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>
This commit is contained in:
Erik 2026-07-14 20:52:45 +02:00
parent 8d63e5c28a
commit b26f84cc69
26 changed files with 1361 additions and 141 deletions

View file

@ -1169,3 +1169,39 @@ animation-hook/PES route plus Hidden/remote-placement/UnHide ownership. Installe
DAT colors, trail/cloud appearance, remote portal observation, and impact-origin
presentation remain visual acceptance items; an in-memory conformance fixture
cannot claim pixel appearance.
## Corrective visual gate — authored particle geometry (2026-07-14)
Oracle: `CPhysicsPart::Draw` at `0x0050D7A0`, `CPhysicsPart::Always2D` at
`0x0050D8A0`, and `ParticleEmitter::SetInfo` at `0x0051CE90`.
```text
particle presentation part = construct a complete CPhysicsPart from emitter GfxObj
Always2D(part):
if part has no degrade table or the table has no entries:
return false
return firstDegrade.DegradeMode != 1
draw particle:
if Always2D(part):
draw the camera-facing degrade presentation
else:
draw every authored mesh polygon and surface through CPhysicsPart::DrawMesh
```
The installed Armor Self chain proves why this distinction is visible:
`PS_ShieldUpGrey` resolves through table `0x34000004` to PES `0x3300068F`,
whose first four CreateParticle hooks use emitters `0x32000350`, `351`, `355`,
and `356`. Their hardware GfxObjs `0x01001666..0x01001669` are mode-1 meshes,
each with five vertices and multiple triangular polygons. Each piece contributes
an apex face meeting near local Z = 2.32 m; together they close the crystal top.
Emitter `0x32000379`/GfxObj `0x01001098` is the separate mode-2 additive
billboard. Flattening every GfxObj to one bounding-box quad discards the four
apex pieces and produces the observed open shield.
The App renderer now follows `Always2D`: full-mesh particles reuse the mandatory
modern `GlobalMeshBuffer` batches, bindless surface handles, cull modes, and
authored indices; only the 2D case enters the six-index quad path. Mesh ownership
is keyed by the stable particle-emitter handle and releases its WB reference on
the exact `EmitterDied` lifecycle edge (or renderer teardown before WB teardown).