acdream/docs/superpowers/plans
Erik 21bf97ed35 docs(render): REOPEN the render half — full retail-faithful redesign dossier (handoff + huge plan + 3 research docs)
The Phase W indoor seal did NOT land. The 2026-06-02 visual gate proved the interior render is fundamentally broken (#78: transparent walls, outdoor terrain + scenery entities bleeding in, grey floors, no outside-looking-in). Stage 4 (sky-through-door clip) was real but a top layer on a base that never sealed.

DECISIVE EVIDENCE (committed in the handoff): the PVS computes correctly AND the cell shells render correctly (opaque, textured, complete — the [shell] probe shows zero NOSNAP / zero missing-texture). The failure is the SEAL + three inconsistent gates — concretely the WbDrawDispatcher.cs:1756 ParentCellId==null -> return true bypass draws outdoor scenery indoors, and the indoor path draws the outdoor world then gates it instead of running ONLY DrawInside. Retail, when inside, runs ONE PView flood: visibility IS the cull; the landscape enters only through clipped exit portals + a conditional depth-only clear.

Dossier (per the user's mandate: NO shortcuts/bandaids, port from retail, redesign the whole pipeline if needed, brainstorm first):
- Master handoff (root cause + retail target + reusable-vs-redesign + apparatus + do-not-repeat + copy-paste pickup prompt).
- Huge staged redesign plan R0(brainstorm)->R1(one visibility authority, kill the bleed)->R2(indoor=DrawInside-only)->R3(the seal, DrawCells port)->R4(per-cell object/particle clip)->R5(outside-looking-in)->R6(dungeons)->R7(polish/conformance). Each ends at a user visual gate.
- 3 research docs: full retail render pipeline reference (705 lines, decomp-verified), acdream pipeline inventory + failure map, reference cross-check (WB two-pipe is the wrong model).

#78 promoted to the redesign. The 5 remaining Core test failures are pre-existing physics/collision bugs, none render-related.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 18:28:01 +02:00
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2026-04-11-foundation-a1-streaming.md fix(app): Phase A.1 — separate Visible from Resident in StreamingRegion 2026-04-11 22:08:17 +02:00
2026-04-12-b3-complete-movement.md docs(plans): Phase B.3 Complete — movement + world navigation plan 2026-04-12 15:59:29 +02:00
2026-04-12-physics-collision-engine.md docs(plans): Phase B.3 physics collision engine implementation plan 2026-04-12 09:48:06 +02:00
2026-04-12-player-movement.md docs(plans): Phase B.2 player movement implementation plan 2026-04-12 14:10:13 +02:00
2026-04-13-movement-completion.md docs: movement completion implementation plan (7 tasks) 2026-04-13 23:08:48 +02:00
2026-05-02-l3-1-interpolation-manager.md docs(plan): Phase L.3.1 — InterpolationManager core implementation plan 2026-05-02 18:26:02 +02:00
2026-05-02-l3-positionmanager-jump.md docs(plan): Phase L.3.1+L.3.2 PositionManager + retail-faithful jump plan 2026-05-03 10:10:16 +02:00
2026-05-08-phase-n1-scenery-via-wb-helpers.md plan(N.1): scenery via WorldBuilder helpers — implementation plan 2026-05-08 09:05:53 +02:00
2026-05-08-phase-n3-texture-decode-via-wb.md docs(N.3): mark Phase N.3 shipped + commit implementation plan 2026-05-08 11:37:52 +02:00
2026-05-08-phase-n4-rendering-foundation.md phase(N.4): SHIP — flag default-on + finalize plan + roadmap 2026-05-08 18:01:23 +02:00
2026-05-08-phase-n5-modern-rendering.md docs: defer per-instance highlight to open backlog (no scheduled phase) 2026-05-08 22:22:23 +02:00
2026-05-09-phase-a5-two-tier-streaming.md docs(A.5 T27): spec + plan amendments for T22.5 + ship 2026-05-10 10:06:26 +02:00
2026-05-09-phase-n5b-terrain-modern.md phase(N.5b): SHIP — terrain on modern rendering path 2026-05-09 13:05:12 +02:00
2026-05-10-issue-13-pd-trailer.md refactor(net): #13 Parsed.TrailerTruncated + diag logging 2026-05-10 08:26:08 +02:00
2026-05-10-issue-53-tier1-cache.md docs(post-A.5 #53): Tier 1 cache — implementation plan (writing-plans) 2026-05-10 17:06:42 +02:00
2026-05-11-phase-n6-slice1.md docs(perf): Phase N.6 slice 1 — implementation plan 2026-05-11 11:12:26 +02:00
2026-05-12-phase-c1.5a-portals.md docs(vfx #C.1.5a): implementation plan + spec wiring-location fixes 2026-05-11 13:36:18 +02:00
2026-05-12-phase-l2g-slice1.md docs(phys L.2g): slice 1 implementation plan 2026-05-12 21:52:31 +02:00
2026-05-13-phase-b4b-plan.md docs(B.4b): implementation plan — 6 tasks, TDD picker + handler wiring 2026-05-13 17:37:09 +02:00
2026-05-13-phase-b4c-plan.md docs(B.4c): implementation plan — 4 tasks, door spawn-time sequencer + UM diagnostic 2026-05-14 06:50:51 +02:00
2026-05-13-phase-c1.5b.md docs(vfx #C.1.5b): design + plan for issue #56 + EnvCell DefaultScript 2026-05-11 23:51:44 +02:00
2026-05-14-phase-b5-pickup.md docs(B.5): implementation plan from writing-plans skill 2026-05-14 15:10:23 +02:00
2026-05-16-phase-b6-suppress-movetostate-during-inbound-autowalk.md feat(retail): Phase B.6 — server-driven auto-walk done right 2026-05-16 16:14:44 +02:00
2026-05-16-retail-faithfulness-fixes.md feat(retail): Commit B — retail-faithful AP cadence + screen-rect picker 2026-05-16 13:56:08 +02:00
2026-05-18-retail-chase-camera.md docs(camera): impl plan — retail-faithful chase camera with dev-tools toggle 2026-05-18 19:24:34 +02:00
2026-05-19-indoor-cell-rendering-phase1-diagnostics.md plan: Phase 1 indoor cell rendering diagnostics 2026-05-19 11:13:53 +02:00
2026-05-19-indoor-portal-cell-tracking.md docs(plan): Indoor portal-based cell tracking implementation plan 2026-05-19 16:40:03 +02:00
2026-05-19-indoor-walkable-plane-bsp-port.md docs(plan): indoor walkable-plane BSP port — implementation plan 2026-05-19 21:18:11 +02:00
2026-05-19-indoor-walking-phase1-bsp-cluster.md docs(plan): Indoor walking Phase 1 — BSP cluster implementation plan 2026-05-19 14:15:50 +02:00
2026-05-19-phase2-indoor-cell-rendering-fix.md plan: Phase 2 indoor cell rendering fix 2026-05-19 12:20:57 +02:00
2026-05-20-indoor-bsp-worldorigin-fix.md docs(plan): indoor BSP world-origin fix implementation plan 2026-05-20 07:45:24 +02:00
2026-05-20-indoor-walkable-synthesis-removal.md docs(plan): remove per-frame indoor walkable-plane synthesis (Bug A) 2026-05-20 08:53:58 +02:00
2026-05-20-phase-a4-multi-cell-bsp.md docs(plan): Phase A4 — multi-cell BSP implementation plan 2026-05-20 15:59:54 +02:00
2026-05-21-a6-p3-slice1-cp-retention.md plan(phys): A6.P3 slice 1 — indoor ContactPlane retention (Finding 2 fix) 2026-05-21 21:27:38 +02:00
2026-05-21-cylinder-fallback-dedup.md fix(physics): skip mesh-AABB-fallback cylinder for landblock stabs 2026-05-20 11:42:13 +02:00
2026-05-21-indoor-walk-miss-probe.md docs(physics): spec + plan + findings for ISSUES #83 walk-miss probe spike 2026-05-20 11:00:11 +02:00
2026-05-21-phase-a6-p1-cdb-probe-spike.md docs(plan): Phase A6.P1 — cdb probe spike implementation plan 2026-05-21 18:07:37 +02:00
2026-05-21-phase-o-dat-path-unification.md plan(O): Phase O implementation plan + spec layer-placement fix 2026-05-21 14:49:19 +02:00
2026-05-23-a6-p3-issue98-cellar-up-fix.md diag(phys): A6.P3 #98 — [step-walk-adjust] probe inside AdjustOffset 2026-05-23 16:16:42 +02:00
2026-05-24-door-collision-per-part-bsp.md docs(phys): implementation plan — per-part BSP for server-spawned entities 2026-05-24 15:05:03 +02:00
2026-05-25-issue-100-terrain-cutout.md docs: #100 ship + indoor-cell culling investigation handoff 2026-05-25 22:17:51 +02:00
2026-05-26-phase-a8-replan.md feat(render): Phase A8 — indoor visibility + streaming fixes batch 2026-05-29 10:14:50 +02:00
2026-05-26-phase-a8-restructure.md docs: Phase A8 — mark prior restructure design+plan as SUPERSEDED 2026-05-27 10:08:48 +02:00
2026-05-26-phase-a8-wb-full-port.md docs(plan): Phase A8 — full WB RenderInsideOut + RenderOutsideIn port plan 2026-05-27 09:57:45 +02:00
2026-05-28-phase-a8-wb-render-inside-out-port.md docs(plan): Phase A8 WB RenderInsideOut port — implementation plan 2026-05-27 14:41:54 +02:00
2026-05-29-a8f-camera-collision.md docs(render): Phase A8.F — sync plan Task 2 moverFlags to shipped 0x5c 2026-05-29 21:42:03 +02:00
2026-05-29-phase-a8f-portal-frame-visibility.md docs: A8.F plan — record Task 3 near-clip correction + Task 4 winding requirement 2026-05-29 11:59:04 +02:00
2026-05-30-phase-u-unified-render-pipeline.md docs(render): Phase U — implementation plan (U.1-U.4 detailed, U.5/U.6 stubbed) 2026-05-30 15:48:17 +02:00
2026-05-31-phase-u4c-stabilize-portal-visibility.md docs(render): Phase U.4c — annotate Task 3 with U.4c-1 evidence (H2 selected) 2026-05-31 10:14:22 +02:00
2026-06-02-phase-w-membership-flicker-fix.md docs(render): Phase W chunk-1 plan — transition-owned membership flicker fix 2026-06-02 14:04:45 +02:00
2026-06-02-phase-w-render-rewrite.md docs(render): Phase W render-rewrite plan (Stages 3-5) — grounded, per-step 2026-06-02 15:13:35 +02:00
2026-06-02-render-pipeline-redesign-plan.md docs(render): REOPEN the render half — full retail-faithful redesign dossier (handoff + huge plan + 3 research docs) 2026-06-02 18:28:01 +02:00
2026-06-02-unified-cell-graph-stage1.md docs(plan): UCG Stage 1 (ObjCell scaffold) implementation plan 2026-06-02 08:46:27 +02:00
2026-06-02-unified-cell-graph-stage2.md docs: UCG W2 (one membership) spec + plan 2026-06-02 10:14:06 +02:00