From 3a7c5d06c56e37ea8c43ca1cfebc0b6c0b8d8097 Mon Sep 17 00:00:00 2001 From: James Dansereau <106631954+jkdansereau@users.noreply.github.com> Date: Wed, 23 Sep 2026 13:34:24 -0400 Subject: [PATCH] plan: fix D235 commit ref after amend --- docs/dev/V0.4.0-PLAN.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/dev/V0.4.0-PLAN.md b/docs/dev/V0.4.0-PLAN.md index 0a49c0f5..258eec52 100644 --- a/docs/dev/V0.4.0-PLAN.md +++ b/docs/dev/V0.4.0-PLAN.md @@ -33,7 +33,7 @@ Sequencing follows M-139's R → Q → F order, split into four phases below. | D306/D308 | Z-fighting: Dam intro/truck wheels + general/broader instances | **Investigated — real fighting confirmed, port-vs-faithful open.** Depth precision is equivalent to N64 (24-bit both sides; GE's RSP writes full 16.16 post-transform coords, not s16), so level-authored coincident geometry is the prime suspect and likely fights on N64 too. TEMP `GE_ZF=1` flicker probe in `gfx_pc.cpp` (recurrence-filtered; `GE_ZFBOX` region filter) shows sustained oscillation (counts ~1000) in the Dam-intro truck region. Closing it as faithful needs an N64 reference of the same spot; a PC-only mitigation (float depth) would diverge from N64 and needs a rule-2-style decision. | | D307 | In-level security camera props face backwards on some levels (Bunker) | **Investigated 2026-09-21 — no port-side bug found.** Full orientation path traced (`setupCctv` → per-frame `RotY(unkC8)×unk84`); every input verified N64-faithful against the ROM (PcctvZ switch data, boundpads incl. the legitimate load-time room-scale ×1.8542, record config words); all math helpers are byte-identical `src/game` code. Remaining suspect if it genuinely differs from N64: fast3d handling of the non-orthonormal lens matrix. **Blocked on user repro detail** (which camera/level + screenshot + ideally N64 compare). `GE_D307=1` diagnostic kept in-tree. | | D236 | Surface 1 billboard trees render as a solid wall of texture | **FIXED (M-198, pass 26, `425237f9`):** root cause was a texture-BINDING bug — `TEXTURETYPE_DETAIL` cards drawn from the detail tile (opaque IA8 noise) instead of the base image; `gfx_lod_tile_offset` now samples tile 1 when the pair differs (`Video.DetailBaseTile`, default on). Live-verified Surface 1/2 + Depot; other levels provably untouched. Awaiting user play-test sign-off; probes stripped (`0503d335`). | -| D235 | Wrong textures after death/restart (level reload), multiple levels | **Headless verification 2026-09-23 (`4ad6c7ee`)**: fix clean on reload; bug NOT reproduced even with the fix off. Needs the real die → mission select → restart A/B (`GE_D235_OFF=1`). | +| D235 | Wrong textures after death/restart (level reload), multiple levels | **Headless verification 2026-09-23 (`2a6bc2bb`)**: fix clean on reload; bug NOT reproduced even with the fix off. Needs the real die → mission select → restart A/B (`GE_D235_OFF=1`). | | D288 | Silo intro: huge flat untextured triangle sweeps the frame (frames ~562–741 of bare `-level_20`) | **Does NOT reproduce on the current build (2026-09-23, `30cf76b8`)**; D271 A/B ruled out as the fixer. Close if the Silo playtest does not see it. | | D294 | Statue: CCCP monument ground renders solid black, self-recovers in 10–30 s | **FIXED pending user playtest** (2026-09-22) — plan row was stale. | | D291 | Dam: texture glitches when the truck drives past | Not investigated. |