docs: T5 comprehensive gate verdict - PARTIAL PASS; #108/#109/#97 closed, #117-#120 filed
The single comprehensive visual gate (2026-06-11, user-driven):
CONFIRMED (user axioms): doors block both ways incl. off-center (#99
visual pass), cellar descent/ascent clean + #108 grass-sweep GONE, inn
2nd floor clean (#97 CLOSED), interiors stable through doorways incl.
edge-on, #109 far-door oscillation GONE, formerly-popping stairs now
stable at all ranges. The entire T6/BR-7 collision port passed 100%.
REMAINING (render, filed at mechanism level - no live whack-a-mole):
- #117 aperture-shaped see-through: doors/interiors visible through
terrain hills and through nearer buildings (the far-Z punch erases
occluder depth at aperture pixels). Decomp direction:
DrawPortalPolyInternal depth state vs draw order.
- #118 character clipped + vanishes momentarily on house exit
(viewer-indoor/player-outdoor transition frames; local-player
partition / aperture-clip suspects).
- #119 old-tower stairs partially invisible + extraneous water barrel
(pre-existing); T5-log lead: [up-null] 0x010002B4 + 0x010008A8
cached EMPTY render data, permanently invisible.
- #120 [pv-ERROR] in-place propagation tripwire at depth 128 on the
cottage interior cells (T2 convergence invariant break, self-detected
during the gate) - investigate FIRST.
Rain-indoors not verifiable (clear weather).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>