Report: OUTCOME section (the two shipped fixes, the glFinish-artifact correction,
the deliberately-unpursued scenery-CPU/terrain-GPU headroom). ISSUES: recently-
closed entry with SHAs + pointers.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Cells batching shipped (29->75fps, 2.6x); remaining ~12ms is diffuse (particles
~3, punch/seal ~3, ~5.5 unattributed) + frame spikes. Next session: deep-dive
with RenderDoc to attribute + push higher. Distance-degrade theory is dead.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Live profiling found the dense-town (Arwic 29fps) bottleneck: EnvCellRenderer
.Render called ~94x/frame (per-cell x opaque+transparent) = 24.75ms = 75% of
the GPU frame. Render is a heavy per-frame method (state reset + SSBO upload +
MDI) invoked per-cell for far->near transparency order. Eliminated, with
evidence, every other suspect incl. the handoff's distance-degrade theory
(entities 0.22ms; resolution-independent => not fill; update 0.1ms).
Spec: batch the shell draws into one Render per pass. Opaque needs no order
(z-buffer) + lighting is per-instance (CellId-keyed SSBO) => safe to batch.
Transparent: skip opaque-only cells, preserve order for the rest.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Session shipped the _datLock-contention fix (lockwait 88ms->0, kept). Remaining
FPS pain (sustained ~30 in Fort Tethana, view-direction-dependent) root-caused to
the absence of distance-based LOD/degrade: we draw every frustum-visible object at
full detail. Next: port retail UpdateViewerDistance/get_degrade. Full mechanism,
file:line map, apparatus state, and DO-NOT-RETRY lessons captured.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
5-task TDD plan: PhysicsDatBundle on LoadedLandblock; worker pre-reads the
apply's six Get<T> sites into it; ApplyLoadedTerrainLocked reads from the
bundle; drop the apply's lock(_datLock); verify lockwait->0; strip probes.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The 30↔200 FPS swing is _datLock contention: the streaming worker holds
the global dat lock for the full per-landblock build (lockwait measured
24ms median / 88ms p95), stalling the update thread's ApplyLoadedTerrain.
Fix (A1): the worker pre-reads the apply's six Get<T> sites into a physics
dat bundle so ApplyLoadedTerrainLocked makes zero DatCollection calls and
its lock(_datLock) is removed. Approved design; implementation next.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
acdream accumulated every CreateObject from every town visited and never pruned by
distance/time (only on server DeleteObject / respawn de-dup), so the entity tables +
the O(N^2) TickAnimations scan grew with each hop and sank FPS (confirmed in Release).
Faithful port of holtburger liveness.rs (ACE_DESTRUCTION_TIMEOUT_SECS=25,
CONSERVATIVE_VISIBILITY_DISTANCE_M=384): a world entity is evicted only after being
>384m AND outside the 3x3 landblock neighborhood for 25s continuous (arm-on-leave /
clear-on-return). Logic in a pure, unit-tested EntityVisibilityCuller; GameWindow
wires a 1Hz tick that snapshots the world entities + player and tears each evicted
guid down through the existing pruner. Player + held/equipped/contained items are
excluded (player by guid; inventory items never carry a world position so they never
enter the culled map). A re-created object starts fresh (deadline cleared on remove).
Skipped during a teleport hold (frozen player position). AD-32 registered.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wires the dormant TeleportAnimSequencer as the transit driver: on PlayerTeleport
the player holds in PortalSpace behind a full-screen fade (FadeOverlay) until the
destination terrain is resident (TeleportWorldReady, gated on the priority-applied
landblock), then materializes (Place), and after the world fades back in regains
control + acks the server (FireLoginComplete). No movement resolves against the
empty world, so the outbound cell frame can't corrupt. Outdoor changes from
place-immediately back to hold-until-resident (now fast, not a band-aid).
- FadeOverlay: fullscreen NDC black quad, alpha = ShowTunnel ? 1 : FadeAlpha.
- Retires TeleportArrivalController + its 2 tests (TAS subsumes the driver role).
- Divergence register: AD-2 updated to the new mechanism; AD-31 (fade vs swirl).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
BuildCellSetAndPickContaining discarded the bool from TryGetTerrainOrigin — when
the current landblock's terrain hadn't been applied yet (priority-apply in flight
after a teleport or dungeon exit), blockOrigin was silently set to (0,0,0). The
AdjustToOutside/GetOutsideLcoord math treated world-frame sphere coordinates as
block-local and marched the cell one landblock per tick in the direction of movement
until lbX or lbY underflowed to 0x00. ACE rejected every subsequent move as a
failed transition.
Fix: honor the bool return. When terrain is unregistered for an OUTDOOR seed
(low < 0x0100), return currentCellId verbatim — "no block-local frame →
preserve". This mirrors the NO-LANDBLOCK verbatim contract in PhysicsEngine.Resolve
and is correct: the cell stays last-known-correct until terrain registers.
Indoor seeds are explicitly excluded (blockOrigin is never consumed by the indoor
pick path; outdoorPickAllowed=false for indoor seeds).
Reproduce + verify via CellMarchLandblockPreservationTests (two new FAILING-before
tests: WestEdge and SouthEdge with empty cache, no anchor → lbX/lbY preserved).
TeleportFarTownRunawayTests updated: no-anchor path now also preserves (pre-fix it
marched south to 0x59; post-fix returns currentCell unchanged).
CellTransitFindCellSetTests, Issue112MembershipTests, PhysicsEngineTests: added
RegisterTerrain for the streaming-center block (in production it is always resident
before outdoor resolves run; tests that used blockOrigin=(0,0,0) as an implicit
fallback now register the block explicitly). All 1567 tests pass.
Divergence AD-30 added to retail-divergence-register.md.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Live tp-probe capture refuted the handoff's _datLock-starvation hypothesis:
worker BUILD is fast + uncontended (waited=0ms); the 10-14s 'long transition'
is render-thread APPLY latency, and 'dropped at wrong position' is the
per-frame resolve corrupting the outbound cell frame (lbX zeroed) while the
player sits on an empty world. Design: priority-apply the player's dest
landblock + hold-until-resident behind a retail fade cover (reuse the dormant
TeleportAnimSequencer) + cell-march landblock-id hardening. Foundation-first,
not a hold over slow streaming. Flood-timeslicing + 3D swirl deferred.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Captures the full teleport-flow journey (Slice 1 kept, Slice 2 hold built +
reverted), the root-cause findings (the IsLandblockLoaded key bug + the real
foundation problem: destination doesn't stream fast/complete during teleport,
likely _datLock starvation from the CreateObject flood), the open foundation
issues (#138 slow/incomplete streaming, lost-collision-after-teleport, FPS
leak Work-C, the PortalSpace freeze-vs-run-through question), and the clean
baseline (dd2eb8b). Written as evidence + open questions, not conclusions, so
a fresh session can re-examine the whole approach.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
AP-49: TeleportAnimSequencer.ComputeFadeAlpha uses smoothstep in place of
retail's unrecovered 1024-entry GetAnimLevel lookup table
(gmSmartBoxUI::UseTime 0x004d6e30). Retire when the table contents are
extracted via cdb (spec §8).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Bite-sized TDD plan for the retail teleport flow. Slice 1: pure
TeleportAnimSequencer (7-state TAS) + golden-timing tests. Slice 2: the
#145 readiness-gate fix (IsLandblockLoaded + Decide outdoorReady axis +
apparatus probe) — ships independently of the visuals. Slice 3:
TeleportFlowController (delegate-injected, unit-tested) + TeleportFadeOverlay
+ portal wiring (PlaceTeleportArrival split: place vs InWorld so the input
lock persists the whole animation). Slice 4: one yaw-freeze + portal sounds
via the EnumIDMap chain. Slice 5: de-dup login readiness onto Decide, route
login/death through the controller, logout (Shift+Esc) + 0xF653 + disconnect,
remove dead _teleportArrival plumbing. Slice 6 (literal 3D swirl) is a
follow-up plan gated on a cdb asset trace.
Drafted via two research + drafting workflows; slices 3-5 redrafted as one
cohesive unit against a pinned controller API after the first parallel pass
produced cross-slice inconsistencies (missing controller task, triplicated
yaw-freeze, a fabricated PlayerMovementController.Update signature). All
load-bearing signatures personally verified against the tree.
Plan: docs/superpowers/plans/2026-06-21-retail-teleport-flow.md
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
3rd live session found the carried-anchor fix is incomplete: the cascade recurs
when a teleport arrives onto a NOT-YET-STREAMED landblock near an edge (0xC98C
arrival at local Y=190.3, NO-LANDBLOCK -> marches 0x8C->0xFE, wire localY=-21684,
ACE rejects). Streamed-arrival case IS fixed (verified ~10 landblocks). Same root
as the Z free-fall (#135/#138 placed-but-unstreamed gap). Prior 'gate passed' was
premature. Needs apparatus (anchor/guard diagnostic at the crossing) before a fix.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The new value type collided with DatReaderWriter.Types.Frame (used in
physics-adjacent code like ShadowShapeBuilder), which the structural fix
(per-file using-aliases across 6 files) would have re-incurred in every
later physics slice. Renamed the TYPE to CellFrame; the Position.Frame
MEMBER keeps retail's name. Restored the 5 alias-only files to their
pre-Slice-1 state; synced spec + plan. Core 1522 passed / 0 failed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Approved design for the cell-relative physics frame port: retire
_liveCenter from physics (render-only), carry Position{ObjCellId,
Frame{local in [0,192), quat}} as the source of truth, port
get_block_offset (verified 0x0043e630 nets to delta-landblock * 192 m),
translate inter-tick collision state per-cell like retail (0x0050a592).
7-slice parallel-frame migration; conformance via transform-on-read (no
fixture re-capture).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Workflow wf_87607d15-c43 (4 research streams + synthesis + 3 adversarial verifiers, HIGH confidence) confirmed the far-town runaway is a cell-membership label cascade from a discarded TryGetTerrainOrigin bool (CellTransit.cs:736 -> (0,0) origin for unstreamed neighbors), not a free-fall; 17410 is a wire artifact. User chose the architectural fix: port retail's cell-relative Position + retire _liveCenter from physics. Handoff doc carries the verified mechanism, the retail port table (decomp addresses), acdream divergence sites, apparatus (desync-capture.jsonl + probes + harness template), and the brainstorming-gate requirement.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Captured: teleport to far town (201,91) places correctly via the #145 verbatim path, then the per-frame resolve marches membership one landblock south/frame (un-rebased local position) until ACE rejects the inconsistent (cell, local) pair. #138 re-hydrate exonerated. Root cause under multi-agent research (acdream code + retail decomp oracle + capture).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Records the confirmed root cause (ACE never clears KnownObjects on a
teleport so it won't re-send known objects; retail/holtburger keep the
client object table and re-render from it) and the two-part fix
(re-hydrate from _lastSpawnByGuid; pending-bucket persistent rescue).
Corrects the 2026-06-21 handoff: ClientObjectTable is the inventory data
model with no world position/Setup and cannot rebuild a render entity;
the real retained world-object table is GameWindow._lastSpawnByGuid.
Status: FIX SHIPPED, pending user visual gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Doors/NPCs/portals vanished after a portal OUT of the 0x0007 dungeon back
to Holtburg. Root cause confirmed via ACE + holtburger cross-reference:
the dungeon collapse drops a landblock's render entities for FPS, and ACE
will NOT re-broadcast objects whose guid is still in its per-player
KnownObjects set (never cleared on a normal teleport — ACE relies on the
client retaining its object table and culling stale objects itself). So
nothing restored them on the way back.
Retail-faithful fix: a real client keeps its weenie_object_table and
re-renders the world from it (holtburger keeps the table across a
teleport; only suspends physics bodies). acdream's _lastSpawnByGuid (the
parsed CreateObject records — position + Setup + appearance) IS that
table and survives the collapse (the collapse path never calls
RemoveLiveEntityByServerGuid, the only thing that prunes it). On landblock
(re)load, replay OnLiveEntitySpawnedLocked for retained spawns whose
render entity is absent — independent of any ACE re-send.
- LandblockEntityRehydrator: pure selection (landblock match; skip
already-present, the player, and mesh-less spawns), unit-tested (7).
- StreamingController: onLandblockLoaded callback after AddLandblock
(Loaded = dungeon-exit expand) and AddEntitiesToExistingLandblock
(Promoted = Far->Near).
- GameWindow.RehydrateServerEntitiesForLandblock: present-gate keys on
GpuWorldState (NOT _entitiesByServerGuid, which holds collapse
orphans), replay under _datLock; the replay's own
RemoveLiveEntityByServerGuid de-dup scrubs the orphan state.
Corrects the handoff: ClientObjectTable is inventory-only (no world
position/Setup) and cannot rebuild a render entity; _lastSpawnByGuid is
the world-object table. Register row AP-48 (no retail 25s visibility
cull). dotnet build + 1518 Core tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Full orientation for a fresh session to fix#138: confirmed root (server
objects unloaded on teleport-IN, not restored on return; ACE re-broadcast
unreliable), DO-NOT-RETRY table (cache + render-cull eliminated), the
ClientObjectTable re-hydrate fix direction with file:line pointers, the
launch/probe/account setup, and the gotchas (re-broadcast latency, stale
sessions, don't-kill-clients, entity.Id != ServerGuid).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Deep dive (this session) eliminated the 2026-06-20 hypotheses for #138
(server objects + own avatar not showing after a teleport-out):
- NOT the Tier-1 classification cache: re-created live entities get a fresh
monotonic Id (_liveEntityIdCounter++), so the cache (keyed on Id) is always
a miss for them. (Side-finding: the cache has a real demote-vs-unload
invalidation asymmetry — RemoveLandblock doesn't fire _onLandblockUnloaded
while RemoveEntitiesFromLandblock does — but it's NOT the #138 cause.)
- The render path is fine when entities are present (login: [dyn] dyn=54
drawn=33; the dynamics partition + DrawDynamicsLast draw them).
- The actual cause: re-delivery is unreliable. notan/+Je walk-around run after
teleport-out: live:spawn doors=0, [ent]+ door appends=0, [ent-flat] server=1
— the server delivered ZERO Holtburg objects on return; they never reach
acdream. acdream unloads them on teleport-IN (the collapse) and nothing
restores them; ACE doesn't reliably re-broadcast. "Other clients see +Je"
confirms it's acdream's local world, not server state.
Fix direction (next session): re-hydrate GpuWorldState from the retained
ClientObjectTable on AddLandblock instead of depending on an ACE re-broadcast
(or treat in-range server objects as persistent across the collapse). Entity-
lifecycle/protocol change, best started fresh.
Diagnostic scaffolding (probes + the unrelated cache-asymmetry fix) reverted;
tree is back at the green #145 state (a15bd3b).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Portals only worked once per session: teleporting OUT of a dungeon
mis-rooted the player into the SOURCE dungeon's coordinate frame, so every
move was sent dungeon-framed and ACE rejected it ("failed transition") —
the player couldn't move, never reached a portal, and the world wouldn't
re-render (only skybox).
Root cause: acdream's streaming-relative frame recenters on teleport, but
resident physics landblocks keep their load-time world-offset. After
recentering onto the outdoor destination, the collapsed source dungeon
(offset 0,0 as the prior center) and the destination (offset 0,0 as the
new center) overlap, and the Z-agnostic outdoor cell-snap returns the
dungeon for both the arrival placement and every per-frame resolve.
Fix (server-authoritative teleport placement):
- Drop the stale source center landblock from physics at the teleport
recenter (GameWindow.OnLivePositionUpdated) so the resolve falls through
to the server position (Resolve NO-LANDBLOCK verbatim) until the
destination streams in.
- Place outdoor teleports immediately (TeleportArrivalRules) — holding is
futile because streaming does not progress during a PortalSpace hold.
- Clear a dangling CellGraph.CurrCell when its landblock is removed
(PhysicsEngine.RemoveLandblock) — otherwise the dungeon-streaming gate
keeps streaming collapsed onto the gone dungeon (only skybox renders).
Keeps DungeonStreamingGate (gate suppression during the hold). Indoor
(dungeon-entry) placement is unchanged (cell-keyed, IsSpawnCellReady).
User-verified: in->out->re-enter works repeatedly, no ACE errors, world
renders. Remaining facets (server objects + own avatar not rendering after
a teleport-out) are entity render/lifecycle — split to #138.
Registers AP-36 + AD-2 updated. New: DungeonStreamingGate (+4 tests),
TeleportArrivalRules (+4 tests). Build + 2727 tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Indoor lighting DONE this session (#142/#143 closed). Per user: do NOT merge to
main; start fresh next session. NEXT-session order set in the handoff:
1. #145 — portals only work once per session (run in/out/re-enter repeatedly).
Machinery: 0xF751 PlayerTeleport -> PortalSpace -> TeleportArrivalController ->
streaming collapse/expand. Likely overlaps #138. Instrument a 2nd teleport first.
2. #144 — dungeon interiors still too dim vs retail (cdb side-by-side first).
Handoff: docs/research/2026-06-20-indoor-lighting-done-next-portal-reuse-handoff.md
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
#142 + #143 resolved this session — interiors + the meeting-hall portal now match
retail (user-confirmed). The #142 diagnosed cause (per-frame sun/ambient regime)
was a red herring; the real bug was the EnvCellRenderer landblock-key lookup
(0d8b827) that starved every interior wall of point lights. #143's portal light
rides the weenie-light path + the dynamic D3D 1/d attenuation (57c2ab7).
#144: dungeons improved (torch cells light up now) but torch-sparse stretches +
overall brightness still trail retail. Needs a side-by-side cdb capture of
retail's dungeon (active lights + ambient) — candidates: per-vertex bake under-lit
on low-poly walls, 0.2 sealed ambient too dark, or retail leans harder on dynamics.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The whole "indoor interiors read dark/flat vs retail" saga was ONE root-cause
bug: EnvCellRenderer.GetCellLightSet derived the landblock key as
`cellId & 0xFFFF0000` (0xXXYY0000), but landblocks are keyed by the streaming
id 0xXXYYFFFF. The lookup missed for EVERY cell, so SelectForObject never ran
and every EnvCell wall received ZERO point lights — torches, lanterns, the
viewer light, all of it. Confirmed by a [cell-light] probe: inBounds=False
selected=0 across 1M+ cell draws; after the fix inBounds=True selected=3-4.
User-confirmed the interiors now look like retail.
Three faithful additions that were blocked by the key bug (and only show now):
- Viewer light (LightManager.UpdateViewerLight): retail's SmartBox::set_viewer
(0x00452c40) adds a white fill light at the player every frame via
add_dynamic_light — the dominant interior fill (no sun indoors). acdream had
NO dynamic lights at all. Params from the cdb capture: intensity 2.25,
falloff 10, white, offset (0,0,2). Indoor-only via the AP-43 gate.
- Weenie fixture lights (OnLiveEntitySpawnedLocked): server-spawned lanterns/
braziers carry Setup.Lights but the dat-static registration never saw
CreateObject entities. Register on spawn; unregister on despawn
(UnregisterOwner made unconditional). Register row AP-44.
- IndoorObjectReceivesTorches now excludes the 0xFFFF landblock marker (it is
not an EnvCell) — fixes WbDrawDispatcherIndoorFlagTests.LandblockId_OutdoorFlag0
(a #142 verification miss).
Divergence register: AP-44 (weenie light spawn-position, no movement tracking),
AP-47 (acdream's 128-light/camera-independent cap keeps interiors always-lit vs
retail's 40-nearest-to-player budget that pops in on approach — intentional,
user-preferred).
Investigation: docs/research/2026-06-20-indoor-torch-lantern-lighting-investigation.md
Core 1505 / App 476 green. Visual gate: user-confirmed "looks like retail now."
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Standing inside (or looking into) a windowed building like the Agent of
Arcanum, interior objects (furniture, NPCs, the player) were lit by the
directional sun because acdream's sun gate was per-FRAME (keyed on the
player being in a sealed cell), not per-DRAW as retail does it.
Retail's PView::DrawCells (0x005a4840) runs two stages per frame:
outdoor stage → useSunlightSet(1) (0x005a485a): sun ON
interior stage → useSunlightSet(0) (0x005a49f3): sun OFF
DrawMeshInternal (0x0059f398) then calls minimize_object_lighting only
when useSunlight==0, so indoor objects ALWAYS skip the sun regardless of
whether the player's cell is windowed or sealed.
Fix: add a per-instance uint SSBO (binding=6 instanceIndoor[]) whose value
is IndoorObjectReceivesTorches(ParentCellId) — the same predicate AP-43
already uses for the torch gate. In mesh_modern.vert, nest the sun loop
inside an additional `if (instanceIndoor[instanceIndex] == 0u)` check
inside the existing `if (uLightingMode == 0)` block. Indoor objects get
torches (unchanged) but now skip the sun; outdoor objects keep the sun and
still get no torches. The ambient regime (UpdateSunFromSky: 0.2 sealed /
sky otherwise) is untouched — it was already correct.
Mechanically: _currentEntityIndoor set once per entity in
ComputeEntityLightSet; appended to InstanceGroup.IndoorFlags in
AppendCurrentLightSet; grown/packed/uploaded in the same cursor loop as
_clipSlotData and _lightSetData; deleted in Dispose. Mode-1 draws
(EnvCellRenderer) never read binding=6 — the sun loop is inside the
uLightingMode==0 uniform-control-flow branch.
AP-43 divergence register updated: the sun half is now per-draw (no
longer a residual). Residual narrowed to the unaudited ebp_2 test in
CellManager::ChangePosition (no observed impact).
Tests: WbDrawDispatcherIndoorFlagTests pins IndoorObjectReceivesTorches
for the spec §5 representative ids: 0xA9B40172 (Agent of Arcanum EnvCell)
→ 1; 0xA9B40031 (land sub-cell) → 0; 0xA9B4FFFF (landblock) → 0; null
(outdoor shell) → 0; plus the boundary cases 0x0100/0x00FF.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Decomp + in-game probe (agent-arcanum-probe.log) show the ambient regime
is already retail-faithful (CellManager::ChangePosition 0x004559B0); only
the sun is wrong — acdream gates it per-FRAME, retail per-STAGE
(useSunlight 0x0054d450). Fix = a per-instance indoor flag (reusing
IndoorObjectReceivesTorches, the AP-43 predicate) gating the sun off for
indoor mode-0 objects. No second ambient, UpdateSunFromSky + EnvCellRenderer
unchanged. User pre-approved.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Clean handoff for the next M1.5 "indoor world feels right" session, picking up
the two indoor-lighting gaps the user spotted at the #140 visual gate.
#142 (PRIMARY): windowed-building interiors + look-ins read "like outdoors".
Root cause grounded: retail's lighting regime is per-DRAW-STAGE (PView::DrawCells
draws ALL EnvCells in the useSunlightSet(0) interior stage — torch-lit, no sun,
regardless of SeenOutside), while acdream's is a per-FRAME global keyed on the
player's cell (playerInsideCell). So acdream's windowed interiors (SeenOutside)
+ look-ins stay in the outdoor regime. This is the AP-43 residual surfaced.
Fix direction: make sun+ambient per-draw like AP-43's torches (design fork laid
out for a brainstorm). Resolves AP-43.
#143 (SECONDARY): portal swirl casts no light. acdream registers only static
Setup.Lights; the portal is a retail DYNAMIC light (add_dynamic_light ->
minimize_envcell_lighting). Fix: register a dynamic LightSource for portals.
Handoff doc carries the verified retail decomp (useSunlightSet/PView::DrawCells
stages), current acdream line refs, the three gaps, the fix fork, validation
plan, and DO-NOT-RETRY. Neither issue is a regression from #140.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Integrates main's 19 commits (A7 outdoor/indoor torch lighting Fix A/B/C/D,
GlobalLightPacker, shader updates, UN-7) under the D.5 toolbar/item-model stack
(D.5.1/D.5.2/D.5.4/D.5.3a). Auto-merged cleanly except docs/ISSUES.md.
Conflict resolved: both lineages used #140 for different issues. Kept main's
#140 = "A7 Fix D" (resolved); renumbered the toolbar/selected-object issue to
#141 (note added; this branch's commits/spec still reference #140 — immutable).
The register auto-merged (AP-46 cites file:line, not #140; UN-7 keeps #140=Fix D).
Build + full suite green on the merged tree (2,713 passed / 4 skipped).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Selected-object meter health half passed the visual gate (2026-06-20): name on
the black band, attackable-only health gate, UpdateHealth-driven bar, green flash,
no magenta. Mana (0x100001A2) + stack entry/slider (0x100001A3/A4) remain deferred.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Visual gate against retail surfaced several fidelity gaps in the selected-object
strip; all fixed and user-confirmed. Faithful to gmToolbarUI::HandleSelectionChanged
(acclient_2013_pseudo_c.txt:198635) + RecvNotice_UpdateObjectHealth (:196213).
- UiMeter.DrawHBar: guard each slice on `id != 0` BEFORE resolve. resolve(0)
returns the 1x1 magenta placeholder with a non-zero GL handle, so the single-
image meter (caps id=0) was drawing 1px magenta caps at the bar's ends. The
3-slice vitals meter (all ids set) was unaffected. (the magenta-lines bug)
- SelectedObjectController: meter visibility is now UpdateHealth-driven (shown when
health is known for the selected guid — HasHealth at select or HealthChanged),
not shown-on-select; brief green selection flash via Tick revert; overlay floated
above the meter so the flash isn't hidden by the bar; name top-aligned into the
bar sprite's black band (NameBandHeight) with the bar below.
- GameWindow.IsHealthBarTarget: gate the health bar on the server PWD bits
BF_ATTACKABLE (0x10) | BF_PLAYER (0x8) — friendly/vendor NPCs and attackable
Doors (Misc type) are name-only; players/monsters get the bar. Replaces the
too-loose IsLiveCreatureTarget. Wired SelectedObjectController.Tick in OnUpdate.
- CombatState.HasHealth(guid): distinguishes a known health value from the 1.0
default, so a re-selected already-assessed target shows its bar immediately.
- TextureCache.GetOrUploadRenderSurface: resolve the surface's DefaultPaletteId
so paletted (P8/INDEX16) UI sprites decode instead of falling to magenta.
- ToolbarController.HiddenIds: also hide 0x100001A3 (stack-entry box) — retail
hides it in HandleSelectionChanged; it was rendering as a stray black box.
Divergence register: AP-47 (meter-visible timing) retired (now faithful); AP-46
rewritten to the BF_ATTACKABLE/BF_PLAYER gate approximation. Full suite green
(2,688 passed / 4 skipped). User-confirmed: name on top, NPC name-only, monster
bar on assess, green flash, no magenta.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Resolves the divergence-register conflict: kept the accurate per-VERTEX AP-35
(Fix A shipped per-vertex; main's row was the stale pre-Fix-A per-pixel text),
kept main's UI rows AP-37..AP-42, and renumbered this branch's torch-gate row
AP-37 -> AP-43 (AP-37 was taken by main's LayoutDesc row). AP count 41 -> 42.
Retargeted the AP-37 references in WbDrawDispatcher + the CHECKPOINT to AP-43.
Marked ISSUES #140 RESOLVED (b7d655b) with the corrected root cause.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Holtburg meeting-hall facade washed out warm/bright vs retail. The round-1
checkpoint blamed torch REACH (acdream Falloff 6×1.3=7.8m vs a supposed retail
Falloff 4). That theory is WRONG, and this commit fixes the real cause.
Empirical (HoltburgTorchFalloffProbeTests, headless dat dump via the production
LightInfoLoader): the orange entrance torch (setup 0x020005D8) is raw dat
Falloff 6 and acdream reads it FAITHFULLY — there is no Falloff-4 torch anywhere
in Holtburg. Both clients read the same dat float, so reach was never inflated.
Decomp (read verbatim + corroborated by an independent adversarial workflow):
retail's per-object torch binder minimize_object_lighting (0x0054d480) is gated
in RenderDeviceD3D::DrawMeshInternal (0x0059f398) by `if (Render::useSunlight == 0)`.
The outdoor landscape stage runs useSunlightSet(1) (PView::DrawCells 0x005a485a,
before LScape::draw), so the building EXTERIOR shell — drawn via
DrawBlock→DrawSortCell→DrawBuilding→CPhysicsPart::Draw→DrawMeshInternal — is lit
by SUN + ambient ONLY; torches are SKIPPED. The static bake
(SetStaticLightingVertexColors 0x0059cfe0) is EnvCell-only. So retail NEVER
torch-lights outdoor objects. This exactly explains the isolation test (object
point lights OFF → building matches retail).
Fix: WbDrawDispatcher.ComputeEntityLightSet gates per-object torch selection on
the object being INDOOR (ParentCellId is an EnvCell, (id&0xFFFF)>=0x0100) via the
pure predicate IndoorObjectReceivesTorches. Outdoor objects (building shells with
null ParentCellId, outdoor scenery, outdoor creatures) keep the all-(-1) light
set ⇒ sun + ambient only = retail. The indoor "no sun" half is already handled by
the global sun-kill when the player is inside a cell (UpdateSunFromSky). No
dungeon regression: EnvCell statics get ParentCellId set (keep torches).
Divergence register: AP-37 (residual: acdream keys sun/torch on the object's own
cell + a per-frame player-inside sun-kill, vs retail's per-draw-stage useSunlight;
only matters for through-doorway look-ins). The round-1 CHECKPOINT got a RESOLVED
banner correcting the reach theory.
Tests: WbDrawDispatcherTorchGateTests (7), HoltburgTorchFalloffProbeTests (dat
dump). App 280/1skip, Core 1486/2skip green. Held at the visual gate — not merged.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Same-instant cdb proved acdream ambient (0.447) == retail (0.4465) and time/sun match,
so the building/character over-brightness is NOT the bake/wrap/EnvCell/clamp (D-1..D-4,
all correct but off-target) — those light the wrong surfaces. The Holtburg building
exterior is a mode-0 OBJECT (IsBuildingShell, not an EnvCell). Isolation (object point
lights gated OFF) made it match retail => cause is the torch REACH being too long
(acdream range 7.8 = Falloff 6x1.3 vs retail 5.2 = Falloff 4x1.3), flooding the small
facade. OPEN: confirm same-torch Falloff acdream-vs-retail before tightening the reach.
Diagnostic shader hack reverted (tree clean); D-1..D-4 kept. Branch not merged.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Port of gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198635).
When the player selects a world object the action bar's bottom strip shows the
object name + (for player/pet/attackable targets) a live Health meter; deselect
clears it. Mana (#140) + stack slider deferred.
- SelectedObjectController (new): clear-then-populate on selection change; sets
name (UiText child, VitalsController pattern), overlay state (ObjectSelected /
StackedItemSelected via UiDatElement.ActiveState), shows the health meter and
sends QueryHealth for health targets. Subscribes via a delegate seam (no
GameWindow coupling).
- GameWindow: _selectedGuid field -> SelectedGuid property + SelectionChanged
event (fires on actual change only); 3 write sites converted, reads untouched.
All selection-write paths (LMB pick, Tab/Q, despawn-clear via Tick()) run on
the render thread, so the event-driven UI mutation is single-threaded.
- WorldSession.SendQueryHealth (0x01BF) — wraps SocialActions.BuildQueryHealth.
- DatWidgetFactory.BuildMeter: handle the single-image toolbar meter shape
(back-track on the element's own DirectState, fill on one Type-3 child). The
sprites go in the TILE slot (DrawMode=Normal tiles to full bar geometry per
UIElement_Meter::DrawChildren) — a left-cap assignment would gap/clamp a
sub-140px sprite. Vitals 3-slice path unchanged.
- ToolbarController.HiddenIds: A1 (health) now owned by SelectedObjectController;
A2 (mana) + A4 (stack) stay hidden (deferred) so their dat back-tracks don't
render as stray empty bars.
Adversarial Opus review found + fixed: the mana-meter orphan (A2 left unhidden)
and the meter tile-vs-cap render bug (C1). Divergence rows AP-46 (health gate
approximation: IsLiveCreatureTarget vs IsPlayer||pet||attackable) + AP-47
(meter shown on select vs on UpdateHealth reply). Spec §5 corrected.
Build + full test suite green (2,684 passed / 4 skipped). Health meter render
fidelity (full-width fill + fraction mapping) pending the user's visual gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Brainstormed design for the action bar's bottom strip: name + Health meter
on selection (mana deferred #140). Decisions: SelectionChanged via property
setter; send QueryHealth(0x01BF) on select. Grounded in retail
gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198635) —
clear-then-populate, overlay state 0x1000000b, health gate
IsPlayer||pet||attackable. Render-bug fix is BuildMeter-only (single-image
back+fill meter; UiMeter already renders it).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>