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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17 changed files with 649 additions and 66 deletions
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@ -362,11 +362,16 @@ public sealed class WorldRenderFrameBuilderTests
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"private AcDream.App.Rendering.SkyPesFrameController?",
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gameWindow,
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StringComparison.Ordinal);
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// Gate-fix round (2026-08-17): the renderer's own IsWaitingForLogin
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// short-circuit is deleted — the frame gate
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// (LocalPlayerTeleportRenderStateSource) folds the waiting state
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// into PortalViewportVisible, so the portal-visible return above
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// covers every waiting frame (one gate computes, this phase
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// enforces).
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AssertAppearsInOrder(
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worldScene,
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"_alpha.BeginFrame();",
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"_frames.Build(",
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"if (_login.IsWaitingForLogin)",
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"_passes.DrawFlatTerrain(",
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"NormalWorldDrawn: true");
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AssertAppearsInOrder(
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