Retire the near-eye cull by default: the eye-shroud is authentic content
The death sequence re-flushes the view with hither=1/yon=2 -- a thin render shell that reveals geometry parked around the camera: the escape-pod interior and the "blue swirly" ring dome (period VHS stills of a 4.10 death match: violet concentric ripples, drifting center, static canopy silhouette at the frame edge). Normal play clips the shroud via the standard hither plane, so nothing leaks; the cull was only masking authentic content. VRVIEW_NEARCULL=1 re-enables it. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -44,11 +44,14 @@ def inst_visible(nodes, inst):
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return len(b) >= 20 and struct.unpack_from('<I', b, 16)[0] != 0
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return len(b) >= 20 and struct.unpack_from('<I', b, 16)[0] != 0
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# First-person near-eye cull (the cockpit-canopy "vertical line" fix).
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# First-person near-eye cull -- DEFAULT OFF (VRVIEW_NEARCULL=1 re-enables).
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# VRVIEW_NEARCULL=0 disables it: with the camera at the true chain eye the
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# It was the cockpit-canopy "vertical line" workaround, but the eye-shroud
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# always-armed cockpit/bay assembly should render as the authentic canopy
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# it culls IS authentic content: the escape-pod interior and the death
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# surround instead of a stray sliver -- A/B toggle for that investigation.
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# "blue swirly" ring dome live parked around the camera, normally clipped
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NEARCULL = os.environ.get('VRVIEW_NEARCULL', '1') != '0'
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# by the standard hither plane (0.25) and revealed when the death sequence
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# re-flushes the view with hither=1/yon=2 (period VHS stills match). The
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# true-eye camera renders the canopy correctly, so the workaround retires.
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NEARCULL = os.environ.get('VRVIEW_NEARCULL', '0') != '0'
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# NOTE: vrboard.do_flush stores the flush payload MINUS the leading remote word,
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# NOTE: vrboard.do_flush stores the flush payload MINUS the leading remote word,
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