Retail floods a building's interior exactly when its shell DRAWS and an
aperture survives the view: DrawBuilding (Ghidra 0x0059f2a0) -> per-view
viewconeCheck on the shell -> portal-BSP walk -> ConstructView(CBldPortal)
side test + GetClip-vs-view + GetVisible. There is NO distance constant
anywhere on that chain (verifier-confirmed, flood-gate-shape adjusted).
Port:
- GameWindow's outdoor-node gather: per-BUILDING frustum pre-gate on the
aperture bounds (Building.PortalBounds - the tight flood-purposes
equivalent of the shell viewconeCheck), iterating the per-landblock
BuildingRegistries. Replaces the Chebyshev<=1 landblock cell-sweep.
Also the proper fix for the 2026-06-07 'FPS drops when I look out'
problem the Chebyshev hack approximated: dozens of AABB tests instead
of an O(all loaded cells) portal sweep.
- OutdoorBuildingSeedDistance 48f -> infinity (the binary visibility pop
at ~48 m - the confirmed #109 mechanism candidate - is gone; admission
is now the screen clip per portal, retail's GetClip gate).
- The legacy clipRoot==null look-in path keeps its 48 m: it is T4
deletion scope; improving doomed code wastes effort.
Closes the building-flood-seeding-48m-cutoff divergence (culling area,
adjusted-confirmed). Suites: App 226 green (flood gates included).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>