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

@ -2125,6 +2125,7 @@ public sealed class GameWindow : IDisposable
_liveSession?.SendStackableSplitTo3D(item, amount),
selectedObjectId: () => _selection.SelectedObjectId ?? 0u,
stackSplitQuantity: _stackSplitQuantity,
systemMessage: text => Chat.OnSystemMessage(text, 0x1Au),
sendPutItemInContainer: (item, container, placement) =>
_liveSession?.SendPutItemInContainer(item, container, placement));
var cursorFeedbackController = new AcDream.App.UI.CursorFeedbackController(
@ -2197,15 +2198,15 @@ public sealed class GameWindow : IDisposable
var radarSnapshotProvider = new AcDream.App.UI.Layout.RadarSnapshotProvider(
Objects,
_visibleEntitiesByServerGuid,
LastSpawns,
() => _visibleEntitiesByServerGuid,
() => LastSpawns,
playerGuid: () => _playerServerGuid,
playerYawRadians: () => _playerController?.Yaw ?? 0f,
playerCellId: () => _playerController?.CellId ?? 0u,
selectedGuid: () => _selection.SelectedObjectId,
coordinatesOnRadar: () => _persistedGameplay.CoordinatesOnRadar,
uiLocked: () => _persistedGameplay.LockUI,
playerEntities: _entitiesByServerGuid);
playerEntities: () => _entitiesByServerGuid);
var retailChatVm = new AcDream.UI.Abstractions.Panels.Chat.ChatVM(Chat, displayLimit: 200);
_retailChatVm = retailChatVm;
AcDream.App.UI.RetailUiPersistenceBindings? persistence = _settingsStore is null
@ -2290,7 +2291,6 @@ public sealed class GameWindow : IDisposable
item, container, placement, amount),
(source, target, amount) =>
_liveSession?.SendStackableMerge(source, target, amount),
(item, mask) => _liveSession?.SendGetAndWieldItem(item, mask),
_itemInteractionController,
_selection),
Cursor: new AcDream.App.UI.RetailUiCursorBindings(
@ -2588,10 +2588,16 @@ public sealed class GameWindow : IDisposable
_gl, _dats, skyShader, _textureCache!, _samplerCache);
// Phase G.1 particle renderer — renders rain / snow / spell auras
// spawned into the shared ParticleSystem as billboard quads.
// Weather uses AttachLocal emitters so the rain volume follows
// the player.
_particleRenderer = new ParticleRenderer(_gl, shadersDir, _textureCache, _dats);
// spawned into the shared ParticleSystem. Mode-1/no-degrade GfxObjs
// retain their authored mesh; Always2D degrade modes use billboards.
// Weather uses AttachLocal emitters so its volume follows the player.
_particleRenderer = new ParticleRenderer(
_gl,
shadersDir,
_particleSystem,
_textureCache,
_dats,
_wbMeshAdapter);
// A.5 T22.5: apply radii from the already-resolved _resolvedQuality.
// _resolvedQuality was set by the quality block immediately after
@ -9460,6 +9466,7 @@ public sealed class GameWindow : IDisposable
using (var _uplStage = _frameProfiler.BeginStage(AcDream.App.Diagnostics.FrameStage.Upload))
{
_wbMeshAdapter?.Tick();
_particleRenderer?.BeginFrame();
}
if (_frameDiag)
FrameDiagPush(_entityUploadSamples, ref _entityUploadSampleCursor,
@ -9984,7 +9991,7 @@ public sealed class GameWindow : IDisposable
_gl.Disable(EnableCap.ClipDistance0 + _cp);
if (_particleSystem is not null && _particleRenderer is not null)
_particleRenderer.Draw(_particleSystem, camera, camPos,
_particleRenderer.Draw(camera, camPos,
AcDream.Core.Vfx.ParticleRenderPass.SkyPreScene);
}
@ -10108,7 +10115,6 @@ public sealed class GameWindow : IDisposable
return;
DisableClipDistances();
_particleRenderer.Draw(
_particleSystem,
camera,
camPos,
AcDream.Core.Vfx.ParticleRenderPass.Scene,
@ -10224,7 +10230,6 @@ public sealed class GameWindow : IDisposable
{
sigSceneParticles = sigSceneParticles == "none" ? "filtered" : sigSceneParticles + "+filtered";
_particleRenderer.Draw(
_particleSystem,
camera,
camPos,
AcDream.Core.Vfx.ParticleRenderPass.Scene,
@ -10236,7 +10241,6 @@ public sealed class GameWindow : IDisposable
{
sigSceneParticles = sigSceneParticles == "none" ? "global" : sigSceneParticles + "+global";
_particleRenderer.Draw(
_particleSystem,
camera,
camPos,
AcDream.Core.Vfx.ParticleRenderPass.Scene);
@ -10260,7 +10264,6 @@ public sealed class GameWindow : IDisposable
// are never in the outdoor-static id set).
sigSceneParticles = sigSceneParticles == "none" ? "unattached" : sigSceneParticles + "+unattached";
_particleRenderer.Draw(
_particleSystem,
camera,
camPos,
AcDream.Core.Vfx.ParticleRenderPass.Scene,
@ -10284,7 +10287,7 @@ public sealed class GameWindow : IDisposable
_gl.Disable(EnableCap.ClipDistance0 + _cp);
if (_particleSystem is not null && _particleRenderer is not null)
_particleRenderer.Draw(_particleSystem, camera, camPos,
_particleRenderer.Draw(camera, camPos,
AcDream.Core.Vfx.ParticleRenderPass.SkyPostScene);
}
@ -11317,7 +11320,7 @@ public sealed class GameWindow : IDisposable
DisableClipDistances();
if (renderSky && _particleSystem is not null && _particleRenderer is not null)
_particleRenderer.Draw(_particleSystem, camera, camPos,
_particleRenderer.Draw(camera, camPos,
AcDream.Core.Vfx.ParticleRenderPass.SkyPreScene);
EnableClipDistances();
@ -11456,7 +11459,6 @@ public sealed class GameWindow : IDisposable
&& _particleRenderer is not null)
{
_particleRenderer.Draw(
_particleSystem,
camera,
camPos,
AcDream.Core.Vfx.ParticleRenderPass.Scene,
@ -11476,7 +11478,7 @@ public sealed class GameWindow : IDisposable
_activeDayGroup, kf, environOverrideActive);
DisableClipDistances();
if (_particleSystem is not null && _particleRenderer is not null)
_particleRenderer.Draw(_particleSystem, camera, camPos,
_particleRenderer.Draw(camera, camPos,
AcDream.Core.Vfx.ParticleRenderPass.SkyPostScene);
}
else
@ -11580,7 +11582,6 @@ public sealed class GameWindow : IDisposable
// composites the pixels.
DisableClipDistances();
_particleRenderer.Draw(
_particleSystem,
camera,
camPos,
AcDream.Core.Vfx.ParticleRenderPass.Scene,
@ -11617,7 +11618,6 @@ public sealed class GameWindow : IDisposable
DisableClipDistances();
_particleRenderer.Draw(
_particleSystem,
camera,
camPos,
AcDream.Core.Vfx.ParticleRenderPass.Scene,
@ -14452,6 +14452,7 @@ public sealed class GameWindow : IDisposable
_fadeOverlay?.Dispose();
_clipFrame?.Dispose(); // Phase U.3
_skyRenderer?.Dispose(); // depends on sampler cache; dispose first
_particleRenderer?.Dispose(); // releases particle mesh refs before WB
_samplerCache?.Dispose();
_textureCache?.Dispose();
_wbMeshAdapter?.Dispose(); // Phase N.4+N.5 WB foundation (mandatory modern path)
@ -14461,7 +14462,6 @@ public sealed class GameWindow : IDisposable
_terrainModernShader?.Dispose();
_sceneLightingUbo?.Dispose();
_paperdollViewportRenderer?.Dispose(); // Slice 2: the doll's off-screen FBO + textures
_particleRenderer?.Dispose();
_debugLines?.Dispose();
_textRenderer?.Dispose();
_debugFont?.Dispose();