merge: bring main (A7 lighting Fix A–D + UN-7 + #140 Fix D) into the D.5 branch
Integrates main's 19 commits (A7 outdoor/indoor torch lighting Fix A/B/C/D, GlobalLightPacker, shader updates, UN-7) under the D.5 toolbar/item-model stack (D.5.1/D.5.2/D.5.4/D.5.3a). Auto-merged cleanly except docs/ISSUES.md. Conflict resolved: both lineages used #140 for different issues. Kept main's #140 = "A7 Fix D" (resolved); renumbered the toolbar/selected-object issue to #141 (note added; this branch's commits/spec still reference #140 — immutable). The register auto-merged (AP-46 cites file:line, not #140; UN-7 keeps #140=Fix D). Build + full suite green on the merged tree (2,713 passed / 4 skipped). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
commit
31d7ffd253
27 changed files with 2327 additions and 103 deletions
|
|
@ -46,9 +46,9 @@ Copy this block when adding a new issue:
|
|||
|
||||
---
|
||||
|
||||
## #140 — Toolbar interactivity — selected-object display
|
||||
## #141 — Toolbar interactivity — selected-object display
|
||||
|
||||
**Status:** IN PROGRESS (D.5.3a health + name + flash — DONE & visually confirmed 2026-06-20; mana + stack slider still deferred)
|
||||
**Status:** IN PROGRESS (D.5.3a health + name + flash — DONE & visually confirmed 2026-06-20; mana + stack slider still deferred). Renumbered from #140 on the 2026-06-20 main merge — A7 Fix D held #140 on main; this branch's commits/spec still reference #140.
|
||||
**Severity:** MEDIUM
|
||||
**Filed:** 2026-06-17
|
||||
**Component:** ui — D.5 toolbar / selection
|
||||
|
|
@ -57,7 +57,7 @@ Copy this block when adding a new issue:
|
|||
|
||||
**Root cause / status:** The selection-state wire was deferred out of D.5.1 scope; the meter/slider elements are present in LayoutDesc 0x21000016 but hidden (no backing data). D.5.3 is the planned port.
|
||||
- **D.5.3a (2026-06-18):** the Health meter (0x100001A1) + the object-name line (0x1000019F) + the overlay state (0x100001A0) are wired via `SelectedObjectController` (port of `gmToolbarUI::HandleSelectionChanged`); `SelectionChanged` event on `GameWindow`; `QueryHealth (0x01BF)` sent on select. Spec/plan: `docs/superpowers/specs|plans/2026-06-18-d53a-*`. **Still deferred:** the Mana meter (0x100001A2 — owned-item-only; no remote-target mana path yet) and the stack entry/slider (0x100001A3/A4 — stack-split UI). Divergence row AP-46.
|
||||
- **D.5.3a visual gate PASSED (2026-06-20):** name top-aligned in the bar sprite's black band, friendly NPCs/Doors name-only, players/monsters get the bar (gated on PWD BF_ATTACKABLE/BF_PLAYER), bar appears on assess/damage (UpdateHealth-driven, AP-47 retired), brief green selection flash. Fixed during the gate: the two magenta end-lines (UiMeter.DrawHBar resolved slice id 0 → 1x1 magenta placeholder → 1px caps), the stack-entry black box (hid 0x100001A3), and the flash being eaten by a framebuffer-dump diagnostic. Commits `8f627cc` (fixes), `0796585` (CLI apparatus). **Remaining for #140:** Mana meter (0x100001A2) + stack entry/slider (0x100001A3/A4).
|
||||
- **D.5.3a visual gate PASSED (2026-06-20):** name top-aligned in the bar sprite's black band, friendly NPCs/Doors name-only, players/monsters get the bar (gated on PWD BF_ATTACKABLE/BF_PLAYER), bar appears on assess/damage (UpdateHealth-driven, AP-47 retired), brief green selection flash. Fixed during the gate: the two magenta end-lines (UiMeter.DrawHBar resolved slice id 0 → 1x1 magenta placeholder → 1px caps), the stack-entry black box (hid 0x100001A3), and the flash being eaten by a framebuffer-dump diagnostic. Commits `8f627cc` (fixes), `0796585` (CLI apparatus). **Remaining for #141:** Mana meter (0x100001A2) + stack entry/slider (0x100001A3/A4).
|
||||
|
||||
**Files:** `src/AcDream.App/UI/Layout/ToolbarController.cs` + the selection/WorldPicker state (see `claude-memory/project_interaction_pipeline.md`).
|
||||
|
||||
|
|
@ -67,6 +67,27 @@ Copy this block when adding a new issue:
|
|||
|
||||
---
|
||||
|
||||
## #140 — A7 "Fix D": outdoor objects too bright near torches
|
||||
|
||||
**Status:** RESOLVED (`b7d655b`, 2026-06-19 — user-confirmed side-by-side at the Holtburg meeting hall)
|
||||
**Severity:** MEDIUM (visible — buildings blow out warm near torches vs retail; ambient/sun itself is correct after Fix C)
|
||||
**Filed:** 2026-06-18
|
||||
**Component:** render — point lighting on outdoor objects
|
||||
|
||||
**RESOLUTION (2026-06-19, round 2):** The "bake vs D3D-FF" framing below was the WRONG question — neither lights the building exterior. Retail's per-object torch binder `minimize_object_lighting` (0x0054d480) runs ONLY `if (Render::useSunlight == 0)` (`DrawMeshInternal` 0x0059f398), and the OUTDOOR landscape stage runs `useSunlightSet(1)` (`PView::DrawCells` 0x005a485a before `LScape::draw`). So retail lights outdoor objects (building exterior shells, scenery, outdoor creatures) with the **sun + ambient ONLY — never wall torches**. acdream was torch-lighting them. Fix: `WbDrawDispatcher.ComputeEntityLightSet` now gates torch selection on the object being indoor (`ParentCellId` is an EnvCell) via `IndoorObjectReceivesTorches`; outdoor objects get the sun only. acdream reads the dat falloffs faithfully (the orange torch is genuinely `Falloff 6`; the "reach too long" theory was a red herring). Register **AP-43**; the indoor-vs-outdoor *sun* half uses a per-frame player-inside global (residual logged in AP-43). Full handoff: `docs/research/2026-06-19-lighting-a7-fixD-round2-torch-reach-CHECKPOINT.md` (RESOLVED banner). Indoor-lighting follow-ups the user raised at the gate (windowed-building interior regime; portal swirl as a dynamic light) are SEPARATE M1.5 work, not part of this issue.
|
||||
|
||||
**Description (user):** Outdoor buildings (e.g. the Holtburg meeting hall) read much brighter near torches in acdream than in retail — the walls blow out warm where retail stays dim. The general ambient/sun is correct after Fix C (`57c1135`); this is specifically the per-object point-light *contribution*.
|
||||
|
||||
**Root cause / status:** GROUNDED but BLOCKED on one capture. Retail's object point-light path (`config_hardware_light` 0x0059ad30): `Diffuse=color×intensity`, `Attenuation=(0,1,0)`⇒1/d, `Range=falloff×rangeAdjust` (`rangeAdjust=1.5`⇒9 m), `material.diffuse=(1,1,1)`. CONTRADICTION: by that math a torch 3 m away = color×33 ⇒ retail walls should blow to WHITE — but they're DIM. Material/range/intensity all captured + ruled out. So the scaling is in the building's RENDER PATH (unknown). Leading hypothesis: static buildings DON'T use D3D hardware lighting — they use the `SetStaticLightingVertexColors` BAKE (`calc_point_light`, like cells), and the captured `intensity=100` light was a different object (player/portal). **DO NOT port the D3D-FF model — the math says it would make objects brighter, not dimmer.**
|
||||
|
||||
**Files:** `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` (`pointContribution`/`accumulateLights`); `src/AcDream.Core/Lighting/LightManager.cs` (`SelectForObject`); `LightBake.cs` (verbatim calc_point_light, unwired).
|
||||
|
||||
**Research:** `docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md` (full grounding + cdb cheat-sheet + the next capture); `claude-memory/reference_retail_ambient_values.md`.
|
||||
|
||||
**Acceptance:** Determine the building's actual render path (bake vs D3D-FF; is `SetStaticLightingVertexColors` 0x0059cfe0 called for it / is `D3DRS_LIGHTING` on), then make the object torch contribution match retail — user side-by-side sign-off (meeting hall stays dim near torches).
|
||||
|
||||
---
|
||||
|
||||
## #139 — D.2b retail UI polish: chat text colors + buttons
|
||||
|
||||
**Status:** OPEN
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue