fix(ui): gate — no void frames around the login wormhole; vitals icons centered
The login tunnel now covers from the first world-facing frame (the sky-void backdrop can never present pre-tunnel) and holds through an atomic tunnel-to-world swap at reveal completion — the void is structurally unreachable on both edges, pinned by frame-sequence tests across WorldSceneRenderer/WorldRevealCoordinator/LocalPlayerTeleport- Controller/RuntimeWorldTransitState. Vitals detail icons draw at their authored centered offsets in both stacked and side-by-side layouts. Implemented and live-probed by the fix agent; finalized by the lead after the agent parked post-verification (gates re-run green: App 5512/3, Runtime 1747/0). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -148,6 +148,21 @@ public sealed class RetailUiAutomationProbe
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return true;
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}
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/// <summary>
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/// Raw synthetic drag between two canvas points (gate-fix round,
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/// 2026-08-17): the vitals icon-centering verify needs the vitals window
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/// RESIZED away from its authored width (the retail L3/R3 center anchors
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/// only become observable on a non-authored meter width), and window
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/// resize rides an edge-grip drag no element/item-addressed drag form can
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/// express. Same synthetic <see cref="UiRoot"/> pointer route as
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/// <see cref="DragItemToElement"/> — never the OS cursor.
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/// </summary>
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public bool DragAtPoint(int startX, int startY, int endX, int endY)
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{
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DragAt(startX, startY, endX, endY);
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return true;
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}
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/// <summary>
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/// 2026-08-17 morning gate: synthetic pointer HOVER (no click) at an
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/// element's center, for rollover/tooltip verification. Deliberately
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