-camera-collision-indoor-engagement-design.md —
  spec for e099b4c (camera collision; now parked as orthogonal to the seam).

Next session: STOP point-fixing; do the architecture reset to a single PView gate.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:35:55 +02:00
Erik
1d47ede007 diag(render): Phase U.4c — ACDREAM_PROBE_FLAP per-frame convergence probe
Per-frame (not cell-change-throttled, so it catches the flicker at a stable root):
[flap] line from the builder — root cell's per-portal side-test D + traverse/cull +
NDC projection, plus OutsideView poly count + visible-cell count; localEye exposes
when the eye has crossed an interior portal plane. Paired [flap-cam] line from the
draw site — FindCameraCell resolution branch (CameraCellResolution enum, new),
eyeInRoot AABB flag (stale-root signal), eye + player worldpos, and the frame's
TerrainMode/OutdoorVisible outcome. Disambiguates side-cull vs empty-projection vs
stale-root. Inert when off (gated). Throwaway apparatus to converge the flap fix.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 10:44:37 +02:00
Erik
0b125830fe feat(render): Phase U.2d — ACDREAM_PROBE_VIS visibility probe in RenderingDiagnostics
Add the durable per-frame visibility probe apparatus that #103 lacked, so
the Phase U portal-visibility builder can be validated on live frames before
any GL/visual work.

EmitVis(rootCellId, visibleCells, outsidePolyCount, outsidePlaneCount,
perCellPlaneCounts, scissorFallbacks) prints ONE concise [vis] line gated on
root-cell CHANGE (private _lastVisRootCellId tracker; no-op when the root is
unchanged or ProbeVisibilityEnabled is false — one bool compare per frame when
off). Line format:
  [vis] root=0x… cells=N ids=[…] outside(polys=…,planes=…) percell=[0x…:N,…] fallbacks=…

Reuses the existing Phase A8 ProbeVisibilityEnabled flag (env ACDREAM_PROBE_VIS,
already DebugPanel-mirrored via DebugVM.ProbeVisibility) rather than adding a
parallel owner — Code Structure Rule 5 (one diagnostic owner per subsystem).
Property doc repurposed from the abandoned A8 two-pipe stencil semantics to the
Phase U unified pipeline.

Decoupling note: RenderingDiagnostics lives in AcDream.Core, which must not
reference AcDream.App (Code Structure Rule 2). The plan's EmitVis signature took
an App-layer CellView; this lands the equivalent as pre-computed primitives
(outsidePolyCount + outsidePlaneCount) so the owner stays in Core. The U.4a call
site supplies OutsideView.Polygons.Count and the OutsideView ClipPlaneSet.Count.

TDD: 3 new tests in RenderingDiagnosticsVisibilityTests (no-op when disabled,
fires-once-per-new-root + suppressed-on-unchanged, env-default contract), each
self-contained via internal ResetVisibilityProbeForTests + Console.Out capture
to avoid the documented static-leak flakiness. Core suite +3 tests, no new
failures (flaky physics/input static-leak set unchanged at 16, untouched area).

Courtesy: removed the dangling RenderInsideOutAcdream comment reference (deleted
in U.1) + the AcDream.App.Rendering.Wb doc cref (a Core→App layer inversion).

The emit SITE wiring (per-frame call from the render loop) lands in U.4a; this
task lands only the owner members + formatter + test. GameWindow untouched.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 17:11:02 +02:00
Erik
8532c84f57 feat(render): Phase A8 Wave 5 — probe trail ([envcells]/[stencil]/[draworder]/[buildings])
Probe emitters wired (replaces the Task 8 stubs). All gated on
ACDREAM_PROBE_VIS=1 (everything) or ACDREAM_PROBE_ENVCELL=1
([envcells] only):

- [envcells] frame=N cells=N tris=N ourBldgs=N otherBldgs=N filterCnt=N
  Fires once per Render call inside RenderInsideOutAcdream Step 3.
  Reads CellsRendered + TrianglesDrawn from EnvCellRenderer.Stats.

- [stencil] op={mark|punch} bld=0xHHHHHHHH verts=N
  Fires after every IndoorCellStencilPipeline.RenderBuildingStencilMask
  call (Steps 1, 2, 5a, 5b, 5d) — surfaces LastStencil* probe fields
  added in Wave 1's Task 7 extension.

- [draworder] frame=N step=Xy stencil={on|off} depthFn=0xHHH depthMask={true|false}
  Fires at each step boundary (entry to Step 1/2/3/4/5{a,b,c,d}).
  Reads live GL state via glGetInteger so divergence between assumed
  vs actual state is immediately visible.

- [buildings] camCell=0xHHHHHHHH camBldgs=[0x1,0x2,...] otherBldgs=N totalKnown=N
  Fires once per indoor frame at the top of RenderInsideOutAcdream.
  totalKnown sums BuildingRegistry.Count across all loaded landblocks.

Per-frame counter _phaseA8DrawOrderFrame incremented once per render
tick after the existing [vis] probe block (line 7104).

New env-var flag ACDREAM_PROBE_ENVCELL in RenderingDiagnostics +
ProbeEnvCellEnabled property (true OR ProbeVisibilityEnabled).

Mandatory acceptance criteria (process rule "no visual-gate launch
without probe data first") to check FROM the log BEFORE asking the
user for visual verification:
  - [buildings] camBldgs=[0x...] non-empty when inside a cottage
  - [envcells] cells>=1 tris>=1 filterCnt>=1 for at least one indoor frame
  - [stencil] op=mark verts>0 fires per camera-building
  - [draworder] shows the full Step 1 → 2 → 3 → 4 → 5{a,b,c,d} cycle

Build green. 82/82 App.Tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 15:14:45 +02:00
Erik
6577c0a21c feat(render): Phase A8 — RenderingDiagnostics.ProbeVisibilityEnabled
Adds the ACDREAM_PROBE_VIS=1 env-var-toggleable flag for the indoor-cell
visibility culling pipeline (#78). Mirrors the existing ProbeIndoor*
pattern. DebugVM checkbox follows.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 07:47:56 +02:00
Erik
6b0230be43 feat(rendering): Task 1 — RenderingDiagnostics static class
Five indoor-cell probe flags (ProbeIndoorWalk/Lookup/Upload/Xform/Cull)
+ IndoorAll master cascade, seeded from ACDREAM_PROBE_INDOOR_* env vars.
Mirrors L.2a PhysicsDiagnostics pattern exactly. IsEnvCellId helper for
call-site filtering (low-16 ≥ 0x0100 = EnvCell). Zero warnings.

Spec: docs/superpowers/specs/2026-05-19-indoor-cell-rendering-fix-design.md
Plan task 1: docs/superpowers/plans/2026-05-19-indoor-cell-rendering-phase1-diagnostics.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 11:24:38 +02:00