# Indoor follow-up — fresh-session kickoff prompt Copy the block below into a fresh Claude Code session in this repo. The model will load CLAUDE.md automatically and find the handoff doc + filed issues on its own. --- ``` Pick up the indoor-walking follow-up work for acdream. The starting point: 1. Read docs/research/2026-05-19-indoor-followup-handoff.md — that's the session-start brief. 2. Read docs/ISSUES.md issues #78 through #86 — these are the 9 bugs the user observed once floors started rendering at Holtburg Inn. They are ALL pre-existing (not caused by Phase 1+2 which just made indoor floors visible). 3. Use the existing [indoor-*] probe infrastructure shipped in Phase 1 (toggleable via ACDREAM_PROBE_INDOOR_ALL=1 + DebugPanel checkboxes). WbMeshAdapter also injects a real ConsoleErrorLogger now, so any silently-caught WB exception will appear as [wb-error] lines in the log automatically. 4. The recommended approach per the handoff: - START with Cluster A (cell-BSP / portal-cull cluster — issues #78, #84, #85, #86). These share a likely root cause and have the biggest gameplay impact. - Don't try to fix all 9 at once. Pick the cluster, pick one issue within it, brainstorm via superpowers:brainstorming, and proceed phase-by-phase. 5. CLAUDE.md's rules apply: - No workarounds; fix root causes. - Use superpowers skills for major work (brainstorming → writing-plans → subagent-driven-development → finishing-a-development-branch). - Drive autonomously — Claude picks what to work on next; user reviews. Don't ask "what should I work on?" between phases. - Visual verification by the user is the acceptance test for any rendering / collision / lighting fix. 6. Phase 1+2 took 4 client launches total. Your work should be similar if you preserve the diagnostic-driven approach: probe → capture → diagnose → fix → verify. State the milestone and current cluster in the first action you take. Then begin by reading the handoff doc. ``` --- ## Quick reference for the helper If the new session asks "which phase should I do first?": - **Cluster A (cell-BSP/portal)** — #78 see-through floor + #84 blocked-by-air + #85 pass-through-walls + #86 click-through-walls. Hypothesis: cell BSP is cached but not consulted correctly by the movement resolver / picker, AND outdoor stabs aren't stencil-culled when player is in a sealed cell. - **Cluster B (lighting plumbing)** — #79 + #80 + #81 + (maybe #82). Less urgent. - **Standalone #83 stairs** — physics work on EnvCell stair geometry. Smaller scope. ## Quick reference for the user To start the new session: open a fresh Claude Code in the acdream repo and paste the boxed prompt above. Or just say: > "Read `docs/research/2026-05-19-indoor-followup-handoff.md` and start on the indoor-walking follow-up work."