Two independent brightness bugs were compounding to make rain ~6.7×
too bright at the cylinder rim, and clouds full-bright instead of
time-of-day-tinted:
**Fix 1 — Surface.Translucency was never plumbed to the shader.**
Retail's D3DPolyRender::SetSurface at 0x59c767: when the Surface's
Translucent (0x10) bit is set, its translucency float drives per-vertex
alpha (curr_alpha = ftol(0.5 × 255) = 127). ACViewer
(TextureCache.cs:142) and WorldBuilder (ObjectMeshManager.cs:1115) both
encode the same as `opacity = (1 - x)`. acdream read only Surface.Type
and Surface.Luminosity in GfxObjMesh.Build() — Surface.Translucency
(the float) was never read, never stored, never reached the shader.
For the rain Surface 0x080000C5 (Translucency=0.5) this meant rain
streaks were at full alpha=1.0 instead of 0.5 — 2× brighter than retail
under the (SrcAlpha, One) blend.
Plumbed end-to-end:
GfxObjSubMesh.SurfTranslucency (init float, default 0)
GfxObjMesh.Build() reads surface.Translucency next to .Luminosity
SubMeshGpu.SurfTranslucency carries it to draw time
SkyRenderer.RenderPass writes uniform `uSurfTranslucency`
sky.frag final alpha: a = sampled.a × (1 - uTransparency) ×
(1 - uSurfTranslucency)
Bonus reach: cloud surface 0x08000023 has Translucency=0.25 → clouds
also dimmed by 25%, more retail-faithful overall.
**Fix 2 — Emissive default was 1.0 instead of the surface's actual Luminosity.**
The sky shader's `effEmissive = (luminosity > 0) ? luminosity : sub.SurfLuminosity`
fallback never fired because the local `luminosity` defaulted to 1f (always
> 0). Every sky mesh got effEmissive=1.0, saturating vTint to white before
the alpha blend. The comment claimed the fallback was active; the code
disagreed.
Empirical sky-surface LUMINOUS audit (RainMeshProbe a6e7108) found that
NO Dereth sky surface carries the SurfaceType.Luminous flag (0x40) —
the previous code comment that did was wrong. The differentiator is
purely the Surface.Luminosity FLOAT:
dome/sun/moon: Lum=1.0 → vTint saturates → texture passthrough
stars/clouds: Lum=0.0 → vTint = ambient + sun·N·L → time-of-day tint
rain: Lum=0.1484 → faint emissive baseline + lit additions
Refactored:
replaceLuminosity = NaN sentinel for "no replace override"
rep.Luminosity > 0 → set replaceLuminosity to override value
rep.MaxBright > 0 → cap replaceLuminosity at MaxBright
effEmissive = NaN ? sub.SurfLuminosity : replaceLuminosity
Dead uniform `uLuminosity` removed from sky.frag and SkyRenderer SetFloat
call — the redundant multiply was already commented-out earlier this
year (would have double-dimmed clouds), and the uniform value was unused
in the fragment.
Visual verification (Holtburg, live ACE, Rainy DG forced and natural
LCG-picked): rain rim is no longer visible; cloud direction matches
retail when the same DayGroup is active; sky lighting transitions through
day cycle with appropriate time-of-day tint on stars/clouds.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Added per-Surface dump that decodes Type bits and prints whether the
LUMINOUS (0x40) flag is set on each. Targets all 27 sky surface IDs
referenced by Holtburg's Region — every dome variant (0x010015EE/F0/F1/F2),
the inner sky/star sheet (0x010015EF), sun (0x01001F67/0x01001348), moon
(0x01001F6A), every cloud variant (0x01004C35..0x01004C3A, 0x010015B6),
and rain (0x01004C42/0x01004C44 — control row).
Result: zero of the 27 surfaces have the LUMINOUS bit set. The previous
SkyRenderer comment that claimed dome+clouds carried the bit was wrong;
the differentiator between "self-lit texture passthrough" and
"ambient+diffuse-tinted" sky meshes is purely the Surface.Luminosity
FLOAT (1.0 dome/sun/moon, 0.0 stars/clouds, 0.1484 rain). This fed
directly into the emissive-default fix in the next commit.
Bonus finding: cloud surface 0x08000023 has Translucency=0.25 (not 0)
which the Translucency plumbing fix in the next commit will also pick
up — clouds will render at 75% opacity, matching retail's curr_alpha
derivation (D3DPolyRender::SetSurface at 0x59c767).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Sibling of StarsProbe/WeatherEnumerator. Targets GfxObjs 0x01004C42 and
0x01004C44 (the two rain cylinders). For each: dumps the Surface raw
record (Type bits, Translucency, Luminosity, Diffuse, ColorValue,
OrigTextureId), every polygon's SidesType + Stippling + hasPos/hasNeg
emission flags (mirroring GfxObjMesh.Build's neg-side rule), and the
final GfxObjMesh.Build() submesh+index counts.
Built per independent code-review §5: "Run one targeted probe... if one
cylinder has more than 48 indices per side-equivalent, fix the
duplicate-side/cull behavior together with the surface-opacity uniform."
Probe results (rain_mesh_probe.log, not committed):
Surface 0x080000C5: Type=0x10112 (Base1Image|Translucent|Alpha|Additive),
Translucency=0.5000, Luminosity=0.1484, OrigTextureId=0x050016A6.
Polygons: all 8 are Stippling=Positive, SidesType=None, hasNeg=False.
Build output: 1 submesh, 24 verts, 48 indices = 8 walls × 2 tris × 3.
→ SINGLE-SIDED (the duplicate-side hypothesis is disconfirmed).
Confirmed: the rim brightness excess is purely from Translucency not
being plumbed (acdream draws rain at full alpha=1.0 instead of retail's
0.5). Bonus finding: surface.Luminosity=0.1484 is also ignored by the
renderer's `effEmissive = (luminosity > 0) ? luminosity : sub.SurfLuminosity`
fallback (the local `luminosity` defaults to 1.0 so the fallback never
fires) — but that's keyed on the LUMINOUS flag bit (0x40), which the rain
surface does NOT have. Filed as follow-up.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Bug A (foreground rain) from docs/research/2026-04-26-sky-investigation-handoff.md:
rain mesh was only visible at horizon, not in the air between camera and
character. Two retail mechanisms ported here:
1. **Render order split.** Retail's `LScape::draw` at 0x00506330 calls
`GameSky::Draw(0)` BEFORE the landblock DrawBlock loop and
`GameSky::Draw(1)` AFTER — i.e. weather meshes render after scene
geometry so additive rain streaks paint on top of terrain and entities.
Acdream was rendering both passes pre-scene, so terrain immediately
painted over the rain.
Refactored `SkyRenderer.Render` into `RenderSky` (filter !IsWeather)
and `RenderWeather` (filter IsWeather) sharing a private `RenderPass`
core that takes a `weatherPass` bool. Partition is per-SkyObject by
`Properties & 0x04` (the WEATHER_BIT, mirroring tools/WeatherEnumerator).
Added `SkyObjectData.IsWeather` getter for the partition.
`GameWindow.OnRender` now calls `RenderSky` before terrain/static-mesh/
particles (line ~4322) and `RenderWeather` after particles (line ~4368).
2. **Weather Z offset.** Retail `GameSky::UpdatePosition` at 0x00506dd0,
lines 0x506e96..0x506e98:
if (((eax_13 & 4) != 0 && (eax_13 & 8) == 0))
int32_t var_4_1 = 0xc2f00000; // 0xc2f00000 == -120.0f
Weather objects (property bit 0x04 set, bit 0x08 unset) get their frame
origin set to player_pos + (0, 0, -120m). The rain cylinder GfxObjs
0x01004C42/0x01004C44 have local Z range 0.11..814.90 (815m tall, 113m
radius). Without the offset the cylinder bottom sat just above the
camera; with -120m the cylinder spans (camera-119.89)..(camera+694.90)
so the camera is inside.
`SkyRenderer.RenderPass` applies the -120m model translation when
`weatherPass` is true (line ~253-254).
3. **Legacy camera-attached emitter gated.** `UpdateWeatherParticles` —
the pre-research workaround that emitted camera-attached rain particles
(broken alpha fade, fixed disk around camera) — is now gated behind
`ACDREAM_FAKE_RAIN_PARTICLES=1`. Default off; the retail-faithful
world-space mesh is the default path.
User-verified: rain is now visible in foreground from many perspectives,
but the cylinder's open-top rim is still visible when looking straight up.
That rim issue is a separate brightness-excess bug filed for follow-up
(Translucency float not plumbed to shader; surface.Translucency=0.5 ignored
so streaks render at 2× retail intensity).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
K shipped previously (commit f42c164) but never got a row in the
"Phases already shipped" table — only the per-sub-piece K.3 callout
in the Phase K section. Adding the K row here for completeness.
L.0 — full retail-style Settings interface — shipped this session.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two should-fix items from the pre-merge code review pass:
1. Persisted settings now apply on startup unconditionally
(previously gated on ACDREAM_DEVTOOLS=1).
2. Music + Ambient volume sliders are hidden because the
underlying engine paths don't exist yet (R5 MIDI playback).
== 1. Settings load + apply outside DevToolsEnabled gate ==
Previous structure put SettingsStore construction, LoadDisplay /
LoadAudio / etc, and ApplyDisplayWindowState inside the
`if (DevToolsEnabled)` block. A user running with the env var unset
silently got WindowOptions defaults (1280x720 / VSync=false /
60° FOV) instead of their saved settings.json values — even though
the settings file existed and was valid.
Refactored: extracted LoadAndApplyPersistedSettings() that runs
unconditionally in OnLoad after _audioEngine is constructed but
before the DevToolsEnabled block. Persisted values cached as
_persistedDisplay / _persistedAudio / _persistedGameplay /
_persistedChat / _persistedCharacter fields. The Settings PANEL
construction (devtools-gated, naturally — no UI without ImGui) now
reads those fields when wiring SettingsVM.
The Settings UI gating is correct (panel needs ImGui devtools);
the persisted-runtime-state gating was the bug.
== 2. Music + Ambient sliders hidden ==
OpenAlAudioEngine has Music/MusicVolume/Ambient/AmbientVolume
properties but they're never read — PlayMusic is a stub for R5 MIDI
playback that hasn't shipped, StartAmbient reserves a handle but
doesn't start a source. Dragging those sliders moved a number that
nothing observed.
Hid the Music + Ambient sliders from RenderAudioTab; left the
AudioSettings record fields intact so settings.json round-trips
the values across phases — when R5 lands and the sliders return,
saved values will already be in place. Updated the panel's footer
note to call out the limitation. Updated
Audio_tab_when_active_renders_implemented_volume_sliders to assert
Master + SFX are present AND Music + Ambient are absent.
dotnet build green; dotnet test 1,309 / 1,309 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
These changes were referenced by commits fc1e193 / 6273255 / 2818fcc /
df9f2fd in their messages but the actual edits sat uncommitted in the
working tree — caught by the pre-merge code review pass. Without this
commit the merge to main would lose all the panel-layout fixes the
user already live-verified.
What was orphaned:
· _window.FramebufferResize += OnFramebufferResize (Run() wiring)
· OnFramebufferResize handler — updates GL viewport + camera aspect
on window resize; force-resets panel layout via ResetPanelLayout.
· ResetPanelLayout(ImGuiCond) — positions Vitals / Chat / Debug /
Settings panels at sensible defaults relative to current window
size. Called at startup with FirstUseEver (imgui.ini wins on later
launches) and on FramebufferResize / View menu item with Always
(force reset).
· View → "Reset window layout" menu item.
· OnLoad seeding ResetPanelLayout(FirstUseEver) after panel
registration so first-launch users don't see all panels stacked
at (0,0).
· DisplaySettings.Default.Resolution: "1920x1080" → "1280x720" so
the default matches the WindowOptions startup size — opening
Display + Save without edits is a complete visual no-op (the
alternative would have triggered an immediate resize on every
first-time Save).
dotnet build green; tests unaffected.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The InvisibleButton drag-trap inside BeginChild only catches clicks
inside that specific child. Chat had widgets OUTSIDE the inner
##chattail child (the Copy-mode Checkbox + a Separator at top, the
footer Separator + InputTextSubmit at bottom) — empty space around
those widgets fell through directly to the parent window's
window-drag init.
Fix: wrap the entire chat panel body in a single outer ##chatbody
BeginChild before drawing any content. The renderer's drag-trap
fires inside this outer child too, absorbing every empty-space
click in the chat panel body. The inner ##chattail child is now
nested inside it, which doesn't change its scroll-tail semantics
but does mean it gets its own drag-trap as a bonus.
Test fixed: Render_BeginChild_ReservesNegativeFooterFromFrameHeight
was using Single(BeginChild) — there are now two BeginChild calls
(##chatbody outer + ##chattail inner). Switched to Single(... &&
Args[0] == "##chattail") so the test still pins the footer reserve
on the inner call where it lives.
dotnet build green; 1,309 / 1,309 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Previous fix put the InvisibleButton absorber inside Begin, which
covered the entire panel body — and the Settings panel's tab bar
has its hit-testing in that same area. Tabs lost click priority to
the absorber (their hover/click events were stolen) so the user
couldn't switch tabs. Worse, the chat-panel drag the absorber was
supposed to fix wasn't actually fixed because chat's body is
covered by a BeginChild for the scrollable tail — clicks land in
the child window, not the parent body, so the parent absorber
never sees them.
Right scope: scrollable BeginChild bodies. That's where the chat
panel's empty-space clicks actually land, and where the parent-
drag fall-through originates. Other panels (Settings, Vitals,
Debug) don't use BeginChild for content — their bodies are filled
with widgets that already absorb clicks naturally.
The fix:
· Begin reverts to ImGui default (title bar drags, body of widget-
filled panels naturally absorbs through the widgets themselves).
· BeginChild grows the InvisibleButton absorber inside, so empty-
space clicks inside a scroll region don't fall through to the
parent's window-drag init.
Net effect:
· Chat panel: empty clicks in the scroll tail no longer drag the
parent window.
· Settings panel: tabs are clickable again.
· Vitals, Debug: unchanged.
dotnet build green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User reported that clicking anywhere in a panel (chat, settings, etc)
started a window drag. ImGui's default window-drag init fires on any
body click that doesn't land on an "active" widget — empty space
between Text widgets, BeginChild background pad, etc. all qualified.
Fix: right after Begin, place an InvisibleButton sized to the full
body content region, then reset the cursor so subsequent panel
content renders normally. ImGui's click-priority is "last drawn,
first checked" — so real widgets drawn afterwards still claim their
own clicks. The InvisibleButton catches ONLY clicks on empty body
space, marks itself as the active item, and ImGui's window-drag
check sees ActiveId != 0 → no drag.
Net effect: title bar still drags (ImGui default), body never
drags. Applies uniformly to every panel that calls
IPanelRenderer.Begin (chat / settings / vitals / debug).
dotnet build green (0 warnings).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Bug B from the sky-investigation handoff is fixed in 7b88fde — file the
Recently closed entry. Two new observations from the visual-verify
session that the user flagged when they could finally see the sky
clearly: cloud coverage looks faint vs retail, aurora ("northern
lights") not rendered at all. Both LOW severity (aesthetic feature
parity, not gameplay-breaking) and out of scope for the current
worktree, which is heading to Bug A (foreground rain, #1) next per
docs/research/2026-04-26-sky-investigation-handoff.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Bug B in docs/research/2026-04-26-sky-investigation-handoff.md: stars
rendered as a small square in one corner of the sky instead of stretching
across the dome.
Root cause: the wrap-mode heuristic at SkyRenderer.cs:234-237 was
"GL_CLAMP_TO_EDGE unless TexVelocity != 0". That heuristic was tuned to
fix a separate symptom (the outer dome 0x010015EE/F0/F1/F2 shows
wall-seam bleed under GL_REPEAT because of bilinear-filter sampling at
texel boundaries). But it misclassified any *static* sky object whose
mesh UVs are deliberately authored outside [0,1] to tile the texture
across the geometry.
The smoking gun: GfxObj 0x010015EF is OI-1 in EVERY DayGroup (always
loaded), has TexVelocity = 0 (no scrolling), and authors UVs in
[0.398, 4.602] (texture tiles ~4× across each face). Under
CLAMP_TO_EDGE the bulk of the inner dome sampled the texture's edge
texels; only the small region where UVs happened to fall in [0,1]
showed actual texture content. Hence "a square in one corner".
Fix:
* GfxObjMesh.Build() now scans the resulting per-vertex UVs and sets
GfxObjSubMesh.NeedsUvRepeat true when any component lies outside
[0,1]. Mesh-time scan, not draw-time guess.
* SubMeshGpu carries the flag through to draw time.
* SkyRenderer uses `sub.NeedsUvRepeat || obj.TexVelocity != 0` to
decide REPEAT vs CLAMP_TO_EDGE. The dome (UVs in [0,1]) keeps
CLAMP — no seam regression. The inner star/sky layer 0x010015EF
(UVs outside [0,1]) gets REPEAT — texture tiles across the dome.
Cloud meshes (UVs outside [0,1] AND non-zero TexVelocity) keep
REPEAT via either branch.
Probe-driven: tools/StarsProbe (committed in 991fb9a) dumps every
SkyObject's geometry + UVs and flags meshes whose UV range exceeds
[0,1]. Run `dotnet run --project tools/StarsProbe -c Release` to
re-derive.
Verified visually by user against the live ACE server in Holtburg —
stars now stretch across the night sky instead of appearing as a
square in one corner. Build green, dotnet test 1222 pass.
Note: this is functionally retail-equivalent for the reported bug but
not the exact retail mechanism. Retail's GameSky::Draw at 0x00506ff0
relies on D3D's global default D3DTADDRESS_WRAP (i.e. REPEAT
everywhere). True retail-faithfulness would require investigating why
our pipeline shows seams on the dome under REPEAT (likely a bilinear
filter / non-seamless texture detail). The data-driven approach taken
here preserves working dome behavior while fixing the broken star
behavior.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Sibling of WeatherEnumerator/PesChainAudit. Walks every DayGroup in the
Dereth Region (0x13000000), prints each SkyObject (Properties bits,
TexVelocity, BeginTime/EndTime, gfx/pes ids), then dumps the underlying
GfxObj's vertices, UV ranges, and surfaces. The crucial diagnostic is
the per-GfxObj "UV range outside [0,1]" flag.
Built for Bug B (sky-investigation-handoff §"Bug B"): stars rendering as
a square in one corner of the sky. Smoking gun on first run: GfxObj
0x010015EF (OI-1 in every DayGroup, TexVelocity = 0) has UVs in
[0.398, 4.602] — meaning the texture tiles ~4× across each face, but
SkyRenderer's "CLAMP_TO_EDGE unless TexVelocity != 0" heuristic forces
clamp on it, so the whole inner dome samples edge texels except the
tiny region where UVs happen to fall in [0,1]. That tiny region is the
"square in one corner" the user observed.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User reported transition from running to jumping looked
slow -- the character stood still for ~100 ms at the start
of the jump before the legs folded into Falling.
Root cause: AnimationSequencer.SetCycle resolves a
transition link (e.g. RunForward -> Falling) from the
motion table and enqueues those non-looping link frames
BEFORE the Falling cycle. The link is the "stop running,
prepare to fall" anim -- a few frames of standing-style
pose. While it drained, the character looked frozen.
Fix: SetCycle gains a skipTransitionLink parameter. When
true, the GetLink call is bypassed AND the entire queue is
cleared (so any in-flight non-cyclic frames from a
previous transition don't continue draining). Only the
target cycle gets enqueued, cursor goes straight to its
start.
Both call sites pass true for Falling:
- OnLiveVectorUpdated (remote-jump VectorUpdate handler)
- UpdatePlayerAnimation (local airborne path) when
animCommand == Falling. Other transitions
(Walk -> Run, Run -> Ready, etc.) keep the link --
smooth transitions stay smooth, only the jump start
is hard-cut.
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two issues from the K-fix16 jump-now-renders launch:
1. Mid-air movement broke the jump animation.
When a remote turned or ran while airborne, ACE broadcast
UpdateMotion with the new motion state. OnLiveMotionUpdated's
SetCycle call swapped Falling -> RunForward / TurnRight /
etc., breaking the visible jump pose. The arc still played
out (physics integrated body position correctly) but the
legs ran instead of folded.
Fix: skip the SetCycle in OnLiveMotionUpdated when
rm.Airborne is true. The InterpretedState DoMotion calls
below it still fire, so the body's velocity matches the
new motion command and the body keeps moving correctly --
only the visible cycle stays Falling.
2. Stuck in Falling pose after landing.
K-fix15 cleared rm.Airborne + restored ground state on
landing, but never told the sequencer to swap cycles. The
remote stayed in the Falling pose forever (legs folded)
until the server happened to send a fresh UpdateMotion
(e.g. when the player walked again). Idle landing left
them frozen.
Fix: post-land, read InterpretedState.ForwardCommand and
call SetCycle with that command + the recorded
ForwardSpeed. Default to Ready / 1.0 when the state is
blank. The next UpdateMotion from the server will refine
if needed (e.g. mid-strafe land), but the legs come out
of Falling immediately.
Drive-by: stripped K-fix16's unconditional [VU.recv] log
now that the parser is verified working.
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User report: "in ACdream client, when other client is jumping,
nothing happens at all".
Diagnostic [VU.recv] revealed the parser was reading
guid = 0x0000F74E (= the opcode itself) and velocity values in
the billions:
[VU.recv] guid=0x0000F74E vel=(8589944832.00,0.00,0.00)
isLocal=False hasRemote=False
WorldSession.ProcessDatagram passes the FULL reassembled body
including the 4-byte opcode at offset 0 — every other parser
in src/AcDream.Core.Net/Messages/ verifies the opcode word
before reading payload (UpdateMotion.TryParse:77,
UpdatePosition.TryParse, etc.). VectorUpdate.TryParse skipped
that step and read every field shifted four bytes early,
making the guid the opcode bytes and the velocities random
floats from later in the buffer. With guid=0xF74E never
matching any tracked entity, OnLiveVectorUpdated returned
early and remote jumps rendered nothing.
Fix: read + verify opcode at offset 0 in TryParse, then read
guid at offset 4, velocity at 8/12/16, omega at 20/24/28,
sequences at 32/34. Body length now 4 (opcode) + 32 (payload).
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User reported wanting to mark text in-game and copy it out (item names,
coordinates, NPC dialogue, etc). ImGui doesn't natively let you select
across multiple TextColored widgets, but a read-only multi-line
InputText is fully click-drag selectable + Ctrl+C copyable. This
commit adds a "Copy mode" toggle to ChatPanel that swaps the chat
tail's render path between the colored-line view and a single
selectable text region.
New IPanelRenderer primitive:
void TextMultilineReadOnly(string id, string content, Vector2 size);
ImGui maps this to InputTextMultiline with the ReadOnly flag — same
selection + Ctrl+C UX a user expects from any text-input widget.
FakePanelRenderer records the call for tests. The future D.2b
custom retail-look backend implements its own equivalent (likely
the same widget pattern with retail font/skin).
ChatPanel rendering:
· A "Copy mode (select text to Ctrl+C)" Checkbox at the top of
the panel toggles _copyMode.
· Off (default) — current per-line render with colored combat
entries. Visually unchanged from before.
· On — the chat tail becomes a single TextMultilineReadOnly
widget holding every visible line joined with newlines. Loses
per-line color, gains arbitrary-span text selection.
· Footer (separator + input field) renders identically in both
modes so the user can still type while in copy mode.
Existing ChatPanelLayoutTests's footer-separator probe was using
IndexOf("Separator") — which now matches the new pre-tail separator
between the Checkbox and the chat tail. Switched to LastIndexOf
which still pins the footer separator (between EndChild and
InputTextSubmit). Behaviour and intent unchanged.
DisplaySettingsTests' With_expression test was still asserting the
old "1920x1080" Default.Resolution; updated to the new "1280x720"
that the previous wire-up commit introduced (the earlier commit
forgot this one).
dotnet build green (0 warnings); dotnet test 1,309 / 1,309 green
(243 Core.Net + 393 UI.Abstractions + 673 Core).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Cause of "remote characters jump up and get stuck in the air":
K-fix9 cleared rm.Airborne on every UpdatePosition, but ACE
broadcasts UPs during the arc (peak / mid-fall / land) at
~5-10 Hz. The first UP after a jump:
1. Snapped body position to server mid-arc Z (often the apex).
2. Cleared rm.Airborne -- restored Contact + OnWalkable, removed
the Gravity flag.
3. Next per-tick: apply_current_movement reads
InterpretedState (Ready) and stomps Body.Velocity to
(X, Y, 0).
Body stuck at apex Z forever.
Fix: do not auto-clear Airborne on UP. The position snap stays
authoritative -- if ACE says the body is at Z=68 mid-arc we
render Z=68, but we keep integrating gravity from there.
Per-tick post-resolve now detects a real landing -- mirrors the
local-player landing path in PlayerMovementController: when the
resolver returns IsOnGround && Velocity.Z <= 0, clear Airborne,
restore Contact + OnWalkable, remove Gravity, zero residual
downward velocity, and call HitGround so the sequencer can swap
Falling to idle/locomotion.
ACDREAM_DUMP_MOTION=1 logs each landing as
"VU.land guid=0x... Z=...".
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Captures everything learned from a long worktree iteration on the
foreground-rain bug (ISSUES.md #1 / #26) plus a new star-rendering
bug observed in the same area. The code work from that worktree
(WeatherDispatcher, EmitterDescLoader.LoadFromDat, WeatherCellRenderer,
GameWindow integration) was reverted because it didn't visibly fix
the rain bug — but the research findings + diagnostic tools are
durable and should not have to be rediscovered.
What's added:
- docs/research/2026-04-26-sky-investigation-handoff.md
Comprehensive seed prompt for the next session. Covers:
* Bug A: foreground rain (#26) — what's open, what's confirmed,
what's been tried
* Bug B: stars rendering as square in corner (NEW, user-observed)
* 40-agent decomp scan findings — retail rain is NOT camera-
particles, NOT server-driven, NOT screen-space; the mesh IS
a hollow octagonal tube; only 5 weather GfxObjs in Dereth
* Things ruled out by trial (envelope, scaling, unlit, depth-
always alone, Setup loading)
* Things to try next (depth+zfar combined, full render-state
audit, frame ordering, star UV bug as easier first target)
* Acceptance criteria for "done"
- docs/research/2026-04-26-chorizite-pr-draft.md
Upstream PR draft for Chorizite/DatReaderWriter. Five generated
DBObj source files reference nonexistent enum values and are
silently excluded from the NuGet build:
ParticleEmitterInfo, Clothing, PaletteSet, DataIdMapper,
DualDataIdMapper. Fix: delete the duplicates. Independent of
the rain work — benefits the AC modding ecosystem broadly.
- docs/research/2026-04-26-datreaderwriter-reference.md
Developer reference for our DatReaderWriter usage. Version,
types we consume, known broken types, thread-safety caveats,
upgrade procedure, NuGet-vs-vendored decision matrix.
- tools/PesChainAudit/
Recursive PES walker — given a 0x33xxxxxx script id, walks all
CallPES references and dumps every hook + every referenced
ParticleEmitter's parameters. Used to prove no weather PES
emits rain particles.
- tools/TextureDump/
Dumps texture pixel statistics (alpha histogram, brightness,
max) and saves as PNG for visual inspection.
- tools/WeatherEnumerator/
Enumerates every DayGroup in a Region, lists weather SkyObjects
(Properties & 0x04), dumps GfxObj bounding boxes.
- tools/WeatherSetupProbe/
Loads a Setup id, dumps each part's GfxObj + frame + scale +
surface. Used to prove weather Setups are 5cm dummy carriers.
Worktree feature/sky-fixes is being deleted in a follow-up step.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase L.0 polish — the Display + Character tabs were persisting to disk
but didn't yet drive runtime behavior. This commit flips the live
switches.
DISPLAY ↔ GL window:
· FOV slider (degrees) → camera FovY (radians) on Orbit + Fly + Chase,
pushed every frame so dragging is visible immediately. Brainstorm
said FOV is a live-preview slider; this delivers it.
· VSync → _window.VSync, change-detected per-frame so flipping the
checkbox is instant. Applied at startup too so saved-VSync takes
effect before the first frame.
· Resolution → _window.Size on Save (TryParseResolution parses
"WIDTHxHEIGHT"). Live preview would be too jarring; resize is on
Save only.
· Fullscreen → _window.WindowState (Silk.NET borderless mode), also
on Save only.
· ShowFps → wraps the title-bar perf string. true → full perf line;
false → just "acdream" for a cleaner alt-tab. Default true matches
pre-L.0 behavior.
Defaults rebalanced — FieldOfView 75→60° (matches Orbit/Fly/Chase
FovY = π/3), VSync true→false (matches the previous WindowOptions),
ShowFps false→true (preserves the existing perf-in-title behavior).
Net effect: a user who never opens Display tab + later opens it +
Saves without touching anything sees ZERO visual change. Tests pinned
to the new defaults.
ApplyDisplayWindowState helper consolidates the window-side
mutations. Called from the SettingsVM construction site (apply
persisted at startup) and from the onSaveDisplay callback (apply
saved on demand). Malformed resolution strings are silently ignored
to avoid crashing mid-session if settings.json gets hand-edited.
CHARACTER ↔ active toon:
· _activeToonKey field replaces the hard-coded "default" — starts as
"default" (used for any pre-login Settings interaction), gets
swapped to the actual character.Name immediately after EnterWorld
in BeginLiveSessionAsync.
· onSaveCharacter callback closes over _activeToonKey by reference
(lambda captures `this`), so saves always write to the current
toon's slot without rebinding the lambda.
· After EnterWorld lands the chosen toon's name, the host loads
that toon's bag via SettingsStore.LoadCharacter and calls a new
SettingsVM.LoadCharacterContext to swap BOTH persisted snapshot
AND draft atomically — HasUnsavedChanges stays false on login so
the user doesn't see a "pending changes" indicator just because
they switched toons.
Per-toon storage already worked at the SettingsStore layer (commit
73749d1); this commit just plumbs the actual character name through
to the toonKey instead of always using "default".
2 new tests for LoadCharacterContext: atomic persisted+draft swap,
and pending edits getting wiped on swap (so pre-login bleed-through
can't write to the new toon's slot).
dotnet build green (0 warnings); dotnet test 1,309 / 1,309 green
(243 Core.Net + 393 UI.Abstractions + 673 Core).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Found the underlying cause of the user's persistent
"jumps don't reach retail height" complaint. The wire's SkillEntry
`init` field is ONLY the InitLevel (training/specialized
chargen bonus, per ACE GameEventPlayerDescription.cs:317
"init_level, for training/specialized bonus from character
creation"). It does NOT include the AttributeFormula
contribution.
ACE's CreatureSkill.Current is computed as:
AttributeFormula(skill, attrs) + InitLevel + Ranks
+ augs + multipliers - vitae
Pre-fix13 we used `init + ranks` only — dropping the
AttributeFormula term, which is the DOMINANT component for
movement skills (50-100 points typical). For our character
that meant Jump skill 208 instead of the actual ~280-310,
giving a 3.11 m peak instead of the retail ~4 m peak. Hence
"feels like the upward acceleration is too slow and we don't
reach the same height".
Fix:
- GameWindow caches portal.dat's SkillTable (0x0E000004u) at
WireAll time. Each entry has a SkillFormula with attr1/
attr2/multipliers/divisor/additive constants
(formula: bonus = (attr1*M1 + attr2*M2)/Div + Additive).
- GameEventWiring.WireAll gains a
`resolveSkillFormulaBonus(skillId, attrCurrents)` callback.
GameWindow plugs in a resolver that looks up
SkillTable.Skills[skillId].Formula, applies the formula
using the player's current attribute values from PD.
- The PD handler builds attrId→current map (ranks+start) from
the parsed attributes before iterating skills, then passes
it to the resolver for Run (24) and Jump (22).
- Total skill = formulaBonus + InitLevel + Ranks. Matches ACE
Current minus augs/multipliers/vitae (close enough — those
add maybe ±10 % at most).
ACDREAM_DUMP_VITALS=1 logs add a per-skill line:
"vitals: PD-skill id=22 init=N ranks=N formulaBonus=N total=N"
so live testing can confirm the formula is applied.
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase L.0 (final) — last tab on the Settings shell. Per-toon
preferences keyed by toon name in settings.json under
character[<toonName>]. With this commit the L.0 build order
finishes and every approved tab is implemented.
CharacterSettings record (4 fields):
· DefaultChatChannel (string — Local / Allegiance / Fellowship / etc)
· AutoAttack (bool — continue swinging until target dies)
· ConfirmSalvage (bool — prompt before salvaging valuable items)
· ShowPickupMessages (bool — pickup lines in chat)
AvailableChannels static list exposes the 7 retail-routing targets
for the dropdown.
SettingsStore grows LoadCharacter(toonKey) / SaveCharacter(toonKey)
using JsonNode/JsonObject for the nested-toon write — the existing
SaveSection raw-text-preservation pattern handles top-level keys
but doesn't fit the nested per-toon mutation. The character map
preserves every other toon's settings on save, and other top-level
sections (display / audio / gameplay / chat) are preserved too.
SettingsVM grows the parallel character state machine. The host
owns the toonKey (currently hard-coded to "default" in GameWindow
because we don't have a current-character source plumbed yet) —
the VM just edits whatever bag the host loaded.
SettingsPanel.RenderCharacterTab replaces the L.0-shell placeholder
— a Combo for default chat channel + 3 Checkboxes for
AutoAttack / ConfirmSalvage / ShowPickupMessages. The
RenderPlaceholder helper is now removed (no callers); the old
"Placeholder_tabs_render_coming_soon_text_when_active" test is
replaced by an "all six tabs are implemented" guard test that
fails if any future commit adds a placeholder back.
GameWindow loads/saves character settings under toonKey "default"
with a TODO comment to swap in the real toon name once
CharacterList plumbing exposes a currentCharacter source.
18 new tests:
· CharacterSettings record (4) — defaults pinned, AvailableChannels
list shape, value equality, with-expressions
· SettingsStore character (6) — missing-file / toon-not-in-file →
defaults, round-trip, multi-toon preservation, preserves other
top-level sections, all five sections coexist
· SettingsVM character (5) — initial draft, SetCharacter marks
dirty, Save invokes callback, Cancel reverts, ResetAllToDefaults
covers
· SettingsPanel character tab (3 net, after removing the
placeholder test) — combo+checkboxes render only when active,
channel combo uses AvailableChannels, all six tabs are now
non-placeholder
Phase L.0 final tally:
· 5 commits on feature/settings-retail (shell + 5 tabs)
· 6 tabs: Keybinds (Phase K) + Display + Audio + Gameplay + Chat + Character
· 5 settings sections in settings.json (display/audio/gameplay/chat/character),
coexisting non-destructively + a sixth file (keybinds.json) on the side.
dotnet build green (0 warnings); dotnet test 1,307 / 1,307 green
(243 Core.Net + 391 UI.Abstractions + 673 Core).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
K-fix11 (150 ms exponential lag) wasn't aggressive enough — at
0.15 s time constant the camera catches up to ~96 % of the
player's Z before peak, so the visible "rise on screen" was
maybe ~0.5 m of the 3.11 m arc. User reported the jump still
looked short.
K-fix12: replace the lag with an explicit airborne-pin. The
camera's tracked Z follows player Z directly while grounded,
but stays PINNED while airborne and rising. Falling / dropping
catches up immediately so we don't end up below ground when
landing in a hole.
Effect: during a jump the player visibly rises 3 m above the
camera on screen, matching retail's "you can see yourself jump"
feel. After landing the camera's tracked Z snaps back to the
player Z so there's no lingering vertical offset.
ChaseCamera.Update gains an isOnGround parameter; GameWindow
passes result.IsOnGround from the per-frame movement controller.
The look-at point still uses raw player Z so the camera tilts up
to keep the airborne character framed.
Tests stay 1222 green.
Phase L.0 (cont.) — fourth tab on the Settings shell. Mixes retail's
CharacterOptions2 chat-channel filter bits (Hear*Chat / TimeStamp /
FilterLanguage / AppearOffline) with a font-size slider that has no
retail bitfield equivalent.
ChatSettings record (9 fields):
· 5 channel filters: HearGeneralChat, HearTradeChat, HearLFGChat,
HearRoleplayChat, HearSocietyChat
· 3 display flags: ShowTimestamps, FilterProfanity, AppearOffline
· 1 visual: FontSize (10..20 pt)
Local-only this phase per the brainstorm — Hear*Chat flags affect
client-side display filtering only; the server still streams every
channel. Server-sync arrives later when the protocol round-trip is
in place.
SettingsStore grows LoadChat / SaveChat using the existing generic
SaveSection helper. All four non-keybind sections (display, audio,
gameplay, chat) now coexist non-destructively in settings.json.
SettingsVM grows the parallel chat state machine. HasUnsavedChanges,
Save, Cancel, ResetAllToDefaults all cover chat. Constructor signature
adds two more params; existing call sites updated.
SettingsPanel.RenderChatTab replaces the L.0-shell placeholder —
8 Checkbox calls grouped under "Channel filters" + "Display"
headers, plus a font-size SliderFloat. The "Coming soon" placeholder
test was retargeted from "Chat" to "Character" since Chat is no
longer a placeholder.
GameWindow wires SettingsStore.LoadChat / SaveChat + a TODO comment
for the future ChatPanel filter integration (read SettingsVM.ChatDraft
when filtering inbound chat lines).
13 new tests:
· ChatSettings record (3) — defaults pinned, value equality, with-
expressions
· SettingsStore chat (3) — missing-file → defaults, round-trip, all
four sections coexist
· SettingsVM chat (5) — initial draft, SetChat marks dirty, Save
invokes callback, Cancel reverts, ResetAllToDefaults covers
· SettingsPanel chat tab (2) — checkboxes + slider render only when
active
dotnet build green (0 warnings); dotnet test 1,289 / 1,289 green
(243 Core.Net + 373 UI.Abstractions + 673 Core).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase L.0 (cont.) — third tab on the Settings shell, in the Easy-wins
build order. Subset of retail's CharacterOption + CharacterOptions2
bitfield flags ported as bools (see acclient.h:3404+ enum). Local-
only this phase per the brainstorm — server sync deferred to a
later phase that will marshal the draft into the retail
CharacterOption packet.
GameplaySettings record exposes 14 named flags grouped by usage:
· Combat: AutoTarget, AutoRepeatAttack, ToggleRun, AdvancedCombatUI,
VividTargetingIndicator
· Display: ShowTooltips, SideBySideVitals, CoordinatesOnRadar,
SpellDuration, ShowHelm, ShowCloak
· Interface: AllowGive, LockUI, UseMouseTurning
Retail names + bit values are documented in field-level comments so
the future server-sync phase has a 1:1 mapping. Defaults are
typical-user starting points (NOT bit-exact to retail's
0x50C4A54A / 0x948700 masks); class-level remarks call out that
defaults will be re-anchored to retail values once the wire-format
is the load-bearing source.
SettingsStore grows LoadGameplay / SaveGameplay using the existing
SaveSection generic helper (added in the audio commit). All three
non-keybind sections (display, audio, gameplay) now coexist in
settings.json with non-destructive cross-section saves — verified
by a new "all three sections coexist" round-trip test.
SettingsVM grows the parallel gameplay state machine
(gameplayPersisted / gameplayDraft / SetGameplay / onSaveGameplay).
HasUnsavedChanges, Save, Cancel, ResetAllToDefaults all cover
gameplay too. Constructor signature adds two more params; existing
call sites (App startup + tests) updated.
SettingsPanel.RenderGameplayTab replaces the L.0-shell placeholder —
14 Checkbox calls grouped under three Text+Separator headers, plus
a footer note explaining the local-only-this-phase scope. The
"Coming soon" placeholder test was retargeted from "Gameplay" to
"Chat" since Gameplay is no longer a placeholder.
GameWindow construction site loads gameplay on startup + writes via
the SettingsStore on Save. Server-sync packet wiring is left as a
TODO comment in the onSaveGameplay callback (next phase, after the
protocol round-trip is in place).
14 new tests:
· GameplaySettings record (3) — defaults pinned, value equality,
with-expressions
· SettingsStore gameplay (4) — missing-file → defaults, round-trip,
partial-file fallback, all-three-sections coexist
· SettingsVM gameplay (5) — initial draft, SetGameplay marks dirty,
Save invokes callback, Cancel reverts, ResetAllToDefaults covers
· SettingsPanel gameplay tab (2) — 8 spot-checked Checkboxes render
only when active
dotnet build green (0 warnings); dotnet test 1,276 / 1,276 green
(243 Core.Net + 360 UI.Abstractions + 673 Core).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Diagnostic from K-fix10 confirmed our local jump physics is
mathematically perfect — every full-charge jump produces
formulaPeak = actualPeakDz = vz²/19.6 to four-digit precision
(3.11 m for Jump skill 208). Yet the user observed retail
clients seeing the SAME character jump much higher than ACdream
sees of itself.
Root cause: ChaseCamera tracked player.Z 1:1. When the player
rises 3 m the camera rises 3 m too — the player's screen
position never changes during the arc, so the jump is visually
invisible. Retail's chase camera lags the Z follow, so an
observer sees the player visibly rise on screen.
Fix: low-pass filter the camera's Z target.
ChaseCamera.Update gains a dt parameter and an exponential
smoother:
alpha = 1 - exp(-dt / ZFollowTimeConstant)
smoothedZ += (player.Z - smoothedZ) * alpha
ZFollowTimeConstant defaults to 0.15 s — slow enough that a
~1 s jump arc shows up clearly on screen, fast enough that
slope walking still feels glued. The look-at point still uses
the raw player Z so the camera tilts up to keep the airborne
character in frame.
Drive-by: stripped K-fix10 jump diagnostic logging now that the
math has been confirmed correct.
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase L.0 (cont.) — second tab on the Settings shell, in the Easy-wins
build order. Audio is the live-preview poster child: dragging a slider
is audible immediately, Save persists, Cancel reverts and the engine
catches up on the next frame.
AudioSettings record: Master / Music / Sfx / Ambient (all 0..1 floats).
Defaults match the OpenAlAudioEngine constructor values exactly so a
user who never opens the tab gets identical behaviour to the
pre-Phase-L env-var-only world (Master=1.0, Music=0.7, Sfx=1.0,
Ambient=0.8).
SettingsStore grows LoadAudio / SaveAudio + a generic SaveSection
helper that consolidates the unknown-top-level-key preservation logic.
Display and Audio sections coexist in settings.json:
{ "version": 1, "display": { ... }, "audio": { ... } }
Saving one section preserves the other on disk; a future Gameplay /
Chat / Character section drops in the same way without touching
existing data.
SettingsVM gains a parallel audio state machine (audioPersisted /
audioDraft / SetAudio / onSaveAudio callback). HasUnsavedChanges
covers all three buckets now (keybinds + display + audio); Save /
Cancel / ResetAll are atomic across all of them.
GameWindow wiring is the live-preview mechanism — every render frame
pushes the VM's AudioDraft into _audioEngine.MasterVolume etc. Cheap
(four float assignments) and unconditional. SetListener still applies
MasterVolume each frame too via the existing Phase E.2 code path, so
listener gain stays in sync. Persisted audio is applied to the engine
ONCE at startup before the first frame so the user's saved values
take effect before any sound plays — startup-time apply happens during
the same SettingsVM construction site that does the LoadDisplay +
LoadAudio.
SettingsPanel.RenderAudioTab replaces the L.0-shell placeholder — four
SliderFloat calls clamped to [0, 1], plus a footer note explaining the
live-preview UX. The "Coming soon" placeholder test was retargeted
from "Audio" to "Gameplay" since Audio is no longer a placeholder.
16 new tests:
· AudioSettings record (3) — defaults pin engine constants, value
equality, with-expressions
· SettingsStore audio round-trip (5) — missing-file → defaults,
round-trip all fields, partial-file per-field fallback, save-audio-
preserves-display, save-display-preserves-audio
· SettingsVM audio state (5) — initial draft tracks persisted,
SetAudio marks dirty, Save invokes audio callback, Cancel reverts,
ResetAllToDefaults covers audio
· SettingsPanel audio tab (3) — four sliders render only when active,
no SliderFloat emitted on inactive tabs, slider range is [0, 1]
dotnet build green (0 warnings); dotnet test 1,262 / 1,262 green
(243 Core.Net + 346 UI.Abstractions + 673 Core).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User report:
1. ACdream watching retail-client jump shows no animation at all
(legs don't fold during the arc).
2. Local jump arc in ACdream is shorter than what retail observes
for the same character — formula mismatch somewhere.
Item 1 (animation): K-fix9 wired the body velocity but didn't
swap the sequencer cycle. The remote kept playing whatever
locomotion cycle was active (Ready/RunForward/etc.) through the
arc, so the legs stayed running while the body went up.
OnLiveVectorUpdated now also calls
ae.Sequencer.SetCycle(currentStyle, MotionCommand.Falling, 1.0f)
when the velocity has +Z > 0.5 m/s. Mirrors the local-player
UpdatePlayerAnimation path that forces animCommand=Falling
whenever !IsOnGround. Style defaults to NonCombat (0x8000003D)
when the sequencer hasn't established one yet (rare on remotes).
Landing transitions back to the locomotion cycle naturally via
the next UpdateMotion the server sends after HitGround.
Item 2 (height): added per-jump diagnostic so we can compare
the formula-predicted peak (sentVz²/(2g) = sentVz²/19.6) with
the actually-rendered peak Δz. Logs:
[jump.send] extent=... sentVz=... formulaPeak=...m startZ=...
[jump.peak] sentVz=... formulaPeak=...m actualPeakDz=...m
startZ=... peakZ=... landZ=...
Strip after the height-mismatch root cause is found.
Drive-by: previous diagnostic left an if/else hijack in the
resolve branch that broke 3 PlayerMovementControllerTests. Fixed.
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase L.0 (cont.) — first concrete tab on the new Settings shell, in
the Easy-wins build order agreed in the brainstorm
(Display → Audio → Gameplay → Chat → Character).
DisplaySettings (immutable record): Resolution / Fullscreen / VSync /
FieldOfView (30-120°) / Gamma (0.5-2.0) / ShowFps. Six common 16:9
resolutions in the dropdown. Defaults: 1920×1080, windowed, vsync on,
75° FOV, gamma 1.0, FPS off — matches the brainstorm UX agreement.
SettingsStore: JSON persistence at %LOCALAPPDATA%\acdream\settings.json
(coexists with keybinds.json — own load/save path stays put, no
migration needed). LoadDisplay falls back per-field when keys are
missing (partial-file tolerant) and falls back to defaults when the
file is corrupt or the JSON is unparseable. SaveDisplay round-trips
preserved — unknown top-level keys (e.g. an `audio` section written
by a future client) are kept on save so older builds don't silently
drop newer-tab data.
SettingsVM gains a parallel display-state machine: persistedDisplay +
draftDisplay, SetDisplay mutator, HasUnsavedChanges checks both
keybinds and display deltas, Save/Cancel/ResetAll cover both
atomically from the user's POV (one Save commits everything, one
Cancel reverts everything). Constructor signature extends with two
new params; existing keybinds-only callers updated.
SettingsPanel.RenderDisplayTab replaces the L.0-shell placeholder —
Combo for resolution, Checkboxes for fullscreen/vsync/show-fps,
SliderFloat for FOV + gamma. Live-preview note in the panel body
matches the agreed UX: FOV + gamma update visibly while the user
drags; resolution / fullscreen / vsync apply on Save (live preview
would be too jarring).
GameWindow wires SettingsStore into the existing SettingsVM construct
site — load on startup, save on each tab Save. Errors print to
console and don't crash the panel.
19 new tests:
· DisplaySettings record (4) — defaults pinned, value equality, with-
expressions, AvailableResolutions sorted ascending
· SettingsStore (6) — round trip, missing-file → defaults, corrupt-
file → defaults, partial-file → per-field fallback, unknown-key
preservation, DefaultPath shape
· SettingsVM display (6) — initial draft tracks persisted, SetDisplay
marks dirty, Save invokes display callback, Cancel reverts,
ResetAllToDefaults covers display, Save-then-Cancel is no-op
· SettingsPanel display tab (3) — widgets render only when active,
resolution combo uses AvailableResolutions, no Combo emitted on
inactive tabs
dotnet build green (0 warnings); dotnet test 1,246 / 1,246 green
(243 Core.Net + 330 UI.Abstractions + 673 Core).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase L.0 — foundation for the complete retail-style Settings interface
agreed in the 2026-04-26 brainstorm. Splits Phase K's keybind-only F11
panel into a tabbed shell whose first tab wraps the existing keybinds
content unchanged; the other five tabs (Display / Audio / Gameplay /
Chat / Character) render "Coming soon" placeholders so the shape the
user approved is visible immediately and gets filled in over the L.x
sub-phases (Display first per Easy-wins build order).
Why a tab API extension: retail had distinct Options UIs
(gmGameplayOptionsUI / gmChatOptionsUI / gmCharacterSettingsUI per the
PDB at acclient_2013_pseudo_c.txt:170739+) and the existing
IPanelRenderer only exposed CollapsingHeader. ImGui maps
BeginTabBar / BeginTabItem / EndTabItem / EndTabBar 1:1, so the new
primitives stay backend-friendly — the future D.2b custom retail-look
backend implements them via the retail tab UIs without panel changes.
Save / Cancel / Reset-all stay above the tab bar so they remain global
across all tabs (Phase K's UX preserved). FakePanelRenderer grows
matching tab calls + an ActiveTabLabel knob so tests can target a
specific tab's content; default behavior treats the first tab item
seen as active so existing tests keep passing without changes.
5 new SettingsPanelTests assertions: tab bar opens once, six expected
tab labels emitted in order, Keybinds-tab section headers only render
when active, placeholders show "Coming soon" text on inactive-content
tabs, and Save/Cancel buttons render BEFORE the tab bar (regression
guard against accidentally moving them inside a tab item).
dotnet build green (0 warnings); dotnet test 1,227 / 1,227 green
(243 Core.Net + 311 UI.Abstractions + 673 Core).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Remote-player jumps were silently dropped — we never parsed the
VectorUpdate broadcast that carries the jump launch velocity, so
the remote body's Z velocity stayed at 0 and the jump animation
showed without any vertical motion.
ACE Player.cs:954 enqueues GameMessageVectorUpdate (opcode 0xF74E)
on every jump in addition to the bracketing UpdateMotion. Wire
layout (GameMessageVectorUpdate.cs):
u32 opcode (= 0xF74E)
u32 objectGuid
3xf32 velocity (world-space, post-rotation)
3xf32 omega
u16 instanceSequence
u16 vectorSequence
This commit:
1. Adds VectorUpdate.TryParse + VectorUpdated session event.
2. WorldSession.ProcessDatagram dispatches 0xF74E.
3. GameWindow subscribes via OnLiveVectorUpdated:
- Sets remote PhysicsBody.Velocity from the wire vector.
- When velocity.Z > 0.5 m/s, marks the remote as Airborne,
clears Contact + OnWalkable bits, and enables the Gravity
state flag — so calc_acceleration returns (0, 0, -9.8) and
UpdatePhysicsInternal produces a parabolic arc.
4. The per-tick remote update (TickAnimations remote-physics
block) now SKIPS the "force OnWalkable + apply_current_movement"
step when Airborne. Otherwise that path stomps the +Z velocity
each frame — same shape as the bug the local jump hit before
K-fix7.
5. ResolveWithTransition for remotes now passes
isOnGround: !rm.Airborne. Mirrors K-fix7's local-player gate —
airborne resolves must NOT pre-seed the ContactPlane,
otherwise AdjustOffset's snap-to-plane branch zeroes the
upward offset.
6. UpdatePosition handler clears the airborne flag and restores
ground-contact bits, so the server's authoritative re-grounding
ends the arc cleanly at the new ground location.
ACDREAM_DUMP_MOTION=1 logs each VectorUpdate as
"VU guid=0x... vel=(...) airborne=...".
Tests stay 1222 green. Live verification pending — watch a remote
character jump.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Before this commit, PlayerWeenie used hardcoded ACDREAM_RUN_SKILL
(default 200) and ACDREAM_JUMP_SKILL (default 300) regardless of
the actual character skill. PlayerDescription's skill table HAS
been parsed since Phase H, but the values weren't plumbed into
PlayerMovementController, so a high-Jump character still got the
3-4m default arc instead of their real 5m+ arc, and a low-Jump
character got too much.
GameEventWiring.WireAll gains an optional `onSkillsUpdated`
callback. The PlayerDescription handler scans the parsed skill
table for SkillId 24 (Run) and SkillId 22 (Jump) — ACE Skill enum
ordinals from references/ACE/.../Enum/Skill.cs:11-37 — and fires
the callback with `init + ranks` for each (the holtburger-named
"init" field is the attribute-derived initial component, ranks
is XP-bought additions; closest sane approximation of ACE's
CreatureSkill.Current short of porting Aug + Multiplier + Vitae
chains).
GameWindow stores the most recent values in _lastSeenRunSkill /
_lastSeenJumpSkill and pushes them into the controller at two
points:
* Immediately if _playerController already exists (PD arriving
mid-session, e.g. after a relog).
* Inside EnterPlayerModeNow when constructing a fresh
controller (the auto-entry path: PD always arrives at login
before auto-entry fires, so this is the normal path).
Both sites also log "applied server skills run=X jump=Y" so live
testing can confirm the right values reached the formula.
Console output (ACDREAM_DUMP_VITALS=1) gains a "vitals: PD-skills
run=X jump=Y" line on every PlayerDescription with skill data.
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Live diagnostic (extent=1.000, vz=9.09 — formula peak 4.21m) showed
the body's Velocity.Z stayed at ~9 m/s but Position.Z never
advanced past 66.000 even after 575 frames airborne. The collision
resolver was snapping the player back to ground every step.
Root cause: PhysicsEngine.ResolveWithTransition unconditionally
pre-seeded the Transition's CollisionInfo from body.ContactPlane
before each resolve (a slope-walking continuity hack). Once
airborne, that pre-seed makes Transition.CollisionInfo's
ContactPlaneValid stay true. Then in AdjustOffset's "Have a contact
plane" path, when collisionAngle > 0 (offset moving AWAY from the
plane = jumping up), the code calls Plane::snap_to_plane on the
offset which ZEROES the Z component for flat ground (Normal.Z=1,
plane.D=0 → snap_to_plane sets vec.z = 0). The horizontal X/Y
parts of the offset survived; vertical Z was destroyed every step.
Position.Z only ever got the gravity drift back down, so the
"jump" was literally a sub-frame upward blip followed by 575
frames of stuck-at-ground while gravity ate vz.
Retail's CTransition::init at retail address 0x509dd0
(named-retail line 271954) explicitly sets
contact_plane_valid = 0 at the start of every transition resolve.
ValidateWalkable then re-establishes it during the sweep when
the foot sphere bottom is within EPSILON of the terrain plane —
so for grounded motion the plane is set fresh per frame, and for
airborne motion no plane interferes.
Fix: only seed the contact plane when isOnGround is true.
Airborne resolves now start with no plane, so AdjustOffset
preserves the upward Z and the integrator's positional update
actually lands. Slope-walking continuity is preserved because
the seed still fires whenever the body is grounded.
Diagnostic logging stripped after the fix.
Tests stay 1222 green. Live verification pending.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two animation/movement issues from live verification:
1. Walk-backward leg twitches forward two times before the cycle
reverses (X key glitch).
Root cause: AnimationSequencer.GetLink only implemented the
forward-direction lookup path. ACE's MotionTable.get_link
(MotionTable.cs:395-426) takes BOTH the substate and the new
motion's speeds, and switches lookup branches when EITHER speed
is negative:
* Forward path: Links[(style<<16) | substate][motion]
* Reversed path (any negative speed): Links[(style<<16) |
motion][substate]
For Ready → WalkBackward we adjust_motion to WalkForward at
speed -0.65 (negative). Our previous code looked up
Links[Ready][WalkForward] — the "start walking forward"
transition. Played in reverse, the cursor stranded at the
wrong cycle frame and produced the user-visible "left leg
twitches forward two times" before the cycle stabilized.
With the reversed key Links[WalkForward][Ready] (the "stop
walking → ready" anim) played at the cycle's negative speed,
the link smoothly transitions Ready → start-of-cycle, then
the cycle reverses cleanly.
GetLink signature changed from (style, fromMotion, toMotion)
to (style, substate, substateSpeed, motion, speed). Both
call sites updated: SetCycle passes CurrentSpeedMod +
adjustedSpeed; the Action-overlay path passes 1f, 1f
(action overlays are always forward).
2. Jump too low.
Two changes after deep investigation in named-retail decomp:
a) Charge rate sped up from 1.0/s → 2.0/s. Retail's PowerBar
charge constant is illegible in the named decomp (the
divisor was clobbered in GetPowerBarLevel's FPU stack
reordering at 0x0056ade0). 2.0/s (full charge in 0.5s)
matches retail muscle memory better — a tap gives a
noticeable hop, half-hold a meaningful jump, full-hold
the maximum.
b) Default jumpSkill bumped 200 → 300. Retail formula:
height = (skill / (skill + 1300)) × 22.2 + 0.05
At extent=1.0:
skill=200 → 3.01m max (felt too low)
skill=300 → 4.21m max (closer to retail mid-tier "I
can clear that fence" hop)
Override via ACDREAM_JUMP_SKILL env var.
Long-term fix is issue #7 — parsing PlayerDescription's
skill block to apply the server's authoritative skill
values. Until then, this default is the right baseline.
(Velocity formula sqrt(height × 19.6) is unchanged and
matches retail byte-for-byte; we only changed how much
extent-feeding skill we default to.)
Tests stay 1222 green. The walk-backward fix has no new test
because GetLink is private; the cycle-transition behavior
will be exercised live.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User report: when running backward (X) or strafing (Z/C) at run
speed, the visual moves faster but the animation cycle continues
playing at walk pace, looking disjointed.
Root cause: GameWindow's player-anim driver fed the sequencer's
SetCycle speed from result.ForwardSpeed, but PlayerMovementController
intentionally pins ForwardSpeed = 1.0 for WalkBackward (ACE expects
this for the auto-upgrade) and SidestepSpeed isn't used by the anim
path at all. So Forward+Run played the RunForward cycle at runRate ×
(correct), but Backward+Run + Strafe+Run used speedMod = 1.0 even
though the body was moving at runRate × velocity.
Fix: split the visual-pacing field from the wire-correctness field.
Added MovementResult.LocalAnimationSpeed — runRate when any
directional input is held with Run, else 1.0. GameWindow's
SetCycle path now uses this instead of ForwardSpeed. The wire
output stays unchanged; only the local animation cycle pace
shifts.
Effect:
- Forward+Run: runRate × cycle pace (unchanged behavior).
- Backward+Run: runRate × cycle pace (was 1×; now matches
velocity).
- Strafe+Run: runRate × cycle pace (was 1×; now matches
velocity).
- Anything not in Run: 1× (unchanged).
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User reported "I can't turn off collision wires" — root cause was
two-fold: the wires defaulted to ON at startup so the user saw
them every launch, and the DebugPanel's keybind cheat-sheet
still listed the pre-K.1c retail-default-conflicting bindings
(F1/F2/F3/F7/F8/F9/F10 etc.) instead of the Ctrl+F* aliases the
retail-faithful keymap moved them to.
Changes:
- _debugCollisionVisible defaults to FALSE. Ctrl+F2 toggles it
on (toast: "Collision wireframes ON"); the DebugPanel →
Diagnostics → "Toggle collision wires" button toggles too.
- DebugPanel "Help" cheat-sheet rebuilt to reflect the actual
retail-default + Phase K bindings: Ctrl+F1 (debug), Ctrl+F2
(collision wires), Ctrl+Shift+F (free-fly), F11 (Settings),
W/X = forward/back, A/D = turn, Z/C = strafe, Q = autorun
toggle, Shift = walk modifier, Y/G/H/B = postures,
Hold MMB = instant mouse-look, Hold RMB = orbit, Tab =
focus chat input. The user no longer has to read the source
to find a working binding.
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Four issues from the K-fix2 launch (2026-04-26 user report):
1. Can't return from free-fly to player view.
CameraController.ToggleFly only swaps Fly↔Orbit, so a user who
flew out of player mode landed in orbit (Holtburg) on
toggle-back instead of the chase camera. Added
ToggleFlyOrChase() helper that prefers Fly→Chase /
Chase→Fly when _playerMode is true and a chase camera is
available; falls back to the original Fly↔Orbit toggle for
offline / pre-login flows. Wired into all three free-fly
entry points: keyboard shortcut (Ctrl+Shift+F), Camera menu
item, and DebugPanel button.
2. Shift while moving STOPS instead of dropping to walk.
Root cause: InputDispatcher.IsChordHeld required
_keyboard.CurrentModifiers to match chord.Modifiers EXACTLY.
So with W bound as (W, None), holding W and then pressing
Shift made CurrentModifiers=Shift mismatch chord (None) →
IsActionHeld(MovementForward) returned false → Forward flag
dropped → player stopped. Fixed by relaxing IsChordHeld:
when chord.Modifiers is None, Shift is allowed to coexist
(it's the retail walk-modifier). Other modifiers
(Ctrl, Alt, Win) still mismatch strictly so Ctrl+W stays a
distinct chord from W.
+2 tests pinning the new permissive-Shift / strict-Ctrl
semantics.
3. Backwards too slow when running.
forwardCmdSpeed for the WalkBackward branch was hardcoded
to 1.0; localY was hardcoded to -(WalkAnimSpeed * 0.65).
Neither honored input.Run. With Run=true (default),
backward now scales by runRate (~2.4×) so X = "run
backwards" matches the forward run pace × the 0.65
backward animation cycle ratio.
4. Strafe too slow when running.
localX for SideStepLeft / SideStepRight was hardcoded to
±SidestepAnimSpeed regardless of Run. Same fix: when Run
is held, scale by runRate so strafe at default speed
matches the run-forward pace.
Tests: 1220 → 1222 (the two new IsChordHeld tests).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two issues from the K-fix1 launch (2026-04-26 user report):
1. Mouse pointer invisible after login.
Root cause: CameraController.EnterChaseMode invokes
ModeChanged?.Invoke(IsChaseMode) — passing TRUE when chase
becomes active. The OnCameraModeChanged handler interpreted
that bool as `isFlyMode`, so chase entry wrongly triggered
the Raw cursor branch (raw = invisible pointer). The bool is
unreliable: ToggleFly passes IsFlyMode, ExitChaseMode passes
IsFlyMode, but EnterChaseMode passes IsChaseMode. Read the
controller state directly inside the handler instead — fly
mode IS the only state that needs Raw, everything else stays
Normal so the user can click panels / future selectables.
2. No way to enter free-fly mode.
The DebugPanel already had a "Toggle Free-Fly Mode" button
wired in K.2, but the user didn't know to look there. Added
two more discovery paths:
- Keyboard shortcut: Ctrl+Shift+F → AcdreamToggleFlyMode
in RetailDefaults() (retail leaves Ctrl+Shift+F unbound;
Ctrl+F is unused too, so this is conflict-free).
- View → Camera submenu in the ImGui MainMenuBar with a
"Enter / Exit Free-Fly Mode" entry whose label flips with
the active state. Shortcut hint shows "Ctrl+Shift+F".
The keyboard handler now also cancels _playerModeAutoEntry on
manual fly toggle (matches the DebugPanel button + new menu
entry — user's choice wins, the chase camera doesn't snap on
top of the fly camera mid-inspection).
Also corrected the View → Debug menu shortcut hint (was "F1",
actual binding is Ctrl+F1 since K.1c).
Tests still 1220 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Four issues from K.3 live verification (2026-04-26 user report):
1. Default movement speed should be RUN, not walk.
PlayerMovementController.MovementInput.Run was sourced from
IsActionHeld(MovementRunLock) (Q held). Inverted to
!IsActionHeld(MovementWalkMode) (Shift held = walk; default = run).
Also fixed RetailDefaults() — MovementWalkMode was bound to
(ShiftLeft, ModifierMask.None), but when LShift IS the primary
key the OS keyboard reports CurrentModifiers=Shift and the
chord lookup mismatches. Bind both LShift+Shift and RShift+Shift
to match (the same fix AcdreamCurrentDefaults already had).
2. Q is autorun TOGGLE, not hold-to-run. Added _autoRunActive
field; OnInputAction toggles it on MovementRunLock Press;
MovementInput.Forward now ORs in _autoRunActive so autorun
stays latched until canceled. Pressing Backup / Stop /
StrafeLeft / StrafeRight clears the latch (deliberate movement
wins, retail-faithful). Pressing Forward AGAIN does NOT cancel —
matches retail's stack semantics.
3. Mouse cursor visible by default in chase mode + no Y-axis
steering without an explicit hold input. OnCameraModeChanged
now uses CursorMode.Normal for chase (was Raw — invisible
pointer). MouseMove handler's "neither RMB nor MMB held"
branch dropped its AdjustPitch call — pitch is gated to
deliberate hold inputs only. Fly mode keeps Raw (continuous
look-and-fly affordance).
Restored AcdreamRmbOrbitHold binding in RetailDefaults() —
K.1c silently dropped it when SelectRight took the RMB Press
slot; the Hold-type binding coexists with Press so RMB orbit
still works in addition to (future) SelectRight click.
4. Holtburg flashes briefly at live login. Added
IsLiveModeWaitingForLogin gate (true iff ACDREAM_LIVE=1 AND
chase camera has not yet been entered) that:
* suppresses StreamingController.Tick in OnUpdate so no
landblocks load around the hardcoded startup center
0xA9B4 (Holtburg);
* skips terrain + entity rendering in OnRender via a
SkipWorldGeometry label after the sky pass.
Sky still draws so the user sees a live, time-of-day-correct
sky during the connection / character-list / EnterWorld
handshake. Latches off once chase mode has been entered, so
later fly-mode toggles render the world normally.
Tests still 1220 green.
Also commits .gitignore tmp/ rule (left over from K.3
session) — gitignored per-session scratch (commit message
drafts, ad-hoc temp files).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase K final commit. Settings panel with click-to-rebind UX on top of
the K.1+K.2 input architecture, plus the roadmap / ISSUES / memory
updates that retire Phase K.
InputDispatcher gains BeginCapture / CancelCapture / IsCapturing /
SetBindings — modal capture suppresses normal action firing for the
next chord. Esc cancels (returns sentinel default chord); modifier-only
keys don't complete capture; non-modifier key down with current
modifier mask completes.
IPanelRenderer + ImGuiPanelRenderer + FakePanelRenderer gain
BeginMainMenuBar / EndMainMenuBar / BeginMenu / EndMenu / MenuItem
primitives.
SettingsVM owns a draft copy of KeyBindings with explicit Save /
Cancel / Reset semantics. Click-to-rebind enters dispatcher capture
mode; on chord captured, conflict-detect against draft (excluding the
action being rebound itself); surface a ConflictPrompt when the chord
collides; ResolveConflict(replace=true|false) commits or reverts.
ResetActionToDefault restores a single action to RetailDefaults();
ResetAllToDefaults rebuilds the entire draft. Save invokes the
onSave callback (which writes JSON + swaps the live dispatcher's
bindings).
SettingsPanel renders 8 retail-keymap-categorized CollapsingHeader
sections (Movement, Postures, Camera, Combat, UI panels, Chat,
Hotbar, Emotes). Per action: name + current binding(s) summary +
"Rebind"/"Reset" buttons. Conflict prompt at the top when pending.
Save / Cancel / "Reset all to retail defaults" at the top.
GameWindow registers SettingsPanel + wires F11 →
ToggleOptionsPanel → IsVisible toggle, plus a top-of-frame ImGui
MainMenuBar with View → Settings/Vitals/Chat/Debug entries (calls
ImGui directly — the abstraction methods exist for backend
portability but the host doesn't own a menu-bar surface).
Tests: +37 across InputDispatcherCaptureTests (7),
IPanelRendererMainMenuBarTests (9), SettingsVMTests (13),
SettingsPanelTests (8). Solution total 1220 green.
Roadmap (docs/plans/2026-04-11-roadmap.md) appends Phase K shipped
section after Phase J with K.1a–K.3 commit SHAs. ISSUES.md files
Phase L deferred work as #L.1–#L.8 (hotbar UI, spellbook favorites,
combat-mode dispatch, F-key panels, floating chat windows, UI layout
save/load, joystick bindings, plugin input subscription) and adds
#21–#25 to Recently closed. project_input_pipeline.md updated to
shipped state. CLAUDE.md gets an input-pipeline reference.
Closes Phase K.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Five changes:
1. PlayerModeAutoEntry — testable guard class that fires once after
EnterWorld + WorldSession.State.InWorld + player entity present +
PlayerController.State == InWorld. GameWindow arms the entry
after EnterWorld; per-frame Tick checks all four guards and
invokes the same fly-to-player transition the Tab handler runs.
User-initiated fly toggle (DebugPanel button) Cancel()s pending
entry. Skip in offline mode (no ACDREAM_LIVE) — Holtburg orbit
stays default for testing.
2. MouseLookState + KeyBindings.RetailDefaults() binds MMB Hold to
InputAction.CameraInstantMouseLook. GameWindow subscribes:
- Press: hide cursor, capture position, _mouseLookActive = true.
- Release: restore cursor, deactivate.
- WantCaptureMouse=true while held → suspend (release cursor).
- MouseMove while active: combined drive — chase camera yaw +
character heading move together (retail's signature mouse-look
behavior). Camera Y still pitches camera-only.
3. DebugPanel "Toggle Free-Fly Mode" button via DebugVM.ToggleFlyMode
action delegate — replaces the F-key as the primary discovery
path for free-fly. Gated on DevToolsEnabled.
4. ChatPanel.FocusInput() one-shot + IPanelRenderer.SetKeyboardFocusHere
primitive. GameWindow's ToggleChatEntry (Tab) subscriber calls
_chatPanel.FocusInput() so Tab moves focus to the chat input
field. Replaces the K.1c TODO stub.
5. WantCaptureMouse gating reinforcement on surviving mouse handlers
(no new code; verified intact from K.1b).
21 new tests (8 PlayerModeAutoEntry, 10 MouseLookState, 3 ChatPanel
focus). 1183 total green. 0 warnings, 0 errors.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Removes the parallel direct keyboard/mouse polling that K.1a left in
GameWindow alongside the new dispatcher. Now every input flows
through InputDispatcher; legacy IsKeyPressed/KeyDown/MouseDown/MouseUp/
Scroll handlers in GameWindow are deleted (~220-line refactor).
Bindings remain acdream-current (W/S/A/D/Z/X movement, Shift run,
F-key debug surface). K.1c flips them to retail.
Pieces:
- InputDispatcher.IsActionHeld(InputAction): per-frame held-state
query for movement (W/X/A/D/Z/X/Shift/Space) so PlayerMovement-
Controller can read action state without polling raw keys.
Internally walks all bindings for the action; chord match
requires modifier mask exactness.
- InputAction adds AcdreamRmbOrbitHold (Hold-activation, RMB held
drives chase-camera orbit) and AcdreamFlyDown (Ctrl held in fly
mode for descent).
- GameWindow OnInputAction subscriber replaces the entire KeyDown
switch + per-mouse-button handlers. Single dispatcher event drives:
- F1 AcdreamToggleDebugPanel
- F2 AcdreamToggleCollisionWires
- F3 AcdreamDumpNearby
- F7 AcdreamCycleTimeOfDay
- F8 AcdreamSensitivityDown
- F9 AcdreamSensitivityUp
- F10 AcdreamCycleWeather
- F AcdreamToggleFlyMode
- Tab AcdreamTogglePlayerMode (player/fly toggle - K.1c will
reassign this to ToggleChatEntry)
- Esc EscapeKey (cancel fly mode etc.)
- Mouse wheel ScrollUp/ScrollDown (camera zoom)
- RMB held (Hold) drives orbit; LMB drag still drives orbit
camera; mouse position handled by surviving MouseMove handler
which is gated on ImGui WantCaptureMouse.
- MovementInput per-frame: reads from _inputDispatcher.IsActionHeld.
MouseDeltaX hardcoded to 0f (mouse never drives character yaw).
_playerMouseDeltaX field stays defined for chase-camera RMB-orbit
but is never consumed by movement.
- WantCaptureMouse explicit gate at the top of every surviving mouse
handler in GameWindow (defense in depth - dispatcher already gates
via IMouseSource.WantCaptureMouse).
Movement-input boundary preserved: PlayerMovementController.Update
still takes the same MovementInput struct. Existing
PlayerMovementControllerTests continue green - no regression in
motion-command byte production.
Two deviations:
1. Scroll lost magnitude going through the dispatcher (fixed-step
zoom). Acceptable - discrete wheel-tick matches retail feel
anyway.
2. Movement chords are duplicated with both ModifierMask.None and
ModifierMask.Shift (covering "shift held to run while walking
forward" etc.) so the dispatcher's modifier-strict matching
preserves the modifier-blind feel of the old IsKeyPressed
polling. Will be reshaped cleanly in K.1c when retail's
walk-modifier semantics flip (default = run, shift held = walk).
15 new tests:
- InputDispatcherIsActionHeldTests: 7 cases covering chord-held +
release + modifier-mismatch + multi-binding-for-action.
- InputDispatcherTests: 3 scroll-action cases.
- DispatcherToMovementIntegrationTests (Core.Tests): 5 cases
proving FakeKeyboardSource.Press(W) -> dispatcher.IsActionHeld ->
MovementInput.Forward -> PlayerMovementController produces the
expected motion-command bytes. Includes the regression-prevention
test that mouse-X delta value (zero vs nonzero) doesn't affect
the motion bytes.
Solution total: 1133 green (243 Core.Net + 225 UI + 665 Core),
0 warnings.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Introduces the abstraction without changing user-visible behavior.
Existing keyboard/mouse handlers in GameWindow continue working
unchanged. The new InputDispatcher runs alongside, fires
InputAction events, and a diagnostic Console.WriteLine subscriber
proves the path is observable. K.1b cuts the existing handlers
over; K.1c flips bindings to retail.
New types in src/AcDream.UI.Abstractions/Input/:
- InputAction enum (~110 actions, doc-grouped by retail keymap
category: MovementCommands, ItemSelectionCommands, UICommands,
QuickslotCommands, Chat, Combat, Emotes, Camera, Scroll, Mouse
selection, plus Acdream-specific debug actions for the existing
F-key behaviors)
- KeyChord record struct (Silk.NET.Input.Key + ModifierMask + Device)
- ModifierMask [Flags] enum matching retail keymap bit values
(Shift=0x01, Ctrl=0x02, Alt=0x04, Win=0x08)
- ActivationType enum (Press, Release, Hold, DoubleClick, Analog)
- Binding record (chord -> action -> activation)
- InputScope enum with stack semantics (Always at bottom, Game on
top during normal play; Chat / EditField / Dialog / MeleeCombat /
MissileCombat / MagicCombat / Camera push as transient overlays)
- KeyBindings collection class with Find / ForAction / Add / Remove.
AcdreamCurrentDefaults() factory matches today's hardcoded binds
(W/S/A/D/Z/X movement, Shift run, F-key debug surface) so K.1a
doesn't change behavior. RetailDefaults() is K.1c's job; for now
it returns the same map.
- IKeyboardSource / IMouseSource - test-fakeable interfaces wrapping
Silk.NET. Both surface WantCaptureMouse / WantCaptureKeyboard
flags so the dispatcher can gate per ImGui state.
- InputDispatcher: multicast event Fired<InputAction, ActivationType>;
scope stack with PushScope/PopScope/ActiveScope; per-frame Tick()
fires Hold-type bindings for currently-held chords; mouse buttons
encoded as KeyChord with Device=1.
New adapters in src/AcDream.App/Input/:
- SilkKeyboardSource - Silk.NET IKeyboard wrapper, tracks held state
- SilkMouseSource - Silk.NET IMouse wrapper, proxies ImGui WantCapture
flags for both keyboard and mouse
GameWindow.cs:
- Constructs adapters + dispatcher in OnLoad
- Subscribes to dispatcher.Fired with diagnostic Console.WriteLine
("[input] {action} {activation}") so the path is observable in
launch.log without touching any actual game state
- Calls _inputDispatcher.Tick() per frame in OnUpdate
- Existing IsKeyPressed and event handlers unchanged
Memory crib at memory/project_input_pipeline.md describes the five
layers (Silk events -> Source interfaces -> Dispatcher -> Action
events -> Subscribers) with file paths + scope semantics + the K.1c
retail-defaults plan. Indexed in MEMORY.md.
Two deviations from plan, both documented:
1. InputDispatcher placed in UI.Abstractions/Input/ rather than
App/Input/ - it has no Silk dependencies (uses only the test-
fakeable interfaces) and the test fakes live in
UI.Abstractions.Tests. Mirrors LiveCommandBus precedent. Silk
adapters + GameWindow wiring stay in App.
2. WantCaptureKeyboard moved to IMouseSource alongside WantCaptureMouse
(the dispatcher needs both at the same point).
34 new tests covering KeyChord equality, ModifierMask flags,
KeyBindings lookup, dispatcher chord matching with modifier
mismatch rejection, Hold-type Press/Release transitions, Tick()
firing held bindings, scope stack push/pop with mismatched-pop
throwing, WantCapture* gating.
Solution total: 1118 green (243 Core.Net + 215 UI + 660 Core),
0 warnings.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Pre-Phase K research artifact. Captures the AC retail default keymap
in two complementary forms so the upcoming InputAction enum + retail
preset (Phase K.1c) can be built byte-precise.
- docs/research/named-retail/retail-default.keymap.txt — verbatim
copy of the user's test.keymap from
~/Documents/Asheron's Call/. Human-readable text format with
every binding categorized: MovementCommands (W/X/A/D/Z/C/Q/Space/
LShift/S + Y/G/H/B postures), ItemSelectionCommands (F/T/P + 18
punctuation keys for compass/item/monster/player/fellow targeting),
UICommands (F1-F12 panel toggles, R=USE, E=Examine, Esc=close,
Shift+Esc=Logout), QuickslotCommands (1-9 + Ctrl/Alt variants for
hotbar pages), Combat / MeleeCombat / MissileCombat / MagicCombat
(mode-dependent Insert/PgUp/Delete/End/PgDn), Emotes
(U=Cry, I=Laugh, J=Wave, O=Cheer, K=Point), CameraControls (numpad
cluster), MouseCommands, ScrollableControls, EditControls,
CopyAndPasteControls, DialogBoxes. 346 lines.
- docs/research/named-retail/keymap-default.txt — binary dump of
the gmDefaultMap MasterInputMap from client_portal.dat at file id
0x14000000. Decoded via the new tools/dump-keymap utility:
scancodes + modifier flags + action IDs + activation phase per
context. Confirms the text file's bindings against the dat-shipped
default. Cross-referenced against
acclient_2013_pseudo_c.txt:405510 (ACCmdInterp::OnAction) for the
movement dispatch logic and :365889 (CPlayerSystem::OnAction) for
the targeting dispatch.
- tools/dump-keymap/ — dotnet console tool referencing
references/DatReaderWriter. Reads MasterInputMap entries from a
dat directory + emits human-readable per-context binding tables.
Reusable for future custom keymap analysis. Run with:
dotnet run --project tools/dump-keymap/dump-keymap.csproj -c Release
Default dat dir is %USERPROFILE%/Documents/Asheron's Call.
Foundation for Phase K — control system overhaul. Plan documented at
~/.claude/plans/ticklish-conjuring-cake.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User reported typing /ls (a command-style request, not chat) gets
echoed by the server as "You say, \"/ls\"". Slash-prefix is a
COMMAND surface, never a chat surface. Filed after the same flow
that produced @help and the welcome-message work.
Behavior change at the ChatPanel submit layer:
- Any /-prefixed input whose verb isn't in our alias tables now
renders a local "[System] Unknown command: /foo. Type /help for
the list." line and is NEVER published to the bus. No SendChatCmd,
no Talk packet. The server never sees /foo.
- Known /-verbs (/say /tell /reply /retell /general /allegiance
/patron /vassals /monarch /covassals /fellowship /lookingforgroup
/trade /roleplay /society /olthoi /help /clear /framerate /loc
and friends) still flow through ChatInputParser.Parse → SendChatCmd
exactly as before.
- @-prefix unchanged: ACE's CommandManager handles unknown @ verbs
server-side and replies via SystemChat ("Unknown command: foo")
per ACE GameActionTalk.cs:21. Our @ -> / normalization for known
verbs (Phase J Tier 1) and the @-passthrough fallthrough for
unknown verbs both still apply.
ChatInputParser now exposes:
- IsKnownVerb(string verb): query against the union of every alias
table. Used by ChatPanel to discriminate "unknown verb" from
"known verb with bad args".
- GetVerbToken(string command): public alias of the existing
ExtractVerb so callers can pull the first whitespace token without
reproducing the helper.
Parse itself is unchanged — its existing fall-through (Say with
literal text) still applies for unknown /-verbs called directly via
the parser, but ChatPanel intercepts before reaching that path so
the fall-through never fires through the live submit pipeline. Tests
that directly call Parse continue to pass; the new ChatPanel-level
tests pin the unknown-command rejection.
19 new tests:
- ChatInputParserTests: 10 IsKnownVerb Theory cases + 4 GetVerbToken
Theory cases.
- ChatPanelInputTests: 5 Theory cases for Submit_UnknownSlashCommand
covering /foo, /ls, /mp <path>, /genio, and bare /.
Solution total: 1086 green (243 Core.Net + 183 UI + 660 Core),
0 warnings.
Acceptance: type /ls, /mp /path, /anything-not-known — see local
"[System] Unknown command: /xxx. Type /help for the list of
supported commands." Nothing reaches the wire.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User reported the chat input field disappearing when the chat
window was resized smaller — older entries pushed it past the
visible area. Standard ImGui chat-window pattern fixes it: scrollable
nested region for the chat tail, fixed footer for the
separator + input field below it.
IPanelRenderer extensions (Phase J Tier 3):
- BeginChild(string id, Vector2 size, bool border = false) — opens
a nested scrollable region. Size follows ImGui semantics:
0 = fill available, negative = fill available minus this much.
- EndChild() — closes the nested region.
- FrameHeightWithSpacing() — single-line widget height incl. frame
padding + item spacing. Lets panels compute footer reservations
without hardcoding pixel constants.
- SetScrollHereY(float ratio) — forces scroll within current region;
pass 1.0f to keep the latest line visible after new entries
arrive.
ImGuiPanelRenderer impls. ImGui.NET's BeginChild signature changed
across versions (third arg moved from `bool border` to
`ImGuiChildFlags`); we cast a numeric literal (0x01 = Border bit)
to sidestep the rename. FrameHeightWithSpacing maps to
ImGui.GetFrameHeightWithSpacing(); SetScrollHereY to ImGui.SetScrollHereY.
ChatPanel restructured:
- Reserves footer height = FrameHeightWithSpacing() + 6f (small pad
for the separator above the input).
- Wraps the chat tail in BeginChild("##chattail", (0, -footer))
so the inner region scrolls independently of the window.
- Tracks _lastRenderedCount across frames and calls SetScrollHereY(1f)
only when new entries appended — manual scroll-up isn't fought
against; new messages jump the view back down only when they
actually arrive.
- Header Separator removed (the BeginChild border is enough).
FakePanelRenderer extended with the four new methods + recording.
4 new tests in ChatPanelLayoutTests pin the layout invariants:
- Render order: Begin → BeginChild → ... → EndChild → Separator
→ InputTextSubmit → End.
- BeginChild size has X=0 + negative Y at least matching the
injected FrameHeightWithSpacingValue.
- SetScrollHereY fires when entries grow.
- SetScrollHereY does NOT fire when entries don't grow.
Solution total: 1067 green (243 Core.Net + 164 UI + 660 Core),
0 warnings.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three-tier rollout per the 2026-04-25 retail @help dump showing the
full ACE command surface. Tier 1 + most of Tier 2 in one commit.
TIER 1 - @ as / equivalent
ACE accepts both / and @ as verb prefixes (per its own help text:
"Note: You may substitute a forward slash (/) for the at symbol
(@)."). ChatInputParser now normalises @ to / for the verb-match
phase and re-enters parsing. Critical: for verbs we don't recognise
(@acehelp, @tele, @die, @version, @loc-on-server, @nonsense, ...),
the original @ is kept in the message text so ACE's CommandManager
intercepts the message server-side. If we substituted / there too,
ACE would treat it as plain Talk and broadcast it.
Result: @a hi / @tell Bob hi / @help / @clear / @reply / @retell
all route exactly like their / counterparts. @acehelp / @tele /
@version / @die etc. pass through to the server intact.
TIER 2 - client-only commands
- /retell <msg> (also @retell): resend to the last person you
tell'd. Mirrors retail @retell. ChatVM tracks
LastOutgoingTellTarget on each OnSelfSent(Tell, ...) entry —
SenderGuid==0 distinguishes outgoing echo from inbound whispers,
same way LastIncomingTellSender already worked. ChatInputParser
takes a new optional lastOutgoingTellTarget param.
- /framerate (also @framerate): prints "Framerate: 144.2 FPS"
into chat. Wired via a new ChatVM.FpsProvider Func<float>
callback set by GameWindow at construction (closes over
_lastFps). Falls back to "(provider unavailable)" if no
callback is wired (tests / pre-live).
- /loc (also @loc): prints "Location: (123.4, 567.8, 60.0)" into
chat. Wired via ChatVM.PositionProvider Func<Vector3> closing
over GetDebugPlayerPosition() in GameWindow. ACE has a server-
side @loc too; client wins here (instantaneous + uses the local
interpolated position).
ChatPanel.TryHandleClientCommand grew @ aliases for /help /clear
/framerate /loc and the new EqAny helper for case-insensitive
multi-string matching. Help text rewritten to reference the
/ <-> @ equivalence and point at @acehelp / @acecommands for ACE's
full command list.
TIER 3 - automatic (no code)
Most retail @-commands (@allegiance motd, @afk, @die, @lifestone,
@corpse, @marketplace, @pkarena, @emote/@emotes, @fillcomps,
@permit, @consent, @squelch, @unsquelch, @messagetypes, @age,
@birth, @day, @endurance, @pklite, @version, @filter, @unfilter,
@loadfile, @log, @marketplace, ...) are server-side ACE commands.
Tier 1's passthrough takes care of them automatically — they
arrive via Talk, ACE recognises the @ and intercepts, replies via
SystemChat (which our 0xF7E0 wiring renders as [System] lines).
DEFERRED
- @saveui / @loadui / @lockui: ImGui layout save/load, ~1 hr
standalone task. Filed for follow-up.
- @title <text>: rename chat window. ImGui window-id complications.
- Toggle-style @framerate (FPS overlay on/off): print-once is
simpler and matches retail's most-common usage.
30 new tests:
- ChatInputParserAtPrefixTests: 11 covering @-prefix recognition,
unknown-@ passthrough, /retell and @retell.
- ChatVMRetellAndProvidersTests: 8 covering LastOutgoingTellTarget
tracking, FpsProvider/PositionProvider callbacks, no-provider
fallback.
- ChatPanelInputTests: +3 (/framerate, @loc, @acehelp passthrough).
Solution total: 1063 green (243 Core.Net + 160 UI + 660 Core),
0 warnings.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>