W2a (render reads physics CurrCell) visually verified: indoor world-from-below fixed (cellar/stairs seal). Baseline scopes the residuals: W2b (doorway ping-pong 0170<->0031, confirmed) + W3 (one-gate seal: roof, entity bleed, openings) + the EnvCellRenderer GL_BLEND fix (transparent walls). Membership (W2) done. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Phase W (Unified Cell Graph) — W2a shipped + baseline handoff (2026-06-02)
Canonical pickup for the next session. This session pivoted the indoor render work to a full retail
CObjCellcell-graph migration (Phase W), shipped W1 (scaffold) and W2a (render reads physics membership), visually verified W2a (the indoor "world from below" is fixed), and captured a scoped baseline of the remaining residuals. Read this first, then the W2 spec/plan + the evidence doc.
0. Git / safety state
- Branch
claude/thirsty-goldberg-51bb9b— UNPUSHED. Do not push without the user. - Two git stashes preserved — do NOT drop:
stash@{0}(#98/#101/A8-culling WIP),stash@{1}(issue98 backup). - Working tree clean except throwaway untracked
baseline-w2a-*.png/shot-*.png/launch*.log(the baseline evidence — ephemeral, do not commit; delete freely). - HEAD =
02acac5.
1. What shipped this session (commit ledger, oldest→newest)
| SHA | What |
|---|---|
e8c7164 |
Pivot decision: evidence model + W1 (ObjCell scaffold) spec |
bd0244f |
W1 implementation plan |
9cb1571 |
W1 T1 — ObjCell base + CellPortal |
76c9e2f |
W1 T2 — EnvCell + PointInCell (AABB/BSP) |
5bc72d5 |
W1 T3 — EnvCell.FromDat (mirrors BuildLoadedCell) |
03f08f0 |
W1 T3 fix — ResolvePortalPolygon all-or-nothing (review caught a real latent Stage-3 bug) |
b4c4318 |
W1 T4 — LandCell synthesized from TerrainSurface |
cf5d60d |
W1 T5 — CellGraph resolver + registry + inert CurrCell |
1aede3d |
W1 T6 — real cottage-cell fixture grounding test |
8e703be |
W1 T7 — populate CellGraph from CacheCellStruct + AddLandblock (inert) |
f2663b7 |
W1 final-review polish (Opus review: VisibleCells null-guard + Neighbor doc) |
07e68e0 |
Roadmap — register Phase W; W1 shipped |
83c452b |
W2 (one membership) spec + plan |
0e27a6c |
W2 T1 — ResolveCellId writes CellGraph.CurrCell (additive/write-only) |
02acac5 |
W2 T2 — render root from physics CurrCell (FindCameraCell fallback) |
Specs/plans: docs/superpowers/specs/2026-06-02-unified-cell-graph-stage1-design.md,
.../2026-06-02-unified-cell-graph-stage2-design.md,
docs/superpowers/plans/2026-06-02-unified-cell-graph-stage1.md,
.../2026-06-02-unified-cell-graph-stage2.md. Evidence: docs/research/2026-06-02-render-cell-membership-evidence.md.
2. The program (Phase W, 5 stages — see roadmap)
W1 ObjCell scaffold (shipped) → W2 one membership (W2a shipped+verified; W2b next) →
W3 render on the graph / one gate → W4 collision on the graph → W5 streaming → ObjCells.
The architecture: ONE retail CObjCell cell graph (AcDream.Core.World.Cells) shared by
physics + render (+ later collision + streaming). Membership is physics-owned (ResolveCellId
→ CellGraph.CurrCell); render reads it.
3. W2a — VERIFIED result
Render now reads the physics membership answer (CellGraph.CurrCell) as its visibility root,
with a FindCameraCell fallback (so it can't regress below baseline). Visually verified
2026-06-02 at the Holtburg cottage:
- The indoor "world from below" is fixed. Spawning directly in the cellar and standing
still:
[vis]=15, [shell]=19448(baseline spawn-in was 0/0 = render never engaged → terrain/world drawn). The cellar/stairs now seal walls+floor; render follows physics through the cottage. - Tests: W2 T1 + T2 spec-reviewed; 166+ Core/App tests green; App builds 0/0.
- W2a is membership only — it does NOT seal the full interior (that's W3).
4. Baseline of the W2a residuals (scoped by owner — the next-work map)
Captured across cellar / stairs / room / doorway (screenshots baseline-w2a-*.png, ephemeral).
None of these are W2 membership — that's done.
| Residual | Where | Probe-grounded cause | Owner |
|---|---|---|---|
| Missing ceiling / open roof | cellar, stairs | ceiling not capped by the drawn shells | W3 (seal) |
| Entities bleed through (NPCs / doors / smoke pillars / particles) | everywhere indoors | entities drawn ungated — not clipped to the visible cells | W3 (entity gate) |
| Openings show "bluish world" | cellar entrance, doorway | openings reveal clear-color/sky instead of the adjacent cell | W3 (clip) |
| Transparent interior walls | room | opaque shells ([shell] tr=0 zh=0) render transparent → EnvCellRenderer inherits a leftover GL_BLEND; opaque texels composite against the bluish clear color |
Render GL-state fix (memory render-self-contained-gl-state) |
Doorway ping-pong 0170↔0031 |
threshold | physics cell flips indoor↔outdoor at a near-static position; no stab-list prune | W2b (confirmed needed) |
Key cross-cutting observation: the PView builder (PortalVisibilityBuilder) computes
sensible visible-cell sets (1–5 cells depending on root) AND non-empty OutsideView clip
regions at exit portals ([vis] root=0171 outside(polys=1,planes=4) from the room's front
door). The problem is the render gates don't all obey that output — entities draw
ungated, the ceiling isn't drawn/capped, openings show the background. That is exactly
W3's "compute visibility once, enforce it once for ALL geometry."
5. Ping-pong evidence (W2b is needed, not optional)
At the doorway threshold, [cell-transit] shows the physics cell flipping at a near-static
position:
0xA9B40170 -> 0xA9B40031 pos=(155.054,16.569,94.000)
0xA9B40031 -> 0xA9B40170 pos=(155.075,16.522,94.000)
0xA9B40170 -> 0xA9B40031 pos=(155.035,16.610,94.000)
0xA9B40031 -> 0xA9B40170 pos=(155.129,16.403,94.000)
0170 (indoor) ↔ 0031 (outdoor) at ~(155.1, 16.5). W2b's stab-list prune (hold the indoor
cell unless the outdoor candidate is in CurrCell.StabList) is the retail-faithful fix the
#98 saga never tried. Plan: W2 plan Task 3 (docs/superpowers/plans/2026-06-02-unified-cell-graph-stage2.md).
6. Apparatus / how to reproduce
- Launch (per CLAUDE.md "Running the client") with
ACDREAM_PROBE_SHELL=1 ACDREAM_PROBE_VIS=1 ACDREAM_PROBE_CELL=1 ACDREAM_PROBE_ENVCELL=1. Pipe to a log viaTee-Object— note the log is UTF-16; read it with the ripgrep-based Grep tool or PowerShellGet-Content, NOT GNUgrep(silently matches nothing). - Screenshots: PowerShell
System.DrawingCopyFromScreenon theAcDream.AppMainWindowHandle→ PNG →Readthe PNG. (Capture loop used this session; works.) - Probes:
[vis](root + visible cells + OutsideView poly/plane counts),[shell](per-cell shell render +tr/zhflags),[cell-transit](physics CellId changes + reason),[envcells]. ACE respawns at last logout position (likely the cellar0xA9B40171/0174). - Cottage cells:
0171room (Z94),0175stairs (Z93),0174cellar (Z90),0172/0173room sub-cells,0170vestibule; outdoor neighbours0031/0032.
7. Do-NOT-repeat / settled facts
- W2a (membership) is done — the residuals are W2b/W3/GL-state, NOT membership. Don't re-investigate "why doesn't render engage" — it does now.
- The transparent walls are NOT translucent geometry (
tr=0) — it's theEnvCellRendererinherited-GL_BLENDbug (memoryrender-self-contained-gl-state, item 3). MirrorWbDrawDispatcher's per-passDisable/Enable(Blend)+DepthMask. - The PView builder works; don't rebuild it. W3 makes the GATES obey it.
- Disproven earlier (do not revisit): camera/eye as root, cull mode, shell geometry/texture missing, stencil-mask-breaks-outdoors, flag-based per-entity gate routing.
8. Pickup prompt (copy-paste for the next session)
PHASE W (Unified Cell Graph) — continue on branch claude/thirsty-goldberg-51bb9b
(do NOT branch/worktree). Preserve the 2 git stashes — do not drop. Branch UNPUSHED — ask
before pushing. HEAD = 02acac5.
READ FIRST, in full: docs/research/2026-06-02-phase-w-w2a-shipped-baseline-handoff.md, then
the W2 spec docs/superpowers/specs/2026-06-02-unified-cell-graph-stage2-design.md + plan
docs/superpowers/plans/2026-06-02-unified-cell-graph-stage2.md, then the evidence doc
docs/research/2026-06-02-render-cell-membership-evidence.md.
STATE: M1.5 "indoor world feels right." Phase W = full retail CObjCell cell-graph migration,
5 stages. W1 (ObjCell scaffold) SHIPPED. W2a (render reads physics CurrCell) SHIPPED +
visually verified — the indoor "world from below" is FIXED (cellar/stairs seal walls+floor).
W2 membership is done. Remaining residuals are scoped in the handoff §4.
DO NEXT (in order):
1. W2b — stab-list doorway hysteresis (CONFIRMED needed: ping-pong 0170<->0031 at the
threshold, handoff §5). Implement W2 plan Task 3 (port retail find_cell_list do_not_load_cells
prune into PhysicsEngine.ResolveCellId; hold indoor cell unless the outdoor candidate is in
CurrCell.StabList). Behavior-changing -> visual-verify the ping-pong stops, then W2 T4
(flip W2 shipped in roadmap). Subagent-driven per the plan.
2. W3 — render on the graph / ONE gate (spec it first via superpowers:brainstorming, grounded
in the handoff §4). Make ALL geometry obey the PView output: draw the ceiling/cap cell,
CLIP ENTITIES to the visible cells (kills the NPC/door/smoke bleed), clip the outside to
exit-portal openings (kills "bluish world" through openings). The PView builder already
produces sensible visible sets + OutsideView regions — W3 makes the gates obey them.
Fold in the EnvCellRenderer inherited-GL_BLEND fix (transparent walls; memory
render-self-contained-gl-state) here or as a standalone render-GL-state fix.
EVIDENCE-FIRST for any render/visual question: launch with ACDREAM_PROBE_SHELL/VIS/CELL/ENVCELL,
screenshot (PowerShell CopyFromScreen on AcDream.App), read the UTF-16 log with ripgrep/PowerShell
(NOT GNU grep). Cottage cells: 0171 room, 0175 stairs, 0174 cellar, 0170 vestibule, 0031/0032
outdoor. Visual verification at the cottage is the acceptance gate for W2b + W3.
DO NOT REPEAT: W2a membership is done (render engages now); transparent walls = EnvCellRenderer
inherited GL_BLEND (not translucent geometry); the PView builder works (W3 fixes the GATES, not
the builder); camera/eye-as-root + stencil-mask-breaks-outdoors + flag-based gate routing are
all evidence-disproven.