feat(selection): port retail polygon picking and vivid marker
Replace the projected Setup-sphere rectangle and independent physics-wall ray with retail's render-coupled picker: only visible server-object parts participate, each exact drawing sphere broad-phases the camera-eye ray, and first-in-DAT-order visual polygon hits globally outrank sphere fallbacks. Replace the devtools-only procedural triangles with the retained gameplay VividTargetIndicator using retail client-enum surfaces 1..4, radar-blip colorization, Setup selection-sphere framing, and the exact eight-pixel viewport clamp. Release build succeeds with zero warnings and all 5,886 tests pass with five intentional skips. Co-authored-by: OpenAI Codex <codex@openai.com>
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@ -524,6 +524,7 @@ behavior. Estimated 17–26 days focused work, 3–5 weeks calendar.
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- **✓ SHIPPED — UI Studio** (2026-06-26, branch `claude/hopeful-maxwell-214a12`, ~33693c6→HEAD). Standalone `AcDream.App ui-studio <datdir> [--layout 0xNNNN | --dump <slug>] [--screenshot <png>]` Silk tool that previews any panel through the **production renderer** (`RenderBootstrap.cs` + GameWindow untouched). Sources: 26-window retail dump (`docs/research/2026-06-25-retail-ui-layout-dump.json`) via `--dump`, or live dat import + fixtures via `--layout`. Interactive canvas (click-routing to `UiHost`, Interact/Inspect ImGui toggle), headless `--screenshot`. Architecture: `src/AcDream.App/Studio/` (`StudioWindow`, `PanelFbo`, `FixtureProvider`, `LayoutSource`) + `src/AcDream.App/Rendering/RenderBootstrap.cs`. ISSUES #156 (inventory all-black in studio) and #157 (GameWindow font resolver) filed.
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- **✓ SHIPPED — Importer dat-fidelity** (Fix A/B/C, 2026-06-26, same branch). **Boundary established: look = importer (font/justification/color from dat); state/behavior = runtime controller logic.** Fix A: justification property `0x14`/`0x15` → `UiText` Centered/RightAligned/VerticalJustify. Fix B: FontColor property `0x1B` → `UiText.DefaultColor`; character colors proved RUNTIME (no importer fix). Fix C: FontDid → per-element dat font via a resolver in `DatWidgetFactory` — **STUDIO path only**; GameWindow passes `null` (Issue #157). Fix 4 (UIState-group activation): INVESTIGATED — no importer fix exists; the dat has no Visible encoding; runtime `gm*UI` is correct.
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- **✓ SHIPPED — Wave 3.3 unified primary-click router.** `ItemInteractionController.OfferPrimaryClick` returns `NotActive` / `ConsumedSuccess` / `ConsumedRejected`; inventory, bags, main pack, paperdoll, toolbar, radar, and world clicks all offer target mode before local fallback. Rejected targets cannot drift selection or open/use the clicked object. Issue #197 and AP-107 retired; retained matrix and live ACE-provisioned healing gate user-confirmed. The 3-D doll routes through authored hit mask `0x100001D6` (resolved `UiButton` above viewport `0x100001D5`), and local health prefers authoritative private-vital state.
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- **✓ SHIPPED — retail world selection + vivid target indicator (2026-07-17).** The projected Setup-sphere rectangle and independent physics-wall ray are deleted. The normal visible-mesh traversal now publishes server-object parts through their exact drawing-BSP spheres; `RetailWorldPicker` ports the camera-eye ray, per-part local transform, double-precision retail sphere solve, first visual-polygon hit in DAT order, one-sided/convex-edge rules, and global polygon-over-sphere arbitration. The retained gameplay UI resolves client-enum category `0x10000009` values `1..4` to the four installed 12×12 corner surfaces, colorizes them with the radar-blip color, and ports the exact Setup-sphere rectangle plus separate-edge 8-pixel viewport clamp. Issues #70/#71 closed; AP-29/TS-16 retired. Research: `docs/research/2026-07-17-retail-world-selection-pseudocode.md`.
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- **✓ SHIPPED — Wave 4.1 retail quick-slot input.** Bare `1..9` use toolbar slots 0..8, Ctrl+`1..9` selects them, Alt+`5..9` uses slots 13..17, and `0` creates a shortcut to the selected owned/eligible object in retail's first empty slot. `ToolbarInputController` is the focused semantic adapter; `ToolbarController` owns `UseShortcut` target-before-use/select ordering and auto-slot eligibility. Keybinding schema v2 migrates only the exact old default Ctrl+number chords, so custom bindings retain their chosen action. Full automated conformance and live user gate passed 2026-07-11.
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- **✓ SHIPPED — Wave 4.2 exact shortcut records.** One Core-owned `ShortcutEntry` preserves retail's signed `index_`, unsigned `objectID_`, and raw 32-bit `spellID_` through PlayerDescription parse, the nullable 18-slot session store, drag snapshots/reindexing, WorldSession, and exact 12-byte AddShortcut packing. The visible `gmToolbarUI` remains object-only; `favorite_spells_[8]` remains a separate future spell-bar source. AP-103 retired. Full automated conformance and live mutate→clean-relog persistence gate passed 2026-07-11.
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- **✓ SHIPPED — Wave 4.3a shortcut-alias boundary.** Drag feedback now preserves retail's neutral/accept/reject distinction. Inventory and paperdoll apply the `(DropItemFlags & 0xE) == 0` physical-item gate, so a toolbar alias can reorder within the toolbar but can never move, unwield, wield, or drop the object it references. Live equipped-helmet gate passed 2026-07-11: inventory drop removed only the shortcut.
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