docs(D.2b): reconcile paperdoll docs to the corrected model (Slice 1 shipped)
- Divergence AP-66: Slice-1 empty-slot frame vs the Slice-2 doll-backed transparent look (retired when the doll viewport lands). - Paperdoll handoff: prominent top note correcting the WRONG "transparent / per-slot silhouettes" framing — the figure IS the live 3D doll; the Slots toggle + doll = Slice 2. Points to the project memory's Slice 1 entry for the full DO-NOT-RETRY. (The detailed shipped-log + corrected model live in the auto-loaded claude-memory/project_d2b_retail_ui.md, updated this session.) Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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**Status:** SCOPED, not started. The decomposition + corrections + reuse map below are the design sketch; a fresh session runs the full brainstorm → spec → plan → subagent-driven → visual-gate flow **per slice**.
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**Line numbers drift — grep the symbol.**
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> **⚠ SUPERSEDED / CORRECTED 2026-06-23 — Slice 1 SHIPPED (`a4c6852`).** This handoff's "⚠ Correction"
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> section below ("empty equip slots are TRANSPARENT, no silhouettes") **was WRONG** and cost a visual-gate
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> iteration. The user-axiom truth (his retail screenshots): the paperdoll has a **"Slots" toggle button
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> (`0x100005BE` = `m_SlotCheckbox`)**. Button OFF (default) = the **live 3-D character** (the doll — can be
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> naked) + the non-armor slots (weapon/shield/wand/jewelry/under-clothes); button ON = the doll **hides** and
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> the **armor slots** become visible. **The "figure"/"silhouette" IS the doll (live render), NOT per-slot
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> silhouette sprites — there are none.** So the doll `UiViewport` (Type 0xD, `0x100001D5`) + the Slots toggle
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> = **Slice 2**. Slice 1 (equip-slot bind + wield/unwield + **visible empty-slot frames** + the `EquipMask`
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> correction + the `PickupEvent` unwield fix) SHIPPED. **The corrected model + the full DO-NOT-RETRY list live
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> in `claude-memory/project_d2b_retail_ui.md` (the Slice 1 entry) — read that, not the §"⚠ Correction" below.**
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---
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## Read first (in this order)
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