fix(D.2b): Slice 2 visual gate — frame the whole doll + caption the Slots toggle
Visual gate 1 (user): the doll rendered but only the legs showed (camera aimed at the model origin = the feet) and the Slots button was invisible. - DollCamera: aim the look-at at mid-body (~0.95 m) and stand back ~3.7 m so the whole ~1.9 m figure fits. (Size is a later retail-comparison polish per the user.) - PaperdollController: the Slots button (0x100005BE) is found + wired (diagnostic confirmed armorSlots=9/9, viewport=UiViewport, slotsButton=UiButton) but its dat element has no face sprite, so it drew nothing. Give it a gold "Slots" caption (UiButton.Label, like chat Send) via a new datFont param on Bind. Temporary [Slice2-paperdoll] diagnostic logs the button rect + the found widgets (stripped at wrap-up). Idle animation deferred to a focused follow-up (faithful idle needs a full AnimatedEntity + Sequencer through the TickAnimations multi-branch path + re-dress coordination — real integration risk vs the verified static doll). Build + full App suite green (594). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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4 changed files with 41 additions and 14 deletions
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@ -2261,7 +2261,8 @@ public sealed class GameWindow : IDisposable
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sendWield: (item, mask) => _liveSession?.SendGetAndWieldItem(item, mask),
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// Empty equip slots show a visible frame (same square as the inventory grid) so every
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// slot position is seen + usable; the live 3D character (the doll) is Slice 2.
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emptySlotSprite: contentsEmpty);
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emptySlotSprite: contentsEmpty,
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datFont: vitalsDatFont); // Slice 2: caption the "Slots" toggle button
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// Slice 2: capture the doll viewport widget (Type 0xD, element 0x100001D5) + the inventory
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// frame so the per-frame pre-UI hook can render the 3-D doll into the widget's texture only
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