acdream/docs/superpowers/plans/2026-05-25-issue-100-terrain-cutout.md
Erik 4cbfbf98af docs: #100 ship + indoor-cell culling investigation handoff
Session-end documentation for the issue #100 ship and the visibility-
culling investigation handoff for the next session.

Three documents land together:

  - docs/superpowers/plans/2026-05-25-issue-100-terrain-cutout.md
    (the 3-task plan that drove this session's f48c74a / a64e6f2 /
    84e3b72 — never committed by Tasks 1-2)

  - docs/research/2026-05-25-issue-100-terrain-cutout-handoff.md
    (the predecessor session's smoking-gun research that drove the
    #100 fix — never committed by the prior session)

  - docs/research/2026-05-25-issue-100-shipped-and-culling-handoff.md
    (THIS session's handoff: what shipped, what visual-verification
    surfaced, the issue family map for #78 + #95 + the new cellar-
    stairs finding, root-cause hypothesis, retail anchors, WB
    references, do-not-retry list, and pickup prompt for the next
    session's investigation + plan + implementation)

Plus two updates to existing files:

  - CLAUDE.md — adds a ship paragraph for #100 to the M1.5 progress
    block. References the new handoff doc as the next-session pickup
    point.

  - docs/ISSUES.md #78 — broadens scope from "outdoor stabs visible
    through floor" to "outdoor stabs + terrain mesh visible inside
    EnvCells". Adds the 2026-05-25 cellar-stairs evidence (per user
    direction: not filed as new issue; treated as evidence
    reinforcing #78's hypothesis #2). Promotes hypothesis #2 to
    "high confidence as of 2026-05-25" and adds the retail anchor
    (acclient_2013_pseudo_c.txt:311397 CEnvCell::find_visible_child_cell).
    Acceptance criteria broadened to include the cellar-stairs case.

Next session: pickup prompt at the bottom of the new handoff doc
drives a /investigate → writing-plans → subagent-driven-development
pass on indoor-cell visibility culling — the work that closes #78
+ cellar-stairs together, and possibly #95 if the infrastructure
overlaps.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 22:17:51 +02:00

28 KiB
Raw Blame History

Issue #100 — Transparent Ground Around Buildings — Implementation Plan

For agentic workers: REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (- [ ]) syntax for tracking.

Goal: Replace acdream's cell-level hiddenTerrainCells mechanism (which produces 24m × 24m transparent rectangles around every Holtburg house) with retail's per-vertex Z nudge (zFightTerrainAdjust = 0.00999999978). Render terrain everywhere and let coplanar building floors win the depth test by being 1 cm higher than the rendered terrain.

Architecture: One-line change to src/AcDream.App/Rendering/Shaders/terrain_modern.vert:139 — pre-subtract 0.01 from aPos.z before the projection multiply, so every terrain vertex renders 1 cm below its physical Z. Physics path untouched (reads the un-nudged heightmap via TerrainSurface). Then delete the hiddenTerrainCells / BuildingTerrainCells plumbing that's been threading through LandblockMesh.Build, LoadedLandblock, LandblockLoader, GameWindow, GpuWorldState, and LandblockStreamer — ~50 LOC of dead surface area once the nudge replaces it.

Tech Stack: GLSL 460 (terrain shader), C# .NET 10 (Core + App layers), xUnit tests, dotnet CLI.

Retail oracle:

  • docs/research/named-retail/acclient_2013_pseudo_c.txt:1120769float zFightTerrainAdjust = 0.00999999978
  • docs/research/named-retail/acclient_2013_pseudo_c.txt:702254 (address 006b6402) — edi_4[1] = ((float)(((long double)esi_1[2]) - ((long double)zFightTerrainAdjust))); inside ACRender::landPolysDraw(arg2=2)

Predecessor research: docs/research/2026-05-25-issue-100-terrain-cutout-handoff.md. Phase 1 verification: see chat transcript (research confirmed end-to-end).


Constraints

  1. Render-only. The Z nudge MUST land in the shader, NOT in LandblockMesh.Build vertex output. Physics reads terrain Z from the same source — if we modify the mesh data, physics breaks too.
  2. Constant value 0.01f. Match retail's literal 0.00999999978 to single-precision: 0.01f is bit-identical when round-tripped. Don't use glPolygonOffset (slope-dependent, hardware-variable); use a constant world-Z subtract in the vertex shader.
  3. No belt-and-suspenders. Per handoff §do-not-retry #5, don't keep the hiddenTerrainCells mechanism alongside the nudge — delete it.
  4. One commit per logical change. Don't bundle the shader nudge with the plumbing removal — keep the bisect window honest if a regression appears.
  5. Test-suite baseline. Pre-flight dotnet test produces a baseline number for the focused suites (some pre-existing flakiness exists per the A6.P3 evening v2 follow-on note in CLAUDE.md). Each task must not increase the failure count.

File Structure

Files modified:

File Role Change
src/AcDream.App/Rendering/Shaders/terrain_modern.vert Terrain vertex shader Add Z nudge before projection multiply
src/AcDream.Core/Terrain/LandblockMesh.cs Terrain mesh builder Drop hiddenTerrainCells parameter + collapse block
src/AcDream.Core/World/LoadedLandblock.cs Loaded-landblock DTO Drop BuildingTerrainCells field
src/AcDream.Core/World/LandblockLoader.cs Dat → LoadedLandblock Drop BuildBuildingTerrainCells method + its call
src/AcDream.App/Rendering/GameWindow.cs Runtime wiring (3 sites) Drop the field reference at each Build / ctor site
src/AcDream.App/Streaming/GpuWorldState.cs World-state owner (6 ctor sites) Drop the 4th arg at each ctor site
src/AcDream.App/Streaming/LandblockStreamer.cs Worker-side hydration Drop the 4th arg at the one ctor site
tests/AcDream.Core.Tests/World/LandblockLoaderTests.cs Loader unit tests Delete BuildBuildingTerrainCells_* test
docs/ISSUES.md Issue tracker Close #100 with the commit SHA

Files NOT modified (verified):

  • src/AcDream.Core/Physics/TerrainSurface.cs — physics reads un-nudged Z; unaffected.
  • src/AcDream.App/Rendering/TerrainModernRenderer.cs — consumes LandblockMeshData (vertices unchanged).
  • tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs — no hiddenTerrainCells test exists here (handoff was wrong about this surface; the LandblockMesh.Build test surface is for triangle/index correctness, not the cell-hide feature).
  • All references/WorldBuilder/** — read-reference; unchanged.

Pre-flight

  • Step 0.1: Confirm working tree is on the expected branch
git rev-parse --abbrev-ref HEAD

Expected: claude/strange-albattani-3fc83c (or whatever branch the user is operating on; not main).

  • Step 0.2: Establish the pre-fix test baseline
dotnet build

Expected: Build succeeded. (warnings OK, no errors).

dotnet test --nologo --no-build --verbosity quiet

Capture the total / passed / failed numbers. Record the baseline failure count — that's the regression sentinel for Tasks 1 and 2. Per CLAUDE.md, some pre-existing static-state-leak flakiness (819 failures across runs) is known; it's independent of issue #100. The plan's regression check is "failures didn't grow."


Task 1: Terrain shader Z nudge

Files:

The single substantive change. After this commit the rectangles around buildings are still there (the hiddenTerrainCells plumbing still collapses the terrain inside each building's outdoor cell). Task 2 removes that.

  • Step 1.1: Edit the terrain vertex shader

In src/AcDream.App/Rendering/Shaders/terrain_modern.vert, replace the final two lines of void main() (currently lines 138139, the blank line before gl_Position and the gl_Position write itself):

    gl_Position = uProjection * uView * vec4(aPos, 1.0);

with:

    // Retail zFightTerrainAdjust (acclient_2013_pseudo_c.txt:1120769 = 0.00999999978,
    // applied per terrain vertex inside ACRender::landPolysDraw at line 702254,
    // address 006b6402). Render terrain 1 cm below its physical Z so coplanar
    // building floors win the depth test. Physics path is unaffected — it reads
    // the un-nudged heightmap via TerrainSurface.SampleZ.
    // Closes issue #100; supersedes the hiddenTerrainCells cell-collapse hack.
    vec3 terrainPos = vec3(aPos.xy, aPos.z - 0.01);
    gl_Position = uProjection * uView * vec4(terrainPos, 1.0);
  • Step 1.2: Build to verify the shader file compiles into the binary

The shader is copied to bin/Debug/net10.0/Rendering/Shaders/terrain_modern.vert at build time (it's a CopyToOutputDirectory content item). The C# build doesn't statically validate GLSL, but it does confirm the file is in the right place.

dotnet build

Expected: Build succeeded. (warnings OK, 0 errors).

  • Step 1.3: Run the focused test suites to make sure we haven't broken anything
dotnet test --nologo --no-build --verbosity quiet

Expected: total failure count ≤ the baseline from Step 0.2. The shader change cannot affect any non-rendering test, so this is a sanity check that nothing else regressed during the build.

  • Step 1.4: Commit
git add src/AcDream.App/Rendering/Shaders/terrain_modern.vert
git commit -m @'
fix(render): #100 — render terrain 1 cm below physical Z (retail zFightTerrainAdjust)

Subtract 0.01 from every terrain vertex Z in the modern terrain vertex
shader, matching retail's per-draw nudge applied inside
ACRender::landPolysDraw(arg2=2). Coplanar building floors now always win
the depth test against the rendered terrain, so the visual "ground at
the building floor" reads as the building's floor, not as Z-fighting.

Constant 0.01f bit-equals retail's float literal 0.00999999978 when
rounded to single precision.

Render-only — physics reads the un-nudged heightmap via
TerrainSurface.SampleZ / SampleZFromHeightmap. The same render-vs-
physics split is already established for EnvCell render lift
(+0.02m at GameWindow.cs around the cell-mesh draw).

Retail anchors:
  docs/research/named-retail/acclient_2013_pseudo_c.txt:1120769
  docs/research/named-retail/acclient_2013_pseudo_c.txt:702254

Cross-ref:
  docs/research/2026-05-25-issue-100-terrain-cutout-handoff.md
  docs/superpowers/plans/2026-05-25-issue-100-terrain-cutout.md

Followed by Task 2 (delete the hiddenTerrainCells / BuildingTerrainCells
plumbing). Visible result of this commit alone: building floors stop
Z-fighting, but the 24m × 24m transparent rectangles persist until the
plumbing is removed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
'@

Task 2: Remove hiddenTerrainCells / BuildingTerrainCells plumbing

Files:

  • Modify: src/AcDream.Core/Terrain/LandblockMesh.cs (drop parameter + collapse block)
  • Modify: src/AcDream.Core/World/LoadedLandblock.cs (drop field)
  • Modify: src/AcDream.Core/World/LandblockLoader.cs (drop method + call)
  • Modify: src/AcDream.App/Rendering/GameWindow.cs (lines 1809, 5149, 8806)
  • Modify: src/AcDream.App/Streaming/GpuWorldState.cs (6 ctor sites)
  • Modify: src/AcDream.App/Streaming/LandblockStreamer.cs (line 231235)
  • Modify: tests/AcDream.Core.Tests/World/LandblockLoaderTests.cs (delete BuildBuildingTerrainCells_* test)

Pure removal. The cell-collapse mechanism is the cause of the 24m transparent rectangles around buildings; Task 1's shader nudge replaces it. After this commit the rectangles are gone and terrain renders continuously under every building.

Order matters within this task: start at the deepest leaf (LandblockMesh.Build's parameter and collapse block), then work outward through the data type (LoadedLandblock record), the loader, and finally the callers. Build at each step to catch shifted-line surprises. The commit at the end captures the whole removal.

  • Step 2.1: Remove the hiddenTerrainCells parameter from LandblockMesh.Build

In src/AcDream.Core/Terrain/LandblockMesh.cs:

Delete the docs line for the parameter (currently line 43):

    /// <param name="hiddenTerrainCells">Optional cell indices (cy * 8 + cx) to draw as zero-area triangles.</param>

Change the Build signature (currently lines 4451) from:

    public static LandblockMeshData Build(
        LandBlock block,
        uint landblockX,
        uint landblockY,
        float[] heightTable,
        TerrainBlendingContext ctx,
        System.Collections.Generic.IDictionary<uint, SurfaceInfo> surfaceCache,
        System.Collections.Generic.IReadOnlySet<int>? hiddenTerrainCells = null)

to:

    public static LandblockMeshData Build(
        LandBlock block,
        uint landblockX,
        uint landblockY,
        float[] heightTable,
        TerrainBlendingContext ctx,
        System.Collections.Generic.IDictionary<uint, SurfaceInfo> surfaceCache)

Replace the index-build loop (currently lines 171185, between the closing } of the cell loop and the return new LandblockMeshData(...)):

        // Indices are trivial 0..383 since we don't deduplicate verts. When
        // a building owns an outdoor terrain cell, keep the fixed 384-index
        // contract but collapse its two triangles so the building/stair mesh
        // can visually own the hole.
        for (uint i = 0; i < VerticesPerLandblock; i++)
        {
            int cellIdx = (int)i / VerticesPerCell;
            if (hiddenTerrainCells is not null && hiddenTerrainCells.Contains(cellIdx))
            {
                indices[i] = (uint)(cellIdx * VerticesPerCell);
                continue;
            }

            indices[i] = i;
        }

with:

        // Indices are trivial 0..383 since we don't deduplicate verts.
        for (uint i = 0; i < VerticesPerLandblock; i++)
            indices[i] = i;

Don't build yetLoadedLandblock.BuildingTerrainCells references will still be present in other files; we'll align them in the next steps before the first build.

  • Step 2.2: Remove the BuildingTerrainCells field from LoadedLandblock

In src/AcDream.Core/World/LoadedLandblock.cs, replace the entire file:

using DatReaderWriter.DBObjs;

namespace AcDream.Core.World;

public sealed record LoadedLandblock(
    uint LandblockId,
    LandBlock Heightmap,
    IReadOnlyList<WorldEntity> Entities);
  • Step 2.3: Remove BuildBuildingTerrainCells from LandblockLoader and update the Load caller

In src/AcDream.Core/World/LandblockLoader.cs, replace the entire body of the Load method (currently lines 1631) with:

    public static LoadedLandblock? Load(DatCollection dats, uint landblockId)
    {
        var block = dats.Get<LandBlock>(landblockId);
        if (block is null)
            return null;

        var info = dats.Get<LandBlockInfo>((landblockId & 0xFFFF0000u) | 0xFFFEu);
        var entities = info is null
            ? Array.Empty<WorldEntity>()
            : BuildEntitiesFromInfo(info, landblockId);

        return new LoadedLandblock(landblockId, block, entities);
    }

Then delete the BuildBuildingTerrainCells method entirely (currently lines 3350, the /// <summary> block and the method body). The deleted lines look like:

    /// <summary>
    /// Map LandBlockInfo.Buildings to 8x8 terrain mesh cells (cy * 8 + cx).
    /// Retail attaches each CBuildingObj to its outside landcell during
    /// CLandBlock::init_buildings; keep this signal separate from stabs so
    /// ordinary static props do not punch holes in terrain.
    /// </summary>
    public static IReadOnlySet<int> BuildBuildingTerrainCells(LandBlockInfo info)
    {
        var result = new HashSet<int>();
        foreach (var building in info.Buildings)
        {
            int cx = Math.Clamp((int)(building.Frame.Origin.X / 24f), 0, 7);
            int cy = Math.Clamp((int)(building.Frame.Origin.Y / 24f), 0, 7);
            result.Add(cy * 8 + cx);
        }

        return result;
    }
  • Step 2.4: Update the two LandblockMesh.Build call sites in GameWindow.cs

In src/AcDream.App/Rendering/GameWindow.cs:

Site 1 (around line 18081809): replace

                return AcDream.Core.Terrain.LandblockMesh.Build(
                    lb.Heightmap, lbX, lbY, _heightTable, _blendCtx, _surfaceCache, lb.BuildingTerrainCells);

with

                return AcDream.Core.Terrain.LandblockMesh.Build(
                    lb.Heightmap, lbX, lbY, _heightTable, _blendCtx, _surfaceCache);

Site 2 (around line 88058806): replace

                    return AcDream.Core.Terrain.LandblockMesh.Build(
                        lb.Heightmap, lbX, lbY, _heightTable, _blendCtx, _surfaceCache, lb.BuildingTerrainCells);

with

                    return AcDream.Core.Terrain.LandblockMesh.Build(
                        lb.Heightmap, lbX, lbY, _heightTable, _blendCtx, _surfaceCache);

Site 3 (around line 51455149): the new LoadedLandblock(...) ctor that passes baseLoaded.BuildingTerrainCells. Replace

        return new AcDream.Core.World.LoadedLandblock(
            baseLoaded.LandblockId,
            baseLoaded.Heightmap,
            merged,
            baseLoaded.BuildingTerrainCells);

with

        return new AcDream.Core.World.LoadedLandblock(
            baseLoaded.LandblockId,
            baseLoaded.Heightmap,
            merged);
  • Step 2.5: Update the six LoadedLandblock ctor sites in GpuWorldState.cs

In src/AcDream.App/Streaming/GpuWorldState.cs, each of the six ctor sites currently passes a 4th argument referencing BuildingTerrainCells. Drop that argument at each site. The line numbers may shift as edits land — use Grep with pattern BuildingTerrainCells to find each site, and edit each one to drop its 4th argument and the trailing comma on the previous line.

For example, the site around line 176180 changes from:

            landblock = new LoadedLandblock(
                landblock.LandblockId,
                landblock.Heightmap,
                merged,
                landblock.BuildingTerrainCells);

to:

            landblock = new LoadedLandblock(
                landblock.LandblockId,
                landblock.Heightmap,
                merged);

The site around line 344 is a one-line form:

            _loaded[kvp.Key] = new LoadedLandblock(lb.LandblockId, lb.Heightmap, newList, lb.BuildingTerrainCells);

becomes:

            _loaded[kvp.Key] = new LoadedLandblock(lb.LandblockId, lb.Heightmap, newList);

Apply the same transform to all six sites. After this step there must be zero matches for BuildingTerrainCells in src/AcDream.App/Streaming/GpuWorldState.cs.

  • Step 2.6: Update the one LoadedLandblock ctor site in LandblockStreamer.cs

In src/AcDream.App/Streaming/LandblockStreamer.cs, around line 231235, replace

                        lb = new LoadedLandblock(
                            lb.LandblockId,
                            lb.Heightmap,
                            System.Array.Empty<AcDream.Core.World.WorldEntity>(),
                            lb.BuildingTerrainCells);

with

                        lb = new LoadedLandblock(
                            lb.LandblockId,
                            lb.Heightmap,
                            System.Array.Empty<AcDream.Core.World.WorldEntity>());
  • Step 2.7: Delete the BuildBuildingTerrainCells_* test

In tests/AcDream.Core.Tests/World/LandblockLoaderTests.cs, delete the test method BuildBuildingTerrainCells_UsesBuildingsOnlyAndMapsToMeshCellIndex (currently lines 120147 — the [Fact] attribute, the method declaration, the body, and the trailing blank line). The deleted block looks like:

    [Fact]
    public void BuildBuildingTerrainCells_UsesBuildingsOnlyAndMapsToMeshCellIndex()
    {
        var info = new LandBlockInfo
        {
            Objects =
            {
                new Stab
                {
                    Id = 0x02000001u,
                    Frame = new Frame { Origin = new Vector3(120, 72, 0) },
                },
            },
            Buildings =
            {
                new BuildingInfo
                {
                    ModelId = 0x020000AAu,
                    Frame = new Frame { Origin = new Vector3(141.5f, 7.2f, 94f) },
                },
            },
        };

        var cells = LandblockLoader.BuildBuildingTerrainCells(info);

        Assert.Single(cells);
        Assert.Contains(5, cells); // cy=0, cx=5 => mesh index cy * 8 + cx.
    }

Leave the rest of the test class untouched.

  • Step 2.8: Sweep for any remaining BuildingTerrainCells / hiddenTerrainCells / BuildBuildingTerrainCells references
# Should return ONLY hits in docs/ (handoff doc, ISSUES.md historical entries, archived plans).
# Zero hits in src/ and tests/.

Use Grep with pattern BuildingTerrainCells|hiddenTerrainCells|BuildBuildingTerrainCells over the repo. Confirm src/ and tests/ are clean; docs/ may still reference these names historically and that's fine.

  • Step 2.9: Build + test
dotnet build

Expected: Build succeeded. 0 errors. Warnings should be similar in count to the pre-flight baseline (no new warnings introduced — if a warning appears, the removal missed a site).

dotnet test --nologo --no-build --verbosity quiet

Expected: failure count ≤ baseline minus 1 (the deleted BuildBuildingTerrainCells_* test was passing, so failure count stays at the baseline; total count drops by 1).

  • Step 2.10: Close issue #100 in docs/ISSUES.md

In docs/ISSUES.md, locate the #100 — Transparent rectangular patches around every house (terrain rendering) block (around line 764) and update its Status: line from:

**Status:** OPEN

to:

**Status:** DONE
**Closed:** 2026-05-25
**Commits:** `<TASK_1_COMMIT_SHA>`, `<TASK_2_COMMIT_SHA>`

Replace <TASK_1_COMMIT_SHA> with the first 7 chars of Task 1's commit, and <TASK_2_COMMIT_SHA> with the first 7 chars of this task's commit (you'll know it after Step 2.11 — re-edit ISSUES.md if needed, OR get the SHAs via git log --oneline -5 and amend before pushing).

Then move the closed block to the Recently closed section at the bottom of docs/ISSUES.md, following the format used by the other DONE entries (e.g. #84, #85, #87).

Append a one-line resolution paragraph immediately under the Commits: line:

**Resolution (2026-05-25 · #100):** Replaced the cell-level
`hiddenTerrainCells` mechanism with retail's per-vertex Z nudge
(`zFightTerrainAdjust = 0.00999999978`) applied inside the modern
terrain vertex shader. Render terrain everywhere; coplanar building
floors win the depth test by being 1 cm higher than the rendered
terrain. Physics path untouched. ~50 LOC of `BuildingTerrainCells`
plumbing removed across LandblockMesh / LoadedLandblock /
LandblockLoader / GameWindow / GpuWorldState / LandblockStreamer
plus the corresponding unit test. Retail anchors:
acclient_2013_pseudo_c.txt:1120769 + :702254.
  • Step 2.11: Commit
git add src/AcDream.Core/Terrain/LandblockMesh.cs `
        src/AcDream.Core/World/LoadedLandblock.cs `
        src/AcDream.Core/World/LandblockLoader.cs `
        src/AcDream.App/Rendering/GameWindow.cs `
        src/AcDream.App/Streaming/GpuWorldState.cs `
        src/AcDream.App/Streaming/LandblockStreamer.cs `
        tests/AcDream.Core.Tests/World/LandblockLoaderTests.cs `
        docs/ISSUES.md
git commit -m @'
refactor: #100 — remove hiddenTerrainCells / BuildingTerrainCells plumbing

Retired in favour of Task 1's retail-faithful terrain shader Z nudge.
Pure removal — ~50 LOC of dead surface area across:

  - src/AcDream.Core/Terrain/LandblockMesh.cs (drop parameter +
    cell-collapse block)
  - src/AcDream.Core/World/LoadedLandblock.cs (drop field)
  - src/AcDream.Core/World/LandblockLoader.cs (drop method + call)
  - src/AcDream.App/Rendering/GameWindow.cs (3 sites)
  - src/AcDream.App/Streaming/GpuWorldState.cs (6 ctor sites)
  - src/AcDream.App/Streaming/LandblockStreamer.cs (1 ctor site)
  - tests/AcDream.Core.Tests/World/LandblockLoaderTests.cs (drop test)

No retail anchor — the deleted mechanism never had one; this commit
rolls our code back to the actual retail behaviour established in
the prior commit's shader nudge.

ISSUES.md #100 moved to Recently closed.

Cross-ref:
  docs/research/2026-05-25-issue-100-terrain-cutout-handoff.md
  docs/superpowers/plans/2026-05-25-issue-100-terrain-cutout.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
'@

After committing, fix up the SHA references in docs/ISSUES.md if Step 2.10 used placeholders:

git log --oneline -3

Capture the two SHAs (Task 1 and Task 2). Edit docs/ISSUES.md to replace <TASK_1_COMMIT_SHA> and <TASK_2_COMMIT_SHA> with the real values, then amend:

git add docs/ISSUES.md
git commit --amend --no-edit

Task 3: Visual verification at Holtburg

This is the acceptance test. The M1.5 milestone explicitly states visual verification is the acceptance gate. The two unit tests we have (dotnet build and dotnet test) prove the code compiles and the focused suites still pass — they don't prove the bug is gone.

  • Step 3.1: Launch the client against the live ACE server

Per CLAUDE.md "Running the client against the live server" — graceful-close any prior session first.

$proc = Get-Process -Name AcDream.App -ErrorAction SilentlyContinue
if ($proc) {
    $proc.CloseMainWindow() | Out-Null
    if (-not $proc.WaitForExit(5000)) { $proc | Stop-Process -Force }
}
Start-Sleep -Seconds 3

$env:ACDREAM_DAT_DIR   = "$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"
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 |
    Tee-Object -FilePath "issue100-verify-launch.log"

Launch in the background; give the window ~8 seconds to reach in-world state.

  • Step 3.2: Inspect each acceptance scenario
Scenario Expected outcome Pass/Fail
Stand outside Holtburg cottage (any cottage) Ground around the building reads as continuous cobblestone / grass — no dark rectangular patch
Walk in a circle around a cottage Terrain stays continuous on all four sides
Approach the inn from the south No transparent rectangle in front of the inn
Approach the inn from the north No transparent rectangle behind the inn
Building floors at threshold height No Z-fighting flicker between terrain and building floor
Walk inside the cottage cellar (Regression check) Z-fight inside / floor still walkable

Each row must read PASS. If any row reads FAIL — stop, capture a screenshot, file as a follow-up, and ASK before "fixing" anything new.

  • Step 3.3: Close the client cleanly
$proc = Get-Process -Name AcDream.App -ErrorAction SilentlyContinue
if ($proc) {
    $proc.CloseMainWindow() | Out-Null
    if (-not $proc.WaitForExit(5000)) { $proc | Stop-Process -Force }
}
  • Step 3.4: User sign-off

This is the user's acceptance gate. After Step 3.2 produces all-PASS, report to the user with concrete observations from at least 3 cottages + the inn, then await the user's explicit confirmation before declaring #100 closed.

If the user observes any new visual regression (e.g. terrain visibly sinking into water polygons, or scenery objects appearing to float), pause and investigate — that's a sign the 0.01 nudge interacts with something we haven't anticipated. Do not retry or paper over.


Self-review (post-write)

Spec coverage:

Requirement Task Coverage
Add 1 cm Z subtract in terrain vertex shader at line 139 Task 1
Reference retail anchors in code comment Task 1.1
Delete hiddenTerrainCells parameter + collapse block Task 2.1
Delete BuildingTerrainCells field on LoadedLandblock Task 2.2
Delete BuildBuildingTerrainCells method + Load call Task 2.3
Update all LandblockMesh.Build call sites Task 2.4 ✔ (3 sites in GameWindow.cs)
Update all LoadedLandblock ctor sites Tasks 2.4, 2.5, 2.6 ✔ (1 in GameWindow.cs + 6 in GpuWorldState.cs + 1 in LandblockStreamer.cs)
Delete dead unit test Task 2.7
Sweep for stragglers Task 2.8
Close issue #100 in ISSUES.md Task 2.10
Visual verification at Holtburg cottages Task 3.2
Don't touch physics Constraint 1, Task 1.1 comment
Don't use glPolygonOffset Constraint 2
Don't keep both mechanisms Constraint 3

Placeholder scan: Done — no "TBD", "TODO", "implement later", or "similar to Task N" references. Every step has the actual code.

Type consistency: LandblockMesh.Build signature appears in Tasks 2.1 + 2.4; both drop the 7th parameter consistently. LoadedLandblock ctor appears in Tasks 2.2 + 2.4 + 2.5 + 2.6; all use the 3-argument form. BuildingTerrainCells field referenced in Tasks 2.4 + 2.5 + 2.6 + 2.8; all removals consistent.

Spec compliance check: plan matches the user's session brief structure (3 tasks ≈ "expect 34 tasks" — the original brief's Tasks 2 + 3 are merged here because the test deletion has a compile dependency on the plumbing removal). Visual verification is the explicit acceptance test, matching the brief's "visual verification is the acceptance test" sentence. Do-not-retry items from the handoff doc are honored as Constraints + do-not-fix language in Step 3.4.