Fix: dynamics' ATTACHED emitters (portal swirls on server-spawned portal
entities, creature effects) fell through EVERY particle filter under the
unified pview path - the landscape slice filter carries outdoor statics
(+ the #118 outside-stage dynamics), the per-cell callback carries cell
statics, and T4 deleted the clipRoot==null global pass from normal
frames. T5 never checked portals; the user's re-gate caught it ("all
portals that were previously showing are now gone"). DrawDynamicsLast
now hands its cone-surviving dynamics (minus outside-stage entities,
whose emitters already drew in the landscape slice - alpha particles
must not double-draw) to a new DrawDynamicsParticles callback;
GameWindow draws Scene-pass emitters filtered to those owner ids,
mirroring DrawRetailPViewCellParticles. Retail shape: emitters draw
with their owner object.
Re-gate ledger (user verdicts are axioms):
- #117 CLOSED ("Yes solved"), #118 CLOSED ("Yes solved" + NPC-through-
door "Yes fixed").
- #108 REOPENED narrowed: cellar-ascent eye-below-grade window only
(grass covers the exit door until the head pops over ground level);
fix belongs on the membership/viewer side - the depth-gated punch
stays (DO-NOT-RETRY).
- #119 user split: phantom walkable stairs at the hill cottage (#113
family), tower missing stairs + barrel (#119 proper), hill-house
transparent-on-entry (#112 - re-check after the #120 fix; the
ping-pong fired at exactly A9B3 0103/010F).
- #120 FIXED pending re-gate (dede7e4).
- NEW #122 window oscillation on entry (re-check after #120 first),
NEW #123 buildings transiently disappear running close past,
NEW #124 far-building back walls missing through openings (lead:
per-building look-in floods run only for outdoor roots -
NearbyBuildingCells is null for interior roots; retail runs the
look-in inside LScape::draw for ANY root).
Suites: App 236, Core 1419+2skip, UI 420, Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>