Replace scheduler-quantized software sleeps with a reusable Windows high-resolution deadline timer, expose pacing in the frame profiler, and make shutdown wake every persistent mesh worker without losing the shared signal.
Preserve retail alpha order while using a stable radix, skip duplicate deferred-alpha SSBO packing, pack light sets, cache static selection descriptors, and retire historical material groups at the whole-frame boundary. The fixed dense-Caul sample improved from roughly 9-12 ms CPU to 5.3-6.2 ms without reducing visual quality.
Release build succeeds with zero warnings and all 6,300 tests pass with five intentional skips. Three independent retail, architecture, and adversarial reviews are clean; the post-review connected route remains pending because local ACE is offline.
Co-authored-by: OpenAI Codex <codex@openai.com>
Port retail's 25-second leave-visibility lifetime over canonical live records, retaining spatially resident and owned entities while using the conservative ACE visibility envelope for nonresident records. Route expiry through the normal generation-safe F747 teardown so animations, effects, physics, and render owners unwind symmetrically.
Replace the append-only modern mesh buffer with coalescing vertex/index ranges and upload each mesh's vertices once instead of once per material. Released zero-reference meshes can now reuse GPU ranges after portal and cache churn.
A connected five-region round trip returned animation ownership to baseline, recreated the starting region on revisit, and held normal FPS. Release build succeeds and all 5,927 tests pass with five intentional skips.
Co-authored-by: OpenAI Codex <codex@openai.com>
Carry each billboard particle's resident texture handle in the instance ABI so stable retail alpha ordering can batch mixed textures without rebinding and redrawing each short texture run. Keep DAT blend transitions as the only billboard draw boundary.
The connected 0xC95B stress scene improved from 6 FPS / 171 ms to about 153 FPS / 6.6 ms at the same roughly 21,000 visible entities. Release build succeeds and all 5,916 tests pass with five intentional skips.
Co-authored-by: OpenAI Codex <codex@openai.com>
Queue translucent world GfxObj batches and scene particles in one stable far-to-near stream using transformed DAT sort centers, then drain it at retail's landscape and final-world boundaries. Preserve authored blend, cull, lighting, opacity, and adjacent-only batching so particles behind lifestones are composited through the crystal instead of overpainting it.
Release build succeeds and all 5,914 tests pass with five intentional skips.
Co-authored-by: OpenAI Codex <codex@openai.com>
Port the retail high/low material-lighting cadence for successful world clicks, keep it instance-scoped in the modern renderer, and restore authored lighting after 0.8 seconds. Correct the selection oracle and pin timing plus per-frame buffer lifecycle with tests.
Co-authored-by: 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 external-container visibility tied to the signed surface gap between the player and container physics cylinders, matching gmExternalContainerUI's authored UseRadius range watcher. This prevents a valid ViewContents response from being closed at ACE's natural approach endpoint.
Port Position::cylinder_distance and ACCWeenieObject::ObjectsInRange into Core with conformance coverage for 3-D separation, overlap, mode precedence, and inclusive boundaries.
Release build succeeds and all 5,895 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>
Resolve DAT-authored particle ranges from the hardware GfxObj, apply retail distance and completed-cell visibility gates, and preserve the exact finite/infinite off-view update semantics. This removes dense-world simulation work without shortening terrain, entity, fog, or streaming distance.
Publish doorway-clipped outdoor cells through a focused frame controller, retain effect cell identity for outdoor statics, reject hidden emitters before particle-slot scans, and offer an explicit opt-in Extended particle range.
Release build succeeds and all 5,857 tests pass with five intentional skips. Retail-conformance, architecture, and adversarial review cycles are clean; connected Aerlinthe visual/performance gate pending.
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>
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>
Route accepted Hidden and UnHide transitions through retail's internal typed-script path so their DAT scripts queue while the owner is cell-less and resume at the destination. Consume ACE's successful teleport control statuses silently, matching retail HandleFailureEvent.
Co-authored-by: OpenAI Codex <codex@openai.com>
Port CPhysicsObj::set_hidden's PartArray HandleEnterWorld boundary on both Hidden and UnHide. This strips linked recall/casting animations and aborts their pending completions before cell visibility changes, preventing spell-recall tails after portal travel without arrival resets or action classifiers.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
Match retail's update ordering so object animation, particles, and scripts advance before inbound teleport state is applied. Separate input-originated movement from post-network autonomous position output, and reconcile presentation without a second physics tick so recall cannot resume after arrival.
Co-authored-by: OpenAI Codex <codex@openai.com>
Replace the opaque teleport cover with the DAT-authored CreatureMode tunnel, exact retail camera/light/animation timing and easing, and animation-hook audio routing. Compose portal and fade passes below retained UI so gameplay windows and input remain active through F751 travel.
Co-authored-by: OpenAI Codex <codex@openai.com>
Replace the incomplete 3,956-row production CSV with one immutable projection of all 6,266 records in portal.dat. Preserve retail formula targeting, shared Spellbook/MagicRuntime metadata ownership, and fail startup when the required SpellTable is absent.
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>
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>
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>
Preserve PlayerDescription inventory/equipment ownership across authoritative manifest replacement, make weapon switching and combat/UI consumers read the same canonical object state, and carry the complete outbound player position frame across landblocks.
Route target-facing and mouse-look through the shared MovementManager and MotionInterpreter completion owner. Match retail input aggregation, toggle ordering, turn/sidestep remapping, per-axis hold keys, and synchronous movement publication without render-only heading state.
Initialize the live streaming origin from the first accepted canonical player Position, defer other projections until that origin exists, and retain logical entity identity through hydration.
Advance the project ledger from completed M2 to active M3, synchronize CLAUDE.md/AGENTS.md and durable memory, and record the next cast-lifecycle, spellbook/enchantment, and two-client portal gates.
Co-Authored-By: Codex <noreply@openai.com>
Late-bind radar snapshots to the canonical LiveEntityRuntime maps so the retained radar survives bootstrap and session replacement instead of capturing empty sentinels.
Route paperdoll drops through the retail AutoWield blocker transaction. Move conflicting held weapons, shields, explicit jewelry destinations, and mismatched ammo to the backpack one authoritative confirmation at a time; preserve compatible arrows when switching to melee.
Render mode-1 and no-degrade particle GfxObjs as their authored modern-pipeline meshes, retain Always2D billboards, interleave both paths back-to-front, balance emitter mesh ownership, and fail safely on corrupt DAT material metadata. This restores the closed apex on Armor Self/protection effects.
Retain Studio fixture controller lifetimes, add installed-DAT and adversarial regression coverage, synchronize retail research/divergence bookkeeping, and pass all three review tracks plus the full Release suite.
Co-Authored-By: Codex <noreply@openai.com>
Add deterministic 96-owner lifecycle and renderer-resource stress gates plus an exact twelve-cycle recall/portal ownership gate. Prove zero retained records, projectiles, spatial buckets, script queues, particle/light owners, shadows, pending effects, and mesh references after churn, GUID reuse, deletion, and session reset.
Make logical teardown incarnation-specific and reentrancy-safe with lifetime epochs, atomic resource registration, generation-aware effect/teleport cleanup, projection mutation tokens, and failure-isolated visibility fan-out. Finish canonical spatial transactions before reporting observer failures and never discard superseded cleanup failures.
Synchronize architecture, roadmap, milestones, retail research, divergence bookkeeping, and durable memory. All three independent review tracks are clean; Release build and the full 5,454-pass/5-skip suite are green.
Co-Authored-By: Codex <noreply@openai.com>
Preserve canonical live-object ownership across Hidden transitions and remote teleport placement so effects, collision, streaming, and targeting remain synchronized.
Attach the retail projectile driver to canonical LiveEntityRecord ownership, sharing one PhysicsBody and full-cell identity with RemoteMotion regardless of creation order. Apply timestamp-gated state, vector, and position corrections in place, preserve active ordinary-body behavior when Missile clears, and keep renderer, effects, shadows, and spatial buckets synchronized across loaded/pending transitions.
Validate malformed packets before canonical timestamp mutation, validate adopted bodies from their current frame rather than stale CreateObject data, serialize late Setup resolution with streaming DAT reads, and preserve classification across clock anomalies. Retain shadow registrations through temporary leave-world residence while logical teardown remains generation-scoped.
Add 31 App lifecycle/adversarial tests plus Core shadow suspension coverage, and synchronize the retail pseudocode, architecture, milestones, roadmap, and durable physics memory.
Co-Authored-By: Codex <noreply@openai.com>
Replace the incomplete package path with one DatCollection-backed compatibility seam for PhysicsScripts and Animations. Preserve CreateBlockingParticle's inherited payload and following cursor, route every production and audit consumer through the corrected loaders, and apply retail's post-UnPack StartTime ordering.
Add exact stored-order PhysicsScriptTable upper-threshold resolution, high-byte DID and embedded-ID validation, plus live effect profiles with Setup-to-PhysicsDesc precedence across top-level and attached entity lifetimes. Keep blocking execution deferred and narrow TS-11 accordingly.
Pin synthetic malformed/cursor/order fixtures, installed-DAT blocking and recall audits, high-index IDs, IEEE boundaries, profile teardown, and ordinary decoder parity; synchronize architecture, inventory, milestones, roadmap, research, and memory.
Co-Authored-By: Codex <noreply@openai.com>
Introduce LiveEntityRuntime as the canonical owner of each accepted server-object incarnation, stable local identity, timestamped state, parent relations, runtime components, and exactly-once teardown. Split logical registration from rebucketing so pending landblocks, equipment attachment, pickup re-entry, and GUID replacement reuse the same entity and effect owners.
Keep canonical materialized and visible target/radar views distinct, preserve retail leave_world versus exit_world semantics, gate root simulation while cell-less, and track transitional pre-Create F754 owners through delete and session reset. Remove stale-spawn rehydration and make GpuWorldState spatial-only for live objects.
Add lifecycle, generation, pending, unload, attachment, event-publication, local-ID, rollback, and effect-cleanup coverage; update architecture, milestones, memory, and the divergence register.
Co-Authored-By: Codex <noreply@openai.com>
Parse the complete PhysicsDesc plus F754/F755 packets, correct every PhysicsState bit, and gate all nine retail update channels with generation-safe immutable snapshots. Preserve ForcePosition, teleport, placement, velocity, parent, pickup, delete, and same-generation CreateObject ordering from the named client.
Separate accepted logical lifecycle notifications from retained UI qualities, make GUID replacement and session reset clear every projection exactly once, and add packet, wraparound, malformed-input, parent FIFO, canonical-position, reconnect, and GUID-reuse conformance coverage.
Co-Authored-By: Codex <noreply@openai.com>
Carry TerrainTex.TexTiling through the terrain atlas and upload a layer-indexed table to the modern bindless shader so base, overlay, and road textures repeat at retail scale. Keep alpha masks cell-scaled and preserve retail's verified source-level-zero high-detail selection.
Add the named-retail pseudocode, WorldBuilder/ACE/ACME cross-reference, adapter conformance tests, and inventory documentation so a future renderer migration keeps the contract.
Co-Authored-By: Codex <noreply@openai.com>
Parse retail PrivateUpdatePropertyInt64 and route authoritative Total/Available Experience through both local-player projections so Attributes, the level meter, and Skills refresh together. Preserve the existing retail XP curve and right-align the Total XP value.
Close the user-confirmed item-give gate for #216 and record the named-retail/ACE/holtburger conformance evidence.
Co-Authored-By: Codex <noreply@openai.com>
Preserve SmartBox drag-release coordinates, route the picked 3-D target through the retail AttemptPlaceIn3D policy, and send authoritative GiveObject requests with the selected stack quantity. Honor PlayerDescription's player secure-trade option and document the remaining trade-system boundary.
Co-Authored-By: Codex <noreply@openai.com>
Classify teleport landblock transitions from the source and destination Position cell IDs instead of render-space coordinates. This keeps same-dungeon death respawns on their resident floor physics while preserving the existing true cross-landblock streaming path.
Co-Authored-By: Codex <noreply@openai.com>
Carry one complete cell payload with each streaming completion and publish visibility, physics, and render state on the render thread. Remove the obsolete post-readiness login reload that triggered a duplicate dungeon build.
Co-Authored-By: Codex <noreply@openai.com>
Replace the single mutable confirmation service with retail's property-backed DialogFactory model: fresh DAT roots, context ids, queue groups, priority preemption, callback/close-notice ordering, and context cancellation. Route /die, server confirmation aborts, and guarded item use through focused semantic owners.
Co-Authored-By: Codex <codex@openai.com>
Translate suicide response 0x004A as retail's successful self-kill notice. Port /framerate onto the authored SmartBox FPS element with live two-decimal FPS and DEG values, keep diagnostic window chrome independent, and synchronize command-driven settings without discarding panel drafts.
Co-Authored-By: Codex <codex@openai.com>
Expand the typed client-command boundary across travel, character queries, local UI and layout controls, AFK and consent, emotes, friends, squelch and filters, and fill-components. Preserve retail packet layouts and queue ownership, import the confirmation dialog, and keep authoritative social state in Core.
Co-Authored-By: Codex <codex@openai.com>
Separate retail client actions, ACE server commands, and ordinary chat at the shared router. Port lifestone/lif/ls from the named retail registry through a typed App controller to game action 0x0063, keep unknown verbs on ACE Talk, and cover both UI backends plus exact outbound bytes.
Co-Authored-By: Codex <codex@openai.com>
Import gmFloatyPowerBarUI LayoutDesc 0x21000072, teach the meter factory its stateful single-image shape, and project the movement-owned retail jump charge through a focused retained controller. Preserve authored resize constraints and state-managed visibility, with named-decomp pseudocode plus controller, movement, and production-DAT conformance coverage.
Co-Authored-By: Codex <codex@openai.com>
Keep retail's underlay-free m_pDragIcon separate from the full cell icon and reveal the authored ghost mesh on physical source cells for the complete drag lifecycle. This removes the backpack backing from the cursor and retires AP-47.
Co-Authored-By: Codex <codex@openai.com>