Cockpit: punch patches ARE the windows -- all 8 mechs authentic (task #55)

Resolved the non-Madcat blocked views. Rendering every *_COP shell offline
from its mech's AUTHORED eye (SKL [jointeye] translation -- incl. the Thor's
+1.13 offset cockpit) with faces coloured by punch flag showed the answer
plainly: the PUNCH-tagged patches sit exactly over the window apertures in
all 8 mechs. On these texture-less black-diffuse shells dpl_Punchize renders
the tagged geogroup as holes -- the punch patches are the transparent
WINDSHIELDS, and the visible frame is only the non-punch geometry.

The loader now drops the punch batches of _cop meshes (bgfload finish();
BT_COP_KEEPPUNCH=1 keeps them for diagnosis). In-game sweep on pure defaults:
- madcat: the dark dome frame (matches gameplay footage)
- thor / owens / sunder: authentic brace/dash/pillar remnants
- bhk1 / loki / vulture / avatar: authentically FRAMELESS (all-punch
  canopies -- the pod showed no frame for those mechs)

(An early-session test that "disproved" drop-punch ran with the broken
pre-inverse eye; its conclusion was wrong and is corrected in the KB.)

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-11 07:49:33 -05:00
co-authored by Claude Fable 5
parent 946323b696
commit 8057c37e5b
3 changed files with 43 additions and 13 deletions
+11 -5
View File
@@ -87,11 +87,17 @@ inverse(eyeWorld)`. No LookAt anywhere.
(pos=(0.1,0.15,0.1), neg=(0.1,0.15,0.1) — same for madcat AND bhk1) → the eye equilibrium
is (0,0,0) and the clamps limit gyro motion to ±0.1..0.15u. The gyro is a BOUNCE/sway
mechanism, NOT a large steady offset. The authentic resting eye = raw baseOffset for every mech.
- **bhk1/owens/sunder/vulture (+ loki partial): STILL blocked at rest** — cause now known NOT to
be the gyro. `BT_EYE_FWD=0.6` still reveals the correct bhk1 view, so the eye-vs-canopy
relationship is off by ~0.6u for that group by some OTHER mechanism (candidates: a joint in the
siteeyepoint parent chain we don't pose, per-mech skeleton rest differences, or the canopy
authored for a view state we don't replicate). OPEN.
- **RESOLVED (2026-07-11): the PUNCH patches are the transparent WINDOWS.** Rendering every
shell OFFLINE from its mech's AUTHORED eye (scratchpad/cop_eyeview.py, faces coloured by punch
flag) showed the punch panes sitting exactly over the window apertures in all 8 mechs, with the
visible frame = ONLY the non-punch geometry. The loader now DROPS the punch batches of `_cop`
meshes (bgfload finish(), `BT_COP_KEEPPUNCH=1` keeps them for diag). In-game sweep on pure
defaults, all 8 mechs [T2]: **madcat** = the dark dome frame (matches footage); **thor** =
floating brace remnants (authentic; its frame bits are the small non-punch patches); **owens** =
dash strip; **sunder** = two side pillars; **bhk1/loki/vulture/avatar** = authentically
FRAMELESS (all-punch canopies — the pod showed no frame for those mechs). NOTE: an
early-session in-game test "disproving" drop-punch ran with the broken pre-inverse eye — its
conclusion was wrong and cost a detour; with the authentic eye the drop is plainly right.
- **Hit-bounce: LIVE and verified [T2] (2026-07-11).** The damage→gyro fan-out **FUN_004b2980**
was re-disassembled byte-exact from the raw image (capstone; scratchpad/dis_4b2980.py) and
reconstructed as `Gyroscope::ApplyDamageResponse` (gyro.cpp): zero-damage + Collision(0) no-op;
+5 -5
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@@ -74,11 +74,11 @@ authentic path scoped.
inverse view) + single-sided inward-wound lattice + dark `softer` ramp = the dark frame with the
world through the openings, verified vs gameplay footage; shows by DEFAULT now
(`BT_HIDE_COCKPIT=1` hides). NOTE the old claim here ("canopy windows are punch texels") was
WRONG — the shell has no texture; the openings are geometry. STILL OPEN: the non-Madcat mechs'
views render dark/blocked — NOT an eye-placement bug (disproven: the gyro equilibrium is zero,
and the per-mech eye placement is verified EXACT against the SKL jointeye offsets, incl. the
Thor's authored +1.13 lateral offset cockpit — [[cockpit-view]] §offset-cockpits). It is a
canopy-RENDER question (how those shells read from inside). (b) the **3D marker
WRONG — the shell has no texture; the openings are geometry. ✅ RESOLVED (2026-07-11): the
PUNCH patches are the transparent WINDOWS (dropped by the loader); the frame = the non-punch
geometry only. All 8 mechs render their authentic canopy — madcat's dome, thor/owens/sunder's
brace/dash remnants, and the authentically FRAMELESS bhk1/loki/vulture/avatar. Eye placement
verified exact per-mech incl. Thor's +1.13 offset cockpit ([[cockpit-view]]). (b) the **3D marker
chain** ([0x31c]/[0x320] dpl objects + the PNAME1-8.bgf player-name meshes over the locked
target — matters for MP). (c) the compass rotation SIGN is derived-not-verified [T3] (turn
left → the stem should swing right; flip the sin sign in Draw if footage disagrees).