acdream/tools
Erik 5dc4140c11 feat(render): Phase A8 — indoor visibility + streaming fixes batch
Lands the working A8 indoor-rendering and streaming fixes accumulated this
session. User has verified these visually to some degree (e.g. lifestone /
translucent meshes confirmed fine under the FrontFace flip; bridge / wall /
collision regressions confirmed fixed after travel); not every path has been
exhaustively gated. The cellar-flap defect remains OPEN and will be solved
the retail-faithful way via a dedicated brainstorm (see handoff docs).

Rendering core (reviewed, high confidence):
- EnvCellRenderer SSBO stride fix: upload packed Matrix4x4[] (64B) instead of
  the 80B CPU InstanceData struct the shader never expected — fixes the
  transform/texture "explosion" for any draw with >1 instance (cells that
  dedupe to a shared cellGeomId). Real root cause.
- WB-style global FrontFace(CW) + per-batch CullMode carried through the MDI
  layout (GroupKey + BuildIndirectArrays + DrawIndirectRange split into
  same-cull runs with absolute uDrawIDOffset per run).
- EntitySet partitioning (IndoorPass / OutdoorScenery / LiveDynamic) +
  WorldEntity.BuildingShellAnchorCellId so building shells scope to their
  dat-derived building cell instead of rendering everywhere.
- RenderOutsideInAcdream (look into buildings from outside) +
  CollectVisiblePortalBuildings frustum cull of portal bounds.
- Sky-when-inside-building + per-cell audit probe + GL-state probe.

Streaming / perf (test-covered; not independently code-reviewed this session):
- Near/far priority queues so near work wins over far; PromoteToNear carries
  full landblock + mesh data; LandblockEntriesWithoutAnimatedIndex avoids
  rebuilding the animated-lookup dict in the hot draw path. Fixes the
  bridge-not-appearing / missing-walls / broken-collision-after-travel
  regressions and improves post-transition FPS.

Tooling + docs:
- tools/A8CellAudit: offline dat cell/portal/building dumper (portals +
  buildings modes) — reproduces the cellar-flap investigation with no launch.
- docs/research cellar-flap root-cause + option-2 handoff (the didInsideStencil
  double-duty finding + the WB-recursive design decision + brainstorm prompt),
  entity-taxonomy, replan, issue-78 visibility investigation.

Diagnostics retained on purpose: ACDREAM_A8_DIAG_* gates, portal_stencil.vert
provisional pos.w clamp, and the probe families are kept (env-var gated, zero
cost when off) because the pending option-2 cellar-flap brainstorm needs them.
Strip in the option-2 ship commit.

Indoor branch stays behind ACDREAM_A8_INDOOR_BRANCH=1 (default off = pre-A8
visual). Build green; App tests + Core (streaming/dispatcher/loader) tests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-29 10:14:50 +02:00
..
A8CellAudit feat(render): Phase A8 — indoor visibility + streaming fixes batch 2026-05-29 10:14:50 +02:00
cdb feat(phys): A6.P4 door — cdb-driven NegPolyHit dispatch (incomplete; needs BSP near-miss recording) 2026-05-25 10:36:22 +02:00
cdb-scripts fix(motion): full queue reset on locomotion-cycle direct transitions 2026-05-03 17:00:55 +02:00
diag-logs diag(motion): instrumentation for remote walk↔run leg-cycle bug (Commit A) 2026-05-03 20:38:47 +02:00
dump-keymap docs(research): canonical retail keymap + dump-keymap tool 2026-04-25 23:01:58 +02:00
ghidra_project feat(core): port decompiled AC client physics — CollisionPrimitives + PhysicsBody 2026-04-12 23:54:51 +02:00
InspectCoatTex docs(issues): #37 — Investigation 2 narrows bug to SubPalette coverage gaps 2026-05-05 14:45:50 +02:00
jsonl test(phys): A6.P5 fixture — 3 ticks from live door-stuck capture 2026-05-25 12:43:51 +02:00
pdb-extract feat(physics): #32 L.5 30Hz physics tick + retail debugger toolchain (#35) + Phase 3 retail-faithful kill_velocity 2026-04-30 22:41:12 +02:00
PesChainAudit docs(research): sky/weather investigation handoff + diagnostic tools 2026-04-26 21:40:34 +02:00
RainMeshProbe feat(sky): load Setup-backed (0x020xxx) sky objects via SetupMesh.Flatten 2026-04-27 23:24:09 +02:00
RetailTimeProbe sky(phase-8): retail-faithful night sky + README refresh 2026-04-24 20:34:36 +02:00
SkyObjectInspect sky(phase-8): retail-faithful night sky + README refresh 2026-04-24 20:34:36 +02:00
StarsProbe tools(probe): add StarsProbe to dump every SkyObject's geometry + UVs 2026-04-26 22:19:28 +02:00
TextureDump docs(research): sky/weather investigation handoff + diagnostic tools 2026-04-26 21:40:34 +02:00
WeatherEnumerator docs(research): sky/weather investigation handoff + diagnostic tools 2026-04-26 21:40:34 +02:00
WeatherSetupProbe docs(research): sky/weather investigation handoff + diagnostic tools 2026-04-26 21:40:34 +02:00
decompile_acclient.py research: decompile acclient.exe terrain/physics via Ghidra headless 2026-04-12 23:18:27 +02:00
decompile_full.py research: full acclient.exe decompilation — 22,225 functions, 688K lines 2026-04-12 23:25:51 +02:00
DecompileTargets.java research: decompile acclient.exe terrain/physics via Ghidra headless 2026-04-12 23:18:27 +02:00
ghidra_decompile.py research: decompile acclient.exe terrain/physics via Ghidra headless 2026-04-12 23:18:27 +02:00