Phase 2's one-line WB patch (Setup-prefix guard at ObjectMeshManager.cs:1230) fixed the symptom but is structurally a band-aid. CLAUDE.md's no-workarounds rule says we should retire it. The proper fix is switching our EnvCell rendering from the general-purpose PrepareMeshDataAsync entry point (which iterates static-object parts + emitters we don't need + triggers the buggy TryGet<Setup> call) to WB's narrower PrepareEnvCellGeomMeshDataAsync API at ObjectMeshManager.cs:386. That function only builds cell room mesh — which is the only thing we use WB for at the cell level. Static objects are already hydrated separately, particle scripts already run via our own EntityScriptActivator. #87 is the issue tracking that refactor. When it lands the WB fork returns to pristine state (no acdream-specific commits on the acdream branch for this file). Handoff doc updated to flag the patch as a known band-aid pending #87. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
104 lines
7 KiB
Markdown
104 lines
7 KiB
Markdown
# Indoor cell rendering — follow-up handoff
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**Status:** Phase 1 (diagnostics) + Phase 2 (fix for missing floors) shipped 2026-05-19. Merged to `main`. The 9 new bugs surfaced when floors started rendering are filed as `docs/ISSUES.md#78` through `#86`.
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This doc is the start-of-session brief for whoever picks up the next indoor-walking phase.
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---
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## What's in place
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**Diagnostic infrastructure (Phase 1)**
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Five `[indoor-*]` probes are wired and on a runtime-toggleable flag — leave them in place; they're useful for any indoor follow-up work:
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| Probe | Where | Toggle |
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| `[indoor-walk]` | `WbDrawDispatcher.WalkEntitiesInto` per cell entity that passes visibility | `ACDREAM_PROBE_INDOOR_WALK=1` or DebugPanel checkbox |
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| `[indoor-cull]` | Same site, when entity is rejected (visibleCellIds-miss or frustum) | `ACDREAM_PROBE_INDOOR_CULL=1` |
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| `[indoor-upload]` | `WbMeshAdapter.IncrementRefCount` + `Tick()` for EnvCell ids | `ACDREAM_PROBE_INDOOR_UPLOAD=1` |
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| `[indoor-lookup]` | `WbDrawDispatcher.Draw` per-MeshRef TryGetRenderData call | `ACDREAM_PROBE_INDOOR_LOOKUP=1` |
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| `[indoor-xform]` | Same site, for cellGeomId SetupPart's composed world matrix | `ACDREAM_PROBE_INDOOR_XFORM=1` |
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Master toggle: `ACDREAM_PROBE_INDOOR_ALL=1` cascades to all five. All probes are zero-cost when off.
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The `WbMeshAdapter` also now injects a `ConsoleErrorLogger<ObjectMeshManager>` (replacing the default `NullLogger`) so any future exception WB silently catches surfaces as `[wb-error]` lines automatically. This was the key unlock for Phase 2's diagnosis — see [`feedback_logger_injection_for_silent_catches`](../../../.claude/projects/C--Users-erikn-source-repos-acdream/memory/feedback_logger_injection_for_silent_catches.md) memory entry.
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**Other Phase 1/2 fixes already in main**
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- Indoor ambient color is now retail-faithful `(0.20, 0.20, 0.20)` — was guessed `(0.10, 0.09, 0.08)`.
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- Indoor lighting triggers off **player** cell, not camera cell — fixes "darker when camera enters" with third-person chase.
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- WB submodule has a **one-line band-aid patch** (`ObjectMeshManager.cs:1230` Setup-prefix guard at `TryGet<Setup>`) on `eriknihlen/WorldBuilder@acdream` at SHA `34460c4`. Submodule pointer in acdream's `main` is advanced. **This is a band-aid** — see `docs/ISSUES.md` #87 for the proper fix (switch to WB's narrower `PrepareEnvCellGeomMeshDataAsync` API). Retire the patch when that issue lands.
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---
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## The 9 follow-up issues
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Full descriptions + hypotheses are in `docs/ISSUES.md`. Summary table:
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| # | Title | Cluster | Severity |
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| #78 | Outdoor stabs/buildings visible through floor | Cell-BSP / visibility | HIGH |
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| #79 | Spurious spot lights on walls indoors | Indoor lighting | MEDIUM |
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| #80 | 2nd floor camera goes very dark | Indoor lighting | MEDIUM |
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| #81 | Static building stabs don't react to atmospheric lighting | Indoor lighting | MEDIUM |
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| #82 | Some slope terrain lit incorrectly | Terrain shading | LOW |
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| #83 | Walking up stairs broken | Physics / movement | HIGH |
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| #84 | Blocked by air indoors | Cell-BSP / collision | HIGH |
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| #85 | Pass through walls from outside→in | Cell-BSP / collision | HIGH |
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| #86 | Click selection penetrates walls | Cell-BSP / interaction | MEDIUM |
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**Proposed phase groupings:**
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- **Cluster A: Cell-BSP + portal cull** — likely fixes #78, #84, #85, #86 in one phase. Shared root cause hypothesis: the cell BSP physics geometry isn't being correctly used by the movement resolver / WorldPicker / depth-cull. Common pieces:
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- `_physicsDataCache.CacheCellStruct` at `GameWindow.cs:5384` caches with `cellTransform` (including `+0.02f` Z bump for render anti-z-fight) — physics may be misaligned.
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- WB's `VisibilityManager.RenderInsideOut` stencil pipeline is unused by acdream — explains #78.
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- `WorldPicker` raycast doesn't test cell BSP — explains #86.
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- Wall BSP polys likely one-sided — explains #85.
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- **Cluster B: Indoor lighting plumbing** — #79, #80, #81 each need separate investigation but share the `mesh_modern.frag` + `SceneLightingUbo` pipeline. #82 may be terrain-shader-specific.
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- **Standalone: #83 stairs** — needs the existing physics step-up logic to handle EnvCell stair geometry. Could share work with Cluster A if cell BSP is the common path.
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**Suggested order:**
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1. **Cluster A first.** Biggest gameplay impact (collision is broken). Probably 1-2 weeks of work.
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2. **#83 stairs** as a follow-up once cell BSP collision is solid.
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3. **Cluster B lighting** last. Smallest gameplay impact, biggest visual polish.
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---
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## Where to start a new session
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The recommended kickoff prompt is at [`docs/research/2026-05-19-indoor-followup-prompt.md`](2026-05-19-indoor-followup-prompt.md). Drop it into a fresh Claude Code session in this repo and it should orient itself.
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Key files to point Claude at when starting:
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- This handoff doc.
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- `docs/ISSUES.md` lines covering #78-#86 (search for "Indoor walking issue cluster").
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- `docs/research/2026-05-19-indoor-cell-rendering-cause.md` — Phase 2 cause analysis, useful as the "what we already know" anchor for any follow-up.
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- `docs/research/2026-05-19-indoor-cell-rendering-verification.md` — what's working today.
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---
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## Important context
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- **Don't touch the diagnostic infrastructure** in `WbMeshAdapter` or `RenderingDiagnostics` unless you're extending it. Phase 2 left it ready for re-use.
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- **The probes are runtime-toggleable** — DebugPanel has checkboxes. No relaunch needed to flip them.
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- **`ConsoleErrorLogger` is now the default WB logger.** Any future WB-internal exception will surface as `[wb-error]` automatically without any new diagnostic code.
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- **Don't try to patch WB upstream** — the user wants the fix to live only in their fork (`eriknihlen/WorldBuilder`). Future WB patches go on the `acdream` branch of the fork.
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- **The `+0.02f` Z bump on cell origin** at `GameWindow.cs:5362` exists to prevent z-fighting with terrain. It's applied to both render geometry AND physics BSP. May be a confounding factor for #84 (blocked by air).
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---
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## Verification approach for the next phase
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Same pattern that worked for Phase 1+2:
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1. **Diagnostics first.** Add probes / log surfaces for the suspected failure paths. The `ConsoleErrorLogger` may already be surfacing relevant errors — check `launch.log` first.
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2. **Capture cold.** Launch the client (the Phase 1 + Phase 2 launch incantation is documented at the top of `CLAUDE.md`), walk into Holtburg Inn, take note of the user-observable symptom (e.g., "I'm at position X, I tried to walk through a wall and went through").
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3. **Identify the root cause definitively.** Don't apply a fix until the captured data points at one specific code site.
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4. **Apply a surgical fix.** Per CLAUDE.md's no-workarounds rule — fix the actual cause, not the symptom.
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5. **Re-capture and verify.** Visual confirmation by the user is the acceptance test.
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Phase 1+2 took 4 client launches total once the diagnostic infrastructure was in place. The Cluster A phase should be similar — assuming the cell-BSP hypothesis holds, one probe addition + one capture should pin the root cause.
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