KB: truck destruction NOT fixed -- playtest falsified the harness claim

Human playtest (2026-07-19): ramming a truck makes it disappear entirely --
no rubble, no smoke/fire, no visible explosion.  The [cultvis] log evidence
verified the STATE MACHINE (pointer swaps), not pixels: the rubble child
component (DCSInstanceRenderable/DPLStaticChildRenderable) is itself
2007-stubbed and never draws, and the routed psfx 1008 produces nothing
visible.  rendering.md section corrected from 'verified live' to PARTIAL
with the three remaining gaps (rubble draw, visible explosion, burning
fire).  Gitea #3 reinstated as open/wip.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-19 09:32:54 -05:00
co-authored by Claude Fable 5
parent 53ac927d4b
commit 28b01e3529
+11 -4
View File
@@ -259,10 +259,17 @@ RemakeEntity mechanism); `[video] Object` hides at BurningState, `Rubble` shows;
`StateIndicator::AddVideoWatcher` (SetState DOES fire video watchers). ⚠ REQUIRED gotcha:
cultural objects must stay **OUT of static-mesh consolidation** (`RecurseStaticObject` — same
exclusion class as banded LODs/shadows), else the merged mesh draws the intact model forever
regardless of DrawObj. Explosion visual = the psfx route (effect 1008 observed). Verified live
(BT_GOTO ram): HIDE×2 + SHOW(rubble), contacts cease, mech occupies the footprint. Diags:
`BT_CULT_LOG` (census/damage/death + `[cultvis]`). MP: replicants transition via
`ReadUpdateRecord` → same SetState watcher path (untested cross-pod).
regardless of DrawObj. ⚠ **STATUS (human playtest 2026-07-19): PARTIAL — the intact model now
hides on death (the truck "disappears"), but the RUBBLE never appears and no explosion/fire is
visible.** The switch's SHOW sets DrawObj on the rubble CHILD component (DCSInstanceRenderable/
DPLStaticChildRenderable) — those child classes are themselves 2007-stubbed and never draw their
object, so the swap is a no-op on screen; and the death Explosion routes effect 1008 (ddam5
psfx) but nothing visible appears (+ the authentic BurningState fire visual is entirely
unreconstructed). REMAINING: make the rubble genuinely draw (or hang it off the drawn root),
a visible death explosion, the burning-fire state. LESSON: `[cultvis]` log lines verify the
STATE MACHINE, not pixels — only a human screen check verifies rendering. Diags: `BT_CULT_LOG`
(census/damage/death + `[cultvis]`). MP: replicants transition via `ReadUpdateRecord` → same
SetState watcher path (untested cross-pod).
## Key Relationships
- Geometry/LOD: [[bgf-format]]. Base: [[wintesla-port]] (L4D3D). Shadow/visual-conform: [[locomotion]].