Merge claude/hopeful-maxwell-214a12 — D.2b UI Studio + faithful importer + Character window

UI Studio (preview panels through the production renderer), importer dat-fidelity (Fix A/B/C/4/5:
the importer carries dat font/justification/color; boundary look=importer / state=runtime), and the
Character window Attributes tab (reads as retail). 3062 tests green.
Handoff: docs/research/2026-06-26-mockup-stage-handoff.md.

# Conflicts:
#	docs/ISSUES.md
#	docs/architecture/retail-divergence-register.md
This commit is contained in:
Erik 2026-06-26 12:33:51 +02:00
commit ca94b479bf
61 changed files with 125881 additions and 44 deletions

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@ -46,6 +46,45 @@ Copy this block when adding a new issue:
---
## #158 — Character window — deferred polish
**Status:** OPEN
**Severity:** LOW
**Filed:** 2026-06-26
**Component:** ui
**Description:** The Character window (`LayoutDesc 0x2100002E`, `CharacterStatController`) was user-accepted 2026-06-26 as good-enough for the D.2b track, but the user noted "still needs some polish for later." Known candidates (user will enumerate the full list later): level-number glyph fidelity vs retail's exact large dat font; icon crispness in the attribute rows; heritage/title strings are sample data, not wired from the live character; exact string-table wording not ported (caption text hardcoded vs sourced from dat string tables).
**Root cause / status:** Not a bug — the Attributes tab is functionally complete + visually confirmed. Deferred post-M5.
**Files:** `src/AcDream.App/UI/Layout/CharacterStatController.cs`, `src/AcDream.App/UI/Layout/LayoutImporter.cs`.
## #157 — Live game (GameWindow) doesn't thread the per-element dat-font resolver (Fix C is studio-only)
**Status:** OPEN
**Severity:** LOW
**Filed:** 2026-06-26
**Component:** ui
**Description:** Fix C (commit `a0d3395`) added a per-element dat `FontDid` resolver to `LayoutImporter.Import` + `DatWidgetFactory` — each text element gets its own dat font instead of one global font. Wired into the STUDIO path (StudioWindow → LayoutSource → LayoutImporter), but GameWindow's four `LayoutImporter.Import`/`Build` calls explicitly pass `null`, so the LIVE game still uses a single global font.
**Fix:** Build a `Func<uint,UiDatFont?>` closure over a `ConcurrentDictionary<uint, UiDatFont?>` near where `vitalsDatFont`/`largeDatFont` load (~`GameWindow.cs:1820`), reusing `UiDatFont.Load` via `GetOrAdd` (same pattern as `RenderStack.ResolveDatFont`), and pass it to the four Import sites: vitals `0x2100006C` (~1820-1835), chat (~1875), toolbar `0x21000016` (~2019), inventory `0x21000023` (~2157). `CharacterStatController.Bind` already has null-means-keep-dat-font semantics, so it benefits automatically. Backward-compat: resolver applies the dat font as a default; explicit `DatFont` still overrides.
**Files:** `src/AcDream.App/Rendering/GameWindow.cs` (4 import sites), `src/AcDream.App/Rendering/RenderBootstrap.cs` (`RenderStack.ResolveDatFont` = pattern to mirror). **Relates to:** Fix C `a0d3395`; register row AP-75.
## #156 — Studio: inventory window (0x21000023) renders all-black in preview
**Status:** OPEN
**Severity:** MEDIUM
**Filed:** 2026-06-25
**Component:** ui (studio)
**Description:** `AcDream.App ui-studio "<datdir>" --layout 0x21000023 --screenshot out.png` renders a flat ~1.2 KB dark-canvas image — the inventory frame / grid / paperdoll don't draw. No exception, no console output. Other studio panels render fine; the inventory works in the live game (F12). Matters for the planned multi-window "full mockup" studio mode.
**Root cause / status:** Pre-existing (identical at commits 9021600 + eccacc5; NOT a regression). The binding does not throw. Likely the studio host/render-stack omits state the inventory's whole-window Draggable frame + sub-window mounts need, or a sprite-resolve / z-order gap specific to the studio host.
**Files:** `src/AcDream.App/Studio/FixtureProvider.cs` (case 0x21000023u), `src/AcDream.App/Studio/StudioWindow.cs`, `src/AcDream.App/Studio/PanelFbo.cs`.
## #155 — Outdoor terrain textures look stretched + blurry vs retail (missing landscape DETAIL-texture overlay)
**Status:** OPEN — **root cause VERIFIED (oracle-first); fix attempt implemented + REVERTED** (rendered the ground black). Ready for a focused fresh implementation pass.