fix(client): restore retail interaction parity
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Harden keyboard and camera routing, inventory and vendor interactions, chat/emotes, relog portal flow, and paperdoll rendering. Add retail research, connected gate coverage, and release-gate validation.
This commit is contained in:
Erik 2026-08-26 20:45:11 +02:00
parent 0c699240e0
commit f6fe0f2a4f
151 changed files with 10162 additions and 1211 deletions

View file

@ -94,6 +94,11 @@ internal sealed class PrivateEntityViewportRenderer :
/// feature does not exist for them, not just "unused".</summary>
private readonly EntitySlot? _backdropSlot;
// One stable sampled texture-table slot is part of the retained viewport's
// presentation contract. Rotating the slot with the Vulkan flight index
// made the UI sample a freshly-created/cleared sibling after world reveal.
// The frame submission order already protects this target's write -> sample
// transition; keep its identity stable until resize or disposal.
private IGpuRenderTarget? _target;
private IGpuSampler? _sampler;
private GpuTextureSlot _slot = GpuTextureSlot.Unassigned;
@ -170,6 +175,29 @@ internal sealed class PrivateEntityViewportRenderer :
public void SetEntity(WorldEntity? entity) => _mainSlot.Set(entity);
/// <summary>
/// Advances the private entity's mesh and texture-composite readiness
/// without allocating or clearing a render target. Paperdoll uses this
/// while its tab is hidden so first-open work is already resident.
/// </summary>
public bool Prepare()
{
if (!_mainSlot.PrepareForDraw()
|| !(_backdropSlot?.PrepareForDraw() ?? true))
{
return false;
}
WorldEntity? entity = _mainSlot.Entity;
if (entity is null || entity.MeshRefs.Count == 0)
{
return false;
}
IReadOnlyList<WorldEntity> entities = BuildDrawEntities(
_backdropSlot?.Entity,
entity);
return _dispatcher.PreparePrivateEntityResources(entities);
}
/// <summary>
/// Sets or clears the environment backdrop entity drawn BEHIND the main
/// entity — GF-7/GF-14's fix, retail's <c>gmCG3DView::m_pbgObject</c>. Only
@ -219,6 +247,16 @@ internal sealed class PrivateEntityViewportRenderer :
if (entity is null || entity.MeshRefs.Count == 0 || width <= 0 || height <= 0)
return 0u;
IReadOnlyList<WorldEntity> drawEntities = BuildDrawEntities(
_backdropSlot?.Entity,
entity);
if (!_dispatcher.PreparePrivateEntityResources(drawEntities))
{
return _hasRenderedScene && _slot.IsAssigned
? UiTextureTableHandle.FromSlot(_slot)
: 0u;
}
EnsureRenderTarget(width, height);
if (_target is null)
return 0u;
@ -254,7 +292,6 @@ internal sealed class PrivateEntityViewportRenderer :
UploadCreatureLight();
IReadOnlyList<WorldEntity> drawEntities = BuildDrawEntities(_backdropSlot?.Entity, entity);
var entries =
new (uint, Vector3, Vector3, IReadOnlyList<WorldEntity>,
IReadOnlyDictionary<uint, WorldEntity>?)[]