PortalVisibilityFrame gains OrderedVisibleCells (closest-first). Replace the FIFO +
MaxReprocessPerCell cap with a distance-priority queue and a grow-watermark fixpoint
(retail InsCellTodoList 433183 / AddViewToPortals 433446) so cyclic dungeon graphs
converge without duplicate-cell blow-up.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Remove IndoorCellStencilPipeline + portal_stencil shaders, RenderInsideOutAcdream,
RenderOutsideInAcdream, the A8-perf instrumentation, the cameraInsideBuilding /
ACDREAM_A8_INDOOR_BRANCH branch, and the dead EntitySet partition values. Collapse
the render branch to the default Draw(All) path (U.4a replaces it with the gated
unified pass). Keep all audited EnvCellRenderer / BuildingLoader / CellVisibility /
camera-collision fixes.
Also deleted with the partition: the two test-only walk helpers
(WbDrawDispatcher.WalkEntitiesForTest / WalkEntitiesForTestByCellIds) and their
test files (WbDrawDispatcherEntitySetTests, WbDrawDispatcherCellIdsOverloadTests),
which existed solely to exercise the removed IndoorPass/OutdoorScenery/
BuildingShells/LiveDynamic partition. EntityMatchesSet / IsShellScopedSet collapse
to the All-path constants; the set: parameter is retained as a seam for the
unified pass.
Note: the depth-clear-if-inside default-path workaround was removed per the
U.1 task list — any current indoor-wall degradation persists until a later
Phase U task lands the unified pass (expected, not a regression introduced here).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
One PView-faithful portal-visibility pass replacing the abandoned two-pipe
(inside/outside) split (#103). Settled in brainstorm 2026-05-30:
- Full Phase U in one spec (indoor BFS + outdoor building-peering + dungeon
fixpoint + distance-priority ordering + reciprocal OtherPortalClip).
- Per-cell gate = hardware clip planes (gl_ClipDistance) + scissor pre-check
(retail's two-level model); structurally immune to the #103 global-mask flood.
- Terrain stays its own path, gated to OutsideView (retail-faithful; NOT the
handoff's "terrain as cells" sketch).
- Salvage = reuse the clip math (PortalView/ScreenPolygonClip/PortalProjection,
~36 tests), rework the builder (PortalViewBuilder), delete the stencil pipeline
+ GameWindow two-pipe orchestration. Audited keep-list preserves the real
EnvCellRenderer / BuildingId / camera-collision fixes.
Staged U.1-U.6 with three visual gates. Retail anchors + acdream file:line
injection points catalogued in the spec.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Brings ~9 days of post-Phase-O work onto main: A6 indoor physics fidelity, issues
#98/#100/#101, A7 indoor lighting, the A8/A8.F rendering arc, and the 2026-05-30
camera-collision + physics viewer-cap work. Also lands the decision to ABANDON the
two-pipe (inside/outside) render approach in favor of Phase U — a single unified
retail-faithful portal-visibility pipeline (see
docs/research/2026-05-30-unified-render-pipeline-decision-and-handoff.md). The dormant,
gated-off A8 two-pipe code (issue #103) rides along and is deleted as Task 1 of Phase U.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Decision (2026-05-30, with user): the WB-inherited two-pipe (inside/outside) render
split is the root cause of the indoor seam bugs (flap, missing/transparent walls,
terrain bleed) and cannot be seamless. Abandon A8/A8.F (#103); build ONE unified
pipeline driven by retail's PView portal visibility — seamless by construction. The
2026-05-30 camera-collision + physics viewer-cap work is kept (retail-faithful, but a
detour from the seam fix). New Phase U scoped; #103 superseded; CLAUDE.md / roadmap /
milestones updated; full decision + scope + next-session pickup prompt in
docs/research/2026-05-30-unified-render-pipeline-decision-and-handoff.md.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Visual verification showed the camera vibrating/bouncing when pressed against a
wall. Cause: the sweep wrote its clamped result back into _dampedEye, so the
next frame's damping lerped from the wall toward the target and the sweep
re-clamped it — a per-frame feedback loop. Retail keeps viewer_sought_position
(damped, uncollided) separate from viewer (the published collided eye). Fix:
collide into a separate publishedEye for Position/View/fade and leave _dampedEye
as the clean sought position. New regression test
Update_CollisionDoesNotCorruptDampedState (clamp-then-release → full recovery).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The plan's Task 2 code block still showed moverFlags: ObjectInfoState.None; the
shipped code (fcea05f) and spec §5.1 use IsViewer|PathClipped|FreeRotate|
PerfectClip (retail init_object(player, 0x5c)). Update the stale snippet so the
plan matches reality (this stale block was the likely source of a re-report).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Retail's CTransition::find_transitional_position (:273613) has no step
cap. calc_num_steps (:272149) has a dedicated viewer branch `if ((state
& 4) != 0)` at :272181 for sight/viewer objects (ObjectInfoState.IsViewer
= 0x4). The existing acdream cap correctly had a comment "Sight objects
bypass this" but the bypass was never wired — no IsViewer caller existed
until the A8.F camera spring-arm.
With radius 0.3 m the cap fires at ~9 m. The spring-arm sweeps up to
40 m (≈134 steps), so zoomed-out cameras snapped to the player's head
instead of sweeping through geometry. The fix adds `&& !ObjectInfo.IsViewer`
to the guard; non-viewers keep the 30-step safety net (player spheres
~0.48 m radius never exceed 14 m/tick).
Conformance test: radius=0.3, dist=12 (40 steps > 30 cap) over flat
terrain. Normal mover bails (Assert.False). Viewer proceeds to target
(Assert.True + CurPos.X > from.X). RED → GREEN.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The 2026-05-18 retail-chase-camera spec scoped collision out citing "retail
doesn't raycast." Phase A8.F falsified that (SmartBox::update_viewer DOES sweep
viewer_sphere); mark the note superseded and point to the A8.F spec.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Adds a checkable "Collide Camera (spring arm)" item to the Camera submenu.
Clicking it flips CameraDiagnostics.CollideCamera, matching the live A/B
toggle pattern used for UseRetailChaseCamera. The checkmark reflects the
current flag value so state is always visible in the menu.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Both RetailChaseCamera construction sites now supply CollisionProbe with a
fresh PhysicsCameraCollisionProbe(_physicsEngine). The per-frame Update
call gains cellId: _playerController.CellId and selfEntityId:
_playerController.LocalEntityId so the probe has the correct spatial
context for sphere-sweep queries.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Code-review follow-ups for Task 3: wrap the flag-off test's CollideCamera reset
in try/finally so an assert failure can't poison downstream tests; add
Update_ProbePullsEyeInClose_FullyFadesPlayer covering retail stage-3 (collided
eye 0.1 m from pivot → PlayerTranslucency 1); tighten probe.Calls assertion to ==1.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Add ICameraCollisionProbe? CollisionProbe { get; init; } to RetailChaseCamera.
Extend Update() with optional cellId/selfEntityId params (default 0) so all
existing callers compile unchanged. After the exponential-damping block (step 5)
and before publishing Position/View (step 6), sweep _dampedEye through the
probe when CameraDiagnostics.CollideCamera is true and a probe is wired in
(step 5b). The fade computation in step 7 then naturally uses the collided eye.
Null probe and cellId=0 both short-circuit cleanly. Three new xUnit tests
cover: probe-wired+flag-on publishes collided eye, flag-off skips probe,
null probe doesn't throw. All 30 RetailChaseCameraTests pass.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Code review found the probe passed ObjectInfoState.None; retail's
SmartBox::update_viewer calls init_object(player, 0x5c) =
IsViewer|PathClipped|FreeRotate|PerfectClip (pseudo-C :92864). PathClipped makes
the sweep hard-stop at first contact (TransitionTypes.cs:811) instead of
edge-sliding around corners (which would re-trigger the A8.F camera-cell
instability); IsViewer lets the eye pass through creatures, colliding only with
world geometry. Resolves the spec's slide-vs-stop open question. Also reset
CollideCamera in the Defaults_AreRetailValues baseline test (review: maintenance
trap). Spec §5.1/§11.1 synced.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Bite-sized TDD plan for the swept-sphere camera collision: CollideCamera flag,
ICameraCollisionProbe + PhysicsCameraCollisionProbe (reuses ResolveWithTransition),
RetailChaseCamera slot-in, GameWindow wiring, Camera-menu toggle, visual
acceptance. Also refines the spec from planning findings: the InitPath +radius
sphere-center offset (ToSpherePath/FromSpherePath z-shift) and the deterministic
probe test scope (z-offset round-trip + cellId==0 guard; collision correctness
rides the existing sweep suite + visual).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Design for porting retail's stage-2 camera collision (SmartBox::update_viewer):
sweep a 0.3 m sphere from the head-pivot to the damped eye via the existing
ResolveWithTransition engine (collides both indoor cell walls and GfxObj
building shells, e.g. the cottage cellar per #98/#101), publish the stopped
position as the eye. Fixes the A8.F flap by keeping the eye out of walls so the
camera-cell + portal side-tests stay stable. Self-skip via LocalEntityId; gated
by CameraDiagnostics.CollideCamera (default ON). Corrects the prior
retail-chase-camera spec's "no camera collision" note.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Correction after the user (who has played retail and observed the camera pull in
at walls) flagged the prior "no camera collision" conclusion. Verified against the
decomp: retail's camera collision lives in SmartBox::update_viewer (0x00453ce0),
NOT CameraManager::UpdateCamera. The earlier research traced only the producer
(UpdateCamera computes the desired/damped eye -> viewer_sought_position) and missed
the consumer (update_viewer), which sweeps a 0.3 m viewer_sphere via
CTransition::find_valid_position from the head-pivot to that eye and uses the
stopped position (fallbacks: AdjustPosition, then snap to player). The player-fade
when super close (CameraSet::UpdateCamera -> SetTranslucencyHierarchical) is a
SEPARATE stage, already ported as RetailChaseCamera.ComputeTranslucency.
Implication: a swept-sphere camera collision is RETAIL-FAITHFUL, not a divergence —
no special sign-off needed, and acdream already owns the Transition swept-sphere
engine. Updated TL;DR, KEY FINDING, the fix section (was "design decision"),
slot-in (collide the damped eye, after RetailChaseCamera.cs:131), open questions,
pickup prompt, and reference index. Memory updated likewise.
Lesson recorded: when the decomp says "no X" but a domain expert says X exists,
trace the CONSUMER of the computed value, not just the producer.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Root cause of the A8.F flap / missing-walls reframed (with the user's help):
the 3rd-person camera EYE passes through walls, and the A8.F renderer keys its
"am I inside?" (PointInCell) and portal side-tests (CameraOnInteriorSide) off
that eye position (camPos = invView translation, GameWindow.cs:7271). Eye clips
a wall -> those decisions flip frame-to-frame -> the flap.
Key finding from camera research (Opus agent + verified against the decomp):
retail's camera does NOT collide with walls either — it fades the player to
translucent (CameraSet::UpdateCamera @ 0x00458ae0 -> SetTranslucencyHierarchical),
which acdream already ports as RetailChaseCamera.ComputeTranslucency. So a
"spring arm that pulls the eye in on a wall hit" is a deliberate divergence from
retail, not a faithful port — needs user sign-off before coding.
Handoff documents: the eye->visibility coupling + flap mechanism, acdream's
current camera (the ported turn/jump input-lag = damping + velocity ring +
mouse filter; no collision), retail's camera (symbols+addresses), the reusable
swept-sphere collision machinery (BSPQuery.FindCollisions vs CellPhysics.BSP),
3 fix options (lead: modern spring arm), open design questions, apparatus, and a
pickup prompt.
Bug A (cellar terrain flood) already fixed + committed in 9417d3c; the
recursive-clip builder works (the prior "Bug B" framing was wrong).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
First-fix from the visual-gate-failure handoff: an empty OutsideView means
"no outdoors visible from here," not "all outdoors." When inside a building
with an empty clipped mask, Step 4 now draws NO terrain/scenery instead of
disabling the stencil and flooding ungated terrain over the cell interior
(the Step-3 walls already occupy the framebuffer). Visual-confirmed: Holtburg
cottage cellar walls are solid now, no terrain bleed-through.
Also adds portal diagnostics that root-caused so-called "Bug B":
- PortalVisibilityBuilder: per-camera-cell CAMPORTAL census (polyLen +
side-test result) emitted BEFORE the BFS guards, so an empty OUTSIDEVIEW
can be traced to the exact gate.
- A8CellAudit `portals`: replicate BuildLoadedCell's polygon-vertex
resolution so PortalPolygons[i] validity is checkable offline.
Finding: the builder is largely CORRECT — it produces narrowed clipped
OutsideView regions for most cells (0172/0173/0162/015E/0165/016F). The
empty cases are mostly legitimate (windowless cellar can't see out; the
3rd-person camera eye on the outdoor side of a front-door plane culls that
exit). The handoff's Finding 2 ("under-produces, never narrows") is
substantially not real. Remaining wall-missing regressions in OTHER
buildings live in the cross-building Step-5 enforcement, escalated separately.
All gated behind ACDREAM_A8_INDOOR_BRANCH=1; default play unaffected.
App tests 108/108.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Env-gated diagnostics (off by default; do not affect the default game):
- ACDREAM_A8_DUMP_PV=1: PortalVisibilityBuilder dumps local→NDC→clipped portal
geometry + OutsideView poly count for the first 2 Build calls per camera cell.
- ACDREAM_PROBE_ENVCELL=1: [opaque] line dumps the opaque cell-render stats
(cells/tris) BEFORE the per-cell transparent loop overwrites _envCellRenderer.Stats.
Used to diagnose the A8.F visual-gate failure (see handoff doc). Gated behind
ACDREAM_A8_INDOOR_BRANCH=1 like the rest of the indoor branch.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
DrawRegionBit2 set DepthFunc.Always and never restored it; EnvCellRenderer
and WbDrawDispatcher rely on ambient DepthFunc, so the leak made clipped
translucent cells, the camera cell + cells iterated after a clipped one, and
the IndoorPass building shells all render with Always instead of Less (walls
drawing through each other). DrawRegionBit2 now restores DepthFunc.Less on
exit; EnableBit2CellPass sets the per-cell render state (Less + depth-write
off) explicitly so the bug class can't silently recur. ColorMask matched to
the indoor pass (alpha-write off).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The clip predicate (w+z>=0) is convention-agnostic, not GL-specific:
Matrix4x4.CreatePerspectiveFieldOfView (which all acdream cameras use) is
NDC z in [0,1], not [-1,1]. Comment said "GL near plane / z_ndc>=-1" which
is misleading though the code is correct (eye w=0 always excluded; divide
safe under both conventions). Also soften the ProjectToNdc CCW claim: it
preserves projected winding; the caller must feed camera-facing portals.
No behavior change. (Opus code-review I-1/M-1.)
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Task 0 baseline cleanup. Removes the temporary A8 step-disable diag
toggles (A8Diag* properties + ACDREAM_A8_DIAG_* env reads) that the A8
batch left behind in RuntimeOptions, and unwraps their guards in
GameWindow.RenderInsideOutAcdream so every guarded draw (Step 2 punch,
Step 3 EnvCell-opaque + IndoorPass, Step 4 terrain + outdoor scenery,
portal depth-clamp) now runs unconditionally. RuntimeOptionsTests drops
the matching assertions. The ACDREAM_PROBE_VIS apparatus
(EmitDrawOrderProbe / EmitStencilProbe / EmitBuildingsProbe /
EmitEnvCellProbe) is preserved untouched.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The 2026-05-28 handoff's "uncommitted A8 batch" is stale: 5dc4140 landed
the batch after the handoff. Step 0 reduces to stripping the leftover
ACDREAM_A8_DIAG_* flags (still present in RuntimeOptions + GameWindow).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Faithful port of retail PView recursive portal-clip visibility
(ConstructView/ClipPortals/GetClip) to fix the residual A8 cellar flap.
Key finding: WB has no per-portal recursion — the flat-stencil algorithm
cannot express the fix; the recursion is retail-only. Builder ports as
GL-free CPU math producing a recursively-clipped OutsideView; enforcement
maps onto the existing A8 stencil pipeline. Builds on (does not supersede)
the A8 WB full-port baseline.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Lands the working A8 indoor-rendering and streaming fixes accumulated this
session. User has verified these visually to some degree (e.g. lifestone /
translucent meshes confirmed fine under the FrontFace flip; bridge / wall /
collision regressions confirmed fixed after travel); not every path has been
exhaustively gated. The cellar-flap defect remains OPEN and will be solved
the retail-faithful way via a dedicated brainstorm (see handoff docs).
Rendering core (reviewed, high confidence):
- EnvCellRenderer SSBO stride fix: upload packed Matrix4x4[] (64B) instead of
the 80B CPU InstanceData struct the shader never expected — fixes the
transform/texture "explosion" for any draw with >1 instance (cells that
dedupe to a shared cellGeomId). Real root cause.
- WB-style global FrontFace(CW) + per-batch CullMode carried through the MDI
layout (GroupKey + BuildIndirectArrays + DrawIndirectRange split into
same-cull runs with absolute uDrawIDOffset per run).
- EntitySet partitioning (IndoorPass / OutdoorScenery / LiveDynamic) +
WorldEntity.BuildingShellAnchorCellId so building shells scope to their
dat-derived building cell instead of rendering everywhere.
- RenderOutsideInAcdream (look into buildings from outside) +
CollectVisiblePortalBuildings frustum cull of portal bounds.
- Sky-when-inside-building + per-cell audit probe + GL-state probe.
Streaming / perf (test-covered; not independently code-reviewed this session):
- Near/far priority queues so near work wins over far; PromoteToNear carries
full landblock + mesh data; LandblockEntriesWithoutAnimatedIndex avoids
rebuilding the animated-lookup dict in the hot draw path. Fixes the
bridge-not-appearing / missing-walls / broken-collision-after-travel
regressions and improves post-transition FPS.
Tooling + docs:
- tools/A8CellAudit: offline dat cell/portal/building dumper (portals +
buildings modes) — reproduces the cellar-flap investigation with no launch.
- docs/research cellar-flap root-cause + option-2 handoff (the didInsideStencil
double-duty finding + the WB-recursive design decision + brainstorm prompt),
entity-taxonomy, replan, issue-78 visibility investigation.
Diagnostics retained on purpose: ACDREAM_A8_DIAG_* gates, portal_stencil.vert
provisional pos.w clamp, and the probe families are kept (env-var gated, zero
cost when off) because the pending option-2 cellar-flap brainstorm needs them.
Strip in the option-2 ship commit.
Indoor branch stays behind ACDREAM_A8_INDOOR_BRANCH=1 (default off = pre-A8
visual). Build green; App tests + Core (streaming/dispatcher/loader) tests pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
After 5 visual gates, the session shipped 5 commits closing real bugs
(pool aliasing was the catastrophic root cause), but residual symptoms
(transparent floor, texture warping, flickering, distortion) didn't
yield to surgical fixes. Per systematic-debugging skill's >=3-failures
rule, stop and capture state.
Doc covers:
- Pool aliasing root cause + fix (the big win — closes session-1's
visual chaos).
- Sky-when-building, LiveDynamic, Landblock→None — all real bug closures.
- Apparatus state (GL state probe + per-cell audit + pool diagnostics).
- Three theories for the residual issues (FrontFace=CW global match to
WB / per-poly Stippling audit / WB side-by-side render).
- Pickup prompt for next session with ranked options.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Visual-gate-#4 evidence revealed the prior commit's cull-restore-at-exit
addition was wrong. The Landblock→None CullMode override worked correctly
for cell-mesh polys, but the cull-back state I restored at Render exit
propagated to the subsequent `dispatcher.Draw(IndoorPass)` call. The
dispatcher's IndoorPass renders AC's cottage shell — landblock-baked
GfxObj parts (wooden floor planks, wall slabs) whose pos-side winding +
our FrontFace=CCW + cull-back = floor poly is back-facing and culled.
User saw light blue sky through the floor in gate-#4.
Reverting the cull-restore lets cull-disabled propagate from
EnvCellRenderer.Render through IndoorPass. Cottage shell renders
double-sided so the floor + wall slabs are visible from any angle.
Step 4's gl.Enable(EnableCap.CullFace) at the terrain pass (line
~10768) + the cleanup block's enable (line ~10870) re-establish
cull-back BEFORE the LiveDynamic dispatcher.Draw fires — so chars,
NPCs, doors still render solid (no see-through-head regression from
gate-#3's ACDREAM_A8_DISABLE_CULL=1 diagnostic).
The retail-faithful long-term fix is matching WB's `glFrontFace(GLEnum.CW)`
globally (per GameScene.cs:843) so cull-back selects the correct side
for AC's natural polygon winding without needing double-sided rendering.
That requires a wider audit of every consumer's FrontFace assumption
(translucent crystal renderer + others) and is deferred.
14/14 EnvCellRenderer tests pass. Build green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The cull A/B diagnostic (prior commit's ACDREAM_A8_DISABLE_CULL=1) in
visual-gate-#3 confirmed: cell-mesh polys are being culled by back-face
culling, which is why floors disappear when looking down from inside a
room. Per-cell audit data showed every cell-mesh batch has
CullMode.Landblock — assigned because AC's CellStruct polys carry
SidesType=Landblock in the dat. Our SetCullMode maps Landblock to
glCullFace(Back), matching WB.
Root cause:
WB sets `glFrontFace(GLEnum.CW)` globally at GameScene.cs:843. Our
WbDrawDispatcher.cs:1056 sets `glFrontFace(CCW)` — the GL default,
opposite of WB. With our flipped-from-natural fan triangulation in
BuildCellStructPolygonIndices (which emits (i, i-1, 0) for each fan
triangle, reversing the input vertex order), the resulting effective
winding from the camera's perspective is OPPOSITE WB's. Cull-back then
removes the OPPOSITE face from what WB does — hiding the floor side
that should be visible from inside the room.
Within a single cell-mesh batch, the polys face every direction (walls
outward, floor up, ceiling down) but all share CullMode.Landblock. No
single cull setting can be correct for all three orientations
simultaneously — the retail-faithful approach is to render cell polys
double-sided (cull off).
Two changes scoped to EnvCellRenderer.RenderModernMDIInternal so other
renderers aren't affected:
1. Remap CullMode.Landblock → None when iterating per-cull-mode
batch groups. Cell polys render with cull disabled, all faces
visible. CullMode.Landblock is only assigned by
PrepareCellStructMeshData (cell polys) in this codebase — terrain
uses a different render path. Scope is exactly right.
2. Explicitly Enable(CullFace) + CullFace(Back) at Render exit so the
dispatcher's subsequent IndoorPass + LiveDynamic Draws don't
inherit the cull-disabled state. The see-through-head symptom in
visual-gate-#3 was caused by exactly this state leak from the
ACDREAM_A8_DISABLE_CULL=1 diagnostic; the proper fix needs the
explicit restore. Also updates the static `_currentCullMode` cache
so the next Render call's first SetCullMode comparison is correct.
Removed the ACDREAM_A8_DISABLE_CULL diagnostic env var — its role as
A/B test is complete. 14/14 EnvCellRenderer tests pass. Build green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two changes from visual-gate-#2 evidence.
LiveDynamic fix (real bug closure):
The user reported "can't see char ... door is missing" in visual gate #2.
Doors and the player char are LiveDynamic entities (ServerGuid != 0). The
outdoor branch's Draw(set: All) includes them; the indoor branch's
RenderInsideOutAcdream only renders IndoorPass + OutdoorScenery partitions,
implicitly excluding LiveDynamic. The method's own header comment promised
"LiveDynamic is drawn last in BOTH branches" but no call existed in the
indoor path — a documented behavior with no implementation. Wire the
LiveDynamic Draw after RenderInsideOutAcdream returns with stencil + state
restored to defaults at its cleanup block.
Cull A/B diagnostic (bisect floor-missing root cause):
ACDREAM_A8_DISABLE_CULL=1 forces every cell-mesh batch's effective CullMode
to None. The visual-gate-#2 audit confirmed cell meshes upload correctly
(every cell has multi-batch render data with non-zero indices, no null
data, no zero handles). Every batch uniformly reports CullMode.Landblock
which maps to glCullFace(Back) — identical to WB's mapping. So data is
fine and CullMode lookup is fine; only the BIND-TIME interaction (polygon
winding orientation in our coord system + cull-back) could still hide
specific polys. If floor appears with this gate set, cull/winding is the
remaining bug (need to either invert winding upstream or remap CullMode);
if not, the issue is elsewhere (lighting / depth / alpha) and we look
there. Tight bisect — one launch's evidence.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two changes for visual-gate-#1 follow-up. After the pool aliasing fix
(prior commit), walls + objects render cleanly but three residual symptoms
remain: missing floor, purple wall tint, no sky through windows. This
commit addresses one and adds the probe for the second.
Sky fix:
The blanket `!cameraInsideCell` skip of the sky pass was inherited from
when the indoor-cell concept was sealed dungeons. With Phase A8's
RenderInsideOutAcdream pipeline, cottages render through their portals
to outside — and the user expects sky visible through windows + doorways.
WB's VisibilityManager.RenderInsideOut assumes sky has already been
rendered as the far-depth backdrop before stencil setup. New gate:
`!cameraInsideCell || cameraInsideBuilding`. Sky renders inside cottages
(building → portals), skipped inside true dungeons (no portals). The
Step 4 stencil-gated outdoor pass composites terrain + scenery through
portal silhouettes on top of the sky.
Per-cell audit probe (ACDREAM_A8_AUDIT=1):
One-shot dump per (cellId, gfxObjId) pair in the active snapshot:
- renderData null/non-null status
- batches count + total IndexCount
- per-batch CullMode + IsTransparent + IsAdditive + bindless-handle-zero
The first visual gate showed tris=135 for 18 cells — way too low if cell
meshes were complete (expected ~20+ tris/cell). The audit dump will
identify whether (a) some cells aren't uploading, (b) some batches have
zero indices, or (c) batches' CullModes are getting them culled at
typical viewing angles. Without this probe, we'd be back to speculation.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Defense-in-depth apparatus per the 2026-05-27 handoff's option-1 recommendation.
The audit-found pool aliasing bug (prior commit) is the primary fix; this probe
is the safety net for any unidentified residual issue when the visual gate runs.
EmitDrawOrderProbe now logs the full GL state at each step boundary of
RenderInsideOutAcdream — stencil test/func/ref/mask/op, depth func/mask, cull
face/mode, blend src/dst, color writemask, current VAO, current program. An
operator can read the log offline and compare line-by-line against WB's
expected state at VisibilityManager.cs:73-239. Any divergence pinpoints the
bug's GL-state shape; matching state confirms the issue is elsewhere
(instance data, mesh upload, etc.).
EmitEnvCellProbe now logs pool diagnostics — total pool size + snapshot's
PostPreparePoolIndex high-water mark. A spike in poolTotal across stationary-
camera frames, or a divergence between poolHwm and cell-count, signals
pool-management regression. The fix-the-bug-first principle keeps this probe
dormant by default; enable via ACDREAM_PROBE_VIS=1 only when investigating.
Heavy (~10 GL queries per step × 5-10 steps per frame), but gated.
86/86 App tests still pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>