Record original-alignment implementation and traceability checkpoint
Capture current source, content data, tests, asset licenses, and original-specification traceability. Original implementation remains incomplete. The accepted matching UI generation passed 154 suites and 12,253 checks, with eight rendered staff-contract screens reviewed. Latest native Windows and full-original acceptance remain outstanding.
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# 表裏レイヤー表示・魔法レンズ切替(2026-09-29)
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原本B-2.2/B-12.2、P23の途中成果。表層では実在する裏層施設の部屋描画を低透明度で重ね、裏層では表層施設の占有輪郭を表示。建設サービスの正規配置から描画し、画面外は除外する。裏層の人物や未完成工事を表示する実装ではない。
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切替時に画面を読み取るGPUシェーダーで波紋状の屈折を0.55秒表示する。演出は停止中も終了し、人物のアニメーション時間やゲーム時刻を進めない。再切替は同一オーバーレイを再利用し、終了後は非表示。半透明描画ノードは入力を持たず、レンズControlは入力を透過する。選択は従来どおり選択層の占有データで判定する。
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描画中の施設一覧を1回取得して部屋・非選択層・施設ラベルで共有し、追加描画による一覧の重複コピーを避けた。キャッシュは描画終了時に破棄する。Windows高負荷時のGPU性能は未測定。
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検証: 最終ソースのmacOS実描画18検査PASS、直前のheadless15検査PASS。表裏で同座標の受付/倉庫、裏専用の待機室、非選択施設へのクリック禁止、座標維持、停止中の演出/人物時間分離、16回切替、全Runtimeスナップショット不変を確認。既存ピクセル画面243検査、ダッシュボード136検査、make checkもPASS(最後の描画用一覧キャッシュ追加前)。最終実描画はキャッシュ追加後のソースで実施。
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layer-front.png / layer-back.png / layer-ripple.png を確認。半透明の倉庫/待機室、表層の輪郭、波紋の屈折を目視した。既存Kenney素材をそのまま再利用し、新しい外部素材は導入していない。
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未完了: 建設中/旧設備を含む全異層表現、混雑時やx3連続切替の描画性能、Windows同一ビルド実機、表裏UIスキン/BGMなどP23/P25残件。P23全体や全原本実装の完了ではない。
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## Opposite-layer active construction (2026-09-29)
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Active construction reservations now appear in the opposite layer with amber hatching and a FRONT/BACK progress badge. They do not render completed room furniture. Geometry comes directly from reserved_cells and progress from ConstructionJob; blocked/planned jobs remain visible, completed/cancelled jobs are excluded. Completed jobs switch to existing facility art/outline. Drawing shares the job list with selected-layer construction labels for one frame, avoiding duplicate list retrieval.
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Final native32 checks PASS in layer-construction-final.log, including two ordinary construction commands, exact reserved footprint, real partial progress, opposite-layer hit isolation, full snapshot preservation, restore, cancel and normal completion. layer-front-construction.png and layer-back-construction.png visually inspected: opposite footprints and labeled progress are visible independently of active-layer hatching. Pixel camera regression243 PASS before the final per-draw job-list cache; final native suite compiles and exercises that cache.
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This removes the active-construction visibility gap. Legacy infrastructure representation, x3/high-load GPU tests, Windows same-build acceptance and remaining HUD/skin requirements remain open.
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## Opposite-layer legacy stairs (2026-09-29)
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LegacyStairService records now join opposite-layer visual data even when the viewing fixture has no ConstructionService. Each stair uses the same compact upper-landing rectangle as active-layer rendering/selection. FRONT shows the backyard stair glyph at low opacity; BACK shows the front stair outline. Active and opposite filters are disjoint. Legacy metadata is cached only during a draw so selected and opposite passes share one snapshot retrieval; query calls outside drawing still get defensive copies.
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Final evidence: layer-legacy-native.log30 checks PASS; layer-legacy-migration.log67 checks PASS; layer-legacy-regression.log27 checks PASS. Actual Runtime8/Path4 migration materializes two original vertical connectors; the BACK view contains exactly those two legacy IDs, and visualization leaves the entire canonical save unchanged. Native UI coverage uses a small canonical LegacyStairService fixture and checks compact geometry, selection isolation, and defensive metadata; both layer screenshots were visually inspected. No migration or path behavior was changed.
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The legacy stair visibility gap is resolved for these fixtures. This is not exhaustive acceptance of every old transport topology; other legacy infrastructure, x3/high-load rendering, Windows same-build and remaining HUD/skin requirements remain unverified.
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