Commit graph

310 commits

Author SHA1 Message Date
Erik
134edabed2 feat(launcher): complete Campaign LA11 pre-gate support 2026-08-15 00:02:04 +02:00
Erik
f881e5b467 feat(launcher): prepare Campaign LA11 user gate 2026-08-14 23:42:30 +02:00
Erik
09d84387a8 fix(launcher): verify self-update rollback sources 2026-08-14 23:41:55 +02:00
Erik
1955ca8ab5 fix(launcher): harden updater crash recovery 2026-08-14 23:12:15 +02:00
Erik
2d2a5b5046 feat(launcher): implement verified atomic updates 2026-08-14 22:09:34 +02:00
Erik
41b15efd4d feat(runtime): share chat commands and run login sequence 2026-08-14 20:27:45 +02:00
Erik
f820eb258d fix(plugins): close LA5 ownership races 2026-08-14 19:28:14 +02:00
Erik
0bcc7ba3a3 docs: Campaign LA — spec §11.4 corrected per LA7a review; LA7b hazards recorded
The spec seeded the wrong claim (restore extra strings = decompiler
artifact, no register row needed); the LA7a Opus review decoded the
PDB-paired binary and showed the two constant-string arguments are real,
making our guid-only request an adaptation — AD-97 filed on the LA7a
branch. Plan LA7 now carries the review-surfaced LA7b hazards (ACE
silent no-reply restore path, SendToLogon/SendToControl routing,
NumErrors sentinel).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 16:02:20 +02:00
Erik
7f24af1a37 docs: Campaign LA Linux posture — full launcher stack Linux-tested; GUI waits for Slice L
User decision 2026-08-14: everything the launcher does ships Linux-tested
in this campaign (launcher UI, install/update with manual DAT picker,
headless launches with plugins + login commands, probe, per-slice Linux
test runs, Linux connected-gate section at LA11). GUI client launches
stay Windows-only until Slice L resumes later; the launcher renders GUI
modes disabled on Linux with an explicit note, and the host-agnostic
session-config contract means Slice L lights them up with no launcher
changes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 15:17:53 +02:00
Erik
9b0bb25581 docs: Campaign LA plan — slices LA0-LA11, recon-grounded; spec corrections
Plan doc with twelve slices, dependencies, review protocol (Opus
dual-lens: architectural + retail-faithful), and ledger. Three parallel
recon reports grounded the slice bodies:

- Retail select screen is gmCharacterManagementUI: flat listbox +
  Enter/Delete/Restore + dialogs. NO 3D preview (that machinery is
  chargen-only gmCG3DView) — the spec 3D-preview slice is deleted, the
  old retail-ui/05-panels.md pedestal claim is uncited and wrong.
  Restore + CharacterError join scope; delete sends account+slot.
- Chat-command core (parser/router/catalog/ChatVM) is dependency-clean
  BCL+Core; extraction to Runtime is a move, not a rewrite.
- Probe reuses the NoCharacters early-exit shape (graceful teardown at
  the CharacterList stage exists today); roster plumbing is new.
- Bake tool needs --progress-json + explicit --out; no whole-file SHA
  exists — launcher records/verifies its own.
- UI Studio is deleted (Campaign V) — stale references corrected.

Roadmap + CLAUDE.md Current state carry the campaign pointer.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 15:10:39 +02:00
Erik
afb4e82943 docs: Campaign LA design spec — launcher/installer/updater + char select
Approved brainstorm outcome for the alpha launcher campaign: Approach A
file-contract orchestrator (session config in, stdin credential, JSONL
status events out), full in-UI CRUD for servers/accounts/credentials,
headless character-list probe, retail character-select screen (no
Create), plugins + login commands on both hosts, first-run DAT
locate/bake install, GitHub Releases update feed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 14:53:08 +02:00
Erik
dded9e6b17 fix(world): remove non-retail portal exit fade 2026-07-15 23:20:52 +02:00
Erik
564d39dfea feat(ui): port retail toolbar ammo count
Resolve stacked thrown weapons versus separately equipped missile ammo exactly like gmToolbarUI, normalize a zero stack to one, and refresh the authored missile indicator from equipment and stack events. Keep the decision in pure Core with retained and real-DAT conformance coverage.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 12:29:51 +02:00
Erik
400f01eef1 docs(ui): record toolbar controls live gate
Mark Wave 4.4d shipped after the connected Release client confirmed panel toggles, lifecycle-driven highlights, unavailable-button ghosting, and selected/targeted Use and Examine behavior.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 12:20:38 +02:00
Erik
d3d1c895a0 feat(ui): finish retail toolbar controls
Discover all seven panel launchers from their DAT panel-id attributes, route mounted panels through event-driven retained window state, and ghost unavailable panels. Port Use and Examine selection/target behavior with exact Appraise dispatch and retail cursor modes.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 12:11:53 +02:00
Erik
21fefce0e0 docs(ui): close selected-object live gate
Record the exact paperdoll body-selection confirmation, mark Wave 4.4c shipped, and close issue #141 now that every selected-object branch has passed live.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 11:58:37 +02:00
Erik
0b74d19475 fix(ui): port exact paperdoll body selection
Resolve and sample retail's authored nine-color paperdoll click map, preserve local click coordinates, and select the stable highest-priority worn item with the player fallback. Keep targeted-use body clicks routed to self and pin both synthetic and live-DAT conformance.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 11:56:26 +02:00
Erik
2644d1d527 fix(ui): port exact selected health policy
Replace the toolbar's PWD-bit approximation with retail ObjectIsAttackable composed with the exact player and pet short-circuits. Carry second-header PetOwner through CreateObject, session, and ClientObject state so self, pet, and Free-PK cases match retail while friendly NPCs and attackable non-creatures remain name-only.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 11:42:04 +02:00
Erik
52a80dc531 docs(ui): record selected-item mana live gate
Record the live Mana Stone source-destruction, armor transfer, and authoritative selected-meter update confirmation. Mark Wave 4.4b shipped while retaining the exact health-target policy as the remaining D.5.3 gap.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 11:32:01 +02:00
Erik
fa1da02783 feat(ui): port retail selected-item mana
Parse and route the complete 0x0264 guid/fraction/valid response, send exact 0x0263 item-mana queries, and reproduce retail meter visibility plus guid-zero cancellation for mana and health selection changes. Keep the behavior in Core state and the retained selected-object controller with wire/state/UI conformance coverage.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 11:16:21 +02:00
Erik
15aa3b9aff fix(ui): complete retail inventory scroll polish
Preserve pixel scroll offsets across inventory rebuilds, crop partially visible rows with nested geometry/UV clips, and replace the obsolete 560px resize ceiling with available screen height. Keep retail's row-sized wheel step while allowing continuous scrollbar thumb positions.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 10:56:33 +02:00
Erik
ea72c395c9 fix(ui): port retail partial stack transfers
Route the selected stack quantity through retail GetObjectSplitSize semantics, send exact split-to-container and split-to-ground actions, and keep the original object in place until the server publishes the newly guided stack. Cover selection scoping, wire bytes, container placement, and world drops with conformance tests.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 10:34:13 +02:00
Erik
6005c51c4d fix(ui): finish retail stack selector polish
Keep the horizontal thumb at its raw pointer position so both endpoints are reachable, honor the stack entry's authored right alignment, and preserve PublicWeenieDesc plural names from CreateObject through the object table. Port retail's singular s/es fallback when no plural was sent.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 10:22:11 +02:00
Erik
a20e5c68c7 feat(ui): port retail selected-stack quantity
Bind the authored stack count entry and horizontal slider to one Core split-quantity owner, preserve retail count-first naming and exact 1000-step rounding, refresh on stack changes, and consume the selected amount during merges. Conformance covers the production DAT fixture and retained pointer/focus paths.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 10:07:25 +02:00
Erik
dc1649c493 feat(ui): complete retail item drop branches
Give retained buttons a reusable item-drop seam, wire the toolbar backpack target, and port retail stack-merge legality, capacity clamping, wire dispatch, destination selection, and immediate shortcut rekey notice. Record the live ACE merge gate and keep split quantity under AP-101.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 09:46:32 +02:00
Erik
3281e0acb4 fix(ui): port source-aware toolbar drops
Plan retail shortcut drops from a complete post-lift snapshot so fresh inventory items use cyclic-right displacement while toolbar aliases restore to their vacated slot. Apply local mutations atomically, preserve raw shortcut fields, emit exact Remove/Add ordering, and retire AP-102 after the live ACE gate.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 09:26:57 +02:00
Erik
b5b230c860 feat(ui): preserve exact retail shortcut records
Carry signed index, object id, and raw spell word losslessly through PlayerDescription, session storage, drag mutation, and AddShortcut wire serialization while keeping gmToolbarUI object-only. Retire AP-103 and record the live ACE relog persistence gate.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 09:17:33 +02:00
Erik
e65119f0c6 feat(ui): complete retail quick-slot input
Port global toolbar use/select/create actions, migrate the collapsed Ctrl-number bindings, and route them through a focused retained-UI controller. Preserve shortcut aliases as aliases across inventory and paperdoll drops with retail's neutral/accept/reject drag states, preventing physical item moves such as unwielding an equipped helmet.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 08:59:49 +02:00
Erik
6fcc510d5d feat(ui): complete retail cursor state machine
Port every reachable ClientUISystem cursor branch through the production DAT enum map, preserve global-default versus widget-local event ordering, and surface the registered OS fallback. Route all four toolbar stance indicators through the same combat toggle command as the key binding, with golden DAT and transition conformance coverage.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 08:31:40 +02:00
Erik
05f6222865 fix(ui): complete live targeted healing flow
Route ACE server commands through the existing chat path, bind the retail paperdoll hit mask instead of its obscured viewport, and prefer authoritative private health vitals. Record the user-confirmed live gate and pin the production DAT widget type in tests.
2026-07-11 07:58:59 +02:00
Erik
eb6229394a fix(ui): unify target-mode primary clicks 2026-07-11 01:36:43 +02:00
Erik
b7e7ca9ee2 docs(ui): record item policy visual gate 2026-07-11 01:27:54 +02:00
Erik
a8da4fd05a feat(ui): port retail item interaction policy 2026-07-11 01:26:14 +02:00
Erik
0cf780478a docs(ui): record unified selection visual gate 2026-07-11 00:54:30 +02:00
Erik
7983309d23 feat(ui): centralize retail selection state 2026-07-11 00:51:20 +02:00
Erik
c7607f019c fix #203: preserve animation on appearance updates 2026-07-11 00:25:29 +02:00
Erik
ff06aa3107 refactor(ui): extract retained runtime composition 2026-07-11 00:03:45 +02:00
Erik
5d9e98c118 refactor(ui): own retained controller lifetimes 2026-07-10 23:35:26 +02:00
Erik
921c388e2c feat(ui): persist retained window layouts 2026-07-10 23:17:29 +02:00
Erik
a8e9503d2e feat(ui): unify retained window mounts 2026-07-10 22:22:25 +02:00
Erik
6e9e10367f feat(ui): centralize retained window lifecycle 2026-07-10 21:31:18 +02:00
Erik
44f9ec13d9 docs(ui): pin retained widget retail oracles 2026-07-10 17:55:28 +02:00
Erik
5931a820ea docs(ui): repair retail fidelity ledger 2026-07-10 17:05:12 +02:00
Erik
00ab4a2a64 docs(ui): plan retail UI fidelity completion 2026-07-10 16:47:40 +02:00
Erik
b62b13ce21 docs(#185): design v2 — REAL root cause = shadow part-id uint32 overflow
Live capture #3 (cp-write + entity-source + full bsp-test object map) disproved
v1's grounding-retention theory and pinned the real bug: GameWindow.cs:7951
partId = entity.Id*256+partIndex OVERFLOWS uint32 for class-prefixed landblock
ids (0x40/0x80/0xC0), dropping the prefix byte so different-class entities sharing
the low 24 bits collide on one shadow part-id; Register deregisters the loser
(last-writer-wins), silently deleting collision geometry while render shows every
step. Landblock 0xF682 has 23 such collisions incl. the stair runs. The player
floats into the collision hole and the PrecipiceSlide wedge fires = the invisible
wall (a faithful symptom). Fix = Option A: RegisterMultiPart per entity (unique
32-bit entity.Id, retail add_shadows_to_cells/AddPartsShadow model), unifying on
the one faithful multi-part path and deleting both synthetic-id schemes.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 09:55:24 +02:00
Erik
75e3b76445 docs(#185): implementation plan — red replay -> pin -> retention fix -> regress
Inline-execution plan (frozen collision internals): dat-backed seam replay as the
red pin, empirical pinning of the forward-move contact-plane loss, the localized
retail-faithful grounding-retention fix (candidate tree keyed to the pin), #137
regression net, register/digest/ISSUES bookkeeping, live gate.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 08:42:36 +02:00
Erik
06c3ecd89d docs(#185): design — Approach A (keep mover grounded on the forward move)
Root cause confirmed (decomp cross-check wf_3c1120c4-a04 + live apparatus): the
outdoor stairs are a continuous coplanar 38.7-degree ramp of stacked step-box
objects; at a seam the grounded forward move loses contact_plane_valid, the
step-down recovery can't reach the coplanar (at-level) continuation, and
EdgeSlide/PrecipiceSlide fabricates a horizontal (0,1,0) sliding normal that
absorbs the up-stairs motion (the #137/TS-4 family). Fabrication math, the
SetSlidingNormal Z-zero, and the multi-object search are all verified faithful;
the divergence is upstream (retail keeps contact_plane_valid, pc 273244).

Approach A: restore retail's grounded forward-move retention so the fragile
step-down recovery isn't needed at seams. Exact retention-loss line pinned by a
dat-backed replay test (the #137 method), not guessed. Alternatives B/C recorded.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 08:37:24 +02:00
Erik
7f7a78d3ea docs: remote-creature de-overlap — design spec + fresh-session handoff
The crowd-tightness residual from the #182 gate: monsters overlap (arms) in acdream but
barely in retail on the SAME ACE. Verified root (workflow wf_d2ff782f-9cb + source): retail
runs UpdateObjectInternal+transition on EVERY remote creature (CPhysics::UseTime 0x00509950,
no fork) so they de-overlap client-side, with the server pos a gentle MoveOrTeleport catch-up
target (0x00516330), NOT a hard-snap. acdream (a) hard-snaps NPC remotes to the raw overlapping
server pos (GameWindow.cs:5925) overwriting the swept de-penetration, and (b) forks player-remotes
(skip sweep) from NPCs (sweep at :10558 but driven by get_state_velocity, not the catch-up).

Collision math already exists + is faithful; the fix is the reconciliation (hard-snap→catch-up)
+ the movement model (synth-velocity→interp catch-up) — a delicate rework of the frozen R4/R5
remote-DR arc, staged NPC-first. Design spec + full handoff (verified code sites, retail anchors,
preserve-list, gotchas, slices) written for a fresh session. Implementation NOT started.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 20:29:06 +02:00
Erik
8bb8b20411 tools+plan(#182): resolve-capture histogram classifier + verbatim player-physics rebuild plan
Slice 0 of the #182 verbatim rebuild. The classifier reproduces the design
baseline off acdream-crowd-resolve.jsonl (2883 move-intent resolves:
52.8% OK / 25.1% partial / 22.1% stuck / 107 airborne-stuck) — the A/B
'before' the rebuild measures against (retail target ~78% OK, 0 airborne-stuck).

The plan refines the design spec's §7: the airborne-stuck bleed is the
frames_stationary_fall counter (validate_transition increments; handle_all_collisions
zeros velocity at fsf>1), NOT the cached_velocity field (a separate reporting value).
Slices reorder accordingly; calc_friction (retail 0.25 vs acdream 0.0) is an
orthogonal L.3c divergence kept out of scope.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 13:37:15 +02:00
Erik
80881ed6f1 docs(#182): crowd-collision investigation outcome + velocity-model rebuild design
The #182 CSphere port (96ae2740) failed its visual gate and introduced an
airborne "stuck in the falling animation" regression. A player-attributed retail
cdb trace (tools/cdb/retail-crowd-jump3.cdb) proved retail's LOCAL client fully
runs player-vs-creature collision (76 land_on_sphere, 188 COLLIDED, 130 SLID,
~78% OK, glides across) -- NOT server-authoritative (an earlier unfiltered
land_on_sphere=0 read was a false lead the attributed trace refuted).

acdream's same-repro capture: 50.9% OK, 22.4% stuck, 115 airborne-stuck. Root
divergence: retail CPhysicsObj::UpdateObjectInternal (0x005156b0, pc:283688) sets
cached_velocity = (resolved - old)/dt -- velocity from ACTUAL movement, so a
blocked jump collapses to ~0 -> gravity -> the player falls/glides. acdream
integrates velocity + reflects on collision (PlayerMovementController ~:1008-1069),
so the jump velocity (~18) persists against the creature -> hang.

Fix = verbatim rebuild of the per-frame player-physics loop (UpdateObjectInternal
chain), velocity model first, transition internals kept. Full design +
retail function inventory + the capture apparatus + retail target numbers:
docs/superpowers/specs/2026-07-07-player-physics-update-verbatim-rebuild-design.md.
Implementation deferred to a fresh session (user decision). Also files #183
(floating distant scenery, observed during testing). #182 stays as the base.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 13:07:56 +02:00