Revert "Campaign V slice V4a" - it lost world multisampling
This reverts ceec3bc4. Two independent reasons, either sufficient.
The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.
The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.
This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.
The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.
Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.
Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
ceec3bc440
commit
9aaf97e785
334 changed files with 3841 additions and 3661 deletions
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@ -1,4 +1,4 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using AcDream.App.Plugins;
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using AcDream.App.Combat;
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using AcDream.App.Input;
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@ -24,41 +24,41 @@ using Silk.NET.Input;
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namespace AcDream.App.UI;
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internal sealed record RetailUiAssets(
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public sealed record RetailUiAssets(
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IDatReaderWriter Dats,
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object DatLock,
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Func<uint, (GpuTextureSlot Texture, int Width, int Height)> ResolveSprite,
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Func<uint, (uint Texture, int Width, int Height)> ResolveSprite,
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Func<uint, UiDatFont?> ResolveFont,
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UiDatFont? DefaultFont,
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BitmapFont? DebugFont,
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ControlsIni Controls,
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IconComposer Icons);
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internal sealed record VitalsRuntimeBindings(VitalsVM ViewModel);
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public sealed record VitalsRuntimeBindings(VitalsVM ViewModel);
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internal sealed record ChatRuntimeBindings(ChatVM ViewModel, Func<ICommandBus> CommandBus);
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public sealed record ChatRuntimeBindings(ChatVM ViewModel, Func<ICommandBus> CommandBus);
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internal sealed record RadarRuntimeBindings(
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public sealed record RadarRuntimeBindings(
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Func<UiRadarSnapshot> Snapshot,
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SelectionState Selection,
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Action<bool> SetUiLocked);
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internal sealed record CombatRuntimeBindings(
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public sealed record CombatRuntimeBindings(
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CombatState State,
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RuntimeCombatAttackState Attacks,
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Func<GameplaySettings> Gameplay,
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Action<GameplaySettings> SetGameplay);
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internal sealed record MagicRuntimeBindings(
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public sealed record MagicRuntimeBindings(
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Spellbook Spellbook,
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RuntimeSpellCastState Casting,
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ClientObjectTable Objects,
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Func<uint> PlayerGuid,
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IReadOnlyDictionary<uint, SpellComponentDescriptor> Components,
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Func<ItemType, uint, uint, uint, uint, GpuTextureSlot> ResolveIcon,
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Func<ItemType, uint, uint, uint, uint, GpuTextureSlot> ResolveDragIcon,
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Func<uint, GpuTextureSlot> ResolveSpellIcon,
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Func<uint, GpuTextureSlot> ResolveComponentIcon,
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Func<ItemType, uint, uint, uint, uint, uint> ResolveIcon,
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Func<ItemType, uint, uint, uint, uint, uint> ResolveDragIcon,
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Func<uint, uint> ResolveSpellIcon,
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Func<uint, uint> ResolveComponentIcon,
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SelectionState Selection,
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Func<uint, int> SpellLevel,
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Func<uint, IReadOnlyList<SpellExamineComponent>> SpellComponents,
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@ -72,14 +72,14 @@ internal sealed record MagicRuntimeBindings(
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Action<uint, uint> SetDesiredComponent,
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Func<double> ServerTime);
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internal sealed record JumpPowerbarRuntimeBindings(Func<JumpChargeSnapshot> Snapshot);
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public sealed record JumpPowerbarRuntimeBindings(Func<JumpChargeSnapshot> Snapshot);
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internal sealed record FpsRuntimeBindings(
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public sealed record FpsRuntimeBindings(
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Func<double> FramesPerSecond,
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Func<double> DegradeMultiplier,
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Func<bool> IsVisible);
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internal sealed record IndicatorRuntimeBindings(
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public sealed record IndicatorRuntimeBindings(
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Spellbook Spellbook,
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ClientObjectTable Objects,
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Func<uint> PlayerGuid,
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@ -89,11 +89,11 @@ internal sealed record IndicatorRuntimeBindings(
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Action RequestLinkStatusPing,
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Action EndCharacterSession);
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internal sealed record ToolbarRuntimeBindings(
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public sealed record ToolbarRuntimeBindings(
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ClientObjectTable Objects,
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ShortcutStore Shortcuts,
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Func<ItemType, uint, uint, uint, uint, GpuTextureSlot> ResolveIcon,
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Func<ItemType, uint, uint, uint, uint, GpuTextureSlot> ResolveDragIcon,
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Func<ItemType, uint, uint, uint, uint, uint> ResolveIcon,
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Func<ItemType, uint, uint, uint, uint, uint> ResolveDragIcon,
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Action<uint> UseItem,
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CombatState Combat,
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ItemManaState ItemMana,
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@ -114,13 +114,13 @@ internal sealed record ToolbarRuntimeBindings(
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Func<uint> PlayerGuid,
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Action<uint, uint, int>? SendPutItemInContainer);
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internal sealed record CharacterRuntimeBindings(CharacterSheetProvider Provider);
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public sealed record CharacterRuntimeBindings(CharacterSheetProvider Provider);
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internal sealed record InventoryRuntimeBindings(
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public sealed record InventoryRuntimeBindings(
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ClientObjectTable Objects,
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Func<uint> PlayerGuid,
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Func<ItemType, uint, uint, uint, uint, GpuTextureSlot> ResolveIcon,
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Func<ItemType, uint, uint, uint, uint, GpuTextureSlot> ResolveDragIcon,
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Func<ItemType, uint, uint, uint, uint, uint> ResolveIcon,
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Func<ItemType, uint, uint, uint, uint, uint> ResolveDragIcon,
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Func<int?> Strength,
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Action<uint>? SendUse,
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Action<uint, uint, int>? SendPutItemInContainer,
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@ -129,11 +129,11 @@ internal sealed record InventoryRuntimeBindings(
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ItemInteractionController ItemInteraction,
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SelectionState Selection);
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internal sealed record ExternalContainerRuntimeBindings(
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public sealed record ExternalContainerRuntimeBindings(
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ExternalContainerState State,
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ClientObjectTable Objects,
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Func<ItemType, uint, uint, uint, uint, GpuTextureSlot> ResolveIcon,
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Func<ItemType, uint, uint, uint, uint, GpuTextureSlot> ResolveDragIcon,
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Func<ItemType, uint, uint, uint, uint, uint> ResolveIcon,
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Func<ItemType, uint, uint, uint, uint, uint> ResolveDragIcon,
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ItemInteractionController ItemInteraction,
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SelectionState Selection,
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Action<uint> SendUse,
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@ -141,12 +141,12 @@ internal sealed record ExternalContainerRuntimeBindings(
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Action<uint, uint, uint, uint> SendStackableSplitToContainer,
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Func<uint, bool> IsWithinUseRange);
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internal sealed record RetailUiPersistenceBindings(
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public sealed record RetailUiPersistenceBindings(
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SettingsStore Store,
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Func<string> CharacterKey,
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Func<(int Width, int Height)> ScreenSize);
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internal sealed record RetailUiProbeBindings(
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public sealed record RetailUiProbeBindings(
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bool Enabled,
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string? ScriptPath,
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bool DumpOnStart,
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@ -155,19 +155,19 @@ internal sealed record RetailUiProbeBindings(
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Func<InputAction, bool, bool> SetInputHeld,
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Testing.IRetailUiAutomationRuntime? Runtime = null);
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internal sealed record RetailUiCursorBindings(
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public sealed record RetailUiCursorBindings(
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CursorFeedbackController Feedback,
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RetailCursorManager Manager);
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internal sealed record ConfirmationRuntimeBindings(
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public sealed record ConfirmationRuntimeBindings(
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Action<uint, uint, bool> SendResponse);
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internal sealed record AppraisalRuntimeBindings(
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public sealed record AppraisalRuntimeBindings(
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Func<string> PlayerName,
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Action<uint, string> SendSetInscription,
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Action<string> DisplaySystemMessage);
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internal sealed record RetailUiRuntimeBindings(
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public sealed record RetailUiRuntimeBindings(
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UiHost Host,
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RetailUiAssets Assets,
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VitalsRuntimeBindings Vitals,
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@ -196,7 +196,7 @@ internal sealed record RetailUiRuntimeBindings(
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/// state/action delegates and GL/DAT resolvers; this runtime imports layouts, binds
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/// controllers, mounts windows, owns persistence, and presents one tick/draw/dispose seam.
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/// </summary>
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internal sealed class RetailUiRuntime : IDisposable
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public sealed class RetailUiRuntime : IDisposable
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{
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private readonly RetailUiRuntimeBindings _bindings;
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private StackSplitQuantityState StackSplitQuantity => _bindings.StackSplitQuantity;
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ImportedLayout? layout = Import(0x2100006Cu);
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if (layout is null)
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{
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Console.WriteLine("[D.2b] vitals: LayoutDesc 0x2100006C not found — vitals unavailable.");
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Console.WriteLine("[D.2b] vitals: LayoutDesc 0x2100006C not found — vitals unavailable.");
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return;
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}
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MinWidth = 40f,
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ContentClickThrough = false,
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});
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Console.WriteLine("[D.2b] retail UI active — vitals window from LayoutDesc importer (0x2100006C).");
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Console.WriteLine("[D.2b] retail UI active — vitals window from LayoutDesc importer (0x2100006C).");
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}
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private void MountRadar()
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