memory: extend 2026-04-17 session handoff with evening bug-bash work

Adds the three evening client-debugging commits + the five new
architectural findings they produced:

- NPC clothing by-camera-angle flicker → instance-batching dedup fix
  (`(GfxObjId, PaletteHash ^ SurfaceOverridesHash)` as group key)
- Run animation broadcast fix → wire WalkForward+HoldKey.Run +
  separate LocalAnimationCommand for local RunForward cycle
- Jump animation via MotionCommand.Falling SubState swap (not Action,
  not Modifier — just a plain SubState cycle)

Also captures the lessons learned from the jump saga: trust empirical
motion-table dumps over assumptions, the retail animation taxonomy
(Style/SubState/Modifier/Action masks), and the wire/local-animation
separation pattern.

Updates the pickup table with the small remaining polish items
(backward-walk jitter, stop-running twitch, remote-char Z offset).
This commit is contained in:
Erik 2026-04-18 15:55:31 +02:00
parent 6bce9b8019
commit d910d570a3

View file

@ -1,6 +1,6 @@
# Session 2026-04-17 — Debug overlay → full-day retail-AC research marathon
# Session 2026-04-17 — Debug overlay → full-day retail-AC research + client bug-bash
## Timeline (morning → afternoon)
## Timeline
1. **Morning** — Debug overlay (TTF atlas + text batcher + HUD panels)
and input-control tuning (per-mode sensitivity, RMB free-orbit, wheel
@ -14,17 +14,25 @@
parallel Opus-4.7 agents, produced a 78,000-word research bundle +
master synthesis + 5 C# port scaffolds + rewritten roadmap.
Shipped in commit `3f913f1`.
4. **Evening** — Back to hands-on client debugging. Fixed three
significant live-play bugs one after another: NPC clothing by-angle
flicker, run-animation sync with retail observers, and jump animation.
Shipped in `3308cdd` + `08ea2c0` + `6bce9b8`.
## What shipped today — three commits on main
## What shipped today — seven commits on main
| Commit | Title | Insert |
|-----------|------------------------------------------------------------|--------|
|-----------|--------------------------------------------------------------------|--------|
| `ff325ab` | feat(ui): debug overlay + refined input controls | 2,725 |
| `7230c15` | docs+feat(ui): retail UI deep-dive research + C# scaffold | 8,042 |
| `3f913f1` | docs+feat: 13 retail-AC deep-dives + scaffolds + roadmap | 15,312 |
| `d951304` | memory: session handoff + permanent research index | 222 |
| `3308cdd` | fix(movement+anim+session): clothing dedup + motion wire + jump-skill | 272 |
| `08ea2c0` | feat(anim): motion-action-queue infrastructure + findings | 128 |
| `6bce9b8` | fix(anim): **jump animation via Falling SubState** | 71 |
**Total 26,079 lines added, 262 deleted, 55 new files.** All three
commits green on build + 470 tests.
**Total ~26,800 lines added, 55+ new files.** All commits green on
build + 470 tests.
## Key files to know
@ -72,6 +80,48 @@ commits green on build + 470 tests.
5. **Retail lighting is D3D fixed-function** with 8-light cap, NO
attenuation inside Range, then hard cutoff. "Feels right" not
physical.
6. **Retail jumps are a SubState swap, not an Action.**
`MotionCommand.Falling (0x40000015)` is a SubState cycle whose
motion-table Links carry the leap-up AND landing transitions. No
action-queue port was needed; `SetCycle(Falling)` while airborne
+ normal SetCycle on land gives retail-faithful jump animation.
Costly lesson: I first tried Action (mask 0x10) + Modifier (mask
0x20) routing and broke the character into a torso. Empirical
motion-table dump is always worth more than my guesses.
7. **ACE's MovementData only computes ForwardSpeed for the
WalkForward/WalkBackwards branch.** Sending `RunForward` directly
leaves observers at `speed=0`. Correct wire format is
`WalkForward + HoldKey.Run + ForwardSpeed=runRate` — ACE
auto-upgrades to `RunForward` for broadcast. Our own client uses
a separate LocalAnimationCommand to play the RunForward cycle
locally while the wire stays WalkForward.
8. **Instance batching by GfxObjId alone is catastrophic for NPCs.**
Every humanoid shares the same body GfxObjs; grouping them all
into one DrawInstanced batch and using the first entry's texture
for the whole batch meant whoever sorted first at a given camera
angle "won" the palette. Fixed by keying instance groups on
`(GfxObjId, PaletteHash XOR SurfaceOverridesHash)`.
## Client state at end of session
Client runs, connects to local ACE, in-world as `+Acdream`. Working:
- Player moves, turns, strafes, jumps, lands. Jump animation plays via
Falling SubState. Run animation broadcasts correctly to retail
observers (WalkForward + HoldKey.Run wire format).
- Holtburg NPCs render with correct clothing / palette, stable across
camera angles (instance-batching dedup fix).
- Debug overlay: F1 help, F2 collision wireframes, F3 dump, F4/F5/F6
panel toggles, F8/F9 sensitivity tuning.
- Mouse: per-mode sensitivity (Chase 0.15x, Fly/Orbit 1.0x), RMB
free-orbit, wheel zoom.
Known small issues (non-blocking):
- Walk-backward animation's first step has a tiny jitter.
- Running → stopping has a slight twitch (missing SubState→Ready link
blend).
- Some retail chars have legs through the ground (Z-offset bug —
parked for later diagnosis).
- Jump feel is 95% retail, not 100%.
## Pickup for next session
@ -86,6 +136,8 @@ commits green on build + 470 tests.
| Enter a dungeon | Phase G.3 dungeon streaming (R9) |
| See a sky | Phase G.1 weather/day-night (R12) |
| Create a character in-client | Phase H.4 CharCreate (R7) |
| Polish animation (backward jitter + stop twitch) | Link-cycle walker for SubState→Ready transitions |
| Remote-char feet in ground | Z-offset diagnosis (compare server-sent Z vs our terrain at observer XY) |
The **master synthesis** (`docs/research/deepdives/00-master-synthesis.md`
§10) recommends a specific week-by-week sequence if the user wants
@ -102,3 +154,22 @@ one-thing-at-a-time focus.
toolkit approach is the only viable path.
- **Network protocol atlas (R8)** is the single biggest unblocker —
nearly every other system depends on opcodes we don't handle.
- **Diagnostic dumps > guessing.** The jump-animation saga took 4
launches + reverts before I added a diagnostic that dumped the
actual Links dict contents. That one dump (revealing
`Links[0x003D0007]` had an inner entry `0x40000015 Falling`)
instantly showed the right approach. Trust empirical motion-table
contents over any assumption about retail structure. Add dumps
liberally when the code is non-cooperative; remove when verified.
- **Retail animation lexicon:** Style (mask 0x80), SubState (0x40),
Modifier (0x20), Action (0x10). SubStates are looping cycles
(Ready/Walk/Run/Falling/Crouch). Modifiers overlay on a cycle.
Actions are transitions held in the Links dict (emotes, attacks).
For any new animation: dump the motion table, find where the
target motion lives, use SetCycle if it's in Cycles or the
Links/Modifiers path if it's transitional.
- **Wire-format vs local-animation separation:** we now route the
wire ForwardCommand separately from the local animation command
(RunForward cycle locally, WalkForward+HoldKey.Run on wire).
Matching ACE's broadcast expectations and retail client expectations
simultaneously sometimes requires two independent command streams.