The visibility root + portal-side test now use the PLAYER position (visRootPos) in player mode instead of the camera EYE; the eye still drives the per-frame projection (envCellViewProj). Live ACDREAM_PROBE_FLAP evidence: the flap was the 3rd-person eye drifting out of the player's cell -> FindCameraCell returning the STALE cell for its grace frames -> the doorway portal culled as behind-the-eye -> exit cell + terrain + shells dropped (res=Grace eyeInRoot=n terrain=Skip on every flap frame). Retail's CellManager::ChangePosition (0x004559B0) tracks curr_cell by the player; acdream already roots lighting at the player (GameWindow:7152) for the same chase-cam reason — visibility was the lone holdout on the eye. Removed the earlier synthetic builder flap test, which modeled a disproven (side-test) hypothesis; the fix is integration- level, validated by the visual gate + [flap] probe. App tests 151/151. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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|---|---|---|
| .. | ||
| Wb | ||
| CameraControllerTests.cs | ||
| CellVisibilityPortalPolygonsTests.cs | ||
| ClipFrameAssemblerTests.cs | ||
| ClipFrameLayoutTests.cs | ||
| ClipPlaneSetTests.cs | ||
| PhysicsCameraCollisionProbeTests.cs | ||
| PortalProjectionTests.cs | ||
| PortalViewTests.cs | ||
| PortalVisibilityBuilderTests.cs | ||
| RetailChaseCameraTests.cs | ||
| ScreenPolygonClipTests.cs | ||