Mirror PublicWeenieDesc::UnPack MOVSX behavior so ACE's FF capacity sentinels remain -1 instead of becoming 255. This suppresses non-container capacity prose through the normal retail appraisal checks, with raw-wire and formatter regression coverage.
Co-authored-by: Codex <codex@openai.com>
Preserve PublicWeenieDesc hook identity from CreateObject through the item model so hook appraisals suppress sentinel capacities exactly. Use appraisal-only Value and Burden presence, retain AddItemInfo paragraph and authored font-color selection, and port retail lock, page, enchantment, and spell-block formatting.
Co-authored-by: Codex <codex@openai.com>
Restore the authored examination geometry and top-origin item list, then port retail's ordered weapon, armor, magic, requirement, capacity, cooldown, use, and description branches into a dedicated formatter with DAT spell prose. Keep the remaining specialized display-name and preview gaps explicit in AP-110.
Co-authored-by: Codex <codex@openai.com>
Port the separate creature rating list, layer the animated preview between authored row chrome and text, and follow selection while the examination floaty is visible. Preserve the remaining item-preview and font-state gaps in AP-110.
Co-authored-by: Codex <codex@openai.com>
Render assessed creatures through the shared private viewport with retail heading, bounding-box camera, and light. Build the exact authored nine-row stat list and resolve creature names from the retail EnumMapper while keeping remaining font/sequencer adaptations explicit.
Co-authored-by: Codex <codex@openai.com>
Preserve retail's one-pending-appraisal busy lifetime, parse the complete gated response, and mount the authored examination layout in the shared main-panel host. Keep known 3D preview and inscription-write gaps explicit in AP-110.
Preserve public shared-cooldown metadata, resolve the authoritative cooldown enchantment with retail expiry semantics, and project the exact ten DAT-authored radial steps through the shared retained item-slot architecture.
Co-authored-by: Codex <codex@openai.com>
Use the exact low USEABLE_NO-bit predicate so reset/zero-valued direct-use items such as Blackmoor's Favor reach the ordinary Use request. Port AutoWear's clothing-priority blocker lookup and exact named system notice through the shared activation owner.
Co-authored-by: Codex <codex@openai.com>
Port the retail selected-object availability predicate into Core and project it through the shared interaction owner. The imported hand now follows canonical selection/object notices, keeps weapon and targeted-tool activation on the existing wield/use cursor paths, and ghosts empty or explicitly unusable selections per the connected UX requirement.
Co-authored-by: Codex <codex@openai.com>
Place favorite-bar arrows by their authored sides, import rollover and pressed media through the shared scrollbar, and preserve manual offsets across passive refreshes. Carry the mixed-parent DAT anchor chain to a fixed 18-cell favorite viewport so overflow controls and the Cast button remain inside the retail-sized combat frame.
Co-authored-by: Codex <codex@openai.com>
Import the retail arrow-only spell bar scrollbar from LayoutDesc, preserve authored end-button extents and HideDisabled behavior in the shared retained widget, and bind each favorite list to its sole horizontal pixel-scroll model. Match retail selection exposure for off-screen spells and pin the behavior with real-fixture conformance tests.
Document the six-slice world-interaction completion program as the active pre-M4 work order.
Co-authored-by: Codex <codex@openai.com>
Preserve prepublication local motion completion, require the PartArray enter-world lifecycle port, and balance deferred Use busy ownership across dispatch and cancellation. Reconcile the completed GameWindow connected gates and add regression coverage.
Co-authored-by: Codex <codex@openai.com>
Make scripted lifecycle checkpoints acknowledged post-diagnostics render barriers, capture the exact frame outcome beside canonical resource ownership, and harden the nine-stop route with ordered same-location cache and lifetime gates without weakening process residency thresholds.
Co-authored-by: Codex <codex@openai.com>
Give terrain, sky, retained UI, portal preparation, and the update/render frame pair explicit single owners. Make shader, texture, text, bindless, and GL construction prefixes checked and retryable so partial failure cannot lose or replay resource ownership.
Co-authored-by: Codex <codex@openai.com>
Move camera pointer, framebuffer resize, and retained/devtools input edges behind focused reversible owners. Preserve input priority while making shutdown deactivate callbacks before live-session retirement and retry physical detach without stranding transport teardown.
Bind queued actions and pending inventory requests to exact live incarnations, separate optimistic placement from authoritative responses, and serialize retail-style inventory ownership across UI surfaces.
Co-authored-by: OpenAI Codex <codex@openai.com>
Route F-key pickup through the same ItemHolder backpack placement entry point as double-click activation so the inventory reserves the destination slot before the request is sent.
Carry local WorldEntity identity through render hits, lighting pulses, and deferred movement actions so GUID reuse cannot target a replacement. Reset all session-owned selection and ItemHolder state and prevent combat auto-target during teardown.
Resolve the live-entity spatial broadphase at snapshot time so retained UI construction cannot capture GameWindow's empty bootstrap GpuWorldState. Add a replacement-owner regression test covering the exact compass-without-blips failure.
Co-authored-by: OpenAI Codex <codex@openai.com>
Drive turn, movement, jump, and combat through the production InputDispatcher so connected Release testing works without an interactive Windows desktop. Track held automation actions through normal completion and every shutdown path.
Add a seven-destination ACE route with post-liveness memory, allocation, update, fatal-log, outbound-movement, and graceful-close gates. Record dynamic ACE population changes as context instead of a false lifetime oracle, and document the accepted rebaseline.
Co-authored-by: OpenAI Codex <codex@openai.com>
Preserve sub-millisecond frame deltas with a command-local compensated clock so uncapped diagnostic routes do not outrun materialization and settling. Keep sleep boundaries inclusive, wait timeouts strict, and handle long-duration and invalid-delta cases deterministically.
Record the aligned seven-destination connected route with a full turn at every stop. Release build succeeds and all 6,308 tests pass with five intentional skips.
Co-authored-by: OpenAI Codex <codex@openai.com>
Replace the projected Setup-sphere rectangle and independent physics-wall ray with retail's render-coupled picker: only visible server-object parts participate, each exact drawing sphere broad-phases the camera-eye ray, and first-in-DAT-order visual polygon hits globally outrank sphere fallbacks.
Replace the devtools-only procedural triangles with the retained gameplay VividTargetIndicator using retail client-enum surfaces 1..4, radar-blip colorization, Setup selection-sphere framing, and the exact eight-pixel viewport clamp.
Release build succeeds with zero warnings and all 5,886 tests pass with five intentional skips.
Co-authored-by: OpenAI Codex <codex@openai.com>
Keep active-combat AutoWield intent through ACE's pre-wield transition and queued trailing peace notice, while allowing explicit combat input to supersede it.
Queue one-shot item interactions until the frame's movement edge has been serialized, so a movement release cannot cancel ACE's server-side corpse approach callback.
Release build succeeds and all 5,890 runnable tests pass with five intentional skips.
Co-authored-by: OpenAI Codex <codex@openai.com>
Port retail's first-slot ShowPendingInPlayer path for double-click loot and carry the current owned-container destination through deferred pickup. Retire the previous ground-container view as soon as a replacement is requested so its range close cannot cancel ACE's active MoveTo chain.
Preserve active-combat weapon intent across ACE's authoritative wand-to-missile stance tail while leaving peace-mode switches unchanged.
Release build succeeds and all 5,885 tests pass with five intentional skips.
Co-authored-by: OpenAI Codex <codex@openai.com>
Route corpse Use through the shared ItemHolder policy so Stuck corpses open instead of being sent as pickup requests. Restore the framed, horizontally resizable external-container strip and use a compact initial width. Port retail's target-list pending item projection so loot is marked in the chosen inventory slot without changing canonical ownership before the server confirms.
Co-authored-by: OpenAI Codex <codex@openai.com>
Add the ClientUISystem ground-object lifecycle, authoritative root and nested ViewContents projections, replacement and close semantics, and the DAT-authored gmExternalContainerUI strip for chests and corpses.
Route double-click loot and full or partial drag transfers through the shared retail item policy without optimistic external ownership. Remove the incorrect NoLongerViewingContents behavior from owned side packs and retire AP-106/#196.
Release build succeeds and all 5,875 tests pass with five intentional skips.
Co-authored-by: OpenAI Codex <codex@openai.com>
Reflow selected Helpful/Harmful spell descriptions through the retained retail text shaper, bind their authored 0x10000127 information scrollbar independently from the list scrollbar, and allow display-only text to consume wheel scrolling without becoming selectable.
Format Vitae recovery experience through retail's grouped integer presentation. Release build succeeds and all 5,832 tests pass with five intentional skips.
Co-authored-by: OpenAI Codex <codex@openai.com>
Restore Vitae's omitted penalty paragraph, replace the invented character summary with gmCharacterInfoUI's ordered report and property meanings, preserve authored translucent body surfaces, and initialize the end-session button in its visible Normal DAT state.
Release build and all 5,830 tests pass with five intentional skips. Connected visual gate pending.
Co-authored-by: OpenAI Codex <codex@openai.com>
Port the authored effect row template, remaining-time and selection details, synchronize the full gmPanelUI child geometry, and route the burden indicator to Character Information panel 3.
Co-authored-by: OpenAI Codex <codex@openai.com>
Port the authored Link Status, Vitae, and Mini Game detail roots and register every indicator page with retail's one-active gmPanelUI owner. Helpful/Harmful and the new pages now replace Inventory, Character, or Magic at one canonical window position while preserving the DAT restore-previous flag.
Correct the retail ping wire to its payload-free request/response, publish measured RTT, and port Vitae recovery XP from the live modifier and player properties. Keep transport packet-loss averaging and mini-game gameplay explicitly tracked under AP-110.
Release build and all 5,814 tests pass with five intentional skips. Connected visual gate pending.
Co-authored-by: OpenAI Codex <codex@openai.com>
Promote all seven LayoutDesc 0x21000071 controls to retained buttons, drive link quality, effects, Vitae, and burden from live state, and route Character Information plus end-session confirmation through the shared UI owners. Keep network timing in WorldSession and pin retail thresholds, flash cadence, authored states, and action routing with focused conformance tests.
Release build and all 5,807 tests pass with five intentional skips. Connected visual gate pending.
Co-authored-by: OpenAI Codex <codex@openai.com>
Map synthetic move and resize affordances to the exact DAT cursors, make chat top chrome movable, and replace stale primary-panel height caps with a dynamic screen-edge constraint. This keeps the retained wrapper adaptation aligned with retail Dragbar/Resizebar behavior.
Port gmPanelUI's persistent parent placement semantics across Inventory, Character, and Magic while preserving each imported child's content and resize policy. Synchronize typed retained-window handles so drag, switching, close/reopen, and layout persistence all observe one canonical location; keep effect panels independent.
User-verified in normal Release. Release build and all 5,770 tests passed with five intentional skips.
Co-authored-by: OpenAI Codex <codex@openai.com>
Port retail portal viewport projection and reveal behavior, preserve outbound combat style, drive remote and local grounded movement from authored CSequence root frames, and reuse the local prepared pose so animation hooks advance once.
User-verified portal, observer movement, combat stance, and short-tap locomotion gates. Release build passed with 5,767 tests and five intentional skips.
Co-authored-by: OpenAI Codex <codex@openai.com>
Keep shared shortcut digit overlays separate from the per-ItemList background. Resolve the magic favorite list through its cross-layout inherited cell prototype and use the pinned brown/gold ItemSlot_Empty surface instead of the blue toolbar slot.
Co-authored-by: OpenAI Codex <codex@openai.com>
Port the retail horizontal ItemList empty-slot padding and share UIItem shortcut-number graphics with the status toolbar. Preserve all authored face children on compound DAT buttons so the three-piece Cast control reflows and renders as one complete button.
Co-authored-by: OpenAI Codex <codex@openai.com>
Port retail text-surface clipping so the 15px component count field remains visible under the 16px DAT font. Cover SetStackSize decrements and final component removal while preserving desired restock values.
Co-authored-by: OpenAI Codex <codex@openai.com>
Replace the character window's synthesized tab sprites, labels, colors, and hit panels with the same DAT-authored Open/Closed state path used by Spellbook/Components. Preserve controller-owned page selection while letting UIElement state propagation own tab chrome and typography.
Co-authored-by: OpenAI Codex <codex@openai.com>
Render Type-1 state-propagating child media as the button face so spellbook school and level filters show their authored green Highlight indicator and keep labels at the retail left inset.
Lift captions, fonts, and colors from authored text children for framed buttons such as Delete, preventing centered filter labels from being covered by the overlapping delete frame.
Co-Authored-By: Codex <noreply@openai.com>
Resolve the authored spell shortcut row prototype so the spellbook presents the retail icon, name, separator, selected overlay, and scrollbar geometry. Port exact school and level filters, stable display ordering, selection exposure, and learned-spell drags into the open favorite bar.
Route deletion through the shared retail confirmation dialog and send CM_Magic::Event_RemoveSpell only after an affirmative answer, leaving the inbound server notice authoritative for list state.
Co-Authored-By: Codex <noreply@openai.com>
Bind the spellbook and component-book tabs as their authored stateful text controls, propagate Closed/Open state into the retained DAT child tree, and keep authored label colors live across state changes.
Match retail UIElement_Text zero-margin construction so the Magic favorite captions I through VIII are no longer clipped. Add a real portal.dat spellbook fixture plus controller, state-propagation, and text-layout regression coverage.
Co-Authored-By: Codex <noreply@openai.com>
Complete the retail cast-intent, target, component, enchantment, and busy-state paths; mount the DAT-authored spell bar, spellbook, component book, effects panels, and shared panel lifecycle; and add scoped input plus conformance coverage.
Co-Authored-By: Codex <noreply@openai.com>