acdream/docs
Erik 653e7f380f docs(issues): close #142 + #143 (indoor lighting); file #144 (dungeon still too dim)
#142 + #143 resolved this session — interiors + the meeting-hall portal now match
retail (user-confirmed). The #142 diagnosed cause (per-frame sun/ambient regime)
was a red herring; the real bug was the EnvCellRenderer landblock-key lookup
(0d8b827) that starved every interior wall of point lights. #143's portal light
rides the weenie-light path + the dynamic D3D 1/d attenuation (57c2ab7).

#144: dungeons improved (torch cells light up now) but torch-sparse stretches +
overall brightness still trail retail. Needs a side-by-side cdb capture of
retail's dungeon (active lights + ambient) — candidates: per-vertex bake under-lit
on low-poly walls, 0.2 sealed ambient too dark, or retail leans harder on dynamics.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 18:25:22 +02:00
..
architecture fix(lighting): indoor interiors now lit — landblock-key bug + viewer light + weenie fixtures 2026-06-20 15:51:55 +02:00
audit docs: update audit — Sprint 1 items verified (sequence counters + scenery LCG) 2026-04-13 13:51:39 +02:00
plans docs(D.5.4): roadmap shipped + divergence register (event model + deferred parent pre-queue) 2026-06-18 17:03:28 +02:00
research fix(lighting): indoor interiors now lit — landblock-key bug + viewer light + weenie fixtures 2026-06-20 15:51:55 +02:00
superpowers docs(lighting): #142 spec — per-instance sun gate for windowed interiors 2026-06-20 12:49:35 +02:00
bugs.md docs: update bugs.md — close BUG-002/003/004, add BUG-005/006/007 2026-04-14 12:17:31 +02:00
ISSUES.md docs(issues): close #142 + #143 (indoor lighting); file #144 (dungeon still too dim) 2026-06-20 18:25:22 +02:00