acdream/docs
Erik f47895cc73 research(render): Phase U.4c — CONVERGED root cause (eye-rooted grace-stale root)
Live ACDREAM_PROBE_FLAP moving capture: flap frames are uniformly res=Grace
eyeInRoot=n terrain=Skip; good frames eyeInRoot=Y terrain=Planes. The 3rd-person
camera EYE drifts out of the player's cell -> FindCameraCell returns the stale cell
for 3 grace frames -> from that stale root the doorway portal is behind the eye
(D=+1.26 CULL) -> exit cell drops -> terrain+shells Skip. Clip math is fine
(clip=5 when eye inside). Fix: (1) root visibility at the PLAYER's cell (retail
CellManager::ChangePosition tracks curr_cell by player; acdream already does this
for lighting at GameWindow:7152); (2) keep a player-reachable cell + exit when the
threshold eye-projection degenerates. Supersedes H2 and the earlier idle-frame
'stale root refuted' note.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 14:32:19 +02:00
..
architecture ship(O): Phase O — DatPath Unification — SHIPPED 2026-05-21 17:41:15 +02:00
audit docs: update audit — Sprint 1 items verified (sequence counters + scenery LCG) 2026-04-13 13:51:39 +02:00
plans docs: abandon two-pipe render approach; scope Phase U (unified retail-faithful pipeline) 2026-05-30 11:35:41 +02:00
research research(render): Phase U.4c — CONVERGED root cause (eye-rooted grace-stale root) 2026-05-31 14:32:19 +02:00
superpowers docs(render): Phase U.4c — annotate Task 3 with U.4c-1 evidence (H2 selected) 2026-05-31 10:14:22 +02:00
bugs.md docs: update bugs.md — close BUG-002/003/004, add BUG-005/006/007 2026-04-14 12:17:31 +02:00
ISSUES.md fix(render): Phase U.2b — resolve reciprocal portal by other_portal_id (retail 433557) 2026-05-30 16:56:00 +02:00