fix(ui): restore radar, retail wield switching, and protection meshes
Late-bind radar snapshots to the canonical LiveEntityRuntime maps so the retained radar survives bootstrap and session replacement instead of capturing empty sentinels. Route paperdoll drops through the retail AutoWield blocker transaction. Move conflicting held weapons, shields, explicit jewelry destinations, and mismatched ammo to the backpack one authoritative confirmation at a time; preserve compatible arrows when switching to melee. Render mode-1 and no-degrade particle GfxObjs as their authored modern-pipeline meshes, retain Always2D billboards, interleave both paths back-to-front, balance emitter mesh ownership, and fail safely on corrupt DAT material metadata. This restores the closed apex on Armor Self/protection effects. Retain Studio fixture controller lifetimes, add installed-DAT and adversarial regression coverage, synchronize retail research/divergence bookkeeping, and pass all three review tracks plus the full Release suite. Co-Authored-By: Codex <noreply@openai.com>
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@ -559,8 +559,12 @@ include dungeons.
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TS-26's
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`UpdatePosition` freshness gap is retired by the nine-channel timestamp
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gates; TS-49 remains the explicit
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DetectionManager/`LeftDetection` gap. The final two-client visual gate is
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still pending.
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DetectionManager/`LeftDetection` gap. A 2026-07-14 corrective visual slice
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ports `CPhysicsPart::Always2D`: mode-1/no-degrade particles now keep every
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authored mesh polygon through the modern global buffer, while other degrade
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modes retain the billboard path. This restores the four-piece apex of
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Armor/protection shield effects. The final two-client visual gate is still
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pending.
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- **L.1c local attack receive path (implemented 2026-07-11; live gate pending)** —
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local non-autonomous mt-0 UpdateMotion now uses retail's wholesale interpreted
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funnel and action-stamp gate, so ACE's server-selected melee/missile action
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