# Handoff — the indoor FLAP traced to a physics rest µm-jitter; prior diagnoses REFUTED — 2026-06-08 > **CANONICAL PICKUP for the indoor render flap.** This session refuted the 2026-06-07 cutover-flip > diagnosis AND an enqueue-once attempt, confirmed the real mechanism with primary evidence, and traced > the root all the way down to a **physics resting-position µm jitter**. The fix is in physics > (rest-stability), is teed up, and needs one more **higher-precision** trace to pin the exact cause > before porting. Spec: `docs/superpowers/specs/2026-06-08-portal-flood-membership-stability-design.md` > (its §4 enqueue-once design is REFUTED — see §3 here; its §6 physics contingency is now the active > direction). --- ## 1. What the flap IS (confirmed, primary evidence) At the Holtburg cottage **doorway threshold**, the portal-visibility flood set oscillates frame-to-frame (`ids=[0170,0171,0172,0173,0174,0175]` ↔ `[0170,0171]`, i.e. 6↔2 cells) **from a stable viewer cell** (`root=0xA9B40170`, `outRoot=n`). The deep `0172-0175` cluster pops in/out → textures "battle." - It is **NOT** see-through walls from outside (standing outside with the door closed is **stable** — user visual gate), **NOT** the outdoor node, **NOT** a root toggle, **NOT** nondeterminism. - `PortalVisibilityBuilder.Build` is a **pure deterministic** function (proved by `PortalVisibilityBuilderTests.Build_IsDeterministic_*`, passes). So the flip requires a **varying input**. - The high-precision `[pv-input]` probe (6 dp) shows the camera eye AND the **player `RenderPosition`** carry perpetual **~1–8 µm** float jitter at rest (e.g. player Z `94.000000 ↔ 94.000008`). At the threshold a grazing portal's clip is so knife-edge that this µm jitter flips its empty/non-empty result → the flood membership flips → the flap. **Mechanism chain:** `physics resting position blips ~µm → ComputeRenderPosition Lerp surfaces it as µm eye jitter → the portal-flood clip (clip-non-empty membership) is µm-sensitive at the grazing threshold portal → flips → flap.` Retail is flap-free because its authoritative local position is bit-stable at rest (so its same clip-non-empty membership never crosses the boundary). ## 2. REFUTED — the 2026-06-07 cutover-flip diagnosis (do NOT act on its F1/F2) `docs/research/2026-06-07-cutover-flip-render-residuals-diagnosis-handoff.md` is wrong on its load-bearing claims (primary evidence in this session): - "See-through from outside" — **not reproduced** (outside, door closed, is stable). - "Walls ARE the EnvCell shells; ModelId is a partial frame" — **refuted**: the cottage ModelId GfxObj `0x01000A2B` is a full closed exterior (76 render polys, bbox 20×18×10.4 m, 46 outward-facing walls + roof — `tools/A8CellAudit gfxobj 0x01000A2B`). EnvCell shells are interior-facing. **F2 (EnvCell back-faces) targets the wrong geometry.** - "Oscillation = outdoor-node flood (1↔13)" — **corrected**: it is the *indoor* flood, stable root, 2↔6. F1 targeted the wrong root. - "branch=RetailPViewInside every frame proves the flap is gone" — **tautological** (post-flip `clipRoot = viewerRoot ?? _outdoorNode` is ~never null, so `branch` can't report `OutdoorRoot`). ## 3. REFUTED — enqueue-once traversal (TDD caught it) Hypothesis: the flap is acdream's `MaxReprocessPerCell` re-enqueue drift; restore retail's enqueue-once (first-discovery only, no re-enqueue). **Refuted:** retail does NOT stop at first discovery — its `AddViewToPortals` growth branch calls **`AddToCell`** (decomp :433494), so a cell's later-grown view IS propagated (late slices reach exit portals). The existing test `PortalVisibilityBuilderTests.Build_ViewGrowthAfterDoneCell_PropagatesNewSlicesToExit` encodes exactly this retail behavior; enqueue-once broke it. The change + its test were reverted (tree clean, 27 portal tests green). **The divergence is the re-clip DRIFT, not the propagation — and underneath, the flap is the µm input jitter (which removing the drift would only *reduce*, not eliminate; `Build` is deterministic so only a bit-stable INPUT guarantees no flap).** ## 4. The root — physics resting position not bit-stable `PlayerMovementController.ComputeRenderPosition` (line 810): `Vector3.Lerp(_prevPhysicsPos, _currPhysicsPos, alpha)`. `Lerp(a, a, t) == a` exactly, so the µm `RenderPosition` jitter means **`_prev != _curr`** — the physics body's resting position blips ~µm between ticks. Retail's `kill_velocity` (`OBJECTINFO::kill_velocity` = `set_velocity(0)`, decomp :274467) is called by `validate_transition` (:272567) on **every** grounded collision/slide with a valid contact plane, keeping rest bit-stable. acdream rest path: - `calc_acceleration` (PhysicsBody.cs:191) zeroes gravity only when **`Contact && OnWalkable && !Sledding`**. - `UpdatePhysicsInternal` (PhysicsBody.cs:352) skips position integration when `velocity <= 0`. - Player flags set per tick in `PlayerMovementController` (1271-1301): `Contact|OnWalkable` only when `resolveResult.IsOnGround && Velocity.Z <= 0`; else cleared → gravity. - acdream's `kill_velocity` (PhysicsEngine.cs:837) is **narrower than retail's** — fires only on `ObjectInfo.VelocityKilled` (the airborne steep-roof/wall reset), NOT on every grounded contact. So at a *clean* rest the position is bit-stable; the blip is an **intermittent** failure (a stray gravity tick / µm velocity residual / contact-plane not re-established). The `[resolve]` probe (3 dp) shows the body stable to **mm** at spawn rest (`94.000` repeated) — confirming the blip is **sub-mm**, below that probe's precision — and shows `groundedIn=True` but `walkable=False cp=none` (no contact plane established at rest), a lead toward the Contact/contact-plane path. ## 5. NEXT STEPS (the physics rest-stability fix) 1. **Higher-precision physics rest trace (REQUIRED before fixing).** The 3-dp `[resolve]` probe is too coarse. Add a 6-dp per-tick probe of the resting body: `_body.Position`, `Velocity`, `Acceleration`, `TransientState` (Contact/OnWalkable), `resolveResult.IsOnGround`, contact-plane valid. Launch, let the character sit at spawn (no input needed — autonomous), capture ~10 s, and find the tick where the position blips µm and which condition failed (gravity applied? velocity residual? resolve re-snap? Contact cleared?). 2. **Port the retail-faithful rest-stability fix** for the pinned cause — most likely one of: (a) broaden `kill_velocity` to match retail's `validate_transition` (zero velocity on every grounded contact with a valid contact plane, :272567); (b) ensure the `Contact` flag / contact plane is re-established on the zero-distance rest sweep so `calc_acceleration` keeps gravity off; (c) a retail-faithful "supported body at rest is frozen" (skip integration/resolve when grounded + zero velocity + no movement input). TDD: a test asserting the resting body position is **bit-stable across N ticks** with no input. 3. **Visual gate** at the cottage doorway threshold: hold still — the 2↔6 oscillation is gone (re-run `[pv-input]`/`[render-sig]`, flood `ids=` constant at rest). **DO NOT RETRY:** the overlap-predicate render band-aid (rejected by user — not retail); enqueue-once (refuted, §3); any render-side debounce/grace (forbidden). ## 6. Apparatus (committed this session) + state - **Keep (real regression value):** `PortalVisibilityBuilderTests.Build_IsDeterministic_*` (proves Build deterministic); `tools/A8CellAudit` `gfxobj` mode (dumps render geometry — used to refute the ModelId claim). - **Diagnostic probes (env-gated, inert off; KEEP for the physics trace + flap visual gate, strip after the fix ships):** `[pv-input]` (`ACDREAM_PROBE_PVINPUT`, 6-dp Build inputs + flood count, RenderingDiagnostics + GameWindow); the `outRoot=`/`bshell=` fields on `[render-sig]`; `launch-pvinput.ps1`, `launch-bshell-probe.ps1`, `launch-resolve.ps1`. - Tree: PortalVisibilityBuilder.cs reverted to the re-enqueue (no functional change shipped). Build green; App.Tests green (portal-visibility 27/27). - Memory to update: `project_indoor_flap_rootcause` (root is the physics rest µm-jitter, not the render diagnosis or enqueue-once).