S0 wire probe (live capture, retail actor via ACE) refuted the premise
the #39 machinery was built on: walk<->run Shift toggles arrive as
EXPLICIT UMs (0x0005 <-> 0x0007@runRate) because retail's default-
difference packing baselines forward_command against Ready — W-held is
always packed, and ACE re-emits it unconditionally with the holdKey
upgrade (MovementData.cs:104-119). The frequent flags=0 autonomous UMs
are genuine keys-released / heading-only states; retail applies them as
full stops (InterpretedMotionState ctor 0x0051e8d0 defaults Ready +
move_to_interpreted_state 0x005289c0 flat copy).
Retail has NO pace->animation adaptation anywhere in its inbound
pipeline (two decomp dives + ACE cross-check, deviation map DEV-2), and
the refinement layer's 0.2s-grace re-promotion after legitimate Ready
UMs was itself the observed Ready<->Run thrash / rubber-band component.
Deleted: ApplyPlayerLocomotionRefinement, UmGraceSeconds,
PlayerRunPromoteSpeed/PlayerRunDemoteSpeed, RemoteMotion.LastUMTime,
the synth-player refinement call in OnLivePositionUpdated. Player-remote
cycles are now UM-driven only, exactly like retail. NPC PlanFromVelocity
path untouched (S6 unifies).
S0 findings + S1 live validation (0 false UM_STALE drops across 280 UMs)
recorded in docs/research/2026-07-02-inbound-motion-deviation-map.md.
fix#39: closed — root-cause narrative corrected, machinery removed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Splits MotionCommandResolver's single ACE-modern lookup into an
IMotionCommandCatalog seam with two implementations:
- AceModernCommandCatalog (runtime default): built cleanly from the
DatReaderWriter MotionCommand enum (mirrors ACE + local DAT MotionTables)
with a documented class-priority tiebreak. The old blind 0x016E-0x0197
per-range override is DELETED — verified the ACE matrix (LifestoneRecall
0x0153 to 0x10000153, MarketplaceRecall 0x0166, AllegianceHometownRecall
0x0171, OffhandSlashHigh 0x0173) resolves correctly straight from the enum
with no override. Stale shift-start comment corrected to SnowAngelState
(0x43000115 to 0x43000118), not AllegianceHometownRecall.
- Retail2013CommandCatalog (conformance/reference): full verbatim extraction
of command_ids[0x198] at 0x007c73e8 (acclient_2013_pseudo_c.txt:1017259-1017667),
direct wire-low to full index lookup. 408 entries, anchors verified against
source ([0x150]=0x10000150, [0x153]=0x09000153, [0x197]=0x10000197).
MotionCommandResolver.ReconstructFullCommand stays a static facade delegating
to an AceModern singleton — all ~10 runtime callers unchanged.
Removing the override exposed a pre-existing bug: CombatAnimationPlanner's
late-combat command block uses 2013 numbering, not ACE/DRW. Corrected the one
catalog test assertion pinned to the override's output (wire 0x0170 to
0x09000170 IssueSlashCommand, its true DRW identity) and filed the planner bug
as #159 rather than silently patching out-of-scope code.
Tests: +catalog matrices (ACE/2013), class-priority collisions, boundary
cases, real-DAT availability (gap-doc hit counts reproduced). Build + full
suite green (Core.Tests 1718, no regressions).
Spec: docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md (1)
Research: docs/research/2026-06-26-ace-vs-2013-motion-command-gap.md
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
UI Studio (preview panels through the production renderer), importer dat-fidelity (Fix A/B/C/4/5:
the importer carries dat font/justification/color; boundary look=importer / state=runtime), and the
Character window Attributes tab (reads as retail). 3062 tests green.
Handoff: docs/research/2026-06-26-mockup-stage-handoff.md.
# Conflicts:
# docs/ISSUES.md
# docs/architecture/retail-divergence-register.md
Roadmap: extend D.5-remaining ledger with three new shipped entries (UI Studio,
importer Fix A/B/C, Character window 0x2100002E). Milestone M5: update D.2b
status paragraph to name all shipped sub-phases including the studio, importer
boundary discovery (look=importer / state=runtime), and Character window with
deferred polish pointer (#151).
ISSUES: add #151 (Character window deferred polish — LOW, filed 2026-06-26;
user accepted Attributes tab as good-enough, polish items to be enumerated later).
Issues #149 (studio inventory all-black) and #150 (GameWindow font resolver) were
already present.
Divergence register: add AP-69 (per-element dat-font resolver is studio-only;
GameWindow passes null to the four Import sites until #150 lands). No row for
Fix-4 UIState-group activation (runtime-faithful, not a deviation) or for the
tab-sprite injection / footer-state hiding (same).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Follow-up to Fix C (a0d3395): the per-element FontDid resolver is studio-only; GameWindow
passes null. Captured the turnkey fix (ConcurrentDictionary + GetOrAdd closure over UiDatFont.Load,
mirroring RenderStack.ResolveDatFont) + the 4 import sites + the CharacterStatController auto-benefit note.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Gap 1 — Header captions:
- 0x1000023A ("Character Level") above the level value: bound via LabelLeft().
- 0x10000234 ("Total Experience (XP):") left of total XP: bound via LabelLeft().
- 0x10000237/0x10000238 (XP-to-level label + value) are children of the UiMeter
(0x10000236, ConsumesDatChildren=true) and cannot be bound — documented in
code comments; XP meter fill still bound via Fill=XpFraction.
Gap 2 — Tab bar sprites:
- Tab group elements 0x10000228/229/538 are Type-12 UIElement_Text in the dat
(ConsumesDatChildren=true), so the three button children (left-cap, center,
right-cap) are consumed at import and absent from the widget tree. Old
SetTabState/SetButtonStateRecursive found no UiButton children to set.
- Fix: AddTabSprites() injects three UiText sprite-children per group using
the known RenderSurface ids confirmed from the retail UI layout dump:
Open (active) 0x06005D92/0x06005D94/0x06005D96
Closed (inactive) 0x06005D93/0x06005D95/0x06005D97
Source: dump nodes 0x10000439/0x100000E9/0x10000215 in layout 0x2100002E,
state_id 11=Closed, 12=Open per gmTabUI::SetActive(bool).
Gap 3 — Footer legibility:
- The shared footer child ids (0x1000024E etc.) appear in THREE footer-state
groups (A/B/C). ImportedLayout._byId stores the LAST duplicate = narrower
State B/C copies (145px labels). Fix: hide State B/C groups (footerB/footerC
Visible=false), walk State A container (0x10000240) positionally to bind the
wider State A labels (195px). FooterLine1Label now reads "Skill Credits
Available:" and FooterLine2Label reads "Unassigned Experience:" at full width.
Tests: 3 old tab-state tests (SetButtonStateRecursive expectation) replaced by
4 new sprite-injection tests + 2 caption-binding tests. Full suite: 676 pass,
0 fail (was 673 pass after 3 failures).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Verified root cause (oracle-first) of the user's "stretched + less-detailed"
outdoor terrain: acdream tiles the base ground texture once per 24m landcell
(terrain_modern.frag TILE=1.0) and never applies retail's landscape DETAIL
texture overlay (dat TerrainTex.DetailTextureId / DetailTexTiling).
Decomp-cited mechanism (landPolyDraw detail UV = curr_detail_tiling*baseUV
pc:702299; 10->50 depth fade pc:702263; TEXOP_MODULATE pc:425099; single
landscape scalar via TexMerge::GetDetailTiling pc:263852). Filtering + 512^2
resolution ruled out.
Fix attempt (parallel detail texture array + MODULATE2X + distance fade) built
and ran but rendered the ground black (detail array sampled ~0); reverted.
Handles verified NOT swapped -- the bug is detail-texture DATA (gray fill /
DetailTextureId decode). Filed with full debugging steps for a fresh pass.
Also recorded the DO-NOT-RETRY: the first investigation agent FABRICATED a base
`TexTiling` dat field that does not exist (only DetailTexTiling).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Brings the 134 D.2b UI commits onto the physics/collision development line so
main can fast-forward. Today's #149 (BSP-less static collision) + #150 (open
doors fully passable) + the full collision/streaming/dense-town-FPS arc meet
the paperdoll/inventory work.
# Conflicts:
# docs/ISSUES.md
# docs/architecture/retail-divergence-register.md
An OPEN door (ETHEREAL_PS 0x4 set on Use) still stopped the player with a
residual threshold block after the collision sweep, despite swinging open
visually.
The resolver runs two collision passes per step: the main sweep and a
step-down (foot-sphere "is there floor?") sub-pass. acdream tested the
ethereal door in BOTH; the main pass cleared it (BSPQuery Path 1 + the
Layer-2 override) but the step-down pass had no escape, leaving a Collided
result at the sill -- the "can-sized cylinder on the ground threshold".
Retail's CPhysicsObj::FindObjCollisions (pc:276795-276806) SKIPS an ethereal
target when sphere_path.step_down != 0 -- it only tests it in the main pass.
So an open door is fully passable everywhere; the swung panel's position is
irrelevant (ethereal = no collision; the swing animation is purely visual).
Port that branch verbatim: an ethereal-for-this-test target (target state &
0x4, OR mover-ethereal vs a non-static target) is `continue`d when
sp.StepDown is set.
Live-verified (user confirmed): the door now blocks 0x while open (0x1000C),
still blocks while closed (0x10008); pre-fix it blocked 217x while open.
Core suite green (1595/0).
(An earlier "animate the door collision" theory was wrong and dropped -- if
collision tracked the swung panel you'd bump the panel in its open position,
which retail does not do. The user caught it.)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Town props placed as landblock stabs whose ONLY collision is a Setup
CylSphere/Sphere (no physics BSP) registered ZERO collision shapes and were
walk-through -- torches, braziers, lamp-posts, candle-stands, posts.
Root: the ISSUES #83 / A1.6 gate `!_isLandblockStab` skipped Setup
cyl/sphere registration for ALL landblock stabs, on the false assumption
"landblock stabs collide via BSP only (retail CBuildingObj)." That
over-broadened -- it also killed collision for BSP-less stabs.
Retail's CPhysicsObj::FindObjCollisions (@0x0050f050) uses binary dispatch:
the object's physics BSP if it HAS one (HAS_PHYSICS_BSP_PS 0x10000), ELSE its
CSetup CylSpheres/Spheres -- never both. Confirmed via live retail cdb on the
Holtburg torch (Setup 0x020005D8 at world (105.99,17.17)): FindObjCollisions
target num_cylsphere=1, cyl h=2.2 -- a cylsphere, exact-matching the dat
(cylSphere r=0.2 h=2.2); the StabList confirms stab[95]=0x020005D8 there.
Fix: gate the Setup cyl/sphere registration on `entityBsp == 0` instead of
stab-ness. Preserves #83's anti-doubling (stab WITH a BSP -> BSP-only) while
restoring collision for BSP-less stabs. Other landblock entities on this path
(scenery -- tree-trunk cylspheres) are unaffected.
Live-verified: torch + candle/brazier family block now; ~115 cyl/sphere
Setups register across streamed landblocks. Core suite green (1595/0).
The earlier selection-sphere hypothesis was WRONG and is reverted -- the cdb's
r=0.48 sphere was the player/NPC body (every body sphere is ~0.48), not the
torch. The correct cdb method: capture the TARGET at FindObjCollisions (not
`this` in CSphere::intersects_sphere) and confirm by position + Setup-id.
(Issue numbered #149 to stay clear of main's #148; this worktree branched
before main's #145-148 were added.)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The "#145 far-town frame" premise was wrong: #146's bldOrigin probe proved
Arwic buildings are correctly framed. The walls were portal-less buildings
skipped by the collision cache; the terrain-3%-grounded sub-question is
re-scoped LOW (no fall-through observed; likely a contactPlaneValid nuance).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Issue A ("no collision after death/portal") investigated capture-first and
confirmed to be TWO distinct bugs (user-corroborated + ACDREAM_CAPTURE_RESOLVE
data, 255,832 player resolves):
- #147 (HIGH) far-town (Arwic): grounded only 3% of resolves vs 100% at
Holtburg/dungeon; city/perimeter walls never block even on a fresh login —
the #145 streaming-relative-frame family. Scope as a brainstormed #145
sub-phase, not a one-commit fix.
- #146 (MEDIUM) Holtburg: building/house-wall collision works on fresh login
but is lost after portaling in. The [bldg-channel] probe fires post-portal
(building is cached + reached) yet result=OK as the foot-sphere walks into
the wall — the building WorldTransform is baked from _liveCenter at cache
time and CacheBuilding is idempotent, so the recenter leaves a stale offset.
Also recorded against #138 that symptom B (avatar vanish) was root-caused and
fixed in afd5f2a (RelocateEntity-during-PortalSpace), not just the pending-
bucket rescue candidate.
No guess-patches applied to the collision code (DO-NOT-RETRY area).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Report: OUTCOME section (the two shipped fixes, the glFinish-artifact correction,
the deliberately-unpursued scenery-CPU/terrain-GPU headroom). ISSUES: recently-
closed entry with SHAs + pointers.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Faithful port of retail UIElement_UIItem::UpdateCapacityDisplay (0x004e16e0):
each container cell (side bags + main pack) shows a vertical UIElement_Meter
(element 0x10000347, back 0x06004D22 / fill 0x06004D23) filled to
GetNumContainedItems / ItemsCapacity, clamped [0,1]; hidden for non-containers
(CapacityFill=-1). Drawn procedurally on UiItemSlot like the triangle/square
overlays (back full + front clipped bottom-up). Right-anchored flush to the cell
edge (visual gate: the dat X=26 sat ~5px off the right edge). Visually confirmed
2026-06-22. Divergence AP-59; polish deferred to ISSUES #146 (exact rect/anchor,
fill direction vs m_eDirection 0x6f, closed-bag lazy-load).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
User confirmed the container column reads correct after the inheritance-resolved
fix (22d9231). Status: inventory empty-slot art FIXED + VISUALLY CONFIRMED.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Visual gate (2026-06-22) showed the side-bag/main-pack empty cells drawing yellow
triangles. Root cause: the frame-first heuristic grabbed the 36x36 container
prototype's DirectState child 0x06005D9C — which is the open/SELECTED-container
triangle indicator, NOT a background frame — and stamped it onto every empty cell.
Fix: drop frame-first; FindIconEmpty resolves the inner m_elem_Icon ItemSlot_Empty
THROUGH BaseElement inheritance (0x1000033F -> 0x10000340 -> base 0x1000033E ->
0x1000033B -> 0x06000F6E), so containers get the dark slot background matching the
inventory. Pin test now asserts exact ids (0x06004D20 contents / 0x06000F6E
containers) — the old structural-only assertion let the wrong-but-valid 0x06005D9C
pass (Opus review Minor 2, now vindicated). The triangle + green/yellow selection
square is deferred to container-switching (AP-56 reworded). Full suite green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Inventory contents grid / side-bag / main-pack empty cells now dat-resolve their
art via ItemListCellTemplate (0x1000000e -> 0x21000037). Paperdoll equip
silhouettes + main-pack icon remain open (Sub-phase C / AP-51).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Reword AP-48 (burden) and AP-49 (carry-aug) to fallback/default-only: B-Wire
ports the retail wire read (login PD-bundle UpsertProperties + live 0x02CD;
ObjectTableWiring applies all ints), so SumCarriedBurden / aug=0 are now
defensive only. Confirm the server sends EncumbranceVal/0xE6 at the visual
gate, then delete the rows. Add the D.2b-B B-Wire SHIPPED entry to ISSUES.
(Memory digest project_d2b_retail_ui.md + MEMORY.md updated out-of-tree.)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
3rd live session found the carried-anchor fix is incomplete: the cascade recurs
when a teleport arrives onto a NOT-YET-STREAMED landblock near an edge (0xC98C
arrival at local Y=190.3, NO-LANDBLOCK -> marches 0x8C->0xFE, wire localY=-21684,
ACE rejects). Streamed-arrival case IS fixed (verified ~10 landblocks). Same root
as the Z free-fall (#135/#138 placed-but-unstreamed gap). Prior 'gate passed' was
premature. Needs apparatus (anchor/guard diagnostic at the crossing) before a fix.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- #145: the original fix was incomplete (mounted panels inherited ZLevel 1000 →
behind the backdrop → washed out); continuation 417b137 closes it. Updated status.
- D.2b-B SHIPPED entry: visually confirmed; the two render bugs (backdrop wash-out
+ captions host-direct) documented.
- New OPEN issue: contents grid overflows (needs the gutter scrollbar wired; scroll
was out-of-scope for B-Controller per the spec).
- Roadmap ledger: B-Controller visually confirmed + the render fix noted.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Workflow wf_87607d15-c43 (4 research streams + synthesis + 3 adversarial verifiers, HIGH confidence) confirmed the far-town runaway is a cell-membership label cascade from a discarded TryGetTerrainOrigin bool (CellTransit.cs:736 -> (0,0) origin for unstreamed neighbors), not a free-fall; 17410 is a wire artifact. User chose the architectural fix: port retail's cell-relative Position + retire _liveCenter from physics. Handoff doc carries the verified mechanism, the retail port table (decomp addresses), acdream divergence sites, apparatus (desync-capture.jsonl + probes + harness template), and the brainstorming-gate requirement.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Captured: teleport to far town (201,91) places correctly via the #145 verbatim path, then the per-frame resolve marches membership one landblock south/frame (un-rebased local position) until ACE rejects the inconsistent (cell, local) pair. #138 re-hydrate exonerated. Root cause under multi-agent research (acdream code + retail decomp oracle + capture).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Records the confirmed root cause (ACE never clears KnownObjects on a
teleport so it won't re-send known objects; retail/holtburger keep the
client object table and re-render from it) and the two-part fix
(re-hydrate from _lastSpawnByGuid; pending-bucket persistent rescue).
Corrects the 2026-06-21 handoff: ClientObjectTable is the inventory data
model with no world position/Setup and cannot rebuild a render entity;
the real retained world-object table is GameWindow._lastSpawnByGuid.
Status: FIX SHIPPED, pending user visual gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Deep dive (this session) eliminated the 2026-06-20 hypotheses for #138
(server objects + own avatar not showing after a teleport-out):
- NOT the Tier-1 classification cache: re-created live entities get a fresh
monotonic Id (_liveEntityIdCounter++), so the cache (keyed on Id) is always
a miss for them. (Side-finding: the cache has a real demote-vs-unload
invalidation asymmetry — RemoveLandblock doesn't fire _onLandblockUnloaded
while RemoveEntitiesFromLandblock does — but it's NOT the #138 cause.)
- The render path is fine when entities are present (login: [dyn] dyn=54
drawn=33; the dynamics partition + DrawDynamicsLast draw them).
- The actual cause: re-delivery is unreliable. notan/+Je walk-around run after
teleport-out: live:spawn doors=0, [ent]+ door appends=0, [ent-flat] server=1
— the server delivered ZERO Holtburg objects on return; they never reach
acdream. acdream unloads them on teleport-IN (the collapse) and nothing
restores them; ACE doesn't reliably re-broadcast. "Other clients see +Je"
confirms it's acdream's local world, not server state.
Fix direction (next session): re-hydrate GpuWorldState from the retained
ClientObjectTable on AddLandblock instead of depending on an ACE re-broadcast
(or treat in-range server objects as persistent across the collapse). Entity-
lifecycle/protocol change, best started fresh.
Diagnostic scaffolding (probes + the unrelated cache-asymmetry fix) reverted;
tree is back at the green #145 state (a15bd3b).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
B-Grid sub-window mount works (paperdoll base 0x100001D4 has 25+ equip-slot
children, attached), but the gmInventoryUI panels render blank: the
importer maps ZOrder from ReadOrder only, so the full-window backdrop
(0x100001D0, ReadOrder 4) paints over the panels (ReadOrder 1-3). Retail
keeps it behind via ZLevel (backdrop 100 vs panels 0), which the importer
ignores (vitals were all ZLevel 0). Fix scoped in the issue.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Portals only worked once per session: teleporting OUT of a dungeon
mis-rooted the player into the SOURCE dungeon's coordinate frame, so every
move was sent dungeon-framed and ACE rejected it ("failed transition") —
the player couldn't move, never reached a portal, and the world wouldn't
re-render (only skybox).
Root cause: acdream's streaming-relative frame recenters on teleport, but
resident physics landblocks keep their load-time world-offset. After
recentering onto the outdoor destination, the collapsed source dungeon
(offset 0,0 as the prior center) and the destination (offset 0,0 as the
new center) overlap, and the Z-agnostic outdoor cell-snap returns the
dungeon for both the arrival placement and every per-frame resolve.
Fix (server-authoritative teleport placement):
- Drop the stale source center landblock from physics at the teleport
recenter (GameWindow.OnLivePositionUpdated) so the resolve falls through
to the server position (Resolve NO-LANDBLOCK verbatim) until the
destination streams in.
- Place outdoor teleports immediately (TeleportArrivalRules) — holding is
futile because streaming does not progress during a PortalSpace hold.
- Clear a dangling CellGraph.CurrCell when its landblock is removed
(PhysicsEngine.RemoveLandblock) — otherwise the dungeon-streaming gate
keeps streaming collapsed onto the gone dungeon (only skybox renders).
Keeps DungeonStreamingGate (gate suppression during the hold). Indoor
(dungeon-entry) placement is unchanged (cell-keyed, IsSpawnCellReady).
User-verified: in->out->re-enter works repeatedly, no ACE errors, world
renders. Remaining facets (server objects + own avatar not rendering after
a teleport-out) are entity render/lifecycle — split to #138.
Registers AP-36 + AD-2 updated. New: DungeonStreamingGate (+4 tests),
TeleportArrivalRules (+4 tests). Build + 2727 tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Indoor lighting DONE this session (#142/#143 closed). Per user: do NOT merge to
main; start fresh next session. NEXT-session order set in the handoff:
1. #145 — portals only work once per session (run in/out/re-enter repeatedly).
Machinery: 0xF751 PlayerTeleport -> PortalSpace -> TeleportArrivalController ->
streaming collapse/expand. Likely overlaps #138. Instrument a 2nd teleport first.
2. #144 — dungeon interiors still too dim vs retail (cdb side-by-side first).
Handoff: docs/research/2026-06-20-indoor-lighting-done-next-portal-reuse-handoff.md
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
#142 + #143 resolved this session — interiors + the meeting-hall portal now match
retail (user-confirmed). The #142 diagnosed cause (per-frame sun/ambient regime)
was a red herring; the real bug was the EnvCellRenderer landblock-key lookup
(0d8b827) that starved every interior wall of point lights. #143's portal light
rides the weenie-light path + the dynamic D3D 1/d attenuation (57c2ab7).
#144: dungeons improved (torch cells light up now) but torch-sparse stretches +
overall brightness still trail retail. Needs a side-by-side cdb capture of
retail's dungeon (active lights + ambient) — candidates: per-vertex bake under-lit
on low-poly walls, 0.2 sealed ambient too dark, or retail leans harder on dynamics.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Filed from the B.1 spine code review. No-op today (toolbar Clicked guards
ItemId!=0); deliberately NOT guarded with a speculative _dragCancelled bit
(would make item-slots differ from every other widget + guess at retail).
Verify retail's empty-cell press+move+release before changing.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Clean handoff for the next M1.5 "indoor world feels right" session, picking up
the two indoor-lighting gaps the user spotted at the #140 visual gate.
#142 (PRIMARY): windowed-building interiors + look-ins read "like outdoors".
Root cause grounded: retail's lighting regime is per-DRAW-STAGE (PView::DrawCells
draws ALL EnvCells in the useSunlightSet(0) interior stage — torch-lit, no sun,
regardless of SeenOutside), while acdream's is a per-FRAME global keyed on the
player's cell (playerInsideCell). So acdream's windowed interiors (SeenOutside)
+ look-ins stay in the outdoor regime. This is the AP-43 residual surfaced.
Fix direction: make sun+ambient per-draw like AP-43's torches (design fork laid
out for a brainstorm). Resolves AP-43.
#143 (SECONDARY): portal swirl casts no light. acdream registers only static
Setup.Lights; the portal is a retail DYNAMIC light (add_dynamic_light ->
minimize_envcell_lighting). Fix: register a dynamic LightSource for portals.
Handoff doc carries the verified retail decomp (useSunlightSet/PView::DrawCells
stages), current acdream line refs, the three gaps, the fix fork, validation
plan, and DO-NOT-RETRY. Neither issue is a regression from #140.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Integrates main's 19 commits (A7 outdoor/indoor torch lighting Fix A/B/C/D,
GlobalLightPacker, shader updates, UN-7) under the D.5 toolbar/item-model stack
(D.5.1/D.5.2/D.5.4/D.5.3a). Auto-merged cleanly except docs/ISSUES.md.
Conflict resolved: both lineages used #140 for different issues. Kept main's
#140 = "A7 Fix D" (resolved); renumbered the toolbar/selected-object issue to
#141 (note added; this branch's commits/spec still reference #140 — immutable).
The register auto-merged (AP-46 cites file:line, not #140; UN-7 keeps #140=Fix D).
Build + full suite green on the merged tree (2,713 passed / 4 skipped).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Selected-object meter health half passed the visual gate (2026-06-20): name on
the black band, attackable-only health gate, UpdateHealth-driven bar, green flash,
no magenta. Mana (0x100001A2) + stack entry/slider (0x100001A3/A4) remain deferred.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Resolves the divergence-register conflict: kept the accurate per-VERTEX AP-35
(Fix A shipped per-vertex; main's row was the stale pre-Fix-A per-pixel text),
kept main's UI rows AP-37..AP-42, and renumbered this branch's torch-gate row
AP-37 -> AP-43 (AP-37 was taken by main's LayoutDesc row). AP count 41 -> 42.
Retargeted the AP-37 references in WbDrawDispatcher + the CHECKPOINT to AP-43.
Marked ISSUES #140 RESOLVED (b7d655b) with the corrected root cause.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Port of gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198635).
When the player selects a world object the action bar's bottom strip shows the
object name + (for player/pet/attackable targets) a live Health meter; deselect
clears it. Mana (#140) + stack slider deferred.
- SelectedObjectController (new): clear-then-populate on selection change; sets
name (UiText child, VitalsController pattern), overlay state (ObjectSelected /
StackedItemSelected via UiDatElement.ActiveState), shows the health meter and
sends QueryHealth for health targets. Subscribes via a delegate seam (no
GameWindow coupling).
- GameWindow: _selectedGuid field -> SelectedGuid property + SelectionChanged
event (fires on actual change only); 3 write sites converted, reads untouched.
All selection-write paths (LMB pick, Tab/Q, despawn-clear via Tick()) run on
the render thread, so the event-driven UI mutation is single-threaded.
- WorldSession.SendQueryHealth (0x01BF) — wraps SocialActions.BuildQueryHealth.
- DatWidgetFactory.BuildMeter: handle the single-image toolbar meter shape
(back-track on the element's own DirectState, fill on one Type-3 child). The
sprites go in the TILE slot (DrawMode=Normal tiles to full bar geometry per
UIElement_Meter::DrawChildren) — a left-cap assignment would gap/clamp a
sub-140px sprite. Vitals 3-slice path unchanged.
- ToolbarController.HiddenIds: A1 (health) now owned by SelectedObjectController;
A2 (mana) + A4 (stack) stay hidden (deferred) so their dat back-tracks don't
render as stray empty bars.
Adversarial Opus review found + fixed: the mana-meter orphan (A2 left unhidden)
and the meter tile-vs-cap render bug (C1). Divergence rows AP-46 (health gate
approximation: IsLiveCreatureTarget vs IsPlayer||pet||attackable) + AP-47
(meter shown on select vs on UpdateHealth reply). Spec §5 corrected.
Build + full test suite green (2,684 passed / 4 skipped). Health meter render
fidelity (full-width fill + fraction mapping) pending the user's visual gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A7 lighting Fix A/B/C shipped this session; Fix D (object torch over-brightness)
grounded but blocked on the render-path capture. Filed as #140 + divergence
register UN-7 (object point-light model unconfirmed). Detail in the 2026-06-18
handoff doc.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Deferred cosmetic polish after the widget-generalization landing: tune the
per-ChatKind transcript text colors against retail, and add pressed/hover state
feedback to the chat buttons (UiButton draws only its default state today; the
dat carries Normal/Pressed/Highlight). Not a regression — the generalized chat
matches the prior hand-made build (user-confirmed).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- #137: dungeon collision wrong at doors / wall openings (EnvCell collision; needs repro).
- #138: teleport OUT of a dungeon loads the outdoor world incompletely (missing trees/
scenery, broken collision) + a position desync (avatar moves but player position doesn't)
— hypothesised as the dungeon-streaming collapse→EXPAND gap (same machinery as #135).
- #135 marked DONE (user-verified FPS-steady dungeon login); #136 closed (editor-marker hide).
- CLAUDE.md current-state refreshed: #135/#136 shipped, A7 lighting + #137/#138 remaining.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Rewrite the #136 entry with the definitive root cause (editor-only dat placement
marker hidden by retail's distance degrade, inherited as visible from the WB-derived
render path) replacing the earlier refuted texture-pipeline hypothesis; mark FIXED.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Investigated the user-reported divergence (a solid-red cone in the 0x0007 dungeon
that retail doesn't draw). Narrowed by elimination:
- geometry, not VFX (survives particles-off)
- object 0x70007055 / Setup 0x020019F0, physState=0x1C — NOT NoDraw/Hidden
- its distinguishing texture 0x06006D65 (DXT1 256x128) DECODES tan/opaque offline,
identical to a neighbour decoration (0x020019EE / tex 0x06006D63) that renders fine
- not a per-instance tint (hook dropped)
=> the red is introduced at runtime in the WB bindless texture-array upload/sampling
path (a #105-class "samples undefined until flushed" / layer-handle misassignment),
possibly lighting. Both WB-render-migration and sky/lighting are FROZEN phases, so the
fix awaits explicit sign-off. Full diagnosis + reusable diagnostic approach in the issue.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>