diff --git a/docs/plans/2026-04-11-roadmap.md b/docs/plans/2026-04-11-roadmap.md
index f1b7f8ae..ea1dac1e 100644
--- a/docs/plans/2026-04-11-roadmap.md
+++ b/docs/plans/2026-04-11-roadmap.md
@@ -497,7 +497,7 @@ behavior. Estimated 17–26 days focused work, 3–5 weeks calendar.
- **Wave 4.4e implemented — exact missile ammo number (live gate pending).** Pure Core reproduces retail's thrown-weapon-vs-separate-ammo resolution over the ordered player equipment list and its zero-to-one count normalization. Relevant equipment/stack events update authored missile indicator `0x10000194` with the DAT font. Warning-free Release build and 4,754-pass / 5-skip suite are green; AP-101 is retired.
- **M2 held-object parenting shipped and live-gated 2026-07-11.** The combat toggle now ports `GetDefaultCombatMode` over ordered equipped contents, so a bow requests Missile instead of the old hardcoded Melee. CreateObject preserves parent/placement/timestamp fields, `0xF749` ParentEvent is handled, and `EquippedChildRenderController` renders the weapon as a separate child composed from the animated hand part + holding frame + child placement frame. Live gate passed: bow selected missile stance, rendered in-hand, followed animation, unequipped cleanly, and melee remained correct. App Release builds with zero warnings; the full 4,765-pass / 5-skip suite is green. AP-111 is retired; research: `docs/research/2026-07-11-combat-default-and-parent-event-pseudocode.md`.
- **M2 local attack receive funnel implemented 2026-07-11; live gate pending.** Retail `ExecuteAttack` only sends the request; ACE chooses the concrete melee/missile action and returns it in a non-autonomous mt-0 `UpdateMotion`. The local branch now runs that state through the same constructor-defaulted `MoveToInterpretedState` funnel and 15-bit action-stamp gate as remotes, then applies sticky/long-jump tails. The old local-only direct `Commands[]` replay is deleted. Shared conversion lives in `InboundInterpretedMotionFactory`; research: `docs/research/2026-07-11-local-combat-motion-pseudocode.md`.
-- **M2 basic retail combat bar implemented 2026-07-11; corrective live visual gate pending.** Production now mounts authored `gmCombatUI` LayoutDesc `0x21000073`, shows it only for Melee/Missile, binds authored high/medium/low buttons and desired-power slider, and routes mouse plus keyboard through one `CombatAttackController`. The corrective pass ports local.dat StringInfo labels, `gmCombatUI::PostInit` runtime option captions, interactive `UIOption_Checkbox` controls, and structural horizontal-scrollbar track/thumb roles. Matching retail x86 recovered exact 1.0-second normal and 0.8-second dual-wield power-up times; the same constants retire the guessed jump charge. Keybinding schema v3 migrates attack actions from one-shot Press to transition-emitting Hold. Research: `docs/research/2026-07-11-retail-combat-bar-pseudocode.md`; AP-24/AP-95 retired, AP-110 narrowed, AP-112 records the remaining advanced/Recklessness and command-interpreter seams.
+- **M2 basic retail combat bar implemented 2026-07-11; corrective live visual gate pending.** Production now mounts authored `gmCombatUI` LayoutDesc `0x21000073`, shows it only for Melee/Missile, binds authored high/medium/low buttons and desired-power slider, and routes mouse plus keyboard through one `CombatAttackController`. The corrective pass ports local.dat StringInfo labels, `gmCombatUI::PostInit` runtime option captions, interactive `UIOption_Checkbox` controls, structural horizontal-scrollbar track/thumb roles, and `ClientCombatSystem::UpdateTargetTracking` so Keep in View rotates the retail chase-camera boom around the player toward the selected attack target. Matching retail x86 recovered exact 1.0-second normal and 0.8-second dual-wield power-up times; the same constants retire the guessed jump charge. Keybinding schema v3 migrates attack actions from one-shot Press to transition-emitting Hold. Research: `docs/research/2026-07-11-retail-combat-bar-pseudocode.md`, `docs/research/2026-07-11-combat-target-camera-pseudocode.md`; AP-24/AP-95 retired, AP-110 narrowed, AP-112 records the remaining advanced/Recklessness and command-interpreter seams.
- **✓ SHIPPED — Character window** (`LayoutDesc 0x2100002E`, `CharacterStatController`, 2026-06-26, same branch). **Visually user-confirmed 2026-06-26 — Attributes tab reads as retail.** Three tabs, header (name/heritage/PK), large-gold level number (dat font, `largeDatFont` 18px), "Total Experience (XP):" + "XP for next level:" captions, 9-row attribute list (icons + right-aligned values + Health/Stamina/Mana vitals), click-to-select (top/bottom selection bars + footer State-B "{Attr}: {value}" / "Experience To Raise: Infinity!" + affordability-gated raise triangles), centered footer. User noted "still needs some polish for later" — deferred to Issue #158.
- **✓ SHIPPED — D.5.4 — Client object/item data model (foundation).** Shipped 2026-06-18 (`b506f53`..`a33e897`, 11 commits). Renamed `ItemRepository`→`ClientObjectTable` / `ItemInstance`→`ClientObject`; broadened the table to hold EVERY server object (retail `weenie_object_table` shape). `CreateObject` is now the canonical merge-upsert (`ClientObjectTable.Ingest`, retail `SetWeenieDesc` semantics) via a new Core.Net `ObjectTableWiring` (off GameWindow); `DeleteObject` evicts; `PlayerDescription` is a membership manifest (`RecordMembership`); live container-membership index (`GetContents`, retail `object_inventory_table`). `_liveEntityInfoByGuid` retired (selection/describe resolve from the one table). Root fix: the old enrich-existing-only `EnrichItem` dropped `CreateObject`s for items with no `PlayerDescription` stub — live-Coldeve 4/6 hotbar slots blank; items are now created, not dropped. **Crux resolved:** retail is TWO tables (`object_table` + `weenie_object_table`), NOT one — acdream's `WorldEntity` (3D system) + `ClientObjectTable` (data/UI) split was already architecturally faithful; the fix was the ingestion path, not a table unification. 2671 tests green.
- **Roadmap correction (2026-07-10):** the completion order is now the architecture-first campaign in `docs/superpowers/plans/2026-07-10-retail-ui-fidelity-completion.md`. Retail `gmToolbarUI` is object-only: preserve `ShortCutData.index_`, `objectID_`, and `spellID_`, but do not invent spell glyphs on this bar. `PlayerModule::favorite_spells_[8]` feeds separate spell bars.
diff --git a/docs/research/2026-07-11-combat-target-camera-pseudocode.md b/docs/research/2026-07-11-combat-target-camera-pseudocode.md
new file mode 100644
index 00000000..e8460908
--- /dev/null
+++ b/docs/research/2026-07-11-combat-target-camera-pseudocode.md
@@ -0,0 +1,77 @@
+# Retail combat target camera pseudocode
+
+Source: Sept 2013 EoR named retail client.
+
+- `ClientCombatSystem::UpdateTargetTracking` (`0x0056A950`)
+- `ClientCombatSystem::TrackTarget` (`0x0056AED0`)
+- `CameraSet::TrackTarget` (`0x00458280`)
+- `CameraSet::SetTargetForOffset` (`0x004576E0`)
+- `CameraManager::SetTargetObject` (`0x00456380`)
+- `CameraManager::UpdateCamera` (`0x00456660`)
+
+## Option consumer
+
+```text
+UpdateTargetTracking():
+ if ViewCombatTarget is enabled
+ and combat mode is Melee or Missile
+ and current attack target is valid:
+ camera.TrackTarget(attackTarget)
+ else:
+ camera.TrackTarget(0)
+```
+
+## Camera state
+
+```text
+CameraSet.TrackTarget(targetId):
+ if targetId != 0:
+ targeting = true
+ camera.SetTargetObject(targetId, wholeObject)
+ camera.targetOffset = (0, 0, 0.5 metres)
+ else:
+ targeting = false
+
+ SetTargetForOffset(camera.viewerOffset)
+
+SetTargetForOffset(viewerOffset), while targeting:
+ camera.targetStatus = LOOK_AT_OBJECT | LOOK_AT_PIVOT
+```
+
+## Per-frame pose
+
+```text
+pivot = player part position + transformed pivotOffset
+direction = zero
+
+if targetStatus contains LOOK_AT_OBJECT and target object exists:
+ targetPoint = target.position localToGlobal targetOffset
+ direction += normalize(targetPoint - pivot)
+
+headingFrame = frameWhoseForwardIs(direction)
+desiredEye = pivot + headingFrame.transformVector(viewerOffset)
+
+if targetStatus contains LOOK_AT_PIVOT:
+ desiredForward = normalize(pivot - desiredEye)
+
+damp current viewer toward (desiredEye, desiredForward)
+```
+
+The target therefore changes the direction of the boom around the player; it
+does not replace the player as the boom's pivot. `LOOK_AT_PIVOT` keeps the
+player centered while the target-facing boom keeps the combat target in view.
+
+## Port mapping
+
+- `GameWindow.GetCombatCameraTargetPoint` applies the option/mode/valid-target
+ gates and transforms the target-local 0.5 metre Z offset.
+- `RetailChaseCamera.ComputeTrackedHeading` ports the pivot-to-target direction.
+- Existing `RetailChaseCamera` boom construction and damping consume that
+ heading unchanged.
+- The diagnostic legacy `ChaseCamera` remains intentionally non-retail under
+ existing divergence row TS-19; the production retail camera owns this behavior.
+
+The ACE and ACME reference trees are not present in this worktree (only the
+in-tree WorldBuilder reference is available), so no interpretation-aid cross
+check was possible. The named retail functions above are complete for this
+behavior and remain the ground truth.
diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs
index 0a230e23..fe68e6b9 100644
--- a/src/AcDream.App/Rendering/GameWindow.cs
+++ b/src/AcDream.App/Rendering/GameWindow.cs
@@ -8415,13 +8415,15 @@ public sealed class GameWindow : IDisposable
// player visibly rises in frame without the camera
// swinging vertically (was the symptom of using raw
// velocity-vector heading).
+ System.Numerics.Vector3? trackedCombatTarget = GetCombatCameraTargetPoint();
_retailChaseCamera!.Update(result.RenderPosition, _playerController.Yaw,
playerVelocity: _playerController.BodyVelocity,
isOnGround: result.IsOnGround,
contactPlaneNormal: _playerController.ContactPlane.Normal,
dt: (float)dt,
cellId: _playerController.CellId,
- selfEntityId: _playerController.LocalEntityId);
+ selfEntityId: _playerController.LocalEntityId,
+ trackedTargetPoint: trackedCombatTarget);
// Send outbound movement messages to the live server.
if (_liveSession is not null)
@@ -12021,6 +12023,26 @@ public sealed class GameWindow : IDisposable
return SelectClosestCombatTarget(showToast: false);
}
+ ///
+ /// Resolves retail's combat-camera target. ClientCombatSystem::
+ /// UpdateTargetTracking (0x0056A950) enables CameraSet::TrackTarget only
+ /// for melee/missile combat with the option enabled and a valid attack
+ /// target. TrackTarget applies target-local offset (0,0,0.5).
+ ///
+ private System.Numerics.Vector3? GetCombatCameraTargetPoint()
+ {
+ if (!_persistedGameplay.ViewCombatTarget
+ || !AcDream.Core.Combat.CombatInputPlanner.SupportsTargetedAttack(Combat.CurrentMode)
+ || _selection.SelectedObjectId is not uint selected
+ || !IsLiveCreatureTarget(selected)
+ || !_entitiesByServerGuid.TryGetValue(selected, out var target))
+ return null;
+
+ return target.Position
+ + System.Numerics.Vector3.Transform(
+ new System.Numerics.Vector3(0f, 0f, 0.5f), target.Rotation);
+ }
+
// ============================================================
// Phase B.4b — outbound Use handler. Wires three input actions
// (LMB click select, LMB-double-click select+use, R hotkey
diff --git a/src/AcDream.App/Rendering/RetailChaseCamera.cs b/src/AcDream.App/Rendering/RetailChaseCamera.cs
index 0eb4b474..307569f1 100644
--- a/src/AcDream.App/Rendering/RetailChaseCamera.cs
+++ b/src/AcDream.App/Rendering/RetailChaseCamera.cs
@@ -143,28 +143,31 @@ public sealed class RetailChaseCamera : ICamera
Vector3 contactPlaneNormal,
float dt,
uint cellId = 0,
- uint selfEntityId = 0)
+ uint selfEntityId = 0,
+ Vector3? trackedTargetPoint = null)
{
// 1. Push velocity into 5-frame ring, get average.
PushVelocity(_velocityRing, ref _velocityCount, playerVelocity);
Vector3 avgVel = AverageVelocity(_velocityRing, _velocityCount);
- // 2. Heading vector — player's facing projected onto the contact
- // plane (grounded) or world XY (airborne). See ComputeHeading
- // doc + retail decomp :95644-95795 for why this is facing-based
- // rather than velocity-based.
- Vector3 heading = ComputeHeading(
- avgVel,
- playerYaw + YawOffset,
- isOnGround,
- contactPlaneNormal,
- CameraDiagnostics.AlignToSlope);
+ // 2. Heading vector. TrackTarget uses the pivot-to-target direction;
+ // otherwise this is the player's facing projected onto the contact
+ // plane (grounded) or world XY (airborne). See named retail
+ // CameraSet::TrackTarget 0x00458280 and CameraManager::UpdateCamera
+ // 0x00456826-0x00456915.
+ Vector3 pivotWorld = playerPosition + new Vector3(0f, 0f, PivotHeight);
+ Vector3 heading = ComputeTrackedHeading(pivotWorld, trackedTargetPoint)
+ ?? ComputeHeading(
+ avgVel,
+ playerYaw + YawOffset,
+ isOnGround,
+ contactPlaneNormal,
+ CameraDiagnostics.AlignToSlope);
// 3. Orthonormal heading-frame basis.
var (forward, _, up) = BuildBasis(heading);
// 4. Target pose.
- Vector3 pivotWorld = playerPosition + new Vector3(0f, 0f, PivotHeight);
float horizontal = Distance * MathF.Cos(Pitch);
float vertical = Distance * MathF.Sin(Pitch);
// viewer_offset = -horizontal along forward + vertical along up.
@@ -359,6 +362,24 @@ public sealed class RetailChaseCamera : ICamera
return Vector3.Normalize(projected);
}
+ ///
+ /// Port of the LOOK_AT_OBJECT direction contribution in retail
+ /// CameraManager::UpdateCamera (0x00456826-0x00456915). The caller
+ /// supplies the transformed world-space target point, including retail's
+ /// local (0,0,0.5) target offset. A coincident point cannot define a
+ /// heading, so the ordinary player-facing path remains active.
+ ///
+ internal static Vector3? ComputeTrackedHeading(Vector3 pivotWorld, Vector3? trackedTargetPoint)
+ {
+ if (trackedTargetPoint is not Vector3 targetPoint)
+ return null;
+
+ Vector3 towardTarget = targetPoint - pivotWorld;
+ return towardTarget.LengthSquared() < 1e-8f
+ ? null
+ : Vector3.Normalize(towardTarget);
+ }
+
///
/// Build an orthonormal basis with forward = heading. World
/// up is (0, 0, 1); if heading is near-parallel to it
diff --git a/tests/AcDream.App.Tests/Rendering/RetailChaseCameraTests.cs b/tests/AcDream.App.Tests/Rendering/RetailChaseCameraTests.cs
index db57c369..843a4722 100644
--- a/tests/AcDream.App.Tests/Rendering/RetailChaseCameraTests.cs
+++ b/tests/AcDream.App.Tests/Rendering/RetailChaseCameraTests.cs
@@ -116,6 +116,31 @@ public class RetailChaseCameraTests
// ── Basis from heading ────────────────────────────────────────────
+ [Fact]
+ public void TrackedHeading_UsesPivotToRetailTargetOffsetPoint()
+ {
+ // The target is ten metres east and one metre below the player's
+ // 1.5 metre camera pivot after TrackTarget's 0.5 metre offset.
+ var pivot = new Vector3(0f, 0f, 1.5f);
+ var targetPoint = new Vector3(10f, 0f, 0.5f);
+ Vector3 expected = Vector3.Normalize(new Vector3(10f, 0f, -1f));
+
+ Vector3 heading = RetailChaseCamera.ComputeTrackedHeading(pivot, targetPoint)!.Value;
+
+ Assert.Equal(expected.X, heading.X, 5);
+ Assert.Equal(expected.Y, heading.Y, 5);
+ Assert.Equal(expected.Z, heading.Z, 5);
+ }
+
+ [Fact]
+ public void TrackedHeading_MissingOrCoincidentTarget_FallsBack()
+ {
+ var pivot = new Vector3(1f, 2f, 3f);
+
+ Assert.Null(RetailChaseCamera.ComputeTrackedHeading(pivot, null));
+ Assert.Null(RetailChaseCamera.ComputeTrackedHeading(pivot, pivot));
+ }
+
[Fact]
public void Basis_HorizontalHeading_IsOrthonormalAndRightHanded()
{