D2R-3DReimagined Edition
R-01 Written record 28 entries

Records

One file per change: every fix, addition, and investigation, in order.

No.RecordStatusOutcome
0001Restore the 3.5.5 baselineDoneClean rebuild from the known-good baseline; later 3.6.x work intentionally excluded.
0002Test charactersTestingTest saves as separate copies; player saves untouched.
0003Toolchain and baseline buildTestingMSVC + Bazel + D2RLoader + Plugin SDK v4 wired; baseline build verified.
0004Freeze investigationTestingRepro attempts and log evidence for an intermittent freeze.
0005Ground split bandsInvestigatingMissing terrain faces at the Foothills terraces; the engine only builds ground for the stock camera.
0006Save-exit crashFixedCrash on save-and-exit fixed in 3.5.6, owner-confirmed.
0007groundfx S1: ReShade foundationLandedReShade loads with zero visual change: integration proven safe first.
0008groundfx S2: camera snapshotLandedCamSnapshot seqlock shares live camera state between plugins; the SDK has no channel.
0009groundfx S3: debug maskSupersededPink debug mask proved hole detection finds exactly the missing terrain.
0010groundfx: depth scaleIn progressDepth-scale uniforms for world-space surface reconstruction.
0011groundfx: real fillIn progressActual terrain fill below the horizon: the split-bands fix.
0012Skybox S0In progressSky rendering foundation.
0013Skybox per actIn progressAct-specific skies via the snapshot channel.
0014Painted sky portIn progressPainted-sky assets into the new pipeline.
0015Sky horizon extensionIn progressHorizon extended to meet the ground fill.
0016Sky day/nightIn progressDay/night blend: the sky follows the game clock.
0017Targeting: 3D anglesIn progressClicks resolved in world space, not screen-space ground points.
0018Aim approach scoreIn progressCandidates scored by approach along the corrected aim ray.
0019Object position probeIn progressProbe for object positions: groundwork for doors and objects.
0020Body footprint precisionIn progressHit volumes from MonStats footprint cells and height, not screen boxes.
0021Capsule-first hit targetingBuildingStage 1 implemented; capsule test is the primary hit path.
0022Pixel-pick test findingsAwaiting retestDeployed; selects only what the cursor is truly on, via the game’s projection.
0023Box flicker: absolute marginsTestingHover-box margins made absolute; flicker fix under test.
0024Exploded projection fixTestingUnits at extreme pitch no longer explode.
0025Ray fallback: exploded boxesTestingWorld-ray fallback covers what projection can’t.
0026Ray resolver tiebreakIn progressDeterministic tiebreak for rays claimed by two units.
0027Assert dialog modeDoneConfig change only; assert dialogs suppressed for cleaner runs.
0028Perf: log flush + cullIn progress3.5.21: log-flush throttle, transition throttle, distance cull for the 3.5.20 slowdown.

Statuses marked in progress are open work; the record file holds the plan and latest test notes. Shelved means deliberately not reused. The full narrative is on the timeline.