docs(plan): Phase A8 — full WB RenderInsideOut + RenderOutsideIn port plan
12-task implementation plan (RR1-RR12, 94 step checkboxes total):
RR1 — Cleanup: commit [vis] probe; revert R3+R3.5 v1+v2; supersede old docs
RR2 — Spike: confirm BuildingInfo shape + WB interior-portal walk algorithm
RR3 — Implement Building + BuildingRegistry + BuildingLoader (TDD, 10 tests)
RR4 — Wire registry into landblock load + LoadedCell.BuildingId
RR5 — WbDrawDispatcher.Draw(cellIds:) overload (TDD)
RR6 — IndoorCellStencilPipeline 3-bit + occlusion-query helpers
RR7 — Render frame: WB Steps 1-4 + outdoor branch + stencil-gated sky
RR8 — Visual verification gate: Steps 1-4 close #78 + Issues A+C
RR9 — Step 5 (3-stencil-bit cross-building + occlusion queries)
RR10 — Visual verification gate: Step 5
RR11 — RenderOutsideIn (cottage interiors through windows from outside)
RR12 — Final visual matrix + ship docs (close #78, #102; update CLAUDE.md)
Each task: bite-sized 2-5 min steps; exact code snippets; commit per task.
Visual gates at RR8, RR10, RR12 ensure each layer works before adding the
next. Risk register handles RR2 data-shape uncertainty + RR9/RR11 frustum
API adaptation.
Estimated 8-10 sessions (~1.5-2 weeks calendar). Closes M1.5 indoor world
acceptance scope.
Design: docs/superpowers/specs/2026-05-26-phase-a8-wb-full-port-design.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>