Three root causes found via systematic debugging after the user reported
that the dc60405 texture fix and 4763b97 height table fix had no visible
effect on Holtburg.
## Heightmap transpose (LandblockMesh.Build)
Phase 1's LandblockMesh.Build indexed block.Height as y*9+x but AC packs
per-vertex heights in x-major order (x*9+y, matching ACViewer's
LandblockStruct: Height[x * VertexDim + y]). The bug was invisible on
flat landblocks (Phase 1 smoke test) but left buildings buried by 10-13
world-Z units on Holtburg, because building Frame.Origin positions
reference the un-transposed ground truth.
Diagnostic evidence (before fix, Holtburg 0xA9B4FFFF):
entity 0x020000A5 at ( 84.6,126.0) entityZ= 66.03 terrainZ= 78.15 delta=-12.13
entity 0x02000118 at ( 74.2,139.9) entityZ= 66.03 terrainZ= 78.92 delta=-12.89
After fix: deltas are 0.03 to 2.18 — buildings now sit on the ground
with small positive offsets for foundations.
Regression test added: Build_HeightmapPackedAsXMajor_NotYMajor asserts
asymmetric heights land at the correct world positions.
## Solid-color surfaces with Translucency=1.0 (SurfaceDecoder.DecodeSolidColor)
The "bright pink doors and windows" the user saw were 11 Holtburg
surfaces with OrigTextureId==0 — these carry a ColorValue instead of
a texture chain. Phase 2a's TextureCache dropped them into the magenta
fallback. All 11 turned out to be Base1Solid|Translucent with
Translucency=1.00, meaning "fully transparent placeholder surface"
(debug ColorValue is gray/green/red/blue/black, never displayed).
DecodeSolidColor now takes a translucency parameter and multiplies
alpha by (1 - translucency), so Translucency=1.0 → alpha=0, and the
mesh shader's existing alpha discard (< 0.5) makes the pixel invisible.
TextureCache honors Surface.Type.HasFlag(Base1Solid) and passes
surface.Translucency through.
Regression tests added: DecodeSolidColor_Opaque_PreservesAlpha and
DecodeSolidColor_FullyTranslucent_AlphaGoesToZero.
## Clipmap alpha-key (DecodeIndex16)
AC convention (per ACViewer TextureCache.IndexToColor): on surfaces
marked Base1ClipMap, palette indices 0..7 are treated as fully
transparent regardless of their actual palette color. Without this,
low-index pixels on clipmap surfaces (typically doorway cutouts and
foliage) render as opaque using whatever sentinel color is at those
palette slots.
DecodeRenderSurface now takes an isClipMap parameter. TextureCache
passes Surface.Type.HasFlag(Base1ClipMap). DecodeIndex16 forces
rgba=(0,0,0,0) when isClipMap && idx < 8.
Regression test added: DecodeIndex16_ClipMap_ZerosAlphaForLowIndices.
## Notes
- dc60405's PFID_INDEX16 palette decoder remains correct — no change.
- 4763b97's LandHeightTable wiring remains correct — real-table lookup
still runs, it just happens to be linear at Holtburg's height range.
The fix is forward-compatible with mountains elsewhere.
- All three bugs were invisible to the original unit tests. The new
regression tests pin them down.
## State
- dotnet build: 0 warnings, 0 errors
- dotnet test: 42 passing (was 38 + 4 new)
- Runtime: 126 entities hydrated on Holtburg, no exceptions, no
magenta fallback (counter was 11, now 0 via diagnostic confirmation)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Addresses the 'doors, windows, and alpha-keyed parts render bright
pink' issue the user observed after the Phase 2a visual checkpoint.
SurfaceDecoder gains a second overload taking an optional Palette
parameter. When the render surface format is PFID_INDEX16 and a
palette is supplied, each 16-bit value in SourceData is treated as
an index into Palette.Colors (a List<ColorARGB>) and the corresponding
ARGB color's channels are written to the output buffer. The original
no-palette overload is preserved so the Task 3 unit tests that
confirm INDEX16 -> magenta fallback still describe their behavior
correctly (INDEX16 without a palette still returns magenta).
TextureCache now resolves the RenderSurface's DefaultPaletteId via
the dats and passes the resulting Palette (or null) to the decoder.
mesh.frag adds an alpha cutout: fragments with sampled alpha < 0.5
are discarded. Without this, transparent regions of alpha-keyed
textures (doors, windows, foliage cutouts) would render as opaque
rectangles using the texture's background color. This is the
standard alpha-tested approach, simpler than full alpha blending
and matches how AC's original client rendered these surfaces.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Phase 1 simplified per-vertex height as byte * 2.0f, but AC stores
heights as byte indices into a 256-entry non-linear float lookup
(Region.LandDefs.LandHeightTable). Static object placements in
LandBlockInfo use the real table, so terrain rendered with the
simplified scale left buildings floating or buried.
LandblockMesh.Build now takes an explicit float[] heightTable so
the core code stays testable without a DatCollection. GameWindow
loads Region id 0x13000000 once at startup and passes its
LandDefs.LandHeightTable into every landblock mesh build. The
Phase 1 tests use an identity table (i * 2f for i in 0..255) so
their expectations remain unchanged.
Addresses the 'buildings buried and floating' issue the user
observed after the Phase 2a visual checkpoint.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Addresses final code review of phase-1 branch (Important I-1, I-3):
- Move plugin Enable() loop inside the same try block as GameWindow.Run,
and wrap each Enable() in per-plugin try/catch mirroring the Disable
loop. Previously, a plugin Enable() throwing would skip the finally
block entirely: plugins that had already enabled would never get
disabled, Serilog would never flush, and the exception would escape
ungracefully. Now Enable failures are logged and contained, and
shutdown always runs.
- Add a comment at the Get<LandBlock> call in GameWindow.OnLoad explaining
why TryGet was avoided (the [MaybeNullWhen(false)] nullable-generic
analysis trips TreatWarningsAsErrors).
I-2 (camera aspect doesn't update on window resize) deferred to Phase 2.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Phase 1 MVP end-to-end. Program.cs initializes Serilog, builds an
AppPluginHost that hands plugins a SerilogAdapter (IPluginLogger),
discovers plugins from the App's output plugins/ dir, loads each via
PluginLoader, calls Enable on all of them before opening the GameWindow,
and calls Disable in a finally block on shutdown.
AcDream.Plugins.Smoke is a new first-party plugin that logs through
the host during Initialize / Enable / Disable. Its csproj references
the abstractions with Private=false + ExcludeAssets=runtime to avoid
shipping a second copy of AcDream.Plugin.Abstractions.dll (which would
break ALC type identity). An MSBuild Target on the App project copies
the plugin DLL into plugins/AcDream.Plugins.Smoke/ and writes the
plugin.json manifest next to it.
Smoke verified against real dats. Console output observed:
[INF] scanning plugins in ...\plugins
[INF] smoke plugin initialized
[INF] loaded plugin acdream.smoke (Smoke Plugin)
[INF] smoke plugin enabled
loaded landblock 0xA9B4FFFF
<window renders terrain>
[INF] smoke plugin disabled (on shutdown)
Phase 1 done.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Adds a 2-stage GLSL shader (vertex + fragment), a Shader helper that
compiles/links and exposes SetMatrix4 for uniforms, and an OrbitCamera
with yaw/pitch/distance and a 192-unit-centered target for a single
landblock. TerrainRenderer now takes a Shader and issues an actual
DrawElements call with uView + uProjection uniforms. GameWindow owns
the Shader and Camera, routes mouse drag to camera yaw/pitch, and
scroll wheel to camera distance.
The fragment shader maps world Z to a green-brown-white ramp so
lowlands read green, midlands brown, and peaks white — no textures
yet, but enough to visually confirm the terrain shape.
Shaders are copied to the output dir via a <None Update> item group.
Smoke verified against real dats: process stays alive with no GL
errors, no shader compile/link failures, and no exception trail.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
GameWindow now owns a DatCollection + TerrainRenderer. On load it
opens the dat directory passed as argv[0] (or ACDREAM_DAT_DIR), finds
Holtburg (landblock 0xA9B4FFFF) by default with a fallback to the
first landblock in the cell b-tree, builds the CPU mesh from
LandblockMesh.Build, and uploads VBO+EBO+VAO with a 3f/3f/2f attribute
layout. No draw call yet — shader and matrix uniforms land in Task 9.
Enabled AllowUnsafeBlocks on the App csproj so the fixed-buffer upload
in TerrainRenderer compiles. Uses dats.Get<LandBlock>(id) instead of
TryGet(..., out T) to sidestep the [MaybeNullWhen(false)] analysis that
TreatWarningsAsErrors was flagging.
Smoke verified against the real retail dats: prints
"loaded landblock 0xA9B4FFFF" and the window stays alive with no GL
errors or exceptions.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Minimal Silk.NET window wiring: 1280x720, OpenGL 4.3 core profile,
VSync, dark navy clear color, Escape to close. No rendering beyond
the clear call — terrain and shader land in Tasks 8 and 9.
Manual smoke: process starts, stays alive past GL context creation,
produces no stderr, no uncaught exceptions. Actual visual check
will happen end-to-end after Task 10.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>