KB: rubble placement fix status (pixel-verified; scorch/explosion/fire still open)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
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@@ -259,17 +259,19 @@ RemakeEntity mechanism); `[video] Object` hides at BurningState, `Rubble` shows;
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`StateIndicator::AddVideoWatcher` (SetState DOES fire video watchers). ⚠ REQUIRED gotcha:
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cultural objects must stay **OUT of static-mesh consolidation** (`RecurseStaticObject` — same
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exclusion class as banded LODs/shadows), else the merged mesh draws the intact model forever
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regardless of DrawObj. ⚠ **STATUS (human playtest 2026-07-19): PARTIAL — the intact model now
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hides on death (the truck "disappears"), but the RUBBLE never appears and no explosion/fire is
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visible.** The switch's SHOW sets DrawObj on the rubble CHILD component (DCSInstanceRenderable/
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DPLStaticChildRenderable) — those child classes are themselves 2007-stubbed and never draw their
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object, so the swap is a no-op on screen; and the death Explosion routes effect 1008 (ddam5
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psfx) but nothing visible appears (+ the authentic BurningState fire visual is entirely
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unreconstructed). REMAINING: make the rubble genuinely draw (or hang it off the drawn root),
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a visible death explosion, the burning-fire state. LESSON: `[cultvis]` log lines verify the
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STATE MACHINE, not pixels — only a human screen check verifies rendering. Diags: `BT_CULT_LOG`
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(census/damage/death + `[cultvis]`). MP: replicants transition via `ReadUpdateRecord` → same
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SetState watcher path (untested cross-pod).
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regardless of DrawObj. **RUBBLE PLACEMENT FIX (2026-07-19, pixel-verified via BT_SHOT):** the
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rubble originally never appeared because additional cultural objects were built as
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DPLStaticChildRenderable/DCSInstanceRenderable at TOP level — those read the bare matrix stack
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(identity), so the rubble drew at the WORLD ORIGIN. Every cultural video object is now a
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`RootRenderable` (places from `myEntity->localToWorld`). Screenshot timeline confirms: intact
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MECHMOVR truck → ram death → MECHMD wreck debris scattered at the truck's spot. ⚠ STILL OPEN
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(#3): (a) the wreck's scorch base quad draws as an opaque BLACK rectangle (MECHMD's own op —
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material/ramp resolve); (b) the death Explosion (psfx 1008 ddam5) not visually confirmed;
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(c) the authored BurningState fire visual unreconstructed. LESSON: `[cultvis]` log lines verify
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the STATE MACHINE, not pixels — only a screen check (BT_SHOT / human) verifies rendering.
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Diags: `BT_CULT_LOG` (census/damage/death + `[cultvis]` + `[cultobj]` per-object file/type/op
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flags). MP: replicants transition via `ReadUpdateRecord` → same SetState watcher path (untested
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cross-pod).
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## Key Relationships
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- Geometry/LOD: [[bgf-format]]. Base: [[wintesla-port]] (L4D3D). Shadow/visual-conform: [[locomotion]].
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