docs: align roadmap + ISSUES + CLAUDE.md with Phase I (UI consolidation + chat completeness)
Wraps Phase I — UI consolidation + complete chat system. All 7 prior
commits (I.1 through I.7 + I.2) are now reflected in the canonical
sources of truth.
- docs/plans/2026-04-11-roadmap.md: new "Phase I — UI consolidation +
complete chat system" section between H and J. 8 sub-pieces all
marked SHIPPED 2026-04-25 with their actual commit SHAs:
I.1 b131514, I.2 56037a4, I.3 8e6e5a0, I.4 f14296c, I.5 ff5ed9e,
I.6 ca968fc, I.7 3d26c8e, I.8 (this commit).
Plus Phase H.1 entry annotated to credit I.4 + I.7 for chat input
+ combat translation. D.5 / D.6 entries cross-link to the new I
surface where relevant. Three Q&A rows added to "When will my
specific complaint be fixed?".
- docs/ISSUES.md: 7 issues filed and closed in the same session
(#14 IPanelRenderer widgets, #15 DebugPanel migration, #16
LiveCommandBus, #17 ChatPanel input, #18 holtburger inbound
parity, #19 TurbineChat, #20 CombatChatTranslator). All in
Recently closed with real commit SHAs.
- CLAUDE.md: surgical update to the UI strategy paragraph (~line 35).
ImGui now hosts ALL dev/debug UI (Vitals + Chat + Debug);
StbTrueTypeSharp DebugOverlay deleted in I.2; TextRenderer +
BitmapFont retained for the future HUD-in-world (D.6); custom
retail-look toolkit (D.2b) remains the long-term retail-look
path while ImGui is the pragmatic D.2a default.
- memory/project_chat_pipeline.md (auto-loaded; in user's claude
project memory tree): new evergreen crib documenting the
ChatLog -> ChatVM -> ChatPanel + LiveCommandBus -> WorldSession
pipeline with the slash-command set + opcode coverage.
- memory/MEMORY.md: indexed line for project_chat_pipeline.
Solution state at end of Phase I:
989 tests green (107 + 639 + 243), 0 warnings, 0 errors.
+124 tests across the phase.
Closes Phase I in roadmap.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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CLAUDE.md
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CLAUDE.md
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@ -33,13 +33,21 @@ state lives in memory (`memory/project_*.md`), plans in `docs/plans/`,
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research in `docs/research/`.
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**UI strategy:** three-layer split — swappable backend (ImGui.NET +
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`Silk.NET.OpenGL.Extensions.ImGui` for Phase D.2a short-term, custom
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retail-look toolkit for D.2b later) / stable `AcDream.UI.Abstractions`
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layer (ViewModels + Commands + `IPanel` / `IPanelRenderer`) / unchanged
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game state. **All plugin-facing UI targets `AcDream.UI.Abstractions` —
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never import a backend namespace from a panel.** Full design:
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`docs/plans/2026-04-24-ui-framework.md`. Memory crib:
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`memory/project_ui_architecture.md`.
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`Silk.NET.OpenGL.Extensions.ImGui` for Phase D.2a, custom retail-look
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toolkit for D.2b later) / stable `AcDream.UI.Abstractions` layer
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(ViewModels + Commands + `IPanel` / `IPanelRenderer`) / unchanged game
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state. **As of Phase I (2026-04-25), ImGui hosts every dev/debug
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panel** — Vitals, Chat, Debug. The previous custom-StbTrueTypeSharp
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`DebugOverlay` was deleted in I.2; `TextRenderer` + `BitmapFont` are
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kept alive specifically for the future world-space HUD (D.6 — damage
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floaters, name plates) where ImGui can't reach into the 3D scene.
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D.2b remains the long-term retail-look path (panels reskinned one at a
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time using dat assets); ImGui persists forever as the
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`ACDREAM_DEVTOOLS=1` overlay. **All plugin-facing UI targets
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`AcDream.UI.Abstractions` — never import a backend namespace from a
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panel.** Full design: `docs/plans/2026-04-24-ui-framework.md`.
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Memory cribs: `memory/project_ui_architecture.md` (architecture),
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`memory/project_chat_pipeline.md` (chat pipeline as of Phase I).
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## How to operate
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