Dense-town before/after (frame profiler + user eyes): frame-time max
20-87ms -> 6-10ms, single-frame alloc spikes (30-75MB) eliminated,
gen2 GC 5-11/window -> ~0, user confirms the FPS counter now holds
steady instead of swinging. The residual steady ~1.6MB/frame (from the
deferred harder sites: EnvCell rebuild gate + physics Transition
pooling) is small gen0-only churn that no longer causes swings; those
are now an OPTIONAL follow-up that would also lower the median.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
54-site adversarial allocation audit: town GC churn (1.5-3 MB/frame) is ~90-95 pct OUTSIDE the MP3 draw-submission surface (visibility compute, EnvCell rebuild, particle draw-lists, per-entity anim pose) and independent of the pak. So MP3 will NOT fix the steady-state stutter, and the triage is separable + mostly easy faithfulness-neutral buffer reuse. New MP-Alloc phase pulled ahead of MP1c (load-time smoothness is the rarer hitch). Also flips MP1b to blocked-on-dedup and records the pview-runs-outdoors scenario. Findings in project_mp_track_findings.md.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Session handoff for the next pickup. #176 (purple seam flash) + #177
(stair-room light pop-in) are ONE bug, root-caused to the camera-nearest
MaxGlobalLights=128 snapshot cap evicting in-range lights of visible
cells (Hub = 366 fixtures). Fix deferred to A7 because uncapping exposes
unported per-cell light-reach (through-floor light) + the fixture
falloff-curve misassignment + an unattributed striped-floor artifact.
- New handoff: docs/research/2026-07-06-176-177-handoff-A7-lighting.md
(root cause, why-deferred, the A7 fix order, tooling inventory).
- Roadmap A7 updated: now owns #176/#177; the 'light visibility culling'
hypothesis layer is CONFIRMED (no per-cell insert_light registration);
fixture-curve layer added. Analysis pre-paid.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Launch smoke passed: world renders identically (user-confirmed), zero
dat-layer tripwires in the session log, frame profile identical to the
pre-extraction baseline (town p50 2.1-2.2ms, same GC cadence) - the
move was perf-neutral as a pure relocation should be. Roadmap Track MP
table updated: MP1 split into shipped MP1a and upcoming MP1b (pak +
bake tool + reader) / MP1c (streaming cutover + hitch gate).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Full-route capture (Holtburg -> dungeon 0x0007 -> town 0xCE94 -> dungeon
-> Holtburg, 4 teleports) plus the supplemental town run. Verdict: the
render-side-CPU split is confirmed (GPU <= ~2.7ms, upd/upl/imgui ~= 0),
steady medians beat the spec assumption (worst town p50 3.6ms), and the
smoothness gap is GC: 1.5-3 MB allocated per frame drives gen2
collections 1-2/s and every town p99/max violation, while dungeon
windows (zero gen1/gen2) are spike-free at ~2000 fps. Teleport hitch
quantified at 211ms worst frame / 75.7MB single-frame allocation.
Gate decision: PROCEED to MP1 unchanged, with one recorded amendment -
a bounded post-MP1 allocation-triage session for churn sites outside
the MP3 rewrite surface. Fort Tethana axiom view still to be
re-measured at the MP2/MP3 gates.
MP0 complete: profiler shipped (7d74c68c..4b44a152) + baseline + gate.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Roadmap gains the Track MP phase table (MP0 in progress, MP1-MP5 ahead);
milestones doc records the side track + the explicit user-authorized
freeze exception (MP may reopen frozen streaming/WB-rendering subsystems
under its own gated phases only); CLAUDE.md Current state gets the
one-line pointer.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Mark ISSUES #159 done (2de5a011) and record the key finding for #170: the
CombatAnimationPlanner numbering fix is latent (the planner isn't wired into
the live dispatch) and the Mite Scamp's 0x62-0x64 attacks were always in the
correct block — so #170's visible symptom is sub-bug 2 (the pending_motions
MOTIONDONE loop), not command misclassification. Roadmap L.1b note updated.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Register:
- Verified retired: AD-8/AD-9/AP-8/AP-9 (V4), TS-36/AD-26 (V5) - all gone.
- AD-34 widened: MoveToManager.pending_actions joins the managed-LinkedList
row, with the MoveToNode rename note (retail MoveToManager::MovementNode,
renamed to avoid colliding with R2's MotionNode) - V2 owed this note.
- NEW TS-39: MoveToManager.StickTo/Unstick are unbound no-op seams - a
sticky MoveTo (wire bit 0x80) completes-and-stops instead of sticking;
PositionManager/StickyManager bodies are R5 scope (call shapes only in
the R4 extraction). Retires with R5.
- Re-anchored after the V5 controller deletion shifted lines: AD-25
(:1212->:874), AP-24 (:170->:176), AP-30 (:1503->:1110), TS-21
(:362->:311, stale-comment clause updated - V5 fixed the comment).
- AP-79 (widened in V5's commit) and the PlanFromVelocity row (V4)
verified present.
Roadmap: Phase R entry - R4 SHIPPED 2026-07-03 (V0-V6 trail), R2+R3+R4
share the ONE pending user visual pass; next code stage R5 (MovementManager
facade + Sticky/Constraint/TargetManager).
Plan of record: R4 stage entry filled in with the full V0-V6 commit trail
+ expected-diffs for the visual pass (retail cylinder-distance stop, real
turn cycles during corrections, CanCharge walk/run legs).
Handoff doc: postscript - R4 complete, V4 smoke log analyzed clean and
deleted; memory index updated (animation deep-dive map: MoveToManager gap
CLOSED, the "three approximations" pattern retired).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
AP-78 retired (its condition — App seam bindings + K-fix18 deletion —
landed in W4); TS-21/TS-23/AP-30 anchors re-pinned to the post-W6
controller lines; roadmap + plan record the full W0-W7 trail; the
memory index notes the 2026-06-04 sequencer-deep-dive divergence map
CLOSED by Phase R1-R3. R2+R3 share ONE pending user visual pass; R4
(MoveToManager) is next.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User mandate 2026-07-02: complete new movement + animation system,
verbatim retail equivalent, all entity classes, inbound + outbound, no
frozen code, no bandaids. Executed as a staged verbatim reconstruction
(R1 CSequence -> R8 cutover audit), each stage harness-gated with the
proven cdb-golden technique; legacy paths DELETED at each cutover.
Supersedes L.2g S3-S6; absorbs shipped S1/S2/S5 as components.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
/investigate deliverable for the inbound (remote-entity) animation+position
retail-parity effort. 10 deviations (DEV-1..10) mapped and adversarially
verified against the named retail decomp + ACE port + current code (9
confirmed, 1 refuted-and-corrected).
Headline: the #39-era UP-pace->cycle inference layer's premise ('wire goes
silent on Shift toggle') is refuted at both oracles — retail sends a fresh
MoveToState on HoldRun toggle while moving (0x006b37a8) and ACE rebroadcasts
every MoveToState unconditionally (GameActionMoveToState.cs:36); retail has
NO pace->animation adaptation anywhere (position error is absorbed solely by
the InterpolationManager chase, already ported verbatim in L.3).
Registers sub-lane L.2g in the roadmap: port the CMotionInterp inbound funnel
verbatim for all remote entity classes, slices S0-S6.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The outbound MoveToState now sends the RAW forward_speed 1.0 (omitted by
default-difference packing) instead of the pre-computed runRate, matching what
retail's client sends.
Settled the open question with a live echo-test: acdream sends forward_speed=1.0,
ACE broadcasts back RunForward @ runRate (not 1.0), and a retail observer saw
+Acdream run at full pace. So ACE RECOMPUTES the broadcast run speed from the
character's run skill and auto-upgrades WalkForward+HoldKey.Run -> RunForward for
observers. The earlier PlayerMovementController comment citing ACE
MovementData.cs ("ACE relays the speed, so the wire must send run_rate") was
wrong; corrected.
Changes:
- PlayerMovementController section 6: forward wire command is WalkForward @ 1.0
(+ HoldKey.Run when running); LocalAnimationCommand still carries RunForward for
the local cycle. Backward already 1.0. The MotionStateChanged detection now
keys the walk<->run toggle off HoldKey + LocalAnimationCommand (forward_speed is
constant 1.0); the forward_speed comparison is retained but never fires.
- GameWindow: reverted the D6.2b echo-test one-liner; the wire RawMotionState
takes forward_speed from result (now 1.0).
The wire and the D6.2a local velocity are now both raw-1.0. Threading them onto
one shared RawMotionState (removing section-6's duplicate build) is a
behavior-neutral cleanup follow-up.
Full suite green (3255). Docs: roadmap + pseudocode doc updated with the
echo-test finding.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Strafe-left moves + symmetric, backward outpaces strafe (retail-faithful at
high run skill), jump travels lateral, turn feel unchanged, no crash/rejection.
Closes the visual-verification acceptance for the D6.2a velocity/turn/jump
unification.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Ports retail's raw->interpreted motion normalization and routes the local
player's velocity through it, so backward/strafe come from the retail source
instead of hand-mirrored controller code (retires register TS-22 + UN-5).
MotionInterpreter (decomp-verbatim, Ghidra/ACE-cross-checked):
- adjust_motion (0x00528010): WalkBackward->WalkForward (x-0.649999976),
TurnLeft->TurnRight (x-1), SideStepLeft->SideStepRight (x-1), sidestep scale
0.5*(WalkAnimSpeed/SidestepAnimSpeed), RunForward early-return, per-channel
holdkey fallback to CurrentHoldKey.
- apply_run_to_command (0x00527be0): WalkForward->RunForward when speed>0 +
UNCONDITIONAL *runRate; TurnRight *1.5; SideStepRight *runRate clamp +/-3.0.
- apply_raw_movement (0x005287e0): copy raw->interpreted, adjust the 3 channels
with per-channel hold keys.
- WalkAnimSpeed unified to the retail-exact 3.11999989f (was 3.12f).
PlayerMovementController: build ONE RawMotionState from MovementInput at
forward_speed=1.0 (apply_run_to_command applies the run rate — a pre-scaled
speed would double-scale), run apply_raw_movement, then take grounded + jump
velocity straight from get_state_velocity (now correct for all directions) and
drive the keyboard turn omega from the interpreted turn_speed (BaseTurnRate x
turn_speed = the same pi/2 formula the remote path uses; numerically identical
to the old TurnRateFor). Deleted the hand-mirrored backward(x-0.65) /
strafe(x+-1.25) formulas in both the grounded and jump blocks. Mouse turn and
the auto-walk path are untouched.
Retail-faithful behavior changes (confirm in smoke): strafe is now
1.25 * ~1.248 * runRate = ~1.56*runRate, clamped via SideStepSpeed<=3.0 so
|v.X|<=3.75 (was 1.25*runRate, no scale/clamp); backward is unchanged
(3.12*0.65*runRate); backward/strafe-left velocity now comes from the pipeline
instead of returning zero. Forward run pace unchanged (4.0*runRate).
Tests: MotionNormalizationTests (17, adjust_motion/apply_run_to_command) +
MotionVelocityPipelineTests (10, apply_raw_movement->get_state_velocity golden
velocities incl. the strafe clamp + turn speeds). Full suite green (3255).
Register: TS-22 + UN-5 deleted (retired); TS-34 added (adjust_motion creature
guard is a no-op — IWeenieObject has no IsCreature; correct for the only caller,
the player). Pseudocode: docs/research/2026-07-01-d6-motion-interp-pseudocode.md.
NEXT D6.2b: the echo-gated wire forward_speed=1.0 question (evidence suggests
ACE relays rather than recomputes; verified via the smoke echo).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Login/run/turn/RunLock accepted by ACE (player motion echoed, no rejection),
NPCs animate including inbound MoveTo type-7 and TurnToHeading type-9 without
crash, graceful exit. Closes the visual-verification acceptance item for the
L.2b outbound wire-parity slice (D1/D3/D4).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Ports the three retail outbound-movement packers verbatim (decomp-derived
golden bytes, confirmed via the Ghidra bridge, cross-checked vs holtburger):
- D1 — RawMotionState::Pack (0x0051ed10): new AcDream.Core.Physics.RawMotionState
data type (11 fields + actions, retail defaults) + RawMotionStatePacker that
sets a flag bit only when the field DIFFERS from its default. MoveToState.Build
now takes a RawMotionState instead of presence-based nullable params, so the
over-sent forwardSpeed=1.0 / currentHoldKey=None / default per-axis holdkeys are
no longer emitted. num_actions packs into bits 11-15 (not "bits 11-31").
- D3 — MoveToStatePack::Pack (0x005168f0) trailing byte =
(standingLongjump ? 0x02 : 0) | (contact ? 0x01 : 0); explicit contact/
standingLongjump params (standingLongjump=false honestly until the feature lands).
- D4 — JumpAction rewritten to retail JumpPack::Pack (0x00516d10): extent,
velocity, full Position, four u16 timestamps, align. Removed the spurious
objectGuid/spellId u32s; Position is now packed (it was absent). Body 56 bytes.
- Position::Pack (0x005a9640) / Frame::Pack (0x00535130) verified already-correct
(cellId, origin xyz, quaternion wxyz); locked with a golden test, no change.
GameWindow callers adapted minimally: build the RawMotionState from the existing
MovementResult values (behavior preserved except the intended D1 omissions) and
pass cellId/position/rotation to the Jump send. Pre-existing MotionInterpreter
placeholder struct RawMotionState renamed LegacyRawMotionState (D6/Phase-2 scope,
pure rename) to free the name for the retail-faithful type.
D5 audit: confirmed a real divergence — retail SendMovementEvent (0x006b4680)
stamps only last_sent_position_time after an MTS while SendPositionEvent
(0x006b4770) stamps all three; acdream's NotePositionSent stamps all three on
both paths. Left unchanged (comments added at both call sites), recorded as
register TS-33, deferred to a dedicated cadence-port slice.
Tests: RawMotionStatePackTests / MoveToStateGoldenTests / JumpActionTests /
PositionPackTests + updated MoveToStateTests / AutonomousPositionTests. Full
suite green (Core.Net.Tests 372, full solution 3228 passed / 4 pre-existing skips).
Register: TS-24/TS-25 refreshed (packer now supports actions/style; runtime
emission still deferred), TS-33 added. Roadmap L.2b shipped note added.
Spec: docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md (2-6)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
UI Studio (preview panels through the production renderer), importer dat-fidelity (Fix A/B/C/4/5:
the importer carries dat font/justification/color; boundary look=importer / state=runtime), and the
Character window Attributes tab (reads as retail). 3062 tests green.
Handoff: docs/research/2026-06-26-mockup-stage-handoff.md.
# Conflicts:
# docs/ISSUES.md
# docs/architecture/retail-divergence-register.md
Roadmap: extend D.5-remaining ledger with three new shipped entries (UI Studio,
importer Fix A/B/C, Character window 0x2100002E). Milestone M5: update D.2b
status paragraph to name all shipped sub-phases including the studio, importer
boundary discovery (look=importer / state=runtime), and Character window with
deferred polish pointer (#151).
ISSUES: add #151 (Character window deferred polish — LOW, filed 2026-06-26;
user accepted Attributes tab as good-enough, polish items to be enumerated later).
Issues #149 (studio inventory all-black) and #150 (GameWindow font resolver) were
already present.
Divergence register: add AP-69 (per-element dat-font resolver is studio-only;
GameWindow passes null to the four Import sites until #150 lands). No row for
Fix-4 UIState-group activation (runtime-faithful, not a deviation) or for the
tab-sprite injection / footer-state hiding (same).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- #145: the original fix was incomplete (mounted panels inherited ZLevel 1000 →
behind the backdrop → washed out); continuation 417b137 closes it. Updated status.
- D.2b-B SHIPPED entry: visually confirmed; the two render bugs (backdrop wash-out
+ captions host-direct) documented.
- New OPEN issue: contents grid overflows (needs the gutter scrollbar wired; scroll
was out-of-scope for B-Controller per the spec).
- Roadmap ledger: B-Controller visually confirmed + the render fix noted.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Roadmap: refresh the D.5.2 entry to its final shipped state (per-pixel gradient
surface overload 0x004415b0; AP-43/AP-44 retired by visual verification; range
419c3ac..fb288ad). Add an explicit D.5 sub-phase ledger: D.5.4 client object/item
data model (foundation, NEXT) -> D.5.3 selected-object + spell shortcuts -> window
manager -> D.5.5+ core panels. Handoff doc gains a paste-ready new-session prompt.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Extensive handoff for the next session to build the full stateful item-icon system (the 5-layer IconData::RenderIcons composite + effect layer 0x10000005 + overlay ReplaceColor tint + appraise-driven enrichment/re-composition). D.5.1 toolbar flipped to SHIPPED; D.5.2 (icon system) + D.5.3 (toolbar interactivity / selected-object display) registered as next.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Record the D.2b widget-generalization landing: generic Type-registered widgets
built by DatWidgetFactory, thin find-by-id controllers, the ConsumesDatChildren
leaf rule, Type-3-not-registered decision, and the centered-UiText vitals numbers.
Both visual gates user-confirmed; 404 tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replace the hand-authored chat block (UiNineSlicePanel + inline UiChatView
+ local BuildRetailChatLines/RetailChatColor statics) with
ChatWindowController.Bind(LayoutDesc 0x21000006) — the same LayoutImporter
path as the vitals window. The controller places UiChatView (transcript) +
UiChatInput (text entry, on-submit) + UiChatScrollbar + UiChannelMenu inside
the dat-authored chrome. The dead local statics are deleted.
Wired to _commandBus (same LiveCommandBus as the ImGui ChatPanel) so
type+Enter dispatches SendChatCmd server-ward. Transcript keyboard set from
_uiHost.Keyboard (set by WireKeyboard above the chat block) for Ctrl+C/Ctrl+A.
Divergence register: added AD-28 (two-widget split vs UIElement_Text),
AP-38 (no in-element word-wrap), AP-39 (per-line colour vs per-glyph runs),
AP-40 (no opacity fade / shared vitalsDatFont), TS-30 (tab buttons no-op),
TS-31 (no squelch); updated IA-15 to cover both vitals + chat importer paths.
Build: 0 errors/warnings. Tests: 392 passed, 1 skipped (expected).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The earlier 'not resizable / fixed-size' note was wrong (inverted edge-flag
reading). Resize shipped: dat edge-anchors reflow per UIElement::UpdateForParentSizeChange.
Noted the two number-render fixes (submission-order + glyph pixel-snap).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Roadmap: update D.2b LayoutDesc importer entry to record that the default
flip shipped 2026-06-15 (bf77a23) — importer is the default at
ACDREAM_RETAIL_UI=1; vitals.xml + ACDREAM_RETAIL_UI_IMPORTER flag retired;
window movable, resize deferred to Plan 2 (WindowManager).
Plan: update "After Plan 1" to mark the flip DONE, clean up the Plan 2
description now that vitals.xml is gone.
Register:
- AP-37 "Why" cell: replace "Gated opt-in (ACDREAM_RETAIL_UI_IMPORTER)"
with "Now the default vitals path (the hand-authored markup vitals was
retired)" — the flag is gone.
- IA-15: add row (was missing from this branch) — D.2b retail UI design
stance, updated to note that the vitals window is now rendered by the
LayoutDesc importer (dat chrome elements), not UiNineSlicePanel;
UiNineSlicePanel/RetailChromeSprites now back only chat window + plugin
panels. IA count header 14 → 15.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Roadmap: D.2b (custom retail-look backend) and D.4 (dat sprites + 9-slice +
DrawSprite) both shipped this session via the Spec-1 work — the UiHost-based
markup engine (MarkupDocument + ControlsIni + IUiRegistry) rendering a
markup-driven retail Vitals panel (8-piece dat chrome + red/gold/blue bars).
Records the direct-RenderSurface decode finding + the confirmed chrome sprite
ids. Remaining D.2b polish (gradient bar sprite, AcFont/D.3, input integration,
LayoutDesc importer, D.5 panels) noted inline.
Full suite green (2413 passed / 0 failed / 3 pre-existing skips).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Decision (2026-05-30, with user): the WB-inherited two-pipe (inside/outside) render
split is the root cause of the indoor seam bugs (flap, missing/transparent walls,
terrain bleed) and cannot be seamless. Abandon A8/A8.F (#103); build ONE unified
pipeline driven by retail's PView portal visibility — seamless by construction. The
2026-05-30 camera-collision + physics viewer-cap work is kept (retail-faithful, but a
detour from the seam fix). New Phase U scoped; #103 superseded; CLAUDE.md / roadmap /
milestones updated; full decision + scope + next-session pickup prompt in
docs/research/2026-05-30-unified-render-pipeline-decision-and-handoff.md.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Slice 3 v2 (3e140cf) added point-in cell-stickiness in
ResolveCellId's indoor branch. User verification + slice3v2 capture
confirms: cell-resolver ping-pong is FULLY CLOSED.
Data:
- scen2_v2 capture (pre-slice-3): 20+ cell-transit events with
rampant ping-pong (0xA9B4014B ↔ 0xA9B4014A ↔ 0xA9B4013F at the
cellar boundary, Z stable ~96.4 — same tick re-classification)
- slice3v2 capture (post-fix): 1 cell-transit event (login teleport
only) — ping-pong fully eliminated
Findings:
- A6.P2 Finding 3 (cell-resolver sling-out family) CLOSED.
- Issue #90 (sphere-overlap stickiness workaround in same function)
now redundant; can be removed in A6.P4 after broader visual
verification.
- Issue #97 (phantom collisions + fall-through on 2nd floor) hypothesis
pending: same instability family, likely closed as side-effect of
this fix. Re-test on next happy-test session.
- Issue #98 (cellar-up stuck) PERSISTS but with NEW DIAGNOSIS.
Originally filed as cell-resolver ping-pong (which was true and now
fixed), but user verification shows the cellar-up symptom remains
with a DIFFERENT root cause: BSP step-physics at the cellar stair
TOP. Push-back trace from slice3v2 capture:
n=(0, -0.719, 0.695) sloped face (walkable per FloorZ=0.664)
delta=(0, 0, 0.75) step-down probe lifts sphere by 0.75m
winterp=1.0->0.0 entire walk-interp consumed per tick
Player progresses up most of the stairs but blocks at top step
where the cellar transitions to the cottage main floor. #98 issue
updated with this re-diagnosis.
Includes:
- scen4_cottage_cellar_slice3 acdream.log (slice 3 v1 evidence;
ping-pong already closed by v1's sphere-overlap stickiness, but
v1 over-corrected by holding player in cellar during legitimate
transitions)
- scen4_cottage_cellar_slice3v2 acdream.log (slice 3 v2 evidence;
point-in stickiness fixes the over-correction; cellar-up reveals
the deeper BSP step-physics bug)
Docs updated:
- ISSUES.md — #98 re-diagnosed
- docs/plans/2026-04-11-roadmap.md — A6.P3 slice 3 marked SHIPPED;
slice 4 (or A6.P4) scoped for #98 step-physics investigation
- CLAUDE.md — Currently-working-toward block updated
Test suite: 1148 pass + 8 pre-existing fail (baseline maintained).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Slice 2 v1 (`892019b`) attempted to close issue #96 by removing the
PhysicsEngine.cs L622 per-tick CP seed. v1 build/test green, CP-write
count dropped 91% in scen3 re-capture, BUT user happy-test surfaced
a regression: BSP step_up at the last step of stairs failed because
sub-step 1's AdjustOffset had no ContactPlane to compute the lift
direction.
Slice 2 v2 (`f8d669b`) reverted the seed removal + added a no-op-if-
unchanged guard inside CollisionInfo.SetContactPlane. The guard
early-returns when called with values matching current ci state.
Outcome:
- #96 PARTIALLY ADDRESSED, scope updated in ISSUES.md to "accepted as
documented retail divergence." The seed is load-bearing for step_up;
closing #96 fully would require deeper refactor (AdjustOffset
fallback to body.ContactPlane). Guard is benign improvement.
- Slice 2 v2 verification capture (scen3_inn_2nd_floor_slice2v2/
acdream.log) committed as evidence — 226,464 cp-writes from L624
seed confirms guard doesn't trigger for fresh-ci-per-tick pattern.
- Slice 2 v1 verification capture (scen3_inn_2nd_floor_slice2/
acdream.log) also committed — confirms v1 actually reduced cp-writes
(2,690 total) but the step_up regression made it unshippable.
NEW M1.5 BLOCKER FILED — issue #98: cellar ascent stuck at last step.
Evidence in slice2v2 capture's cell-transit chain:
0xA9B4014B → 0xA9B4014A → 0xA9B4013F → 0xA9B4014A → 0xA9B4014B → ...
(Z stable ~96.4; CellId ping-pongs every tick)
This is Finding 3 family (cell-resolver hysteresis missing) — same
root cause as #90 workaround + scen4 sling-out. Retail oracle:
CObjCell::find_cell_list Position-variant at
acclient_2013_pseudo_c.txt:308742-308783.
NEXT — A6.P3 slice 3:
- Port retail's cell-array hysteresis into ResolveCellId +
CheckBuildingTransit.
- Closes#98 (cellar-up), possibly #97 (phantom collisions same
instability family), enables #90 workaround removal.
Documents updated:
- ISSUES.md — #96 scope updated, #98 filed
- docs/plans/2026-04-11-roadmap.md — A6.P3 slice 2 marked SHIPPED,
slice 3 scope added
- CLAUDE.md — Currently-working-toward block updated to slice 3
Test suite: 1148 pass + 8 pre-existing fail (baseline maintained).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
A6.P1 (cdb probe spike) + A6.P2 (analysis report) both SHIPPED this
session. Updated:
docs/plans/2026-04-11-roadmap.md — M1.5 phase block now shows A6.P1
+ A6.P2 SHIPPED with commit refs; A6.P3 entry expanded with the
Finding-2-first sequencing recommendation from A6.P2; A6.P4 entry
notes the original "Holtburg Sewer end-to-end" acceptance walk is
unreachable (sewer doesn't exist).
docs/plans/2026-05-12-milestones.md — M1.5 demo scenario split into
building/cellar half (achievable post-A6.P3) + dungeon half (blocked
on issue #95 visibility blowup; promote to post-M1.5 if #95 isn't
fixed in scope). Issue list updated: added #95 + indoor sling-out
(new from scen4); marked stairs/2nd-floor/cellar as characterized by
A6.P2 Finding 2 family.
CLAUDE.md — Currently-working-toward block now points at A6.P3 as
the active phase. A6.P1 + A6.P2 ship noted with the findings doc
pointer. Demo-scenario note updated to reflect the sewer + #95
reality. Issues-in-scope updated.
Also includes a 1-line trailing-prompt addition to scen3 + scen4
retail.log files (cdb wrote one more `0:000>` after the kill that
landed after the original capture commits).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
ONE thing touches the DATs. WB code lives in our repo:
- src/AcDream.Core/Rendering/Wb/ — pure helpers (5 files, ~782 LOC)
- src/AcDream.App/Rendering/Wb/ — GL infra + mesh pipeline (~27 files, ~7K LOC)
Project references to WorldBuilder.Shared + Chorizite.OpenGLSDLBackend
dropped from AcDream.App.csproj and AcDream.Core.csproj.
references/WorldBuilder/ remains in-tree as read-reference only.
DefaultDatReaderWriter eliminated; DatCollection is the only dat reader.
WbMeshAdapter consumes our DatCollection via DatCollectionAdapter
(O-D7 fallback adapter; ObjectMeshManager has 26 _dats.X call sites,
exceeding the 20 refactor threshold).
Visual side-by-side passed: Holtburg town, inn interior, dungeon all
render identically to pre-O.
Doc updates:
- CLAUDE.md: rewrote WB integration cribs to point at extracted code.
Code Structure Rules rule 2 updated to remove stale seam names.
"Currently working toward" flipped from Phase O to M1.5 resumption.
- docs/architecture/worldbuilder-inventory.md: Phase O banner added.
Status/integration model updated to post-O ownership. Workflow
section updated to reference our extracted tree, not WB project ref.
- docs/plans/2026-04-11-roadmap.md: Phase O moved to shipped table.
Phase O "ahead" block collapsed to SHIPPED note. M1.5 block updated
to ACTIVE (Phase O shipped; resuming from 2026-05-20 baseline).
- docs/plans/2026-05-12-milestones.md: M1.5 heading updated to ACTIVE;
Phase O ship writeup prepended to the M1.5 block.
Phase O ship closes Tasks O-T1..O-T7 shipped across this session.
Specs + audit + plan: docs/superpowers/{specs,plans}/2026-05-21-phase-o-*
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase O extracts the WB pieces we actually use (mesh pipeline, texture
decode, GL state, scenery, terrain blending, EnvCell/portal decode —
roughly 3-5K LOC) into src/AcDream.Core/Rendering/Wb/, swaps their
dat dependency from DefaultDatReaderWriter to our DatCollection, and
drops the WorldBuilder.Shared + Chorizite.OpenGLSDLBackend project
references. WB stays in references/ as a read reference, not as a
project dependency. MIT attribution in NOTICE.md.
Tagline: ONE thing touches the DATs.
Discipline: verbatim copy first, no "improvements" while extracting.
Refactors land in follow-up phases. Out of scope: re-porting from
retail decomp; perf optimization; API cleanup.
User direction 2026-05-21: pre-empts M1.5. M1.5 paused at its
2026-05-20 baseline; A6/A7 don't touch dat infrastructure so no
rework needed when it resumes.
Files:
- docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md (new, full spec)
- docs/plans/2026-04-11-roadmap.md (Phase O block inserted before M1.5; M1.5 marked PAUSED)
- CLAUDE.md (Currently-working-toward line updated; M1.5 block marked paused)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Continued indoor testing through 2026-05-20 surfaced a deep family
of physics + lighting bugs that span buildings AND dungeons. Today's
session shipped 5 surgical fixes (A4 + #89 + #90 + #91 + #92) that
close the user-visible "walls walk through at Holtburg inn" symptom,
but #90 specifically is a CLAUDE.md-rules workaround (sphere-overlap
stickiness on top of point-only cell containment) added without prior
approval. The underlying issue (BSP push-back distance probably
diverges from retail) hasn't been measured. Plus the umbrella #83
(indoor multi-Z walking) has been open since 2026-05-19 with multiple
aborted fix attempts; plus indoor lighting (#80 + #81 + new #93 +
#94) has been deferred as "M7 polish" but is actually part of the
same indoor-experience problem.
Promoting to a milestone of its own forces the work to be central,
retail-anchored, and complete — not another whack-a-mole patch.
Milestone M1.5 — "Indoor world feels right":
Demo: enter Holtburg Sewer through the in-town portal, navigate
through 5-7 rooms with stairs + a multi-Z chamber, exit back to
town. Walls block. Stairs work. Items block. Lighting reads
correctly. Cell transitions smooth.
Phases:
A6 — Indoor physics fidelity (cdb-driven)
A7 — Indoor lighting fidelity (RenderDoc + retail-decomp driven)
Issues in scope: #80, #81, #83, #88, #90 (workaround removal),
#93 (new lighting umbrella), #94 (held-item spotlight),
+ TryFindIndoorWalkablePlane synthesis removal.
M2 ("Kill a drudge") deferred until M1.5 lands.
This commit updates:
- docs/plans/2026-05-12-milestones.md (M1.5 block inserted, M2 moved
to deferred status)
- docs/plans/2026-04-11-roadmap.md (A6 + A7 sub-pieces detailed)
- CLAUDE.md (Currently working toward updated to M1.5, M2 paragraph
marked deferred, M1.5 baseline shipped paragraph added)
- docs/ISSUES.md (#80, #81, #83, #88, #90 tagged M1.5 scope;
new #93 indoor lighting umbrella + #94 held-item spotlight filed)
- docs/research/2026-05-21-open-items-pickup-prompt.md (landscape
table reorganized around M1.5 phases)
A6 + A7 specs to be drafted in the next session(s).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase A4 (multi-cell BSP iteration) ships in three commits (e6369e2,
493c5e5, 691493e — with revert 3add110 + reapply during visual
verification that proved A4 is not the cause of the issue surfaced).
1139 + 8 baseline maintained. 10 new unit tests pass. Wires retail's
CTransition::check_other_cells (acclient_2013_pseudo_c.txt:272717-272798)
into Transition.FindEnvCollisions.
Visual verification at the Holtburg inn vestibule surfaced a separate,
pre-existing M2 blocker (filed as #90): CellId ping-pongs between
outdoor 0xA9B40022 and indoor 0xA9B40164 on every wall push-back
because the push-back exits the indoor CellBSP volume, causing the
resolver to flip back to outdoor and bypass walls on outdoor ticks.
Indoor BSP results (Collided/Adjusted/Slid all firing) prove walls ARE
detected when the player is indoor; the aggregate "walls walk through"
appearance comes from CellId classification instability, not from
collision detection.
Bug reproduces fully with A4 reverted (launch-revert2.log captured 18
cell-id flips between 0xA9B40022 ↔ 0xA9B40164, 11 inside=True
building-transit events, 61 indoor-bsp queries firing the full
result distribution). A4 is correct and tested but dormant in
practice until #90 is fixed.
Updates:
- docs/research/2026-05-20-phase-a4-shipped-cell-pingpong-finding.md (new)
- docs/plans/2026-04-11-roadmap.md (A4 shipped row added)
- CLAUDE.md (Indoor walking Phase A4 paragraph + next-step pointer
to #90 with retail oracle anchor at acclient_2013_pseudo_c.txt:308742-308783)
- docs/ISSUES.md (#90 filed, HIGH severity, M2-blocker)
- docs/research/2026-05-21-open-items-pickup-prompt.md (landscape
table updated — A4 closed, #90 promoted to top blocker)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Foundation work (6 commits ff548b9..f845b22) landed but visual
verification 2026-05-19 FAILED to fix the user-reported indoor bugs.
Documenting the deeper diagnosis + the next phase target without
reverting the foundation work.
What landed (kept):
- BSPQuery.FindWalkableInternal gained ref ushort hitPolyId (Task 1).
- New public BSPQuery.FindWalkableSphere wrapper over the existing
retail-faithful walkable finder (Task 2).
- Transition.TryFindIndoorWalkablePlane refactored through it,
PointInPolygonXY deleted (Task 3).
- [indoor-walkable] runtime-toggleable probe (Task 4).
- 5 new tests + 9 updated existing tests, all green; build clean.
What didn't fix: cellar descent FAIL, 2nd-floor walking FAIL
(intermittent falling-stuck), single-floor cottage REGRESSION (was
stable, now intermittent falling-stuck), phantom collisions PERSIST.
Probe evidence: 1443 MISS / 2 HIT over 1445 calls. Smoking gun:
foot-sphere-tangent-to-floor case fails PolygonHitsSpherePrecise's
|dist| > radius - epsilon check by ~0.0002. The BSP walker is
correct; the caller (TryFindIndoorWalkablePlane) is misusing it.
Root cause (deeper than originally diagnosed): TryFindIndoorWalkablePlane
exists only as a Phase 2 commit eb0f772 stop-gap. Retail doesn't
synthesize a ContactPlane per frame — retail RETAINS the previous
frame's plane when the BSP says no collision. Retail's find_walkable
only runs inside step_sphere_down (a sweep), never as a standing-still
query.
Next phase target: port retail's ContactPlane retention so the
resolver retains state across frames. Likely eliminates the per-frame
TryFindIndoorWalkablePlane call entirely. Foundation work (BSP walker
+ probe + tests) remains useful regardless.
ISSUES #83 remains OPEN with the deeper diagnosis.
Roadmap header updated to reflect partial-ship status.
Handoff at docs/research/2026-05-19-indoor-walkable-plane-bsp-port-shipped-handoff.md.
Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-walkable-plane-bsp-port.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes ISSUES.md #87 + #85 + the remaining wall-pass-through portion of
#84 (fully closes#84). Portal-graph cell traversal replaces Phase D's
AABB containment. Walking through doors promotes/demotes CellId correctly
via portal traversal; walls block from inside indoor cells; indoor walkable
plane is synthesized from the cell's floor poly so the resolver tracks
walkability correctly during indoor movement.
Files two new issues: #88 (indoor static objects vibrate — pre-existing,
spotted during Phase 2 testing) and #89 (BSPQuery.SphereIntersectsCellBsp
— follow-up to make CheckBuildingTransit retail-faithful; currently uses
radius-less PointInsideCellBsp as a documented approximation).
ISSUES.md: #87, #85, #84 moved to DONE. #88 + #89 filed.
Roadmap: Indoor walking Phase 2 added to shipped table.
CLAUDE.md: recent-phase paragraph updated to reflect Phase 2 shipped.
New handoff: docs/research/2026-05-19-indoor-walking-phase2-shipped-handoff.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>