acdream/src/AcDream.App
Erik 8cb3176daa feat(lighting): SelectForCell (all dynamic lights per EnvCell) + #176 handoff — residual is a runtime z-fight
cdb trace of LIVE retail (tools/cdb/issue176-floor-light.cdb, binary<->PDB MATCH) PROVED retail
applies ALL its dynamic lights — 4 intensity-100 magenta portal lights (d3dIdx 3-6, falloff 6) +
the viewer fill (d3dIdx 1, 2.25) — as D3D hardware lights to EVERY Facility Hub cell, every frame,
stable. So the faceted purple wedges on the floor are retail-FAITHFUL. acdream did a per-cell
SelectForObject sphere-overlap 8-cap for cells, so the portal set could differ/flip per cell.

- LightManager.SelectForCell (retail minimize_envcell_lighting 0x0054c170): ALL dynamic lights
  applied unconditionally (shader range cutoff zeroes non-reaching = D3D hardware range), then
  nearest static torches fill remaining slots. Wired into EnvCellRenderer.GetCellLightSet.
  Objects keep SelectForObject (minimize_object_lighting). Pins:
  SelectForCell_AppliesAllDynamicLights_EvenOutOfReach + _SameDynamicSet_ForCellsFarApart_NoFlap.
- Apparatus: [light-detail] gains owner/cell/dyn (pinned the culprit = 2 portal weenies
  0x000F4247/48 in 0x8A020118/19, intensity=100 magenta); CellVertexNormals_SmoothOrFaceted_Dump
  (corridor floor uses SMOOTH per-vertex dat normals, not flat); tools/cdb/issue176-floor-light.cdb.

#176 RESIDUAL is NOT this fix. It's a RUNTIME draw z-fight in the seam floor. Eliminated (evidence):
NOT lighting (per-light cap + this both no-change), NOT membership (render cell 0x8A020164 stable
100% of 188k frames / 526 angles, res=None), NOT dat geometry (coplanar sweep empty at z=-6 floor
incl. cell 0164). NEXT = RenderDoc pixel-history. Full handoff + DO-NOT-RETRY:
docs/research/2026-07-06-176-seam-floor-zfight-handoff.md. Suites green: Core 2599 + 2 skip.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-06 13:55:16 +02:00
..
Audio feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
Diagnostics fix(pipeline): MP0 - profiler toggle-path hygiene + Max() seed (review follow-up) 2026-07-05 19:26:28 +02:00
Input fix #137 (window climb): the player's collision capsule topped out at 1.2m — head sphere 0.63m too low 2026-07-05 19:57:11 +02:00
Net refactor(app): extract LiveSessionController for network-side session lifecycle (Step 2) 2026-05-17 16:15:57 +02:00
Plugins feat(D.2b): IUiRegistry plugin UI surface + buffered drain into UiHost 2026-06-14 17:46:37 +02:00
Rendering feat(lighting): SelectForCell (all dynamic lights per EnvCell) + #176 handoff — residual is a runtime z-fight 2026-07-06 13:55:16 +02:00
Streaming fix(streaming): recover the player from the pending bucket — invisible-player / world-not-loading bug 2026-07-03 22:03:44 +02:00
Studio feat(ui): importer Fix C — per-element dat FontDid resolver (studio path); character level uses its retail font 2026-06-26 10:30:13 +02:00
UI fix(studio): Character window polish — XP-label left-align, smaller icons/tighter rows, selection bar full-width + top/bottom 2026-06-26 12:01:42 +02:00
AcDream.App.csproj feat(pipeline): MP1a - AcDream.Content assembly scaffold 2026-07-05 20:00:33 +02:00
Program.cs feat(studio): StudioWindow + LayoutSource — render a dat panel standalone 2026-06-25 14:26:47 +02:00
RuntimeOptions.cs feat(D.2b): flip vitals to the LayoutDesc importer; retire hand-authored vitals.xml 2026-06-15 16:30:24 +02:00