acdream/docs
Erik 252886e84f fix(rendering): repair EnvCell retail CLIP state
Exclude deferred EnvCell subsets from the opaque turn, preserve exact CLIP/ALPHA fixed-state groups through leaf replay, and use retail's row-3 override, blend, depth, and texture-class alpha references. Keep the existing building-detail sentinel distinct from the two CLIP references.

Bound rejected source payload, replace no-op allocation proofs with actual EnvCell and particle RHI paths, rebuild checked-in SPIR-V, and correct AP-238/AP-240 plus the S4-c2 evidence record.

Gates: Release 0W/0E; hermetic 16735/0/0; InstalledDat 255 pass/10 known fail/1 skip; shaders 32/32; focused 239/239; allocation 2/2 at 0 B. The evidence/comment repair re-ran Release 0W/0E, shaders 32/32, affected 37/37, and allocation 2/2; mesh_detail.vert.spv remained byte-identical at SHA-256 5346247ab7d606046943e19b28888c814e08dc6cb27cd9750096ac055457eb57.

Mutation proof, with each mutation restored after its named first failure:

1. Restoring the opaque predicate to !IsAdditive fails WholeLeaf_MixedCellDrawsOpaqueAtTurnThenClipAndAlphaAtDrain first at draw count: expected 1, actual 3.
2. Selecting _alphaPipeline for CLIP fails WholeLeaf_ClipDrainBindsExactStateAndTextureClassReference first at the bind sequence: expected [envcell-clip], actual [envcell-alpha].
3. Disabling CLIP depth write fails that production Theory first at Assert.True(clipPipeline.Depth.Write): expected true, actual false.
4. Swapping palette/DDS references fails the DDS row first: expected 0.784313738, actual 0.392156869; the palette row reports the inverse.
5. Mutating mesh_modern.frag from < to <= fails ClipShaders_UseGreaterEqualForThePerRangeReference first at Assert.Contains("if (color.a < alphaCutoff) discard;"): the required source spelling is absent.
6. Restoring row-3 OverrideClipmap=true fails the real-interface clip Theory first at Assert.False: expected false, actual true.
7. Deleting failed-append rollback fails the flush/end/abort rejection-storm rows first at the bounded pending-count assertion: expected 0, actual 9000.
8. Selecting _transparentDetailPipeline for a ClipMap detail contribution fails the leaf detail pin first at the bind sequence: expected second bind envcell-retail-detail-clip, actual envcell-retail-detail-alpha.
9. Resetting detail ParamB to zero fails the same detail pin first at the second pushed reference: expected 0.784313738, actual 0.
10. Classifying CLIP with exact mask equality excludes legal 0x09 and fails WholeLeaf_PositiveStippleClipMaskUsesClipPipelineAndDdsReference first at pipeline: expected envcell-clip, actual envcell-alpha.
11. Mapping the new blend to SRC_ALPHA/INVSRCALPHA fails AllRetailBlendModesAreRepresentable first at the tuple: expected (One, OneMinusSrcAlpha), actual (SrcAlpha, OneMinusSrcAlpha).
12. Restoring mesh_detail.vert's uParamB > 0.5 category predicate fails ClipShaders_UseGreaterEqualForThePerRangeReference first because vDetailCategory = uParamB == 1.0 is absent.
13. Treating every positive detail uParamB as a cutoff fails that source pin first because isRetailClipReference(uParamB) ? uParamB : 0.05 is absent.
14. Adding arbitrary 0.5 as an accepted reference to either mesh_modern.frag or mesh_detail.frag fails that source pin first at Assert.DoesNotContain("value - 0.5"); both mutations were run and reversed independently.

Retail: D3DPolyRender::SetSurface @ 0x0059c4d0; paired binary @ 0x0059c72a, 0x0059c747/0x0059c74f, 0x0059c821, 0x0059c838, 0x0059c866.
2026-09-04 11:53:45 +02:00
..
architecture fix(rendering): repair EnvCell retail CLIP state 2026-09-04 11:53:45 +02:00
audit docs: update audit — Sprint 1 items verified (sequence counters + scenery LCG) 2026-04-13 13:51:39 +02:00
plans docs(overhaul): start S4-c2 completion attempt 2 2026-09-04 11:34:33 +02:00
reference docs(reference): preserve local ACE command catalog 2026-07-27 00:03:58 +02:00
render-packs fix(render): correct foliage-wind classification, receiver/caster desync, and frame binding (Campaign VM VM6 review) 2026-08-23 01:54:36 +02:00
reports docs: the overnight consolidation report, open questions first 2026-07-29 03:54:43 +02:00
research feat(render): S4 chunk 2 — retail's two-list alpha FIFO cutover 2026-09-04 11:52:40 +02:00
reviews docs: close r3 test cleanup 2026-08-18 17:02:15 +02:00
superpowers docs(plans) Campaign FW: implementation plan, roadmap entry, spec approval 2026-08-30 08:38:47 +02:00
bugs.md docs: reconcile project status and navigation 2026-07-20 13:00:41 +02:00
ci-and-releases.md docs: note that docs-only pushes skip the pipeline 2026-08-19 16:15:04 +02:00
ISSUES.md docs+gate: #468 filed — the Holtburg doorway pose seats the player in the interior cell at a floorless point and it falls through the world; route-g3b pose 15 moved to the outdoor standing point 2026-09-04 06:37:09 +02:00
launch-options.md fix(render): S3 review round 1 — punch fans clipped by their own view, seal pin through the producer, dead per-cell clip machinery deleted, EC/OC transcript exact 2026-09-03 20:15:29 +02:00
README.md docs: launch-options reference + the test that keeps it honest 2026-08-24 10:28:59 +02:00
release-gate.md feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00

acdream documentation map

This page is the entry point for project documentation. It distinguishes current sources of truth from implementation history so an old plan or issue banner cannot silently override the current program state.

Current snapshot — 2026-07-27

  • Milestone state: M3, “Cast a spell,” landed 2026-07-21. M4, “Live in the world,” is active.
  • M4 gameplay program: resume the pre-M4 world-interaction completion program. Favorite-spell overflow, status Use/Assess, and the complete assessment surface are user-accepted. Equipped-child picking and vendor browse/transactions remain Slices 46.
  • Structural/runtime state: all eight GameWindow decomposition slices, Modern Runtime Slices AJ, and the connected visual/lifecycle gates are complete. GameWindow is a 1,622-line composition/callback shell. AcDream.Runtime.GameRuntime owns canonical session, entity/object, gameplay, movement, physics, projectile, environment, and portal state; graphical and no-window hosts borrow the same owner graph.
  • Headless state: Slice K is complete. AcDream.Headless is a presentation-free Windows/Linux host with deterministic commands/events, shared immutable content, multi-session isolation, reconnect, resource telemetry, and 1/5/10/30-session gates. The final two-account native-Linux soak completed ten minutes, logged out through ACE, and converged every ownership ledger.
  • Linux graphical state: Slice L0 and the L1 implementation checkpoint are complete at 66f114b2 and 11501d52. Native Windows passes the active modern-GL/audio/window smoke. WSLg X11/Wayland correctly reject their missing GL_ARB_bindless_texture. Physical-Linux validation and L2L6 are explicitly deferred; resume at the supported AMD/NVIDIA L1 gate.
  • Completed gameplay gates: R6 locomotion/collision/projectile/teleport/ radar, two-client portal-out/materialization, indoor prepared collision, loot ordering, local/remote ground drops, and selection-marker lifetime.
  • Separate visual verification: issue #225, the shared-alpha lifestone/particle result; its connected resource-lifetime and performance routes pass.
  • Carried behaviour debt: issue #153 (far teleport onto an unstreamed edge), #116 (narrowed slide response), #235 (capped/RDP jump cadence), and the active temporary-stopgap rows in the divergence register.
  • Divergence audit: 189 active rows — IA 18, AD 38, AP 91, TS 38, and UN 4 — plus retained struck/retired historical rows such as TS-37.
  • Latest automated baseline: the Release build succeeds with the 17 test-project warnings tracked by issue #228; 8,826 tests pass and five are intentionally skipped. App passes 3,763 / 3 skips. The L1 Windows supported smoke and WSLg X11/Wayland negative-capability reports all end with zero window/GL/input/audio ownership.

Sources of truth

Read these in this order when deciding what to do next:

  1. plans/2026-05-12-milestones.md — the active playable outcome, freeze boundaries, and visual gates.
  2. plans/2026-04-11-roadmap.md — strategic phase ledger: shipped, active, deferred, and future work.
  3. ISSUES.md — tactical defects and small follow-ups. The status inside an issue is authoritative; physical order is not.
  4. architecture/retail-divergence-register.md — every known place runtime behavior can differ from retail.
  5. architecture/acdream-architecture.md and architecture/code-structure.md — ownership, dependency, update-thread, and extraction rules.
  6. architecture/worldbuilder-inventory.md — rendering/DAT code already owned in-tree versus mechanisms still ours to port.

If these disagree, milestones control the current outcome, the roadmap controls work ordering, the issue status controls the individual defect, and the architecture documents control implementation shape. Reconcile the stale document in the same change; do not leave both claims standing.

Research and implementation records

  • research/named-retail/ is the primary retail oracle: named pseudo-C, headers, symbols, and types from the Sept 2013 build.
  • research/decompiled/ is the older Ghidra fallback.
  • research/ contains focused pseudocode, traces, fixtures, and gate reports. A dated research note records evidence; it does not become a new roadmap.
  • superpowers/specs/ and superpowers/plans/ are per-slice design and execution records. Completed plans remain historical.
  • ci-and-releases.md is the SSOT for the Gitea CI pipeline, the self-hosted runners, and how alpha releases are published. Load-sensitive tests live in Lane=Timing; see release-gate.md before adding to it.
  • launch-options.md is the SSOT for every environment variable and command-line argument the client reads, including what each one changes about the run beyond its obvious effect. Read the side-effects column before trusting any measurement. Enforced by LaunchOptionsDocumentationTests: a flag without a row fails the build, and so does a row whose read site was deleted.
  • audit/ contains completion and conformance audits.
  • reference/ace-commands.md preserves the local ACE server's complete in-game command catalog and points to the authoritative per-command help surface.

Durable memory

  • ../claude-memory/MEMORY.md indexes the live subsystem memories and the render/physics digests. Read a domain digest before changing that subsystem, especially its DO-NOT-RETRY table.
  • ../memory/ contains stable engineering references such as the modern rendering pipeline, two-tier streaming, and toolchain notes.

Memory accelerates recall; it does not outrank the canonical documents above. When current truth changes, update the relevant canonical document and distill only the durable lesson into memory.

Historical and deprecated documents

  • bugs.md is the April 2026 bug snapshot. It is preserved for archaeology and is not an active ledger.
  • Dated plans and specs describe the decision at that time. Their completion wording is historical unless the current milestone/roadmap explicitly links the item as active.
  • Old R1→R8 architecture sequencing is superseded. Current execution comes from the milestones and strategic roadmap.

Documentation maintenance rules

  • Update milestone, roadmap, issue, divergence, architecture, and memory claims in the same commit when a shipped change affects them.
  • Keep one issue ID per defect. Narrow an issue in place; do not reuse another issue's number as a shorthand.
  • Mark automated, connected, and visual gates separately. An automated pass is not a visual acceptance, and an RDP throughput sample is not a local-display visual comparison.
  • Preserve research history, but remove stale “current/next” claims from living documents once the state advances.