acdream/docs/superpowers/specs
Erik b62b13ce21 docs(#185): design v2 — REAL root cause = shadow part-id uint32 overflow
Live capture #3 (cp-write + entity-source + full bsp-test object map) disproved
v1's grounding-retention theory and pinned the real bug: GameWindow.cs:7951
partId = entity.Id*256+partIndex OVERFLOWS uint32 for class-prefixed landblock
ids (0x40/0x80/0xC0), dropping the prefix byte so different-class entities sharing
the low 24 bits collide on one shadow part-id; Register deregisters the loser
(last-writer-wins), silently deleting collision geometry while render shows every
step. Landblock 0xF682 has 23 such collisions incl. the stair runs. The player
floats into the collision hole and the PrecipiceSlide wedge fires = the invisible
wall (a faithful symptom). Fix = Option A: RegisterMultiPart per entity (unique
32-bit entity.Id, retail add_shadows_to_cells/AddPartsShadow model), unifying on
the one faithful multi-part path and deleting both synthetic-id schemes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 09:55:24 +02:00
..
2026-04-11-foundation-phase-design.md docs: refresh strategic roadmap + Foundation phase design spec 2026-04-11 21:43:33 +02:00
2026-04-12-b3-complete-movement-design.md docs(specs): Phase B.3 Complete — movement and world navigation design 2026-04-12 15:54:12 +02:00
2026-04-12-physics-collision-engine-design.md docs(specs): Phase B.3 — physics collision engine design 2026-04-12 09:42:31 +02:00
2026-04-12-player-movement-design.md docs(specs): Phase B.2 — player movement mode design 2026-04-12 14:05:07 +02:00
2026-04-13-movement-completion-design.md docs: movement completion design spec (B.2/B.3) 2026-04-13 23:01:18 +02:00
2026-05-02-l3-remote-entity-motion-design.md docs(spec): Phase L.3 scope revision — combine L.3.1+L.3.2 2026-05-03 10:03:09 +02:00
2026-05-08-phase-n-worldbuilder-migration-design.md spec(rendering): Phase N WorldBuilder migration design + N.1 scenery 2026-05-08 08:47:23 +02:00
2026-05-08-phase-n1-scenery-via-wb-helpers-design.md spec(rendering): Phase N WorldBuilder migration design + N.1 scenery 2026-05-08 08:47:23 +02:00
2026-05-08-phase-n4-rendering-foundation-design.md spec(N.4): rendering pipeline foundation design 2026-05-08 12:47:49 +02:00
2026-05-08-phase-n5-modern-rendering-design.md phase(N.5): retirement amendment — InstancedMeshRenderer + StaticMeshRenderer + WbFoundationFlag deleted 2026-05-08 22:01:36 +02:00
2026-05-09-phase-a5-two-tier-streaming-design.md docs(A.5 T27): spec + plan amendments for T22.5 + ship 2026-05-10 10:06:26 +02:00
2026-05-09-phase-n5b-terrain-modern-design.md spec(N.5b): design for terrain on the modern rendering path 2026-05-09 08:23:09 +02:00
2026-05-10-issue-53-tier1-cache-design.md docs(post-A.5 #53): Tier 1 retry — mutation audit + cache design spec 2026-05-10 16:50:26 +02:00
2026-05-10-phase-m-network-stack-design.md docs(phase-m): sharpen Phase M into design spec + opcode coverage matrix 2026-05-10 19:22:49 +02:00
2026-05-11-phase-n6-slice1-design.md docs(perf #N6.1): apply final-review fixes — spec, baseline doc, issue #55 2026-05-11 12:51:10 +02:00
2026-05-12-l2g-dynamic-physicsstate-design.md docs(phys L.2g): design spec for dynamic PhysicsState toggling (doors) 2026-05-12 21:00:36 +02:00
2026-05-12-phase-c1.5a-portals-design.md docs(vfx #C.1.5a): ship Phase C.1.5a + file issue #56 for per-part collapse 2026-05-11 16:13:12 +02:00
2026-05-13-l2d-cbuildingobj-collision-design.md docs(phys L.2d): design spec for slice 1 BSP-hit diagnostic + L.2d reframe 2026-05-12 19:01:44 +02:00
2026-05-13-phase-b4b-design.md docs(B.4b): correct file paths — WorldPicker lives in AcDream.Core.Selection 2026-05-13 17:31:49 +02:00
2026-05-13-phase-b4c-design.md docs(B.4c): design spec for door swing animation 2026-05-14 06:26:57 +02:00
2026-05-13-phase-c1.5b-design.md docs(vfx #C.1.5b): design + plan for issue #56 + EnvCell DefaultScript 2026-05-11 23:51:44 +02:00
2026-05-14-phase-b6-design.md docs(B.6): record Slice 1 trace findings — ACE sends mtRun=0.00, no UP echo 2026-05-14 18:45:17 +02:00
2026-05-15-phase-b7-target-indicator-design.md docs(B.7): design spec for Vivid Target Indicator (selection feedback) 2026-05-15 06:46:55 +02:00
2026-05-16-phase-b6-suppress-movetostate-during-inbound-autowalk-design.md feat(retail): Phase B.6 — server-driven auto-walk done right 2026-05-16 16:14:44 +02:00
2026-05-18-retail-chase-camera-design.md docs(render): Phase A8.F — supersede the old "no camera collision" note 2026-05-29 19:46:53 +02:00
2026-05-19-indoor-cell-rendering-fix-design.md docs(spec): expand probe design with concrete line formats + code sites 2026-05-19 11:07:54 +02:00
2026-05-19-indoor-portal-cell-tracking-design.md docs(spec): Indoor portal-based cell tracking design 2026-05-19 16:32:21 +02:00
2026-05-19-indoor-walkable-plane-bsp-port-design.md docs(spec): indoor walkable-plane BSP port — design 2026-05-19 21:08:49 +02:00
2026-05-19-indoor-walking-phase1-bsp-cluster-design.md docs(spec): Indoor walking Phase 1 — BSP cluster design 2026-05-19 14:07:01 +02:00
2026-05-19-phase2-indoor-cell-rendering-fix-design.md docs(spec): Phase 2 indoor cell rendering fix design 2026-05-19 12:18:04 +02:00
2026-05-20-indoor-bsp-worldorigin-fix-design.md docs(spec): indoor BSP world-origin / world-rotation fix (Bug B) 2026-05-20 07:38:27 +02:00
2026-05-20-indoor-walkable-synthesis-removal-design.md docs(spec): remove per-frame indoor walkable-plane synthesis (Bug A) 2026-05-20 08:32:17 +02:00
2026-05-20-phase-a4-multi-cell-bsp-design.md docs(spec): Phase A4 — multi-cell BSP iteration design 2026-05-20 15:50:03 +02:00
2026-05-21-cylinder-fallback-dedup-design.md fix(physics): skip mesh-AABB-fallback cylinder for landblock stabs 2026-05-20 11:42:13 +02:00
2026-05-21-indoor-walk-miss-probe-design.md docs(physics): spec + plan + findings for ISSUES #83 walk-miss probe spike 2026-05-20 11:00:11 +02:00
2026-05-21-phase-a6-indoor-physics-fidelity-design.md docs(spec): Phase A6 — Indoor physics fidelity (cdb-driven) — design 2026-05-21 17:57:48 +02:00
2026-05-21-phase-o-dat-path-unification-design.md plan(O): Phase O implementation plan + spec layer-placement fix 2026-05-21 14:49:19 +02:00
2026-05-24-door-collision-per-part-bsp-design.md docs(phys): design spec — per-part BSP collision for server-spawned entities 2026-05-24 14:21:07 +02:00
2026-05-24-phase-a6-p4-retail-shadow-architecture.md docs: A6.P3 #98 resolution + A6.P4 design + #99/#100 filed 2026-05-24 07:23:49 +02:00
2026-05-26-phase-a8-restructure-design.md docs: Phase A8 — mark prior restructure design+plan as SUPERSEDED 2026-05-27 10:08:48 +02:00
2026-05-26-phase-a8-wb-full-port-design.md docs(spec): Phase A8 — full WB RenderInsideOut + RenderOutsideIn port (design) 2026-05-27 09:29:14 +02:00
2026-05-29-a8f-camera-collision-design.md fix(render): Phase A8.F — camera sweep uses retail moverFlags 0x5c (PathClipped hard-stop) 2026-05-29 19:11:53 +02:00
2026-05-29-phase-a8f-portal-frame-visibility-design.md docs: A8.F spec — correct Step 0 (A8 batch already committed in 5dc4140) 2026-05-29 10:46:36 +02:00
2026-05-30-phase-u-unified-render-pipeline-design.md docs(render): Phase U — unified retail-faithful render pipeline design spec 2026-05-30 15:38:09 +02:00
2026-05-31-camera-collision-indoor-engagement-design.md docs(render): ARCHITECTURE RESET — indoor render is a 3-gate patchwork; handoff + unified-PView target 2026-05-31 21:35:55 +02:00
2026-05-31-phase-u4c-stabilize-portal-visibility-design.md docs(render): Phase U.4c — design spec (stabilize portal visibility / fix the flap) 2026-05-31 09:44:14 +02:00
2026-06-02-phase-w-transition-membership-and-pview-render-design.md docs(render): Phase W §1a — Stage-1 gate finding (deeper root: FindEnvCollisions:1947) 2026-06-02 14:26:00 +02:00
2026-06-02-render-pipeline-redesign-design.md docs(A): wrap Render Residual A — handoff + roadmap for the core inside render 2026-06-05 11:49:31 +02:00
2026-06-02-unified-cell-graph-stage1-design.md docs(render): Unified Cell Graph pivot — evidence model + Stage 1 spec 2026-06-02 08:27:00 +02:00
2026-06-02-unified-cell-graph-stage2-design.md docs: UCG W2 (one membership) spec + plan 2026-06-02 10:14:06 +02:00
2026-06-03-single-viewpoint-render-design.md docs(render): spec — single-viewpoint render (retail viewer, no split) 2026-06-03 12:24:42 +02:00
2026-06-03-verbatim-spatial-pipeline-port-master-plan.md docs(p2): session wrap — P1 done, P2 (Path 5 step-up) localized; handoff + plan/CLAUDE.md update 2026-06-04 08:52:56 +02:00
2026-06-05-residual-a-camera-collision-design.md docs(A): spec — verbatim SmartBox::update_viewer completion (Render Residual A) 2026-06-05 10:44:04 +02:00
2026-06-06-verbatim-retail-indoor-render-port-design.md docs: spec — verbatim retail indoor render port (DrawInside/DrawCells) 2026-06-06 21:28:27 +02:00
2026-06-07-render-unification-outdoor-as-cell-design.md docs: spec — render unification (outdoor-as-a-cell, single DrawInside path) 2026-06-07 18:07:33 +02:00
2026-06-08-portal-flood-enqueue-once-port-design.md docs(render): R-A2b spec — revive bounded-propagation, churn confirmed at flap-time 2026-06-09 09:48:53 +02:00
2026-06-08-portal-flood-membership-stability-design.md diag(render/physics): flap root-caused to physics rest µm-jitter; refute prior diagnoses 2026-06-08 09:16:12 +02:00
2026-06-09-portal-flood-bounded-propagation-r-a2b-design.md docs(render): R-A2b plan — back-portal side-cull (Option B), verify-first B1/B2 pin 2026-06-09 10:25:28 +02:00
2026-06-13-dungeon-support-design.md docs(G.3): gate correction — G.3a core landed; #95 CONFIRMED LIVE (not superseded) 2026-06-13 18:30:43 +02:00
2026-06-14-d2b-retail-panel-frame-design.md feat(D.2b): wire UiHost + live retail Vitals panel (render-only); retire TS-30 2026-06-14 16:56:57 +02:00
2026-06-15-chat-window-redrive-design.md @ 2026-06-15 19:38:27 +02:00
2026-06-15-layoutdesc-importer-design.md docs(D.2b): LayoutDesc importer design spec (data-driven retail windows) 2026-06-15 12:38:34 +02:00
2026-06-16-d2b-toolbar-phase1-design.md docs(D.5.1): toolbar phase-1 implementation plan (+ spec wiring-delta note) 2026-06-16 21:27:49 +02:00
2026-06-16-d2b-widget-generalization-design.md docs(D.2b): spec correction — input is Variant B, Type 3 not registered 2026-06-16 17:54:52 +02:00
2026-06-17-d2b-stateful-icon-design.md docs(D.5.2): implementation plan (9 TDD tasks) + spec wiring fix 2026-06-17 18:19:26 +02:00
2026-06-18-a7-fixd-torch-overbright-design.md docs(lighting): A7 Fix D investigation RESOLVED + implementation spec (#140) 2026-06-18 17:08:27 +02:00
2026-06-18-d53a-selected-object-meter-design.md feat(D.5.3a): selected-object meter — Health bar + name on the action bar 2026-06-18 22:47:24 +02:00
2026-06-18-d54-object-item-model-design.md docs(D.5.4): client object/item data model design (brainstorm spec) 2026-06-18 15:06:00 +02:00
2026-06-20-d2b-drag-drop-spine-design.md docs(D.5.3/B.1): drag-drop spine design spec 2026-06-20 12:23:44 +02:00
2026-06-20-d2b-inventory-grid-mount-design.md docs(D.2b-B): B-Grid design spec — inventory sub-window mount + grid mode 2026-06-20 22:25:50 +02:00
2026-06-20-d2b-toolbar-collapse-design.md docs(D.2b): toolbar collapse-to-one-row design spec 2026-06-20 18:25:46 +02:00
2026-06-20-d2b-toolbar-shortcut-drag-design.md docs(D.5.3/B.2): toolbar shortcut drag interactivity design spec 2026-06-20 14:57:31 +02:00
2026-06-20-d2b-window-manager-design.md docs(D.2b-A): window manager + F12 inventory toggle design spec 2026-06-20 21:21:29 +02:00
2026-06-20-indoor-sun-gate-design.md docs(lighting): #142 spec — per-instance sun gate for windowed interiors 2026-06-20 12:49:35 +02:00
2026-06-21-145-cell-relative-physics-frame-design.md refactor(physics #145): Slice 1 — rename Frame->CellFrame to avoid DatReaderWriter.Types.Frame collision 2026-06-21 10:34:36 +02:00
2026-06-21-d2b-inventory-controller-design.md docs(D.2b-B): InventoryController (B-Controller) design spec 2026-06-21 08:31:21 +02:00
2026-06-21-d2b-inventory-window-finish-design.md docs(D.2b): inventory window finish (Stage 1) spec 2026-06-21 20:07:10 +02:00
2026-06-21-d2b-inventory-wire-design.md docs(D.2b-B): B-Wire spec — inventory wire layer 2026-06-21 18:25:58 +02:00
2026-06-21-retail-teleport-flow-design.md docs(teleport-flow): design — unified retail TeleportAnimState flow (Work item B keystone) 2026-06-21 19:03:10 +02:00
2026-06-22-d2b-container-switching-design.md docs(D.2b): container-switching design spec 2026-06-22 14:15:42 +02:00
2026-06-22-d2b-empty-slot-art-design.md docs(D.2b): design — faithful inventory empty-slot art via cell-template resolution 2026-06-22 10:31:38 +02:00
2026-06-22-d2b-inventory-drag-drop-design.md docs(D.2b): inventory drag-drop (item moving) design spec 2026-06-22 19:28:05 +02:00
2026-06-22-d2b-paperdoll-slice1-equip-slots-design.md fix(D.2b): PaperdollController review fixes — player-scope Concerns, loop clarity 2026-06-22 22:32:34 +02:00
2026-06-22-retail-teleport-residency-tunnel-design.md docs(teleport): spec — retail residency + fade-cover (refutes _datLock starvation) 2026-06-22 11:18:16 +02:00
2026-06-23-cellobject-draw-batching-design.md docs(perf): dense-town FPS attribution (CPU-bound, GPU=0.5ms) + cellobject-batch spec 2026-06-23 20:41:45 +02:00
2026-06-23-d2b-paperdoll-slice2-design.md docs(D.2b): Slice 2 design — paperdoll doll viewport + Slots toggle (RTT) 2026-06-23 08:40:48 +02:00
2026-06-23-datlock-contention-fix-design.md docs: datLock-contention FPS fix design spec 2026-06-23 09:22:20 +02:00
2026-06-23-envcell-shell-batching-design.md docs: spec — batch EnvCell shell draws (dense-town FPS root cause) 2026-06-23 15:46:19 +02:00
2026-06-24-unified-collision-inclusion-design.md docs(physics): collision-inclusion audit + unified verbatim-collision design 2026-06-24 18:43:13 +02:00
2026-06-25-ui-studio-previewer-design.md docs(studio): design spec — acdream UI Studio (live previewer + inspector) 2026-06-25 14:05:31 +02:00
2026-06-30-movement-wire-parity-design.md feat(L.2b): outbound movement wire parity — RawMotionState default-difference, JumpPack, contact byte 2026-06-30 22:30:01 +02:00
2026-07-05-modern-pipeline-design.md docs(pipeline): correct 6.6 - EnvCell dedup is REQUIRED (full-bake gate) 2026-07-05 23:16:12 +02:00
2026-07-07-player-physics-update-verbatim-rebuild-design.md docs(#182): crowd-collision investigation outcome + velocity-model rebuild design 2026-07-07 13:07:56 +02:00
2026-07-07-remote-creature-deoverlap-design.md docs: remote-creature de-overlap — design spec + fresh-session handoff 2026-07-07 20:29:06 +02:00
2026-07-08-185-outdoor-stairs-fix-design.md docs(#185): design v2 — REAL root cause = shadow part-id uint32 overflow 2026-07-08 09:55:24 +02:00