The per-building join diagnostic PASSES (001a/0022 portal tables lead
exactly to the traced a9b4016x punch cells; every BSP PortalRef indexes
validly), and the eight-arm gate-decode sweep proves NO plane-sign x
side-flag combination reproduces retail. Together they pin the missing
mechanism: CEnvCell::GetVisible gates punches by the LOADED interior
cell set around the player - retail punched only the two buildings
nearest the player cell; the replay loads every interior so geometry
alone over-punches. Next port piece: the interior load radius (the
landcell stab-list pull). Both diagnostics stay in the suite (the sweep
Skip-parked with the verdict).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The moving-fixture sweep pinned the pose decode (quat storage w,x,y,z;
facing = rotated +X; the consistent triple right=-rot(Y), fwd=rot(X),
up=rot(Z) - mean 20.8 deg vs motion, alternatives >=52). With it the
street-outdoor BLD roster and order match retail EXACTLY except one
ring-1 boundary pair (aab50002 extra / a9b3003c missing). Look-in
punches fire at the wrong buildings under BOTH GfxObj plane-winding
conventions (retail punched only 001a and 0022 into the a9b4016x
cells) - the next adjudication targets the PortalRef.PortalIndex join
and the BuildingPortal side-flag decode via a per-building dump. The
driving diff test carries the state in its Skip note; the flip toggle
stays for the next arm.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
WalkLandscapeDatBuilder assembles the replay grid with the LIVE-dumped
retail landscape model (LScape mid_radius=25 -> 51x51; the resolution
pyramid observed on the capture client: side_cell_count 8 in the 3x3
core, 4 at ring 2, 2 at rings 3-4, 1 beyond; buildings attach only to
full-res blocks - matching the traces roster), retail z-slabs
(heightTable[max]+200 / [min]-1 per CLandBlock unpack @0052f297), and
camera-block-local coordinates. The replay context gains the building
half (placements, active-view install, building-polygon clip). The
street-outdoor conformance diff now reaches real adjudication: the walk
over-culls six traced buildings (jagged boundary - not a clean frustum
edge) and the look-in floods differ; the driving test is parked Skip
while the visibility map is instrumented.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
RuntimeDatAccessArchitectureTests correctly flagged WalkWorldDatAdapter
taking raw DatCollection in production. The adapter is the conformance
harness world builder, so it moves into the test assembly; the FW3
production adapter will consume the content-owner seam. Hermetic suite
back to 6,687/0; adapter + conformance 10/10.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 10:24:51 +02:00
Renamed from src/AcDream.App/Rendering/Walk/WalkWorldDatAdapter.cs (Browse further)