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2 commits

Author SHA1 Message Date
Erik
44fabd350e docs(D.5.1): toolbar phase-1 implementation plan (+ spec wiring-delta note)
12-task TDD plan: register D.5.1 -> CreateObject IconId capture -> ItemRepository.EnrichItem -> spawn-event icon wiring -> persist shortcuts -> IconComposer (CPU composite) -> UiItemSlot -> UiItemList + factory branch -> ToolbarController -> GameWindow mount -> visual gate -> bookkeeping. Concrete call sites pinned (WorldSession.cs:701 EntitySpawned, GameEventWiring.WireAll, GameWindow Items@598, BuildUse 0x0036). Synced the spec's CreateObject section with the wider-than-expected wiring found during planning.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 21:27:49 +02:00
Erik
0b5e849325 docs(D.5.1): toolbar phase-1 design spec
First D.5 sub-phase: ship gmToolbarUI as the first data-driven game panel (18 slots from LayoutDesc 0x21000016, populated from the persisted PlayerDescription shortcuts, real composited icons, click-to-use). Minimal scope; faithful CPU icon pre-composite (IconData::RenderIcons port). Five bounded units: UiItemSlot, UiItemList, IconComposer, CreateObject IconId extension, ToolbarController. Roadmap registration of D.5.1 is plan step 0.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 21:05:04 +02:00