fix(ui): complete retail indicator detail panels

Port the authored effect row template, remaining-time and selection details, synchronize the full gmPanelUI child geometry, and route the burden indicator to Character Information panel 3.

Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-17 11:36:43 +02:00
parent a96767ba6d
commit d1d603105f
24 changed files with 3696 additions and 147 deletions

View file

@ -1,6 +1,6 @@
# acdream — strategic roadmap
**Status:** Living document. Updated 2026-07-17. **M3 active; automated implementation complete, visual gates pending.** M2's connected demo loop is complete. M3 now has the retail cast-intent/component/target lifecycle, exact live enchantment wire state, scoped Magic input, retained spell bar, spellbook, component book, positive/negative effects panels, the complete authored seven-control gameplay indicator strip and its Link/Vitae detail pages, and shared `gmPanelUI` switching over the Step 9 projectile/PhysicsScript/particle/portal foundation. The remaining M3 work is the connected single-client magic-UI/casting gate and final two-client portal-out/materialization observer gate.
**Status:** Living document. Updated 2026-07-17. **M3 active; automated implementation complete, visual gates pending.** M2's connected demo loop is complete. M3 now has the retail cast-intent/component/target lifecycle, exact live enchantment wire state, scoped Magic input, retained spell bar, spellbook, component book, positive/negative effects panels with authored rows and selected-spell details, the complete seven-control gameplay indicator strip and its Character Information/Link/Vitae detail pages, and shared `gmPanelUI` geometry/switching over the Step 9 projectile/PhysicsScript/particle/portal foundation. The remaining M3 work is the connected single-client magic-UI/casting gate and final two-client portal-out/materialization observer gate.
**Purpose:** One source of truth for where the project is and where it's going. Every observed defect or missing feature has a named phase that owns it; when something looks wrong in-game, look here to find the phase that'll address it. Implementation details live in per-phase specs under `docs/superpowers/specs/`, not in this file.
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@ -23,8 +23,11 @@ active enchantment, then recall through the DAT-driven portal presentation.
positive/negative active-enchantment panels, the seven-control link/effect/
Vitae/burden/mini-game/session indicator strip, and the retail
one-active-main-panel lifecycle. Link Status, Helpful/Harmful, Vitae, and
the inactive Mini Game shell now occupy that same canonical main-panel
position; Link RTT and Vitae recovery XP are live. Connected-gate
Character Information, and the inactive Mini Game shell now occupy that same
canonical main-panel size and position; Link RTT and Vitae recovery XP are
live. Effects now use the exact icon/name/time row template, selection state,
and `SELECT A SPELL`/description field; burden opens Character Information.
Connected-gate
correction now also pins type-12 spellbook tabs, retail zero text margins,
and `PassToChildren` Closed/Open chrome through real-DAT fixtures.
3. **Pending user visual gate:** connected projectile/self-buff casts plus the