The users tower capture (tower-viewer-capture.log, 551 [viewer] lines)
decodes into three distinct issues:
- #126 (HIGH, #107/#111 family): an OUTDOOR spawn claim on the tower
roof (z=127.2) is grounded to TERRAIN z=112 - the player is warped
through the roof into the tower interior, outdoor-classified ->
the transparent-interior spawn. The snap outdoor branch must ground
to the nearest WALKABLE surface (roofs/GfxObj floors), not terrain.
- #127 (HIGH, the flap mechanism): per-building flood admissions are
BISTABLE per frame under the outdoor root - flood size oscillates
+-1-3 cells at millimetre eye deltas (45<->52 standing on the roof,
including a byte-static eye flip). Every oscillation = building
interiors dropping in/out -> the roof/edge flap; running past a
building = #123. Interior side shows the same family (flood 1<->3,
outPolys 0<->1 during the climb).
- #128: the staircase was invisible the WHOLE climb under a HEALTHY
interior root (0xAAB30107 FullScreen views - the cone cannot cull a
root-cell static), while the SAME build rendered it perfectly in a
different session (diag spawn + screenshot, meshMissing=0).
Session-sticky nondeterminism; the barrel tracks this bug (a
partial subset of staircase parts), NOT dat content (user axiom:
no barrel in retail). Needs a diag-instrumented repro of the users
session shape.
The [viewer] probe now logs the camera forward (fwd=) so the next
capture can be replayed headlessly - Build clip results depend on the
view-projection, not just the eye.
Suites: App 238+1skip, Core 1422+2skip, UI 420, Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>