Live ACDREAM_PROBE_FLAP moving capture: flap frames are uniformly res=Grace eyeInRoot=n terrain=Skip; good frames eyeInRoot=Y terrain=Planes. The 3rd-person camera EYE drifts out of the player's cell -> FindCameraCell returns the stale cell for 3 grace frames -> from that stale root the doorway portal is behind the eye (D=+1.26 CULL) -> exit cell drops -> terrain+shells Skip. Clip math is fine (clip=5 when eye inside). Fix: (1) root visibility at the PLAYER's cell (retail CellManager::ChangePosition tracks curr_cell by player; acdream already does this for lighting at GameWindow:7152); (2) keep a player-reachable cell + exit when the threshold eye-projection degenerates. Supersedes H2 and the earlier idle-frame 'stale root refuted' note. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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| .. | ||
| architecture | ||
| audit | ||
| plans | ||
| research | ||
| superpowers | ||
| bugs.md | ||
| ISSUES.md | ||