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'sf48c74a/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>
28 KiB
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:1120769—float zFightTerrainAdjust = 0.00999999978docs/research/named-retail/acclient_2013_pseudo_c.txt:702254(address006b6402) —edi_4[1] = ((float)(((long double)esi_1[2]) - ((long double)zFightTerrainAdjust)));insideACRender::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
- Render-only. The Z nudge MUST land in the shader, NOT in
LandblockMesh.Buildvertex output. Physics reads terrain Z from the same source — if we modify the mesh data, physics breaks too. - Constant value
0.01f. Match retail's literal0.00999999978to single-precision:0.01fis bit-identical when round-tripped. Don't useglPolygonOffset(slope-dependent, hardware-variable); use a constant world-Z subtract in the vertex shader. - No belt-and-suspenders. Per handoff §do-not-retry #5, don't keep the
hiddenTerrainCellsmechanism alongside the nudge — delete it. - One commit per logical change. Don't bundle the shader nudge with the plumbing removal — keep the bisect window honest if a regression appears.
- Test-suite baseline. Pre-flight
dotnet testproduces 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— consumesLandblockMeshData(vertices unchanged).tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs— nohiddenTerrainCellstest exists here (handoff was wrong about this surface; theLandblockMesh.Buildtest 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 (8–19 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 138–139, 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 231–235) - Modify:
tests/AcDream.Core.Tests/World/LandblockLoaderTests.cs(deleteBuildBuildingTerrainCells_*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
hiddenTerrainCellsparameter fromLandblockMesh.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 44–51) 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 171–185, 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 yet — LoadedLandblock.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
BuildingTerrainCellsfield fromLoadedLandblock
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
BuildBuildingTerrainCellsfromLandblockLoaderand update theLoadcaller
In src/AcDream.Core/World/LandblockLoader.cs, replace the entire body of the Load method (currently lines 16–31) 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 33–50, 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.Buildcall sites inGameWindow.cs
In src/AcDream.App/Rendering/GameWindow.cs:
Site 1 (around line 1808–1809): 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 8805–8806): 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 5145–5149): 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
LoadedLandblockctor sites inGpuWorldState.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 176–180 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
LoadedLandblockctor site inLandblockStreamer.cs
In src/AcDream.App/Streaming/LandblockStreamer.cs, around line 231–235, 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 120–147 — 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/BuildBuildingTerrainCellsreferences
# 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 3–4 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.