docs(D.2b): chat-window re-drive design spec + list-ui-layouts research tool
Plan-2 chat piece of the LayoutDesc importer. Identifies the chat window as
LayoutDesc 0x21000006 (gmMainChatUI, element class 0x10000041) and grounds a
faithful, data-driven re-drive in the named retail decomp (ChatInterface +
gmMainChatUI + UIElement_Text/_Scrollable/_Scrollbar/_Menu) plus a user-provided
retail screenshot.
Design (full-faithful scope, user-approved):
- transcript = UIElement_Text 0x10000011 (dat font, bottom-pinned, 10k behead cap,
pixel scroll, 1 line/wheel-notch)
- scrollbar = right-side track 0x10000012 + thumb 0x1000048c + up/down
- input = editable UIElement_Text 0x10000016 (caret, 100-entry history, Enter/Send)
- channel menu = UIElement_Menu 0x10000014 ("Chat" selector -> active channel)
- shared ChatCommandRouter extracted from ChatPanel
- screenshot correction: the four 0x10000522-525 left-edge elements are the
numbered CHAT TABS (1-4), not scroll buttons (a research-agent inference the
retail screenshot refutes)
- deferred (need non-UI plumbing, each gets a divergence row): tab switching/
filtering, squelch, clickable name-tags, in-element word-wrap, styled runs,
font config, opacity transition
Tooling: AcDream.Cli `list-ui-layouts <datdir> [0xRootType]` — read-only index of
every UI LayoutDesc by root element class + size + element-Type histogram; how the
chat layout was located (root type 0x10000041). Reusable for future panel re-drives.
Spec: docs/superpowers/specs/2026-06-15-chat-window-redrive-design.md
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
main was 65 commits ahead of this branch's fork point. Only conflict was the
divergence register: both sides appended an 'AP-32' row. Resolved by keeping
main's AP-32..AP-36 (cell-shell lift, look-in cells, alpha deferral, dungeon
streaming, point lights) and renumbering the importer's row to AP-37; AP header
count -> 37. GameWindow.cs auto-merged cleanly. Verified: AcDream.App builds
0/0; AcDream.App.Tests 354 passed / 1 skipped / 0 failed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wires the dormant AcDream.App/UI retained-mode tree into GameWindow under
ACDREAM_RETAIL_UI=1: an 8-piece dat-sprite UiNineSlicePanel framing three
UiMeter vital bars bound to the existing VitalsVM. Render-only (UiHost input not
yet bridged to the InputDispatcher — next sub-phase). Coexists with the ImGui
devtools path; no regression there.
Visually verified against a live retail client: the bars match retail's vitals
structure (three stacked horizontal bars, current/max numbers centered) — so the
earlier "orbs" assumption was wrong (retail vitals ARE bars), and stamina is GOLD
not cyan (the #10F0F0 research note was wrong). UiMeter gains a centered numeric
Label (stub debug font for now). Spec §8 + the markup example corrected to match.
Bookkeeping: retired divergence row TS-30 (flat-rect panels -> real dat chrome)
and added IA-15 (our UiHost/markup engine vs keystone.dll's LayoutDesc tree).
Remaining polish (filed, §15): glassy gradient bar fill sprite + the retail dat
font for the numbers.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A direct read of src/AcDream.App/UI/ found a complete (dormant) retained-mode
toolkit the grounding workflow missed: UiRoot (input routing, focus, capture,
drag-drop, tooltip, click detection, world fall-through), UiElement,
UiPanel/UiLabel/UiButton, UiHost (Tick/Draw + WireMouse/WireKeyboard),
UiRenderContext, retail-faithful UiEvent codes. It's never wired into GameWindow,
and UiPanel.cs is the exact file divergence row TS-30 cites.
So the retail UI is this existing UiRoot tree — NOT an IPanelHost/IPanelRenderer
backend. Rewrote the architecture sections: Spec 1 now WIRES the dormant UiHost
and adds only the gaps (DrawSprite + frag uUseTexture=2, UiNineSlicePanel,
UiMeter, MarkupDocument that builds a UiElement subtree, ControlsIni). Input
machinery already exists in UiRoot; deferring it is now about integrating two
input consumers, not a missing contract. Plugin contract becomes a UiElement/
markup subtree added to UiRoot (IUiRegistry on IPluginHost), not IPanel.
Net: strictly less new code, more faithful, retires TS-30 by subclassing the
file it cites. Added §0 documenting the correction + the process lesson
(subsystem-discovery must glob by directory, not by the parent's framing).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Brainstormed design for the D.2b retail-look UI backend: our own KSML-style
markup + controls.ini stylesheet + retained-mode toolkit on Silk.NET (no
embedded browser, zero external deps — Approach C, chosen over Ultralight/CEF
and RmlUi for memory/dep-weight/faithfulness).
Spec 1 scope: an 8-piece dat-sprite window frame + live Vitals bars bound to
the existing VitalsVM, gated behind ACDREAM_RETAIL_UI=1, rendered via a reused
TextRenderer batch. Render-only (input/hit-test, AcFont glyphs, anchor solver,
LayoutDesc importer all deferred).
Grounded by a read-only research workflow (7 readers + gap-critic). The critic
corrected several stale memory/plan-doc facts now baked into the spec's
do-not-trust list: VitalsVM is a sealed class (not the old record); chrome
sprite IDs are unverified (Step-0 dat prove-out resolves them empirically);
controls.ini exists and #FFDBD6A8 is editbox text not a bg; DatCollection reads
are thread-safe; KSML is rich-text not the layout language (we mirror
ElementDesc).
Phase D.2b / Milestone M5 (parallelizable with M3/M4 — opened as a parallel
track while M1.5 stays the active critical-path milestone). Retires divergence
row TS-30 + adds one IA row when the chrome ships.
Also gitignores the /.superpowers/ visual-companion scratch dir.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The G.3a visual gate ran a real PlayerTeleport into the 0x0007 dungeon. The core
hold+place worked (grounded on the dungeon floor, no ocean) and Bug A (landblock-
prefix mis-stamp) is fixed (2ce5e5c). But the gate proved #95 (portal-graph
visibility blowup, ~9.1M instances/frame) is LIVE under the current pipeline — my
plan's "likely superseded / conditional G.3b" premise was wrong. Spec §2.5/§3.2 +
ISSUES #133/#95 updated: G.3b (grab_visible_cells stab_list bounding) is REQUIRED,
needs its own grounding/brainstorm. Also noted: the render-only hydration decouple
was reverted (e7058ca) for making the player invisible at Holtburg.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
TDD plan for the gated G.3a core: a pure TeleportArrivalController state machine
(hold-until-hydration + force-snap on impossible/timeout) + its GameWindow wiring
(replace the unconditional arrival snap with recenter + deferred BeginArrival;
per-frame Tick; readiness predicate reusing the #107 login triplet) + the EnvCell
physics/visibility hydration decouple + the visual acceptance gate. G.3b/c/d get
their own plans after the gate.
Also syncs the spec: the readiness predicate reuses SampleTerrainZ + IsSpawnCellReady
+ IsSpawnClaimUnhydratable (the validated #107 login gate) rather than a new
IsLandblockApplied query — strictly more faithful, less new surface.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Brainstorm outcome for #133/G.3. Grounds the corrected root cause (dungeon
landblock = flat terrain + EnvCells, streams via the existing pipeline; the
blocker is the teleport-arrival snap firing BEFORE the dest landblock hydrates)
against the current code (5 verified seams) and lays out Approach C:
G.3a core teleport-into-dungeon: hold-until-hydration on the arrival path
(reuse #107 IsSpawnCellReady + IsSpawnClaimUnhydratable) + #111
validated-claim EnvCell placement + dest-ready streaming query +
dest-coord validation + timeout safety + decouple EnvCell
physics/visibility hydration from the render-mesh guard. -> VISUAL GATE
G.3b #95 stab_list bounding — CONDITIONAL on the gate showing the blowup
(its repro is stale, from the T4-deleted WB path; the current flood is
landblock-confined + enqueue-once, so #95 is likely superseded).
G.3c faithful TeleportAnimState portal-tunnel FSM (decomp 004d6300 /
219405-219774); the TAS_TUNNEL hold-exit gates on G.3a's same readiness
predicate (the tunnel IS the hold's visual form).
G.3d recall game-actions (/ls etc.) — same arrival flow; doubles as the test
lever.
Supersedes the §12 port-plan of r09 (most of it already shipped); r09 stays the
wire/format/recall contract reference. Resolves the handoff's 4 open questions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Reading retail InitCell (:432896) side test during writing-plans showed retail's flood is acyclic (the back portal fails the side test, so 0171<->0173 can't cycle). Our flood traverses the back portal -> the cycle -> the churn. Option B (user-chosen): cull the back portal like retail, keep the forward-portal void rescue, remove the dead cap. Phase 1 pins WHY the back portal is traversed (B1 eyeInsideOpening bypass vs B2 CameraOnInteriorSide convention) before the fix; spec REVISION updated A->B.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The indoor doorway flap is the portal flood's re-enqueue churn (0171<->0173 mutual re-contribution; drifted near-duplicate regions AddRegion won't dedup -> grew -> re-enqueue, capped at MaxReprocessPerCell=16 -> eye-sensitive flood depth -> grey flash). Confirmed live: launch-churn-confirm.log shows maxPop=16 on 44% of frames during a doorway walk-through. The 2026-06-08 'maxPop=1, churn refuted' verdict was a camera-turn-at-rest capture (wrong reproduction); its DO-NOT is overturned.
Fix (Option A, user-approved): contributions already covered by the neighbour's accumulated view don't grow it (no re-enqueue); only the uncovered remainder propagates -- retail's 'redundant -> empty before copy_view' (copy_view confirmed to just append). Remove MaxReprocessPerCell; keep re-processing of genuinely-new slices. Scope: PortalVisibilityBuilder only. Revives 2026-06-08 spec+plan (banners redirected).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Point both at the Option-A full-retail-port handoff so a fresh session can't follow the dead plan.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The writing-plans decomp pass read FixCellList (433407) -> AdjustCellView (433741)
-> ClipPortals(update_count) + AddViewToPortals, proving retail RE-PROCESSES a
grown-after-drawn cell. So the approved "enqueue-once / no re-process" approach is
wrong (it would break Build_ViewGrowthAfterDoneCell for the right reason — that test
is actually retail-faithful).
Corrected approach (user chose the faithful moderate port over an epsilon-dedup
band-aid): KEEP re-processing on growth, but BOUND it the way retail does — each
view slice processed once (monotonic update_count watermark) and redundant
reciprocal back-contributions clip to EMPTY (OtherPortalClip -> no copy_view -> no
new slice), so the reciprocal/drift loop can't churn. acdream churns because its
reciprocal yields a drifted non-empty sliver, bounded only by the
MaxReprocessPerCell=16 hack. Remove the cap; bound structurally.
Scope unchanged: PortalVisibilityBuilder only; no rooting/camera/clip-math-rewrite/
seal change. One open precision (exact line where acdream's sliver becomes
non-empty — float-drift-dependent on real geometry) deferred to the plan's first
task: instrument PortalVisibilityBuilder (per-pop re-pop count + reciprocal-clip
in/out + grew), capture at the doorway, pin it, THEN fix.
Spec updated in place with a REVISION banner; superseded enqueue-once body retained
for the audit trail.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The 2026-06-08 AM "physics rest micro-jitter" diagnosis is refuted with primary
evidence (door-recheck 216K standstill records: 0 position re-snaps; player
byte-stable during the flap). Two adversarial verification sub-agents confirmed:
- Retail roots the render at the camera viewer_cell (swept from the player via
SmartBox::update_viewer 0x453ce0; DrawInside(viewer_cell) 0x453aa0) and toggles
DrawInside / LScape::draw -- so acdream's eye-cell rooting + inside/outside
toggle are RETAIL-FAITHFUL. The locked-design "root at player cell" is wrong.
- The flap is render membership instability, eye-motion-driven: the visible-cell
set oscillates (8<->3) as the eye sweeps monotonically. Root = the
re-enqueue-on-growth DRIFT (PortalVisibilityBuilder.cs:322, MaxReprocessPerCell
=16) re-clipping each grown cell every round -> sub-cm eye jitter flips membership.
Fix (spec, not yet implemented): verbatim port of retail's enqueue-once flood
(ConstructView + AddViewToPortals): enqueue once on first discovery, clip each
cell's portals once, union late growth in place (AddToCell) + draw-reorder
(FixCellList), never re-enqueue. Kills the drift; rooting/camera/seal untouched.
This commit lands VERIFIED GROUNDWORK + design only:
- spec: docs/superpowers/specs/2026-06-08-portal-flood-enqueue-once-port-design.md
- findings: docs/research/2026-06-08-flap-physics-diagnosis-REFUTED-its-render-membership.md
- [pv-input] probe gains rawPlayer + yaw (disambiguates the varying input)
- 4 GREEN physics rest-stability tests (prove rest is bit-stable -> flap not physics)
- apparatus: launch-flap-capture.ps1, analyze_flap_live.py, find_burst.py
- captured fixtures: tests/.../Fixtures/flap-doorway/0xA9B4017{0..5}.json
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Apparatus + handoff for the indoor flap. Confirmed (primary evidence): the flap is the
portal-flood clip being µm-sensitive at the threshold, driven by a ~1-8µm jitter in the
player RenderPosition (physics resting position not bit-stable; Lerp surfaces it). REFUTES
the 2026-06-07 see-through/EnvCell/outdoor-node diagnosis (ModelId GfxObj 0x01000A2B IS the
solid exterior) AND an enqueue-once attempt (retail propagates late slices via AddToCell;
the existing PropagatesNewSlicesToExit test caught it; reverted). Adds: Build determinism
test, A8CellAudit gfxobj dump, [pv-input] 6dp probe + [render-sig] outRoot/bshell fields.
No functional fix shipped. Next: higher-precision physics rest trace -> port retail
kill_velocity/contact rest-stability. Canonical: docs/research/2026-06-08-flap-rootcause-physics-rest-handoff.md
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Per senior-eng direction: the retail-faithful fix is to stop diverging from PView::
AddViewToPortals (first-discovery enqueue + AddToCell/FixCellList in-place growth, no
re-enqueue/re-clip), removing acdream's MaxReprocessPerCell re-enqueue fixpoint and its
documented per-round ProjectToClip drift. Drops the overlap-predicate approach. Viewpoint
bit-stability (the ~1-8um player RenderPosition jitter) is the contingency next step only
if a residual flap survives the visual gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Confirmed root cause via primary evidence (determinism test + 6dp jitter probe + retail
grounding): the flap is portal-flood set-membership flipping because the drift-prone
ClipToRegion vertex count gates membership while the player RenderPosition micro-jitters
(~1-8um) into a grazing portal's knife-edge clip. Design: gate membership on a stable
side-test + view-region overlap, not the vertex count. Refutes the 2026-06-07 see-through/
EnvCell/outdoor-node handoff (ModelId GfxObj 0x01000A2B is the solid exterior; outside is
stable; root is stable 0170).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Brainstormed design to collapse acdream's two render paths (OutdoorRoot vs
RetailPViewInside) into one, matching retail SmartBox::RenderNormalMode ->
DrawInside(viewer_cell). Roots the FLAP as the two-branch split toggling on the
viewer cell crossing the indoor/outdoor boundary (pinned 2026-06-07 via live
render-sig); the 2026-06-05 viewer-cell-stability plan (boom + dead-zone + w-clip)
is exhausted. Models the outdoor world as a flood-graph cell node whose shell is
the landscape, so one flood + one draw handle indoor and outdoor uniformly.
Clean cutover, 4-phase plan (phases 1-2 additive, phase 3 the visual-gated cutover).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Design for replacing the indoor render approximation layer with a verbatim
port of retail PView::DrawCells (0x5a4840). Locates the grey/bleed in the
ClipFrameAssembler slot-pool + drawableCells filter (RetailPViewRenderer.cs:52/237):
visible cells without a clip-slot are dropped (grey) and the per-cell trim was
globally disabled (bleed). Plan: draw EVERY OrderedVisibleCells cell, trim shells
per-slice via ClipPlaneSet gl_ClipDistance, draw objects membership+depth gated
(no hard clip → no half-character). Scope A+B (DrawInside + look-in DrawPortal);
keeps the faithful PortalVisibilityBuilder + ProjectToClip/ClipToRegion ported
this session. Local commit only (not pushed).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Residual A (camera collision = verbatim SmartBox::update_viewer) is SHIPPED +
user-kept (0ffc3f5/5177b54/9e70031). Wrap it and hand off to the render session:
- New canonical handoff (docs/research/2026-06-05-render-residual-a-shipped-core-
inside-render-handoff.md): what A shipped, what A EXPOSED (the render roots at the
viewer cell — clipRoot=CameraCell, GameWindow.cs:7322 — and A made that cell
accurate, so the PVS flood from the viewer cell doesn't reach the player's cell →
cellar floor drops), the reframing (the user's "step C" = the CORE inside render /
R1 completion, NOT R2 outside-looking-in), the evidence-first job, KEEP/DON'T, the
kickoff prompt.
- CLAUDE.md banner: A SHIPPED; next = core inside render (R1 completion).
- Render redesign spec: 2026-06-05 sync note (A shipped; R1 is actually incomplete —
the bleed + cellar-floor drop are the unfinished flood/seal; next is R1, not R2).
The visible problems (bleed + the floor A exposed) are the same family: the inside
path still draws the whole outdoor world instead of retail's "inside → DrawInside
only". A faithful DrawInside seals them by construction (render spec 2026-06-02 §2).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Live ACDREAM_PROBE_FLAP capture (Holtburg cottage/cellar) proved the V1 camera
spring-arm already contains the eye (eyeInRoot=Y 99.75%, viewerCell never 0,
indoor collide 97.6% in 0174). The dominant inside-cottage bluish void is the
render-sealing residual C (DrawPortal), NOT the camera.
This spec scopes the FAITHFUL completion of Residual A: port the two missing
update_viewer pieces verbatim — the indoor start-cell seated at the pivot via
CPhysicsObj::AdjustPosition (pc:280009) → CEnvCell::find_visible_child_cell
(pc:311397), plus the two AdjustPosition/snap-to-player fallbacks — and land
FindVisibleChildCell (which residual C also needs).
Faithful layering (mirrors retail SmartBox→CPhysicsObj): primitives in Core
(PhysicsEngine.AdjustPosition + CellTransit.FindVisibleChildCell + ResolveResult.Ok),
orchestration in App PhysicsCameraCollisionProbe.SweepEye. Deterministic crux test
(start-cell resolution) in Core.Tests with the cottage fixtures; SweepEye glue in
App.Tests. Visible payoff is narrow (the cellar-corner, point 3); the cottage-room
void stays for residual C.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
P1 membership is DONE (proven to already match retail; the 0/11 was a cdb capture artifact;
merged + pushed). P2 root cause localized to BSP Path 5 grounded step-up: the Path 5 wrappers
(DoStepUp=retail step_up, DoStepDown=retail step_down) are verified faithful + reached; the
divergence is in the step-up CLIMB (find_walkable/step_sphere_down up-adjust when sp.StepUp=true).
- docs/research/2026-06-03-p2-door-stepup-handoff.md: canonical P2 pickup + fresh-session prompt +
DO-NOT-RETRY (the wrappers) + the tooling note (xunit swallows Console.WriteLine).
- master-plan §3: P1 marked DONE + the (a)-(d) deletes/unifications re-scoped to approval-gated
refactors of working code; P2 localization recorded.
- CLAUDE.md M1.5: dated 2026-06-03 pointer (P1 done, P2 active, render seam in P3/P4, pickup doc).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The doorway saga (void -> transparent walls -> flaps) proved patching the hybrid is hopeless:
retail does membership + collision + camera + render as ONE coupled pipeline; acdream
reimplemented pieces with mismatched criteria at the seams. Master plan to port ALL of it
verbatim: A membership (find_cell_list/find_transit_cells/find_building_transit_cells intrinsic,
no bridge), B uniform collision (no indoor/outdoor fork) + door collision, C camera
(update_viewer + find_visible_child_cell), D the full PView render (ConstructView/InitCell/
ClipPortals/GetClip/DrawCells/DrawPortal + the update_count watermark). KEEP/REPLACE/DELETE
lists, decomp anchors per function, P0-P6 sequence (apparatus-first, foundation-up, visual gate
each), and the kickoff prompt. Supersedes the render-only redesign's scope.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The inside/outside render currently splits viewpoints: the player cell roots
visibility + the portal side-test, the eye only projects. Retail uses ONE
viewpoint — the collided camera (viewer) — for the mode decision, indoor root,
side-test, AND projection (RenderNormalMode -> DrawInside(viewer_cell) @92675;
InitCell side-test vs viewer.viewpoint @432991; viewer_cell = sphere_path.curr_cell
@92871). The split makes the render mode follow the player while the screen comes
from the camera -> doorway-straddle void + see-through transition (user evidence
2026-06-03). Spec unifies on the viewer: V1 un-split (robust viewer cell from the
camera sweep, no AABB/grace -> no U.4c flap; lighting stays on the player cell),
V2 DrawPortal (outside-looking-in), V3 floor seal. Supersedes residual-A; merges
A+C. Keeps the blue-hole fix (CurrCell player-only).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Canonical handoff: docs/research/2026-06-03-membership-and-bluehole-shipped-handoff.md
(what shipped: membership Stage 1 ordered-CELLARRAY port + the blue-hole render-root
clobbering fix; the full remaining-issues list — A camera-collision, B R1b particles,
C R2 outside-looking-in, Stage 2 membership, #7 stairs, the 5-test baseline; KEEP/
DON'T-REDO; key files + decomp anchors; copy-paste pickup prompt for next session).
- ISSUES.md: recorded the cottage doorway flap DONE (both causes) in Recently closed.
- render design spec §7: R1 + flap marked DONE; A/B/C mapped to the next render phases.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Resolves the plan §3 open questions with the user this session:
- object/entity/particle draw = LITERAL PER-CELL LOOP (retail DrawCells),
not a global MDI batch with per-instance clip. Fidelity > perf > blast-radius.
- sequencing = HOLISTIC: build the per-cell DrawInside directly; no intermediate
global-pass gate-fix. First visual gate = sealed cottage interior, no bleed.
- terrain in the seal = FAITHFUL: drawn only through the exit-portal clip, never
as a floor under the interior. Inventory's 'relax Skip' suggestion REJECTED as a
non-retail workaround; grey-floor = a sealing bug (verify cell mesh in R1).
- WB mesh pipeline KEPT (per-cell draws from the global buffers, batched within a
cell); two-camera invariant preserved (eye projects, player cell roots visibility).
Phases (holistic): R1 unified per-cell DrawInside (the core) -> R2 outside-looking-in
(DrawPortal) -> R3 dungeons -> R4 polish+cleanup. Each ends GREEN + a user visual gate.
Retail anchors cited throughout (RenderNormalMode 0x453aa0, DrawCells 0x5a4840, etc).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Stage 1 (return swept sp.CurCellId, 3e1d502) was gated and the doorway strobe
PERSISTS: [cell-transit] still flips 0170<->0031. Airtight root from code analysis:
Transition.FindEnvCollisions re-derives the cell from the STATIC origin via
engine.ResolveCellId at TransitionTypes.cs:1947 and clobbers sp.CheckCellId (:1949)
at the start of every sweep pass — a second, earlier static re-derive the four
studies missed (they targeted the late return-site). It is the sole path that can
set an indoor swept cell outdoor (the containment pick at :2075 skips outdoor cells).
:1947 is dual-purpose (jitter source AND the only indoor->outdoor exit), so Stage 2
must replace it with a directed exit-portal crossing + do_not_load prune + exitOutside
re-gate — a careful #98-area rework, not a one-line delete. Render residuals at the
gate (no interior outside-looking-in, blue-through-door, particle/NPC bleed) are all
expected Stages 3-5, not Stage-1 regressions. Stage 1 is kept (correct + necessary).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Four independent decomp studies (Opus 4.8 x2, Sonnet 4.6, external Codex)
converge: retail carries the cell through the collision sweep (validate_transition
advances curr_cell only on an accepted move, reverts on a block) and commits it in
SetPositionInternal — it never re-derives membership from a static resting position.
acdream already ports the sweep machinery (sp.CurCellId/CheckCellId, ValidateTransition,
CheckOtherCells) but ResolveWithTransition discards the swept cell and re-derives
statically via ResolveCellId (PhysicsEngine.cs:909/928) — the root of the
0170<->0031 doorway/cellar ping-pong. The do_not_load_cells prune is secondary
(static/cross-cell lists), not the anti-flicker; W2b was doubly misplaced and is reverted.
Render: one PView::ConstructView portal traversal over the same cell graph, rooted at
the physics current cell; seen_outside (not a dungeon flag) gates landscape; the outside
draws through exit portals clipped to the doorway (no blue-hole, no stencil split).
Dungeons/interiors share the machinery; "underground" is emergent.
Design doc lays out the staged, evidence-first rewrite (Stage 0 diagnostic ->
Stage 1 transition-owned membership [visual gate] -> Stage 2 CELLARRAY/prune parity ->
Stages 3-5 render root + PView seal + entity clip). Adds the shared research prompt and
all four study reports as the grounding record.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Pixel-grounded investigation concluded the indoor 'world from below' is a cell-MEMBERSHIP disagreement between render-side CellVisibility and physics-side ResolveCellId, not any single draw gate (terrain has one gated draw path; it leaks only on render null-root frames). Decision with user: full migration onto one retail CObjCell graph across physics+collision+render+streaming, staged in 5 verify-each cycles. This lands the evidence model + the Stage 1 (ObjCell scaffold) design. No code yet.
- docs/research/2026-06-02-render-cell-membership-evidence.md (the why, from pixels)
- docs/superpowers/specs/2026-06-02-unified-cell-graph-stage1-design.md (Stage 1)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A week on the indoor render (Phase U.4 → U.4c → 2026-05-31) fixed the flap but
produced NO shippable progress: walls/ceiling don't seal, outdoor terrain is
visible from inside (#78), the enclosure reads grey/transparent. Root cause is
ARCHITECTURAL, not a bug.
Evidence this session (direct, via the new [shell] probe + screenshots) RULED OUT
every subsystem except the gating architecture: the interior cell shells render
fine (geometry/texture/opaque/depth all correct, zh=0 tr=0); the visibility
traversal computes correct sets + non-empty portal clips; cull mode is fine; the
camera/eye thread was a detour. The residual is that OUTDOOR geometry is not gated
to portal openings when indoors, and acdream enforces visibility THREE inconsistent
ways (TerrainClipMode / per-cell shell clip / entity ParentCellId filter with an
outdoor-stab bypass) instead of retail's ONE PView gate.
This commit is the reset handoff + documentation, not a code fix:
- docs/research/2026-05-31-render-architecture-reset-handoff.md — canonical: honest
state, evidence ledger (ruled-out / do-not-repeat), the mapped 3-gate patchwork,
the retail PView target (one traversal → one gate for ALL geometry), the reset
mission, and a copy-paste pickup prompt.
- docs/architecture/acdream-architecture.md — new "Render Pipeline" SSOT section
(current divergence + unified-PView target + the one rule: compute visibility
once, enforce it once). (Doc has pre-existing corruption below this section —
flagged for separate cleanup.)
- Apparatus: ACDREAM_PROBE_SHELL → [shell] (EnvCellRenderer per-cell prepared/drawn
geometry + flags) added to RenderingDiagnostics + EnvCellRenderer. Throwaway.
- docs/superpowers/specs/2026-05-31-camera-collision-indoor-engagement-design.md —
spec for e099b4c (camera collision; now parked as orthogonal to the seam).
Next session: STOP point-fixing; do the architecture reset to a single PView gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Grounds the visible-cell SET in the stable per-cell PVS (stab_list) + seen_outside,
refreshed on cell entry, the way retail does (grab_visible_cells 311878, add_views
433382, DrawInside 433793). Our PortalVisibilityBuilder rebuilds the set per-frame
from a pose-brittle CameraOnInteriorSide walk, so a flipped side-test drops the exit
cell, empties OutsideView, and TerrainMode.Skip flaps terrain/shells off at the
doorway. Both stable inputs already live in-process (envCell.VisibleCells,
envCell.Flags & SeenOutside); U.4c is plumbing + grounding, not new dat parsing.
Apparatus-first: characterize the flap on a live ACDREAM_PROBE_VIS capture + port the
add_views/ClipPortals/AddToCell semantics to pseudocode before implementing; the
builder is not declared correct until a live [vis] shows non-empty + narrowing
OutsideView. No hysteresis band-aid (forbidden). Indoor rendering untouched.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
One PView-faithful portal-visibility pass replacing the abandoned two-pipe
(inside/outside) split (#103). Settled in brainstorm 2026-05-30:
- Full Phase U in one spec (indoor BFS + outdoor building-peering + dungeon
fixpoint + distance-priority ordering + reciprocal OtherPortalClip).
- Per-cell gate = hardware clip planes (gl_ClipDistance) + scissor pre-check
(retail's two-level model); structurally immune to the #103 global-mask flood.
- Terrain stays its own path, gated to OutsideView (retail-faithful; NOT the
handoff's "terrain as cells" sketch).
- Salvage = reuse the clip math (PortalView/ScreenPolygonClip/PortalProjection,
~36 tests), rework the builder (PortalViewBuilder), delete the stencil pipeline
+ GameWindow two-pipe orchestration. Audited keep-list preserves the real
EnvCellRenderer / BuildingId / camera-collision fixes.
Staged U.1-U.6 with three visual gates. Retail anchors + acdream file:line
injection points catalogued in the spec.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The 2026-05-18 retail-chase-camera spec scoped collision out citing "retail
doesn't raycast." Phase A8.F falsified that (SmartBox::update_viewer DOES sweep
viewer_sphere); mark the note superseded and point to the A8.F spec.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Code review found the probe passed ObjectInfoState.None; retail's
SmartBox::update_viewer calls init_object(player, 0x5c) =
IsViewer|PathClipped|FreeRotate|PerfectClip (pseudo-C :92864). PathClipped makes
the sweep hard-stop at first contact (TransitionTypes.cs:811) instead of
edge-sliding around corners (which would re-trigger the A8.F camera-cell
instability); IsViewer lets the eye pass through creatures, colliding only with
world geometry. Resolves the spec's slide-vs-stop open question. Also reset
CollideCamera in the Defaults_AreRetailValues baseline test (review: maintenance
trap). Spec §5.1/§11.1 synced.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Bite-sized TDD plan for the swept-sphere camera collision: CollideCamera flag,
ICameraCollisionProbe + PhysicsCameraCollisionProbe (reuses ResolveWithTransition),
RetailChaseCamera slot-in, GameWindow wiring, Camera-menu toggle, visual
acceptance. Also refines the spec from planning findings: the InitPath +radius
sphere-center offset (ToSpherePath/FromSpherePath z-shift) and the deterministic
probe test scope (z-offset round-trip + cellId==0 guard; collision correctness
rides the existing sweep suite + visual).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Design for porting retail's stage-2 camera collision (SmartBox::update_viewer):
sweep a 0.3 m sphere from the head-pivot to the damped eye via the existing
ResolveWithTransition engine (collides both indoor cell walls and GfxObj
building shells, e.g. the cottage cellar per #98/#101), publish the stopped
position as the eye. Fixes the A8.F flap by keeping the eye out of walls so the
camera-cell + portal side-tests stay stable. Self-skip via LocalEntityId; gated
by CameraDiagnostics.CollideCamera (default ON). Corrects the prior
retail-chase-camera spec's "no camera collision" note.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
The 2026-05-28 handoff's "uncommitted A8 batch" is stale: 5dc4140 landed
the batch after the handoff. Step 0 reduces to stripping the leftover
ACDREAM_A8_DIAG_* flags (still present in RuntimeOptions + GameWindow).
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Faithful port of retail PView recursive portal-clip visibility
(ConstructView/ClipPortals/GetClip) to fix the residual A8 cellar flap.
Key finding: WB has no per-portal recursion — the flat-stencil algorithm
cannot express the fix; the recursion is retail-only. Builder ports as
GL-free CPU math producing a recursively-clipped OutsideView; enforcement
maps onto the existing A8 stencil pipeline. Builds on (does not supersede)
the A8 WB full-port baseline.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Both documents retained for historical reference. The new full-WB-port
design + plan (2026-05-26-phase-a8-wb-full-port-design.md + plan, ea60d1f +
651e7e2) replace them.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Brainstorm-approved design for the A8 R3.5 → restructure pivot. Replaces
the R3.5 v1+v2 frankenstein (terrain twice + depth-clear workaround) with
WB's RenderInsideOut order verbatim: skip initial sky+terrain when inside,
delete the depth-clear, add a stencil-gated sky step inside the indoor
branch so windows show real sky (closes R4 Issue B).
Unifies the two-flag asymmetry (cameraInsideCell lenient + cameraReallyInside
strict) into a single strict cameraInside flag via PointInCell. Grace
mechanism in CellVisibility stays alive for non-render consumers.
Six tasks ahead, in order:
RR0 — pre-restructure falsification spike (Issues A + C on main?)
RR1 — revert R3.5 v1+v2 (38d5374 + 2bfeafd)
RR2 — restructure render frame to WB-faithful order
RR3 — verify SkyRenderer doesn't toggle stencil state
RR4 — visual verification matrix (cottage/cellar/inn/dungeon + transitions)
RR5 — ship docs (close#78; file new follow-ups if pre-existing on main)
Next: superpowers:writing-plans to produce the per-task plan.
Note: the design references two predecessor docs that are currently
untracked in this worktree (entity-taxonomy + phase-a8-replan). Their
contents are read-stable on disk; committing them is a separate concern
(they belong to the prior session's work). The handoff doc this design
continues from is at f90fa2f.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Captures the brainstorm session 2026-05-24 evening after A6.P4 slice 1
(b49ed90) shipped without closing #99. Investigation surfaced the actual
root cause: doors register as a single 14cm × 20cm bounding-cylinder
approximation derived from Setup.Radius/Height fallback. Their real
collision-bearing geometry lives in per-part GfxObj BSPs (3 parts for
Setup 0x020019FF), including the threshold polygon spanning the doorway.
Retail-faithful design: every server-spawned entity registers N shadow
entries (one per CylSphere + one per Sphere + one per Part-with-BSP),
all sharing the same EntityId. UpdatePhysicsState propagates ETHEREAL
flips to all entries via the existing EntityId-iteration path. Unifies
the live-entity and landblock-static registration code paths under one
ShadowShapeBuilder.
Retail anchor: CObjCell::find_obj_collisions → CPhysicsObj::FindObjCollisions
→ CPartArray::FindObjCollisions → CPhysicsPart::find_obj_collisions →
CGfxObj::find_obj_collisions. One PhysicsObj per entity, parts iterated
internally for collision (acclient_2013_pseudo_c.txt:276776-275055).
Five-commit migration sequence; tests at three layers (builder unit tests,
registry behavior tests, live-capture regression pin). Approach A approved
by user 2026-05-24.
Spec stands on its own as M1.5 work; not formally assigned a phase letter
per CLAUDE.md's "don't invent phase numbers on the fly" rule.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Knowledge-preservation pass after the issue #98 cellar-up fix shipped
(`b3ce505`). Closes the saga's documentation loop and plans the next
phase.
Changes:
- docs/research/2026-05-23-a6-p3-issue98-comparison-harness-findings.md
Appended "Resolution 2026-05-24" section: v3 hypothesis falsified,
actual mechanism (head-bump cottage GfxObj floor poly from below)
confirmed, b3ce505 fix shipped, known door regression flagged.
Memory artifacts cross-referenced.
- docs/ISSUES.md
#98 moved to DONE with full resolution writeup + decomp anchors.
#99 filed: door regression at building thresholds (caused by
b3ce505's indoor-primary gate). Closes via A6.P4.
#100 filed: transparent rectangular patches around houses
(terrain rendering). Bisect found commit 35b37df introduced the
hiddenTerrainCells mechanism that collapses 24m outdoor cells
when buildings sit in them; cottage building only fills part of
its cell so the rest of the 24m cell shows the sky-bleeding gap.
Three fix-path options documented.
- docs/superpowers/specs/2026-05-24-phase-a6-p4-retail-shadow-architecture.md
Full A6.P4 design doc. Three-slice plan: (1) query-side portal
expansion to close#99 while preserving #98 fix, (2) port retail's
BuildShadowCellSet at registration time so per-cell semantics match
`CObjCell::find_cell_list`, (3) remove b3ce505 stopgap entirely.
Decomp anchors, file-by-file plan, risk inventory, open questions.
Memory entries written separately (out-of-tree at
~/.claude/projects/.../memory/):
- feedback_retail_per_cell_shadow_list.md
The architectural lesson: retail uses per-cell shadow_object_list
with portal-aware registration; our landblock-wide spatial
registry diverges at indoor/outdoor seams.
- feedback_apparatus_for_physics_bugs.md
The apparatus-first pattern that cracked the saga: live capture +
fixture dump + replay harness. Template for future physics bugs.
Quote rule: "when a physics bug is resisting and you catch
yourself about to ship 'fix attempt N+1 with no new evidence,'
STOP. Build the apparatus first."
- MEMORY.md index updated with both new entries.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Brainstormed + approved 2026-05-21 for M1.5 milestone work. Designs
the cdb probe spike methodology (7 retail breakpoints + new
[push-back] probe) to capture retail's per-tick BSP collision
response state at 9 indoor scenarios (4 buildings + 5 dungeon sites)
and compare against acdream. Working hypothesis: BSPQuery.AdjustSphereToPlane
or its callers over-correct vs retail, producing the family of
indoor symptoms (walls walk through, ping-pong, vibration, multi-Z
falling) plus driving the existing #90 + TryFindIndoorWalkablePlane
workarounds. A6 ships in 4 slices: P1 probe spike, P2 analysis,
P3 surgical fixes, P4 workaround removal + acceptance.
Phase O (DatPath Unification) pre-empted M1.5 and shipped 2026-05-21;
A6 resumes from Phase O state. Phase O only touched rendering/dat
code; indoor physics design is unchanged.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Plan: 7 tasks decomposing spec T2..T9 with bite-sized TDD-style steps,
exact file paths, commit-message templates, and a T4 safety-check
branch (refactor in place if ObjectMeshManager._dats call sites <=20;
fall back to thin adapter otherwise).
Spec fix: §4.1 mesh-pipeline files now correctly placed under
src/AcDream.App/Rendering/Wb/ instead of Core (ObjectMeshManager uses
Silk.NET.OpenGL types from Managed* wrappers, and CLAUDE.md forbids
Core depending on GL). §4.2's layer split (TextureHelpers in Core,
rest in App) was already correct.
Plan task order: T2 (setup) -> T5 (Core helpers, lowest risk) ->
T3 (App GL infra) -> T4 (App mesh pipeline + dat-shim) -> T7 (drop
refs + cleanup) -> T8 (visual verification) -> T9 (ship). T5 moved
earlier than spec order to validate the namespace migration flow on
small-blast-radius files before the load-bearing T4.
Self-review: all 12 spec decisions (O-D1..O-D12) mapped to plan tasks;
placeholders intentional + explained (MIT license body fetched at T2
step 4; commit-message parameters filled at task close).
Spec: docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
O-T1 audit (REPORT-ONLY) maps acdream's transitive closure on WorldBuilder:
33 files / ~7.7K LOC across Chorizite.OpenGLSDLBackend (28 files) and
WorldBuilder.Shared (5 files). Verdict on O-Q1 (thread-model): SAFE —
adapters run render-thread only; no worker-thread access to WB code.
Spec amendments incorporated via brainstorm:
- O-D7: Refactor ObjectMeshManager to take DatCollection directly (not
via adapter). T4 safety check — fall back to thin adapter if call-site
count >20.
- O-D8: Drop LandSurfaceManager, EnvCellRenderManager, PortalRenderManager,
TerrainRenderManager from the extract list — audit confirmed not reachable
(we have our own ports or never used them).
- O-D9: Promote 3 internal types in Chorizite to public on extraction
(EmbeddedResourceReader, TextureFormatExtensions, BufferUsageExtensions).
- O-D10: Strip [MemoryPackable] from TerrainEntry (we don't serialize).
- O-D11: Namespace AcDream.Core.Rendering.Wb.* for extracted code.
- O-D12: Drop ResolveId + [indoor-upload] NULL_RESULT diagnostic block.
Task breakdown: T6 (EnvCell/portal) eliminated; T5 (stateless helpers)
shrinks to 0.5d; T4 (mesh + refactor) grows to 2.5d. Net effort estimate
holds at ~7.75d.
All originally-open spec questions are now closed (Q1/Q2/Q3/Q4) or
deferred to T3 with an explicit verify step (Q5: SixLabors.ImageSharp
reachability).
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>
Port retail's CTransition::check_other_cells (acclient_2013_pseudo_c.txt
:272717-272798) into Transition.FindEnvCollisions so the foot-sphere
sees walls in EVERY cell it overlaps, not just the one cell the player's
center is in. Closes the Holtburg inn vestibule wall walk-through
(cell 0xA9B40164 has only 4 polys; adjacent 0xA9B40157 has 23 walls
that are never queried today).
Architecture: new CellTransit.FindCellSet overload (preserves the
candidate HashSet that FindCellList currently discards), new private
Transition.CheckOtherCells method (direct port of the retail loop),
one wire-up in FindEnvCollisions between the existing primary-cell BSP
return and the synthesis fall-through. ~380 LOC total.
Out of scope: FindObjCollisions (already landblock-radius broadphased),
synthesis multi-cell search (A3's job), var_4c re-target (defer).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
ISSUES #83 Phase A1. Landblock stabs (entity.Id 0xC0XXYY00+n per
LandblockLoader.cs:55) were being registered with TWO collision
shadows: the correct per-part BSP at `entity.Id*256 + partIdx`, AND a
redundant mesh-AABB-fallback cylinder at `entity.Id`. The fallback
clamped to 1.5m radius, centered at the building's mesh origin,
producing user-reported "thin air" collisions inside cottages and
within 2m of building exteriors.
The fallback was originally designed for canopy-only-BSP procedural
scenery (0x80XXYY00+n) — trees whose BSP covers the canopy but not
the trunk. Landblock stabs have full BSP coverage and don't need it.
Probe evidence (launch-thinair capture):
- 0xC0A9B479 cylinder fallback (Holtburg cottage): 104 hits in a
short capture session, all inside the cottage main room
(cell=0xA9B4013F), ~2m from the building's mesh origin.
- 0xA9B47900 BSP (the actual cottage walls): 52 legitimate hits.
Fix: one new bool _isLandblockStab + one clause in the existing
mesh-AABB-fallback gate.
Spec: docs/superpowers/specs/2026-05-21-cylinder-fallback-dedup-design.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>