fix #375: Configure Keyboard live mount — string resolver + parked template prototypes
Campaign OP gate 2: the screen opened as a visual mess (textless buttons/tabs, buttons above the window, overlapping text) while the fixture conformance suite stayed green — the #372 class again. Two root causes, both proven by the new env-gated live-DAT probe before fixing: 1. MountKeyboardConfig's main LayoutImporter.Build was the ONE mount in RetailUiRuntime not passing strings.Resolve — every AUTHORED caption (OK/Cancel/Defaults/Revert/Load/Save, the six ActionClass tab labels, the Command/Mapping column headers) built empty, while the controller's own resolveString row captions worked, which is why the screen was recognizable but textless. Fixed by passing the resolver like every sibling mount. 2. gmKeyboardUI authors its ListBox row templates (header 0x1000002E, action row 0x1000002F with the three 100x32 key buttons) as TOP-LEVEL siblings referenced by dat property 0x64. Retail never instantiates template-list elements as live widgets (AddItemFromTemplateList clones from the desc — the same re-import UiTemplateListBox's TemplateResolver performs), but ImportInfos built them parked at the screen's (0,0): three key buttons at y=0..32 ABOVE the framed panel (top y=62) — the 'outside the window' buttons — under a 570x40 header text overlapping them and the top chrome. ImportInfos now skips top-level elements referenced by a SAME-LAYOUT template list (the same skip class as the existing BaseElement-prototype filter; same-layout only because element ids collide across layouts — 0x10000211 is a page in BOTH the options and keyboard layouts). The probe (ACDREAM_PROBE_LIVE_MOUNT=1) pins both against the real DATs: prototypes absent from the built tree, and Defaults/Revert/OK/Cancel resolving on the resolver-passing build. Post-fix the import collapses to the framed 600x476 panel with every screen button inside its bounds. Full Release suite: 13,082 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -869,6 +869,17 @@ Three live runs against local ACE (`127.0.0.1:9000`, `+Acdream`,
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## OP8 — Configure Keyboard
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> **Gate-2 re-test note (#375):** the first look at this screen was a
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> visual mess — textless buttons/tabs, stray buttons above the window,
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> overlapping text. Two root causes, both fixed: the screen's build was
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> missing its string resolver (every authored caption rendered empty),
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> and the row-template prototypes (a header + a three-button row) were
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> being built as live widgets parked at the screen's top-left. Expect
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> now: captioned tabs (Movement/Camera/Combat/UI/CharacterSettings/
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> Emotes), captioned buttons (Defaults/Revert/OK/Cancel, Load File.../
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> Save As...), Command + Mapping 1-3 column headers, and NOTHING
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> rendered above or outside the framed panel.
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**Known, tracked behaviors — do NOT file as defects (read before testing):**
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- **Shared combat keys prompt a false conflict (ISSUES #373).** Retail
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