Evidence-chain handoff for the outdoor flap investigation: frame-exact onset (pv-input flood 1->5 + the gl-state doorway-box fingerprint, same frame), the full probe exoneration chain (camera matrix NaN-free at 6 dp, eye above terrain, cross-frame GL leak refuted, full-screen quad planes can't cull, MergeNearbyBuildingFloods doesn't touch OutsideView, ClipFrame capacity clean), the two surviving kill-mechanism suspects (per-instance clip-slot routing under outdoor roots / terrain UBO content at draw time), the decisive [clip-route] probe spec, the user-validated repro protocol, and the probe-semantics gotchas. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
7 KiB
HANDOFF — §4 outdoor FULL-WORLD flap: onset pinned to the building-flood merge
Date: 2026-06-09 (late evening). Branch: claude/thirsty-goldberg-51bb9b, HEAD fafe5d6.
Status: trigger pinned frame-exact; kill mechanism NOT yet pinned — one purpose-built
probe (or RenderDoc) decides it. Read this top-to-bottom before touching code.
0. TL;DR
- The user-visible bug: standing/running OUTDOORS at specific spots, the WHOLE world (terrain + buildings + entities + the player model + sky) drops to the fog-tinted clear color. It strobes at onset then HOLDS; rotating the camera pops it back; walking forward through the trigger zone reproduces it; sidestep/backwards through the same zone does not. Confirmed distinct from #106 (membership healthy throughout).
- Frame-exact onset (the day's key result): the flap begins at EXACTLY the frame the
nearby cottage's per-building flood merges into the outdoor root —
[pv-input] flood=1 → flood=5with player/yaw frozen and only the camera boom settling (~3 cm/frame). Same frame, the[gl-state]tripwire shows the leftover scissor box flip from full-screen to a drifting 9×21 px doorway footprint (the cottage doorway projected to screen, moving with the eye's micro-settle). Onset evidence:flap-glstate-capture.log(gl-state frame 4977 = log line 5006); the same transition with full render-sig fields:flap-residual-capture.log(38 such transitions, e.g. frame 1745→1746: ONLYids=/draw=gain a cell — every other field identical,out=10529instances submitted in BOTH frames). - Massive exoneration chain (all probe-verified, do not re-tread): membership/root/
viewer cell stable;
res=None; camera view-projection matrix sane and NaN-free (11,767 frames, 6 dp); eye 1.6–2.1 m ABOVE terrain (buried-eye refuted); flood/ outPolys/outSlices/outMode constant; full-screen quad clip planes mathematically cannot cull;MergeNearbyBuildingFloodsdoes NOT touch OutsideView; cross-frame GL state leak refuted ([gl-state]shows scissor test OFF + sane depth/blend/cull/vp/fbo entering every frame,err=0x0);ClipFrameAssemblerslices carry their own plane arrays (slot repacking can't swap planes per se);ClipFrame.AppendSlot/UploadSharedhave dynamic capacity + full re-upload (no overflow). - What remains (the kill mechanism, one of):
a. Per-instance clip-slot routing (
WbDrawDispatcher.SetClipRouting+ResolveEntitySlot, binding=3 slot SSBO): the landscape slice installs routing UNCONDITIONALLY (RetailPViewRenderer.cs:215) even for OUTDOOR roots, while the U.4 contract (WbDrawDispatcher.cs:309-331) says outdoor frames shouldClearClipRouting. When the flood merges,CellIdToSlotgains cells and slot indices REPACK (cells pack before the outside view in the assembler) — if any instance's slot resolution or the slot SSBO content goes stale/wrong, the world's instances clip against the cottage's doorway planes (or CULL). b. Terrain/sky UBO content at draw time —SetTerrainClip(slice.Planes)should hold the full-screen planes; if the merge path overwrites it with doorway planes (or count) before terrain samples it, terrain + sky die together. c. Something in the per-slice draw orchestration (DrawLandscapeThroughOutsideView,RetailPViewRenderer.cs:208-230) that behaves differently when cell slices exist. - Why this matters beyond the spot: the same merge boundary is crossed every time you run past cottages (the original "parts of the screen flash while running") and at cottage enter/exit — this is very likely THE remaining §4 visible flap, with the edge-on doorway grey (2a) and corner seal (2b) as siblings in the same family.
1. The decisive next probe (do this first)
Add a [clip-route] print-on-change probe (gate: reuse ACDREAM_PROBE_GLSTATE or a new
var) emitting, per frame:
- In
RetailPViewRenderer.DrawLandscapeThroughOutsideView:slice.Slot,slice.Planesvalues (all 4–8 vec4s),clipAssembly.CellIdToSlotcontents, and the first 16 bytes of_clipFrame's terrain bytes (the count + first plane) as uploaded. - In
WbDrawDispatcher.Draw(when routing active): a histogram ofResolveEntitySlotoutcomes — instances per slot index + CULL count.
One repro run (the user triggers the flap, holds 3 s, rotates, closes) then diff the held-flap frames vs healthy frames. Whichever of (a)/(b) shows wrong values is the bug. If BOTH look correct → RenderDoc frame capture during the flap (the GPU truth).
2. Repro protocol (user-validated, fast)
Spot: Holtburg south slope, player ≈ (167–169, −31..−37) world frame (A9B4 anchor), the
slope SE of town with the A9B3 cottage. Walk FORWARD downhill through the zone → strobe →
hold. Rotate camera → recovers. eyeAbove stays ~+2 m (do not chase buried-eye).
Launch with ACDREAM_PROBE_PVINPUT=1 + ACDREAM_PROBE_GLSTATE=1 (+ the new probe);
AVOID ACDREAM_PROBE_FLAP for visual judgment runs (timing skew — render digest landmine).
3. Evidence inventory (this session's captures, worktree root, untracked)
| File | What it holds |
|---|---|
flap-residual-capture.log |
Full flap probes; 38 flood-merge transitions w/ render-sig field diffs; the held-flap [flap-cam]/[flap] stability blocks |
flap-pvinput-capture2.log |
11,767 pv-input frames; NaN-free matrix proof; held blocks at 6 dp |
flap-eyeterr-capture.log |
eyeAbove (terrain-burial refutation) |
flap-glstate-capture.log |
GL-state tripwire; frame-exact onset marker (frame 4977) + doorway-box fingerprint |
4. DO-NOT-RETRY additions from this session (full chain in §0.3)
- Camera matrix NaN / degenerate orientation — REFUTED (6 dp capture).
- Eye buried in terrain — REFUTED (
eyeAbove+1.6..2.1 m). - Cross-frame GL scissor/depth/blend leak — REFUTED (
[gl-state]stable + scis=0 entering frames). - Full-screen outdoor quad plane collapse / winding — impossible (static CCW NDC quad).
MergeNearbyBuildingFloodscontaminating OutsideView — code-verified NOT (explicitly skipped).ClipFrameslot-capacity overflow — dynamic capacity, full re-upload, code-verified.- The earlier "stale render anchor explains the running distortion" attribution — PARTIAL only; #106 fixed the anchor, this flap persists (correction noted in the #105/#106 docs).
5. Probe-semantics gotchas (cost an hour today)
[render-sig]'sterrain=prints a STALE pre-DrawInside local (alwaysSkipwhen a clipRoot exists); the REAL assembler mode is[flap-cam]'sterrain=and render-sig'soutMode=. Don't diff the wrong field.[render-sig]prints on signature change only; the EYE coords are part of the signature → a settling boom spams lines with nothing else changing.Tee-Objectwrites UTF-16LE; Python analyzers must BOM-detect (b'\xff\xfe').- The first pv-input run produced 0 lines because the client was closed pre-entry —
check
auto-entered player modeexists before analyzing.