acdream/src
Erik e102fb363e
Some checks failed
CI / linux-portable (push) Successful in 3m35s
CI / windows-gate (push) Failing after 6m46s
CI / release (push) Has been skipped
fix(render) #132: outdoor alpha drains follow retail walk order
Retail draws every cell's objects inside LScape::draw's far-to-near walk
(DrawSortCell @0x005A17C0) and drains the one delayed-alpha list at the
DrawCells boundary AFTER the finished walk (@0x005A4872). Our outdoor
frame drained at the landscape-stage end and then drew punches, interior
shells, cell objects, and ALL dynamics — every one of those opaque
passes overwrote the already-composited flames (the reopened #132
candle class: "the door draws over the candle", creatures at openings).
Depth and barrier A/Bs were no-ops because the eraser is opaque color
painted after the drain.

Two retail-cited ordering corrections, outdoor-node roots only:

1. The stage-boundary drain is skipped and FlushLandscapeAlpha() runs
   after DrawDynamicsLast, where the frame's opaque world depth is
   complete — the one far-to-near list composites over everything,
   exactly like retail's boundary flush relative to its finished walk.
2. Before DrawExitPortalMasks, FlushLandscapeAlphaFartherThan(
   ExitPortalMaskBarrierDistance(...)) drains everything at or beyond
   the nearest cell whose exit-portal mask is about to write far-Z —
   retail DrawBuilding @0x0059F2A0 runs FlushAlphaList(0f) BEFORE its
   portal-only pass, so in the far-to-near walk nothing already drained
   can meet a punched aperture's falsified depth. Without this, the
   first correction let exterior waterfalls z-pass across punched
   apertures whose true landscape depth the punch erased (found live at
   the cathedral gate). Nearer content stays queued and legitimately
   composites in front of punched structures.

Interior roots keep the pre-clear stage-boundary drain unchanged.

User-gated live: Holtburg sign candle whole in front of the sign and
tower door at the aligned pose; cathedral waterfalls contained at every
camera zoom, inside and outside. Register row AP-236 retired (the
walk-order outcome reconstruction is complete; AP-34 remains the
umbrella for the CYpt-sort reconstruction itself). Filed #456 for the
separate occluded-distant-building/creature admission residual this
session diagnosed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 19:03:35 +02:00
..
AcDream.App fix(render) #132: outdoor alpha drains follow retail walk order 2026-08-29 19:03:35 +02:00
AcDream.Bake Optimize prepared asset package v2 2026-08-27 20:09:09 +02:00
AcDream.Cli fix: make locale-independence real, not assumed — parsing, casing, comparison 2026-08-19 20:11:32 +02:00
AcDream.Content Document PAK v2 resource closeout 2026-08-27 20:29:50 +02:00
AcDream.Core fix(render): particles draw unclipped, once, in their retail stage 2026-08-29 12:35:30 +02:00
AcDream.Core.Net fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
AcDream.Headless fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
AcDream.Launcher Optimize prepared asset package v2 2026-08-27 20:09:09 +02:00
AcDream.Launcher.Core fix(ci): make launcher space guidance culture invariant 2026-08-27 20:40:50 +02:00
AcDream.Platform feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
AcDream.Plugin.Abstractions feat(mosstank): add VTank-style automation PoC 2026-08-27 18:57:21 +02:00
AcDream.Plugins.MossTank feat(mosstank): add VTank-style automation PoC 2026-08-27 18:57:21 +02:00
AcDream.Plugins.Smoke feat(mosstank): add VTank-style automation PoC 2026-08-27 18:57:21 +02:00
AcDream.Runtime fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
AcDream.UI.Abstractions fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00