Continued indoor testing through 2026-05-20 surfaced a deep family of physics + lighting bugs that span buildings AND dungeons. Today's session shipped 5 surgical fixes (A4 + #89 + #90 + #91 + #92) that close the user-visible "walls walk through at Holtburg inn" symptom, but #90 specifically is a CLAUDE.md-rules workaround (sphere-overlap stickiness on top of point-only cell containment) added without prior approval. The underlying issue (BSP push-back distance probably diverges from retail) hasn't been measured. Plus the umbrella #83 (indoor multi-Z walking) has been open since 2026-05-19 with multiple aborted fix attempts; plus indoor lighting (#80 + #81 + new #93 + #94) has been deferred as "M7 polish" but is actually part of the same indoor-experience problem. Promoting to a milestone of its own forces the work to be central, retail-anchored, and complete — not another whack-a-mole patch. Milestone M1.5 — "Indoor world feels right": Demo: enter Holtburg Sewer through the in-town portal, navigate through 5-7 rooms with stairs + a multi-Z chamber, exit back to town. Walls block. Stairs work. Items block. Lighting reads correctly. Cell transitions smooth. Phases: A6 — Indoor physics fidelity (cdb-driven) A7 — Indoor lighting fidelity (RenderDoc + retail-decomp driven) Issues in scope: #80, #81, #83, #88, #90 (workaround removal), #93 (new lighting umbrella), #94 (held-item spotlight), + TryFindIndoorWalkablePlane synthesis removal. M2 ("Kill a drudge") deferred until M1.5 lands. This commit updates: - docs/plans/2026-05-12-milestones.md (M1.5 block inserted, M2 moved to deferred status) - docs/plans/2026-04-11-roadmap.md (A6 + A7 sub-pieces detailed) - CLAUDE.md (Currently working toward updated to M1.5, M2 paragraph marked deferred, M1.5 baseline shipped paragraph added) - docs/ISSUES.md (#80, #81, #83, #88, #90 tagged M1.5 scope; new #93 indoor lighting umbrella + #94 held-item spotlight filed) - docs/research/2026-05-21-open-items-pickup-prompt.md (landscape table reorganized around M1.5 phases) A6 + A7 specs to be drafted in the next session(s). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Open items pickup prompt — 2026-05-21 session aftermath
After the 2026-05-21 collision-fix session, six discrete items remain. This doc gives a fresh session the full landscape: how the items relate, what depends on what, what order makes sense.
The pasteable session-start prompt is at the bottom of this doc.
The landscape at a glance (updated 2026-05-20 — MILESTONE PROMOTION)
Status as of end of 2026-05-20 session: the original 6-item landscape has been promoted to a milestone of its own — M1.5 "Indoor world feels right" — opened today. M2 ("Kill a drudge") is deferred until M1.5 lands. Today's session shipped a 5-fix M1.5 baseline (A4 + #89 + #90 workaround + #91 + #92) closing the user-visible "walls walk through at Holtburg inn" symptom; the proper root-cause fix (BSP push-back distance investigation + synthesis removal) is the actual M1.5 work.
| # | Item | Domain | M1.5 phase | Status |
|---|---|---|---|---|
| A4 | Multi-cell BSP iteration — walls in adjacent cells too | Collision | (baseline, shipped) | ✅ CLOSED 2026-05-20 |
| #89 | Sphere-overlap in CheckBuildingTransit | Collision | (baseline, shipped) | ✅ CLOSED 2026-05-20 |
| #90 | CellId ping-pong at doorway threshold (workaround in place) | Collision — cell tracking | A6.P4 (workaround removal) | ⚠ WORKAROUND |
| #91 | Indoor cell shadows in FindObjCollisions | Collision | (baseline, shipped) | ✅ CLOSED 2026-05-20 |
| #92 | Server cell id at player-mode entry | Cell tracking | (baseline, shipped) | ✅ CLOSED 2026-05-20 |
| #83 | Indoor multi-Z walking (cellars, 2nd floors) — UMBRELLA | Physics | A6.P1-P3 | OPEN (M1.5 primary) |
| stairs | Stairs walk-through + stuck-in-falling | Physics | A6.P1-P3 (subsumed by #83) | OPEN |
| 2nd-floor / cellar | Multi-Z navigation | Physics | A6.P1-P3 (subsumed by #83) | OPEN |
TryFindIndoorWalkablePlane |
Per-frame CP synthesis (99.87% MISS) | Physics — synthesis removal | A6.P4 | OPEN (workaround) |
| #88 | Indoor static objects vibrate | Physics — sub-step state | A6 (suspected family) | OPEN |
| #93 | Indoor lighting broken (UMBRELLA — new) | Lighting | A7.L1-L3 | OPEN (M1.5 primary) |
| #94 | Held items project spotlight on walls (new) | Lighting | A7.L1-L3 | OPEN |
| #80 | Camera on 2nd floor goes dark | Lighting | A7.L1-L3 | OPEN |
| #81 | Static building stabs don't react to atmospheric lighting | Lighting | A7.L1-L3 | OPEN |
| A2 | PHSP inversion | Collision math | post-M1.5 (Low) | OPEN |
Two domains, one critical-path chain
The 6 items split cleanly:
Domain 1 — Collision (M2 critical path). A4, stairs, A2, A3. These block "kill a drudge" because dungeons have drudges and dungeons have walls/stairs/floors that need to behave correctly. The dependency chain is:
A4 (multi-cell iteration)
│
┌──────────┴──────────┐
▼ ▼
stairs (verify A3 (remove
post-A4) synthesis,
relies on
A4 retention)
▲
│
A2 (PHSP fix
— also useful
standalone)
A4 is the biggest user-visible win and it unblocks A3. A2 is a small self-contained correctness fix that pairs naturally with A3. Stairs are likely an A4 side-effect.
Domain 2 — Rendering (M7 polish). L-indoor + L-spotlight. These don't affect gameplay correctness — the world just looks wrong. Different code paths (lighting, not physics), different files, different domain knowledge. Best tackled in their own session, ideally after collision is solid so the visual artifacts are easier to isolate.
Why this order
-
A4 first. Biggest user-visible improvement. Closes the "vestibule cells don't block walls" gap by querying every cell the sphere overlaps, not just the one cell the player's center is in. Retail oracle:
CTransition::check_other_cellsatacclient_2013_pseudo_c.txt:272717-272798. ExistingCellTransit.FindCellListalready enumerates the right cells; A4 wires that intoFindEnvCollisions. Probably 1-2 days. -
Verify stairs after A4. If A4 closes vestibule walls, it probably also closes stairs (same architectural gap — stairs span cells). If stairs still walk-through after A4, investigate per-cell physics-poly coverage for stair geometry as a separate sub-issue.
-
A2. One-line flip in
PolygonHitsSpherePrecise(BSPQuery.cs:117) plus a unit test for the tangent boundary. Improves correctness across every BSP query (walls, step-up, step-down). Pairs cleanly with A3. -
A3. Once A4 + A2 land, the architectural cleanup becomes safe. Delete
TryFindIndoorWalkablePlane(TransitionTypes.cs:1294) and the synthesis call site. Retail's grounded path doesn't synthesize CP — it retains via Mechanisms A/B/C (already in our code at BSPQuery.cs:1615, TransitionTypes.cs:2618, TransitionTypes.cs:896). The 2026-05-20 session tried A3 prematurely (Bug A) and reverted because the doorway-exit case relied on multi-cell iteration that wasn't there. A4 closes that gap. -
Lighting (M7). Separate session. Different domain. Defer until M2 ships.
Per-item starter notes
A4 — multi-cell BSP iteration
Read first:
- §"Phase A4" of
docs/research/2026-05-21-collision-fixes-shipped-handoff.md acclient_2013_pseudo_c.txt:272717-272798(check_other_cells)src/AcDream.Core/Physics/TransitionTypes.cs:1407-1559(FindEnvCollisions— change site)src/AcDream.Core/Physics/CellTransit.cs(helpers already exist)
Approach:
- Extract a "cell_array" set from the player's current cell via the existing CellTransit BFS.
- Iterate each cell, run
BSPQuery.FindCollisionsagainst each one. - Combine results: any cell returning Collided/Adjusted halts; any cell returning Slid is remembered; all OK = return OK.
Acceptance: Walk into the Holtburg inn vestibule (cell 0xA9B40164).
Walls in cell 0xA9B40157 should now block when the player's sphere
extends into them, even though the player's center is still in the
vestibule.
Stairs walk-through
Strategy: verification-only, after A4. Launch with the same probe
set, walk up the inn stairs, watch the [indoor-bsp] results. If
stair hits fire correctly, done. If not, investigate the cell's
physics-poly data — stairs may be packed as static objects rather
than cell-structure polys.
A2 — PHSP inversion fix
Bug: BSPQuery.cs:117
has if (MathF.Abs(dist) > rad) return false; — bails when sphere
is FAR from plane. Retail's polygon_hits_sphere_slow_but_sure at
acclient_2013_pseudo_c.txt:322509-322517 does the opposite — bails
when sphere is OVERLAPPING plane.
Fix: flip the comparison. New unit test for the tangent boundary
(sphere center at radius distance from plane → continue, not
reject).
Caveat: doesn't fix walkable synthesis on its own —
AdjustSphereToPlane also rejects at the tangent boundary (strict
< check on interp). The two together gate the synthesis. Fixing A2
alone changes which side of the boundary the rejection happens on
but doesn't close the gap. Pair with A3 for the full benefit.
Read first:
- §"Phase A2" of
docs/research/2026-05-21-collision-fixes-shipped-handoff.md docs/research/2026-05-21-walk-miss-capture-findings.md(the smoking-gun analysis of the 2 cm boundary)
A3 — synthesis removal
Bug: retail's grounded path doesn't re-synthesize ContactPlane.
It retains via three mechanisms (Path 4 land, LKCP proximity restore,
post-OK step-down probe — all already in our code). Our
TryFindIndoorWalkablePlane runs every frame and is unfaithful.
Fix: delete TryFindIndoorWalkablePlane (TransitionTypes.cs:1294)
and its call site. ~500 lines deleted.
Critical prerequisite: A4 must ship first. The 2026-05-20 session tried A3 prematurely (Bug A) and reverted because doorway transitions caused free-fall — Mechanism C couldn't find a floor poly at the threshold because the indoor cell's BSP had no coverage past the doorway, and multi-cell iteration wasn't there to query the adjacent cell.
Read first:
docs/research/2026-05-20-indoor-walking-bug-a-handoff.md(Bug A's premise + reversion)- §"Phase A3" of the 2026-05-21 handoff
L-indoor — lighting broken inside
Symptom: lights inside buildings don't illuminate correctly.
Likely areas:
- Cell-light association (which lights belong to which cell)
- Light visibility culling (visible-cells set + light bounds)
- Per-light projection matrix indoors
Domain: rendering, not physics. Separate session.
L-spotlight — items projecting spotlight on walls
Symptom: held items (torches, etc.) project spotlight effects onto walls in unexpected directions.
Likely areas:
- Per-entity light direction transform
- LightingHookSink owner-tracking
Domain: rendering, not physics. Separate session.
CLAUDE.md rules to remember
- Work-order autonomy. You pick what to work on. Recommended order above but adjust if you find something blocking.
- No workarounds, retail-faithful. Same rule that drove A1 through A1.7. If a fix starts to look like a band-aid, stop.
- Probe-first, design-second. Already have rich probes
(
[indoor-bsp],[cell-transit],[cell-cache],[walk-miss],[floor-polys],[resolve-bldg]). Capture before theorizing. - Visual verification is the acceptance test. Walk the building after each fix.
- Stop signals. Three failed visual verifications in a session = write a handoff, don't push for a fourth.
- Don't enable
ACDREAM_PROBE_RESOLVEfor live play. It lagged the client last session (400k+ lines at 30 Hz). - Subagent policy: Sonnet for implementers, Opus only for load-bearing review.
- Worktrees. Use the
superpowers:using-git-worktreesskill to create a fresh worktree branched from main before touching code.
Launch command (light probes only)
$env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call"
$env:ACDREAM_LIVE = "1"
$env:ACDREAM_TEST_HOST = "127.0.0.1"
$env:ACDREAM_TEST_PORT = "9000"
$env:ACDREAM_TEST_USER = "testaccount"
$env:ACDREAM_TEST_PASS = "testpassword"
$env:ACDREAM_DEVTOOLS = "1"
$env:ACDREAM_PROBE_INDOOR_BSP = "1"
$env:ACDREAM_PROBE_CELL = "1"
$env:ACDREAM_PROBE_CELL_CACHE = "1"
dotnet build -c Debug
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 |
Tee-Object -FilePath "launch.log"
UTF-16LE → UTF-8 conversion for grep:
Get-Content launch.log -Encoding Unicode |
Out-File launch.utf8.log -Encoding utf8
The pasteable session-start prompt
Open a new Claude Code session in the main acdream worktree
(C:\Users\erikn\source\repos\acdream, branch main at SHA
f80b537 or later). Then paste:
Pick up the acdream open-items cleanup. After the 2026-05-21 session,
6 items remain across collision + rendering.
1. Read docs/research/2026-05-21-open-items-pickup-prompt.md FIRST.
It maps the 6 items, their dependencies, and the recommended
order (A4 → verify-stairs → A2 → A3 → lighting in a separate
session). Each item has its own "Read first" anchor list inside.
2. Branch state: main is at f80b537 with all 2026-05-21 fixes
landed (A1, A1.5, A1.6, A1.7 + probe spike + handoff docs).
Build green, 1129-test baseline holds, four user-visible
improvements visually verified. Local main is ahead of
origin/main (origin at 7034be9); push only if explicitly asked.
3. **Set up isolation FIRST.** Use the superpowers:using-git-worktrees
skill to create a fresh worktree from main. Don't work directly
in the parent worktree. The 2026-05-21 session's worktree
(claude/lucid-goldberg-1ba520) is identical to main and can be
removed.
4. Recommended first phase: **A4 (multi-cell BSP iteration)**. It
has the biggest user-visible payoff (closes vestibule-cell wall
walk-through, likely closes stairs too) and unblocks A3
architectural cleanup. Retail oracle is at
acclient_2013_pseudo_c.txt:272717-272798 (CTransition::check_other_cells).
Existing CellTransit helpers (FindCellList, FindTransitCellsSphere,
AddAllOutsideCells) already enumerate the right cells; A4's
work is wiring them into Transition.FindEnvCollisions.
5. Use the superpowers:brainstorming skill before writing A4 code.
A4 is a real architectural change (multi-day, 2 files modified +
tests) and deserves its own spec + plan. Don't shortcut it.
6. CLAUDE.md rules:
- No workarounds. Retail-faithful.
- Probe-first, design-second.
- Visual verification at Holtburg inn cell 0xA9B40164 vestibule
is the A4 acceptance test (walls in adjacent cell 0xA9B40157
should block when the player straddles the boundary).
- Don't enable ACDREAM_PROBE_RESOLVE for live play (lags the
client). Use [indoor-bsp] + [cell-transit] + [cell-cache] only.
- Three failed visual verifications = handoff, not a fourth attempt.
7. M2 ("kill a drudge") is the active milestone. A4 + stair
verification + A2 + A3 are all on the M2 critical path because
dungeons need walkable indoor space. Lighting is M7 polish;
defer.
8. Launch command (light probes only):
$env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call"
$env:ACDREAM_LIVE = "1"
$env:ACDREAM_TEST_HOST = "127.0.0.1"
$env:ACDREAM_TEST_PORT = "9000"
$env:ACDREAM_TEST_USER = "testaccount"
$env:ACDREAM_TEST_PASS = "testpassword"
$env:ACDREAM_DEVTOOLS = "1"
$env:ACDREAM_PROBE_INDOOR_BSP = "1"
$env:ACDREAM_PROBE_CELL = "1"
$env:ACDREAM_PROBE_CELL_CACHE = "1"
dotnet build -c Debug
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 |
Tee-Object -FilePath "launch.log"
State the milestone + chosen phase in your first action.