Audit during N.3 follow-up uncovered that WB's TerrainUtils
CalculateSplitDirection uses a different math expression than
retail's FSplitNESW (the AC2D-cited polynomial 0x0CCAC033 etc that
our visual terrain mesh and physics already share). Substituting
TerrainSurface.SampleZ with WB's GetHeight in isolation would
re-introduce the triangle-Z hover bug from earlier work — physics
and visual mesh would pick different diagonals on disputed cells.
Updates:
- ISSUE #51 documents the divergence with file references and the
research that's needed when N.5 picks this up.
- Roadmap N.2 entry flags the dependency on N.5 and the reasoning
("not low-risk after all").
N.1's conformance proved slope-filtering equivalence (boolean
walkable verdict), not formula equivalence. The lesson is captured
in memory (feedback_wb_migration_formulas.md, not in-repo).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Walked Holtburg with the user; no texture regressions on terrain
blending, mesh textures, scenery clipmap edges, or building surfaces.
The deliberate A8 non-additive change (R=G=B=255,A=val) produced no
visible delta on entity textures. Phase N.3 is shipped end-to-end.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Roadmap: N.3 row added to shipped table; sub-phase block updated from
ahead-estimate to shipped summary. Document header date bumped.
Plan: docs/superpowers/plans/2026-05-08-phase-n3-texture-decode-via-wb.md
captures the audit + per-format substitution strategy + A8 isAdditive
divergence resolution that drove this phase.
No ISSUES.md update — visual verification at Holtburg is the remaining
gate; if the A8 non-additive change produces a visible delta on entity
textures, an issue gets filed there.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Decode_A8_ExpandsSingleByteToRgbaWithAlphaInAllChannels renamed to
Decode_A8_NonAdditive_ProducesWhitePlusAlpha with updated expectations
(R=G=B=255, A=val) matching the new default isAdditive:false WB semantics.
Decode_CustomLscapeAlpha_TreatedIdenticallyToA8 updated to the same
non-additive expectation (255,255,255,val).
New test Decode_A8_Additive_ReplicatesByteToAllChannels documents the
isAdditive:true path (R=G=B=A=val) used by TerrainAtlas alpha maps.
8 pre-existing failures unchanged. 883 pass.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Nine tests covering INDEX16 (normal + clipmap), P8, A8R8G8B8, R8G8B8,
A8Additive (matches our current DecodeA8), A8 non-additive (documents
the divergence), R5G6B5, A4R4G4B4. All run before any substitution --
they prove equivalence, not test the substitution.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Roadmap updates after Phase N.1 ship:
- Marks N.0 (submodule + project refs setup) as ✓ SHIPPED with the
c8782c9 commit reference
- Updates N.2-N.9 effort estimates with realistic post-N.1 numbers
(originals were 1-2 days / 1 week / 2 weeks; realistic numbers
factor in conformance-test discovery, ACME-vs-Chorizite delta
hunts, and the visual-verification-then-revert cycle that ate
most of N.1's calendar time)
- Adds a "Lessons from N.1" subsection so future N phases benefit
from the rotation-bug-conformance-test pattern, the ACME divergence
insight, and the "whackamole = stop" rule
- Updates total calendar estimate to 3-4 months / 10-12 engineering
weeks for N.2-N.9 (was 2-3 months / 6-8 weeks)
New handoff doc at docs/research/2026-05-08-phase-n3-handoff.md
captures everything a fresh agent picking up N.3 (texture decoding)
needs: phase context, what to read first, suggested task decomposition,
watchouts (especially the ACME-divergence and conformance-test
lessons), and where to start.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds Phase N.1 to "Phases already shipped" table at top of roadmap,
updates the Phase N section to mark N.1 with checkmark SHIPPED status,
and files the known road-edge-tree cosmetic difference at landblock
0xA9B1 in ISSUES.md as issue #50 follow-up.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase N.1 step 8 (final code cleanup): now that ACDREAM_USE_WB_SCENERY
has been default-on (commit b84ecbd), remove the legacy in-line
algorithms so we don't accumulate dead-code drift.
Deleted:
- SceneryGenerator.UseWbScenery (feature flag)
- SceneryGenerator.IsOnRoad / DisplaceObject / RoadHalfWidth (legacy
ports — Generate used to call them)
- The legacy in-line implementation in Generate()
- SceneryGeneratorTests.DisplaceObject_* (test the deleted method)
- SceneryWbConformanceTests.cs entirely (purpose served — proved
equivalence pre-migration; would compare WB to WB after delete)
Renamed:
- GenerateViaWb -> GenerateInternal (it's the only path now)
Kept:
- Public IsRoadVertex predicate (small surface, useful)
- WbSceneryAdapter (consumed by GenerateInternal)
- All WbSceneryAdapterTests (still cover the adapter)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase N.1 step 7: flips ACDREAM_USE_WB_SCENERY to default-on after
visual verification at Holtburg confirmed Issue #49's previously
missing edge-vertex trees are still visible and rotation is correct.
A known cosmetic difference (the road-edge tree at landblock 0xA9B1)
remains. ACME WorldBuilder applies an additional per-vertex road
check that suppresses it; we tried adding it (commit e279c46) but
it over-suppressed in other landblocks (reverted in 677a726). Filed
as a follow-up issue in ISSUES.md (added in Task 8).
ACDREAM_USE_WB_SCENERY=0 still reverts to the legacy path. Task 8
will delete the legacy path entirely once a session passes without
visual regressions on default-on.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase N.1 hotfix: scenery near a road still rendered in acdream
even with WB-backed generation. Investigation (worktree session
2026-05-08) showed ACME WorldBuilder skips the entire vertex when
its road bit is set, before any per-object spawn rolls. ACME line:
references/WorldBuilder-ACME-Edition/WorldBuilder/Editors/Landscape/GameScene.cs:1074
if (entry.Road != 0) continue;
This check was previously REMOVED in commit 833d167 with a comment
claiming retail doesn't have it. The comment was wrong: ACME mirrors
retail and keeps the check, and the upstream Chorizite/WorldBuilder
we forked omits it (which is why our newly-WB-backed Generate path
still produced the bad tree). Adding back to both Generate (legacy)
and GenerateViaWb (WB-backed) for parity.
This does NOT regress #49: the 9x9 loop expansion that recovered
missing edge-vertex scenery is unchanged. Only vertices whose own
road bit is set are now skipped -- same as ACME.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase N.1 step 5: when the flag is set, Generate() delegates to
GenerateViaWb. Default off; flag flips to default-on in step 7
after visual verification.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase N.1 step 4: parallel implementation of Generate() that calls
WB's SceneryHelpers (Displace/CheckSlope/RotateObj/ObjAlign/ScaleObj)
and TerrainUtils (OnRoad/GetNormal) instead of the inline ports.
Not yet wired in — Generate() still runs the legacy path. Step 5
adds the dispatch.
Per-helper conformance tests in step 3 prove the Displace/OnRoad/
GetNormalZ/ScaleObj substitutions are behavior-equivalent. Rotation
is intentionally NOT conformance-tested because our existing port
diverges from retail by ~180°; WB's RotateObj fixes that bug.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase N.1 step 3: prove our inline algorithms match WorldBuilder's
helpers for representative inputs including the 0xA9B1 edge-vertex case.
Four conformance tests pass: Displace, OnRoad, GetNormalZ, ScaleObj.
Our hand-ported algorithms match WB's helpers exactly for these.
Rotation is intentionally NOT conformance-tested. Investigation against
retail's Frame::set_heading (named-retail 0x00535e40) and
Frame::set_vector_heading (0x00535db0) showed our acdream port uses a
shortcut formula `yawDeg = -(450-degrees)%360` that diverges from
retail's atan2 round-trip by ~180°. WorldBuilder's SetHeading ports
the round-trip faithfully and matches retail. Our existing port is
wrong — undetectable visually because per-tree rotation noise masks
the offset. The migration to WB.SceneryHelpers.RotateObj fixes this
bug; adding a conformance test would lock in the wrong behavior.
Bumps IsOnRoad to internal so the OnRoad conformance test can call it.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase N.1 step 2: read the env var into a static bool. No behavior
change yet — the flag is consumed in step 5 when GenerateViaWb is
wired in.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Addresses code-review feedback on commit 26cf2b8. The dropped
ArgumentException length guards were correct to drop because
DatReaderWriter.LandBlock self-initializes Terrain[] and Height[]
to length 81 in its constructor — but that invariant was not
documented anywhere visible to future readers. Adds an XML doc
<remarks> block explaining the guarantee so callers constructing
synthetic LandBlocks know what to expect.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase N.1 step 1: WbSceneryAdapter.BuildTerrainEntries converts our
LandBlock dat type into the TerrainEntry[81] shape WorldBuilder's
TerrainUtils / SceneryRenderManager consume.
Field mapping (TerrainInfo → TerrainEntry):
TerrainInfo.Road (bits 0-1) → TerrainEntry.Road
TerrainInfo.Type (bits 2-6) → TerrainEntry.Type
TerrainInfo.Scenery (bits 11-15) → TerrainEntry.Scenery
LandBlock.Height[i] → TerrainEntry.Height
The spec listed the texture property as 'Texture' but TerrainEntry's
actual property is named 'Type' (confirmed from source). The spec also
described LandBlock.Terrain as ushort[81] but it is TerrainInfo[81] —
DatReaderWriter already decodes the bit fields so the adapter uses
TerrainInfo's named properties rather than raw bit-shift expressions.
Spec: docs/superpowers/specs/2026-05-08-phase-n1-scenery-via-wb-helpers-design.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase N.0 setup for the WorldBuilder migration. Replaces the local
read-only clone of Chorizite/WorldBuilder at references/WorldBuilder/
with a git submodule pointing at our fork
(github.com/eriknihlen/WorldBuilder.git, branch acdream).
Changes:
- .gitignore: exempt references/WorldBuilder from the references/
ignore rule so the submodule can be tracked.
- .gitmodules (new): submodule entry tracking acdream branch on fork.
- src/AcDream.Core/AcDream.Core.csproj: add ProjectReference to
WorldBuilder.Shared and Chorizite.OpenGLSDLBackend so we can call
TerrainUtils, SceneryHelpers, etc. from our Core code.
Build green, all 93 scenery/terrain tests pass. The 8 pre-existing
DispatcherToMovement test failures are unrelated and exist on main.
Notes for users picking up this branch on main:
- After merge, the existing local clone at references/WorldBuilder
may need to be removed before `git submodule update --init` will
populate the submodule.
- Working on the fork happens via `cd references/WorldBuilder && git
checkout acdream && <changes> && git push`. To pull upstream
Chorizite/WorldBuilder fixes: `git remote add upstream
https://github.com/Chorizite/WorldBuilder.git && git fetch upstream
&& git merge upstream/master`.
Next: Phase N.1 — replace SceneryGenerator algorithm calls with
WB's SceneryHelpers + TerrainUtils.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds two design docs and a roadmap entry for the strategic shift
from "port retail rendering algorithms ourselves" to "depend on a
fork of Chorizite/WorldBuilder for rendering + dat-handling."
- docs/superpowers/specs/2026-05-08-phase-n-worldbuilder-migration-design.md
— parent design: integration model (fork + submodule), 10 sub-phases
(N.0 setup through N.10 GL consolidation), strangler-fig phasing
with per-phase feature flags, retail-decomp boundary clarified for
what WB does NOT cover (network, physics, animation, motion, UI,
plugin, audio, chat).
- docs/superpowers/specs/2026-05-08-phase-n1-scenery-via-wb-helpers-design.md
— N.1 detailed design: replace IsOnRoad / DisplaceObject /
slope-normal calc / rotation / scale inside SceneryGenerator.Generate()
with calls to WB's SceneryHelpers + TerrainUtils. Keep data flow,
ScenerySpawn shape, and renderer integration. Add small LandBlock →
TerrainEntry[] adapter. Feature flag ACDREAM_USE_WB_SCENERY=1.
- docs/plans/2026-04-11-roadmap.md — Phase N entry added between
Phase M and Phase J. Lists all 10 sub-phases with effort estimates.
Fork already created at https://github.com/eriknihlen/WorldBuilder.
N.0 setup (replace references/WorldBuilder/ snapshot with submodule,
add project references, build green) is the next implementation step.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Saves the comprehensive inventory of what WorldBuilder provides
(terrain, scenery, static objects, EnvCells, portals, sky, particles,
texture decode, mesh extraction, visibility) vs what acdream still
ports from retail decomp (network, physics, animation, movement, UI,
plugin, audio, chat).
This is the load-bearing reference for the strategic shift from
"port retail algorithms ourselves" to "rely on WorldBuilder for
rendering + dat-handling, port only what WB doesn't cover."
Updates CLAUDE.md:
- Adds top-level instruction: read the inventory FIRST before
re-porting anything in the 🟢 list
- Reframes references/WorldBuilder/ as acdream's rendering BASE,
not just a reference repo
- Updates the "Reference hierarchy by domain" table to point
rendering/dat questions at WorldBuilder, with retail decomp as
cross-check
Subsequent commits will fork WorldBuilder and replace our terrain/
scenery/object rendering with calls into the fork.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The obj_within_block check using Setup.SortingSphere.Radius rejects
far too many spawns. Sorting spheres for trees are 5-10m, creating
a wide exclusion zone around every landblock edge. WorldBuilder
produces correct scenery with just bounds+road+building+slope checks
and no bounding sphere check. Revert to match WorldBuilder's approach.
The single extra tree near the road at vtx=(4,8) in 0xA9B1 remains
as a known minor discrepancy from retail — root cause TBD.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Retail's CLandBlock::get_land_scenes creates a PhysicsObj for each
scenery spawn, then calls CPhysicsObj::obj_within_block (0x00461c30)
which verifies the model's sorting sphere stays within [r, 192-r] on
both axes. Edge-vertex spawns displaced close to the boundary (e.g.,
a tree at Y=190.97 from vertex y=8) get rejected because their sorting
sphere extends past the landblock edge.
We were missing this check, which caused a tree near a road at
~(85, 191) in landblock 0xA9B1 to appear in acdream but not retail.
The tree legitimately passed all other filters (road, building, slope)
but its Setup sorting sphere radius (~2-5m) meant it overflowed the
boundary.
Fix: look up each unique Setup's SortingSphere.Radius from the dat
(cached per objectId) and apply the within-block bounds check after
the slope filter, matching retail's order. GfxObj objects (0x01) use
radius 0 (permissive) since they're typically small single-mesh items.
Also: remove temporary ACDREAM_SCENERY_DIAG logging, fix duplicate
xmldoc on IsOnRoad, update road check reference to named-retail PDB
symbol (CLandBlock::on_road at 0x0052FFF0).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Three fixes to match retail CLandBlock::get_land_scenes (0x00530460):
1. Loop bound: iterate 9×9 vertices (side_vertex_count=9), not 8×8
cells. Edge vertices (x=8 or y=8) produce valid spawns when the
per-object displacement shifts the position back into [0, 192).
Confirmed by named retail decomp do-while condition, WorldBuilder
vertLength=9, ACViewer Terrain.Count=81, AC2D wTopo[9][9].
2. Building suppression: check at the DISPLACED position's cell
(CSortCell::has_building per spawn), not at the loop vertex index.
Matches WorldBuilder buildingsGrid[gx2, gy2] pattern.
3. Slope filter: replace finite-difference gradient approximation
with triangle-aware normal sampling via new static method
TerrainSurface.SampleNormalZFromHeightmap. Picks the correct
triangle via IsSplitSWtoNE, matching retail find_terrain_poly →
polygon->plane.N.z and WorldBuilder's GetNormal().
Tests: 5 new tests for SampleNormalZFromHeightmap (flat=1.0, sloped<1,
cross-validates with SampleSurface instance method) and DisplaceObject
edge-vertex validity.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Self-contained brief for a fresh agent: bug description with the
2026-05-06 screenshot evidence, what's confirmed (Z fix from #48 is
in, Stab placement is correct, dat content matches), five competing
hypotheses (LCG noise drift / cell-coord transposition / Align
reference / slope filter / SceneInfo lookup), and the cdb retail
trace as the gold-standard diagnostic to disambiguate. Same pattern
as the #48 handoff — paste the doc into a new session as the prompt.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes#48 (a few specific scenery trees hover above terrain). Bilinear
fallback in GameWindow.SampleTerrainZ had its diagonal triangle-pair
arms swapped relative to the AC2D split-direction physics path. Both
sampler paths now share TerrainSurface.InterpolateZInTriangle as one
source of truth, pinned by a 1500-point conformance test.
Visual verified at Holtburg landblock 0xA9B30001 — formerly floating
32 m pines (setups 0x020002D3 / 0x020002D9) now sit flush.
Files #49 (separate scenery X/Y placement drift, identified in the
same session via screenshot pair).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes#48. Trees on sloped cells visibly hovered above the visible
terrain because GameWindow.SampleTerrainZ (the bilinear fallback used
during scenery hydration before physics registers a landblock) had
its diagonal arms swapped — used the SEtoNW triangle test on SWtoNE
cells and vice versa. The ACDREAM_DUMP_SCENERY_Z=1 diagnostic showed
every scenery line ran through the bilinear path (streaming race),
so on hilly terrain scenery was placed at a Z up to ~1.5 m off from
the visible mesh.
Latent since ff325ab (2026-04-17 "feat(ui): debug overlay + refined
input controls" carrying along the upgrade). That commit reached for
WorldBuilder TerrainUtils.GetHeight as the secondary oracle and
re-derived the triangle-pair tests; the named-retail / ACE algorithm
in TerrainSurface.SampleZ (used by the physics path / player Z) was
always correct, so player feet stayed flush — the two paths just
disagreed and only scenery noticed.
Fix:
- TerrainSurface.InterpolateZInTriangle (private static) — single
source of truth for the triangle pick + barycentric Z, sourced
from FUN_00532a50 / ACE LandblockStruct.ConstructPolygons.
- TerrainSurface.SampleZFromHeightmap (public static) — heightmap-
byte-array variant for the scenery hydration fallback. Both this
and TerrainSurface.SampleZ (instance) now delegate to the same
InterpolateZInTriangle.
- GameWindow.SampleTerrainZ — thin wrapper over the new static.
- TerrainSurfaceTests.SampleZFromHeightmap_AgreesWithInstance_AcrossWholeLandblock
asserts both sampler paths agree at 1500 sample points across both
diagonals, so future drift gets caught.
The ACDREAM_DUMP_SCENERY_Z=1 diagnostic in BuildSceneryEntitiesForStreaming
is kept committed (env-var gated, zero cost when off) — useful for
the related #49 scenery (X, Y) placement investigation filed in the
same commit.
Visual verified at Holtburg landblock 0xA9B30001 2026-05-06: the
formerly floating 32 m pines (setups 0x020002D3 / 0x020002D9) now
sit flush on the visible terrain mesh.
Test baseline: dotnet test reports the same 8 pre-existing motion /
BSP step-up failures as the handoff doc warned about — no new
failures introduced.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Brings in #38 render-interpolation camera work before testing #48
diagnostic dump.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Per-spawn / per-rendered-mesh log line at scenery hydration: rendered
gfx id, sample source (physics vs bilinear), groundZ, BaseLoc.Z,
finalZ, mesh vertex Z range, and DIDDegrade slot 0 metadata. One log
line lets the user identify a floating tree by world coords and the
data picks the hypothesis (BaseLoc.Z addition / sampler drift /
DIDDegrade selection). Diagnostic-first per CLAUDE.md before the fix.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Keep local physics authoritative at the retail 30 Hz MinQuantum, but expose a render-only position that lerps between completed physics ticks for the player mesh and chase-camera target. Network outbound continues to use the discrete physics position.
Also make the visually confirmed #47 humanoid close-detail DIDDegrade path default-on, with ACDREAM_RETAIL_CLOSE_DEGRADES=0 left as a diagnostic opt-out.
Verification: dotnet build AcDream.slnx -c Debug; focused #38 interpolation tests passed; visual confirmed smooth 2026-05-06. Full dotnet test AcDream.slnx -c Debug --no-build still has the known 8 AcDream.Core.Tests baseline failures.
Co-authored-by: Codex <codex@openai.com>
Files Issue #48 (tree-Z hover on subset of species) and lands the
agent handoff prompt for the next pickup session.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
A few specific scenery GfxObjs render with their trunk base ~0.5-1.5m
above the terrain mesh while the vast majority sit flush. Per-GfxObj-
id ⇒ deterministic across instances. Player Z snap is unaffected.
Side-by-side with retail confirmed the same species place flush there.
Filed with three competing hypotheses: per-GfxObj origin convention
(some tree meshes authored with origin at bbox-center vs trunk-base),
physics-vs-bilinear terrain Z mismatch on NE↔SW-cut cells, or the
same DIDDegrade close-detail story as #47 applied to scenery.
Detailed cut-and-paste handoff for the next agent at
docs/research/2026-05-06-issue-48-handoff.md — covers the diagnostic
dump that disambiguates the hypotheses with one log line per
offending tree.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds the agent handoff prompt for Issue #38 (chase-camera 30 fps
regression from L.5's physics-tick gate).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Brings GfxObjDegradeResolver and the ACDREAM_RETAIL_CLOSE_DEGRADES wiring
that resolves humanoid body parts to their retail close-detail meshes via
DIDDegrade slot 0. User-confirmed visual fix for the bulky/flat humanoid
body bug.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Humanoid bodies (Setup 0x02000001 + heritage variants) rendered visibly
flat / bulky vs retail because we drew the base GfxObj id from Setup /
AnimPartChange directly. Retail's CPhysicsPart::LoadGfxObjArray
(0x0050DCF0) treats that base id as the entry point to a DIDDegrade
table; close/player rendering uses Degrades[0].Id, which is the
higher-detail mesh that carries bicep / deltoid / shoulder geometry.
ACViewer also has this bug — it was the key signal it isn't acdream-
specific. Both clients drew the LOD-3 base mesh (e.g. 14 verts / 17
polys for Aluvian Male upper arm 0x01000055), missing the close-
detail variant (0x01001795: 32 verts / 60 polys).
Adds GfxObjDegradeResolver that walks the table with safe fallbacks
at every step. Wired in GameWindow after AnimPartChange application
and before texture-change resolution so texture overrides match the
resolved mesh's surfaces. Gated by ACDREAM_RETAIL_CLOSE_DEGRADES=1
and scoped to humanoid setups (34 parts with >=8 null-sentinel
attachment slots) while the fix bakes — the change is harmless on
non-humanoid setups (resolver falls back to base when no degrade
table) but we hold the broader sweep until LOD distance plumbing
lands.
User confirmed visually 2026-05-06: bicep, deltoid, and back-muscle
definition match retail.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Self-contained pickup brief for the bulky-humanoid bug. Has:
- the bug + acceptance criterion
- everything ruled out this session (with evidence)
- starting facts confirmed via diagnostics
- 4 ranked hypotheses (per-vertex normals → ambient → MSAA → frame
composition) with concrete tests for each
- diagnostic env vars + their output shapes
- the CLAUDE.md grep-named-first workflow
- files most likely to need edits
- live test workflow (env vars, expected entities in Holtburg)
- constraints (don't break drudges / scenery / +Acdream local view)
Designed to drop straight into a fresh agent's prompt window.
Filed #47 in docs/ISSUES.md — humanoid characters using Setup 0x02000001
(players + Woodsman + other Aluvian NPCs) render visibly bulkier and less
shape-defined than retail's view. Drudges and other monster setups render
identically. Independent of equipment (naked +Je still shows it).
Investigation this session ruled out 0xF625 ObjDescEvent drops (real bug,
fixed in e471527, but doesn't explain shape), HiddenParts overlap,
ParentIndex walking (animation frames are setup-root coords already),
and player-specific data flow (NPCs using same setup affected too).
Diagnostic infrastructure landed alongside the issue (env-var-gated, no
runtime cost when off):
- ACDREAM_DUMP_CLOTHING=1 now also prints:
- setup.Parts.Count, flatten.Count, APC count on header
- ParentIndex[] and DefaultScale[] arrays
- IdleFrame per-part Origin + Orientation (first 17 parts)
- per-part EMIT line: gfx, subMeshes count, triangle count
- TOTAL triangle / meshRef counts per entity
This is what nailed down "all 34 parts emit" + "animation frames are
setup-root not parent-local" + "humans get setup-wide 180°-Z rotation
that drudges don't" — saved hours next session.
Open hypotheses for #47 next session: per-face vs smoothed vertex
normals (per-vertex normals from dat may be face-style for human
GfxObjs but smooth for monsters), low cell ambient leaving back faces
flat-shadowed, missing MSAA on the GL window.
Retail-driven players observed from acdream rendered with stale
appearance — wrong skin/hair palettes, missing clothing — because
ACE's mid-session appearance broadcasts (equip/unequip/tailoring/
recipe/option-toggle) ride opcode 0xF625 ObjDescEvent and acdream
silently dropped them. Initial CreateObject carries the appearance
at spawn time, but every later equip change only updates via 0xF625
(per Skunkwors protocol docs in ACE/.../GameMessageObjDescEvent.cs).
Retail handles via SmartBox::HandleObjDescEvent (named-retail 0x453340).
Why: the retail observer sees the *server-relayed* view of remotes,
not retail's local build, so dropping ObjDescEvent freezes appearance
at the partial state in the first CreateObject.
How:
- Extract CreateObject's ModelData parsing into reusable
CreateObject.ReadModelData(span, ref pos) returning
(BasePaletteId, SubPalettes, TextureChanges, AnimPartChanges).
- Add ObjDescEvent.cs (parser for 0xF625):
body = u32 opcode | u32 guid | ModelData | u32 instanceSeq | u32 visualDescSeq.
- WorldSession.AppearanceUpdated event + dispatcher branch.
- GameWindow.OnLiveAppearanceUpdated splices new ModelData onto the
cached spawn and replays via OnLiveEntitySpawned. The dedup at the
start of OnLiveEntitySpawnedLocked tears down the old GPU/animated/
collision state cleanly before rebuild.
- _lastSpawnByGuid cache populated at spawn-end and tracked through
UpdatePosition so re-applies use current position (no pop-back to
login spot on equip toggle).
- ACDREAM_DUMP_APPEARANCE=1 env var prints structured SP/TC/APC
decode for every 0xF625 — replaces the earlier raw-hex preview.
- ACDREAM_DUMP_CLOTHING extended with setup.Parts.Count, flatten.Count,
and per-part triangle counts for offline polygon-budget audit.
Tests: 4 new ObjDescEvent tests (round-trip + parser drift guard);
269 net tests green. User-verified live: skin/hair colors match
retail's character data; equip/unequip no longer pops position.
Note: a separate "puffy arms / bulky body" geometry issue remains
where base body parts visibly overlap clothing meshes — different
root cause, tracked separately.
#45 — closed by commit e9e080d. PlayerMovementController hands a raw
localAnimSpeed (1.0 slow / runRate fast); UpdatePlayerAnimation now
scales sidestep cycles by WalkAnimSpeed/SidestepAnimSpeed × 0.5 to
match ACE's BroadcastMovement formula. User-verified.
#46 — filed. Retail clients observing acdream's local +Acdream
character see visibly blippy / laggy movement. Local acdream view of
the same character is fine; acdream observing retail-driven
characters is also fine (after #39 / #45). The degradation is
specifically on the OUTBOUND path. Likely culprits ranked: AutoPos
heartbeat cadence (acdream's fixed 200 ms is suspect per
project_retail_motion_outbound memory), MoveToState send conditions,
sequence counters, or absent HasVelocity on UPs. Verification approach
documented (two retail clients + one acdream side-by-side; cdb
breakpoint count of MovementManager::unpack_movement on retail
observer).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User observed (during fix#5 visual verify of #39): "our own Acdream
client renders sidestep walking too slow". Filed as #45.
Root cause: PlayerMovementController.cs:871 computes localAnimSpeed as
the raw `runRate || 1.0`, while ACE's BroadcastMovement converts
inbound MoveToState SidestepSpeed via
speed × 3.12 / 1.25 × 0.5
(Network/Motion/MovementData.cs:124-131). Observer-side cycles play at
the ACE-scaled value (~1.248 slow / ~3.0 fast clamped); the local
cycle was playing at the raw 1.0 / runRate — about 80% of retail
cadence for slow strafe.
Fix: in UpdatePlayerAnimation, when animCommand is SideStepLeft / Right
(low byte 0x0F or 0x10), multiply animSpeed by
WalkAnimSpeed / SidestepAnimSpeed × 0.5 = 3.12 / 1.25 × 0.5 = 1.248
before calling SetCycle. Same factor as ACE; no clamp on the local
side (sequencer handles MultiplyCyclicFramerate naturally).
Forward / backward / turn cycles unchanged — those use WalkAnimSpeed
or RunAnimSpeed as base, where localAnimSpeed = wire ForwardSpeed
already produces the right cadence.
Build clean. Visual verify pending: user reports slow-strafe cadence
should match retail / our own observed-remote rendering after this.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User observed the Shift-toggle cycle transition was "not as fast as
retail" after fixes #3-#5 landed the velocity-fallback path. Worst-case
added latency was the full 500 ms grace window before the first UP
could refine the cycle.
200 ms covers the actual UM/UP race — UMs arrive on direction-key
events, UPs at 5-10 Hz, so the first UP after a fresh UM lands
~100-200 ms behind it. Below that, fallback could prematurely
overwrite a UM's cycle decision; above that adds latency for no
correctness benefit. Direction flips (W↔S, A↔D, Forward↔Strafe)
update via UM directly so they're unaffected by this change.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
#45 — local +Acdream slow-strafe walking renders too slow. User
observed during fix#5 visual verify of #39: the observer-side fix
landed, then the user noticed the matching animation on the local
player was also playing at sub-walk cadence. Likely the same
SidestepAnimSpeed (1.25) vs WalkAnimSpeed (3.12) mismatch as fix#5
but on the local UpdatePlayerAnimation path. Filed for separate
investigation.
#39 — added "Progress 2026-05-06" section listing the five-commit
fix sequence (8fa04af → 863d96b → bb026b7 → 2653b30 → cc62e1c →
349ba65), the wire-level finding that retail genuinely does NOT
broadcast on Shift toggle (refuting the earlier confused trace
analysis), the user-verified working cases (1/2/4/5) and the
residual items (latency from 500ms UM grace, direction-flip cases
3/6/7 not yet explicitly verified).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Fix#4 (commit cc62e1c) divided the observed horizSpeed by WalkAnimSpeed
(3.12 m/s) when computing the sidestep speedMod. That made slow strafe
come out 2.5× too slow because retail's sidestep cycle uses
SidestepAnimSpeed (1.25 m/s) — a smaller base — per
MotionInterpreter.cs:592 `velocity.X = SidestepAnimSpeed * SideStepSpeed`.
User report: "Strafe left and right slowly now is SUPER slow :)".
Replace MotionInterpreter.WalkAnimSpeed with MotionInterpreter.SidestepAnimSpeed
in the sidestep branch only. Forward / backward branches continue using
WalkAnimSpeed (correct for those motions).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User report from fix#3 visual verify (commit 2653b30):
- Forward Run↔Walk Shift toggle: WORKS now
- Strafe Shift toggle: no transition (was out of scope)
- "When I shift walk backwards, the retail char gets animated walking
slow forward but blipping backwards" — REGRESSION
Root cause of the backward regression: ACE encodes WalkBackward as
`WalkForward` motion with NEGATIVE speedMod (MovementData.cs:115
`interpState.ForwardSpeed *= -0.65f`). My fix#1's hysteresis branches
treated lowByte 0x05 / 0x07 as "forward" and computed positive speedMod
from horizSpeed, overwriting the negative sign. Result: animation
played forward-walk while body kept moving backward (the rubber-band).
Strafe gap: sidestep (low byte 0x0F / 0x10) wasn't in fix#1's scope,
so ApplyPlayerLocomotionRefinement returned early for sidestep cycles.
Retail does the same wire-silence on Shift toggle for sidestep, so
observer-side cycle refinement must also fire for it.
Fix:
- Probe `currentSign = sign(CurrentSpeedMod)` to detect backward direction
- For sidestep (lowByte 0x0F or 0x10): keep motion ID, refine
speedMod magnitude = horizSpeed / WalkAnimSpeed, preserve sign
- For backward (forward-class lowByte AND currentSign < 0): keep
WalkForward motion (per ACE encoding), refine magnitude, preserve
negative sign — no "RunBackward" motion exists, only |speedMod|
changes between Walk-back (~0.65) and Run-back (~1.91 = runRate × 0.65)
- Forward (currentSign >= 0): existing Walk↔Run hysteresis unchanged
Build clean. Diagnostics: [UPCYCLE_PLAYER] line still prints; the
new sidestep / backward branches use the same SetCycle call so
their decisions appear in [SCFULL] / [CURRNODE] for inspection.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>