Two user reports from the #124 gate session, both axioms:
- #131: "the portal swirl is missing, when I look out from inside a
house. Appears when I walk out again." Mechanism frame: under an
interior root an outdoor dynamic's particles draw ONLY via the
landscape slice's Scene pass (#118 outside-stage routing; #121
excludes them from the last-pass particle callback) - if any link
fails, the swirl draws nowhere exactly when indoors. Desk-exonerated
already: filter key conventions uniform, the routing predicate
correct, sphere from vertex bounds.
- #132: "I have a candle ... when a wall is behind it it shows, but if
I turn a bit and the opening through a house is behind it candle
light disappears." Background-dependent => per-pixel depth/blend at
the aperture region, not owner culling. Possible overlap with the
#124 look-in sub-pass (new pre-clear content in those pixels) - the
pre-77cef4c check is in the issue.
Apparatus (env-gated, zero cost off): ACDREAM_PROBE_OUTSTAGE=1 ->
[outstage] per-slice outside-stage routing + cone verdict per dynamic
(print-on-change, RetailPViewRenderer) + [outstage-pt] slice
Scene-particle id set + live attached-emitter match count (GameWindow).
One capture standing inside looking at the portal pins which link
breaks.
Suites: App 259+1skip / Core 1439+2skip / UI 420 / Net 294 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>