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226 commits

Author SHA1 Message Date
Erik
304327b0a4 docs: R2-R4 visual pass PASSED (user-verified) - file #165 wall-swallow + #166 slope-landing sled; next entry R5
All four visual-pass items confirmed by the user's eyes (jump/ledge
momentum, run-in-circles blend, stop settle, retail-observer view of
+Acdream). Two observations filed from the pass:

- #165: retail movers observed from acdream penetrate walls a bit
  ("swallowed") instead of stopping flush - remote-DR collision class,
  PROBE_RESOLVE capture is the first investigative step.
- #166: downhill-jump landing glide+bounce (retail sled) absent - the
  register predicted this exact gap (AD-25 risk column) - composite of
  AD-25 + AP-7 + TS-4, retire together post-R6 per the user's
  "polish later" call.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 17:59:45 +02:00
Erik
b152321b43 docs: move #163 to Recently closed (5ebe2be3)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 17:39:36 +02:00
Erik
5ebe2be38e chore: #163 strip R4-V5 temp diagnostics; docs: close #162 (no adaptation)
#163: remove [autowalk-gate] (+ _lastAutowalkGateLogTime throttle clock,
PlayerMovementController), [autowalk-feed] (GameWindow player tracker
feed), and the short-lived [MOVETO-CANCEL] #162 capture probe. The
durable ProbeAutoWalk family (PhysicsDiagnostics owner + DebugPanel
toggle + the permanent [autowalk] probe sites) stays.

#162 closed WITHOUT adaptation: user A/B says retail does not glide, and
post-#161 acdream matches (user-verified walk/run-by-distance movetos +
clean mid-chain key takeover). Head-interrupt + CancelMoveTo re-audited
retail-verbatim against the raw (unpack_movement 0x00524440,
interrupt_current_movement 0x005101f0, MoveToManager::CancelMoveTo
0x00529930 armed-gate); the launch-162 capture shows ACE's mt-0
reflections carry the mover's real locomotion, so cancels never strand
the legs. The old glide was killed by the R4-V5 stack + #161's
apply-pass params fix. Evidence trail in ISSUES Recently-closed #162.

Suite 3,964 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 17:38:41 +02:00
Erik
584ad0a8f6 docs: close #161 (user-verified) - landing-pose fix b1cf0102; next up #162 adjudication + #163 diag strip
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 17:11:16 +02:00
Erik
b1cf01029a fix(R4): #161 remote landing stuck in falling pose - apply-pass params decode
Retail's apply_interpreted_movement (0x00528600) does NOT dispatch with
ctor-default MovementParameters: the BN decomp smears the bitfield store
into the mush expression at raw 305778 - (word & 0x37ff) | cancelMoveTo<<15
| disableJump<<17 - which CLEARS SetHoldKey/ModifyInterpretedState/
CancelMoveTo. ACE MotionInterp.cs:444-449 confirms independently. Three
legs fixed, all retail decode, no adaptations added:

1. ApplyInterpretedMovement now builds the pass params retail actually
   uses (ModifyInterpretedState=false is load-bearing): no dispatch in the
   pass writes InterpretedState, so the airborne Falling substitution
   PRESERVES the wire's forward command and HitGround's re-apply
   dispatches it - the motion table plays the Falling->X landing link.
   The W6 entry-cache (built on the wrong "retail self-heals via hoisted
   registers" theory) is deleted; live reads are retail semantics. Raw
   arg3 decoded as DisableJumpDuringLink -> every (N,0) caller means
   allowJump=true; all 9 caller polarities fixed. copy_movement_from's
   current_style copy (raw 0051e757) added to the UM flat-copy.

2. Both GameWindow landing blocks cleared the Gravity state bit BEFORE
   Motion.HitGround(), whose verbatim state&0x400 gate then no-opped the
   whole retail re-apply; the UP-driven landing block never called
   HitGround at all. Both now run HitGround (minterp then moveto,
   MovementManager::HitGround 0x00524300 order) with Gravity still set,
   then do the DR bookkeeping clear (register row AP-81 added for the
   remaining flag dance, retire in R6).

3. K-fix17's forced SetCycle (both copies) deleted: it executed every
   landing but read the leg-1-clobbered ForwardCommand (0x40000015) and
   re-set the very Falling cycle it meant to clear.

Tests: new HitGround_AfterFall_RedispatchesPreservedForward_ExitsFalling
lifecycle pin; AirborneBody state assertion flipped (it had pinned the
bug value). Suite 3,964 green incl. the 183-case retail-observer trace.
Filed #164 (action-replay Autonomous bit, no current consumer).

Awaiting live verify: stand-still landing must exit the falling pose with
zero wire input.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 17:00:03 +02:00
Erik
3c866f95f7 docs: #161 landing-pose evidence trail from the live retest (seq still Falling at first post-landing UM; suspect the funnel's Falling dispatch writing interpreted fwd + HitGround re-apply) 2026-07-03 16:25:07 +02:00
Erik
6870857cc2 docs: close #160 (user-verified) - RemoteWeenie run-rate chain fix 41006e79 2026-07-03 16:20:12 +02:00
Erik
ab35a78c1d docs: file #160-#163 (remote run-pace, landing pose retest, glide adjudication, temp-diag strip) + handoff postscript 2 2026-07-03 15:14:57 +02:00
Erik
a2f8104cbf feat(L.2g-S5): delete player pace-inference layer; close #39 (DEV-2)
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>
2026-07-02 16:10:28 +02:00
Erik
2c8620ea94 feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance
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>
2026-06-30 22:13:36 +02:00
Erik
ca94b479bf Merge claude/hopeful-maxwell-214a12 — D.2b UI Studio + faithful importer + Character window
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
2026-06-26 12:33:51 +02:00
Erik
ea42c6d303 docs: record D.2b UI Studio + importer dat-fidelity + Character window (shipped this session)
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>
2026-06-26 12:18:03 +02:00
Erik
ed626f4250 docs: file #150 — thread Fix C per-element dat-font resolver into GameWindow's 4 import sites
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>
2026-06-26 10:54:16 +02:00
Erik
99291595bb feat(D.2b): Character window — value captions + tab bar sprites + footer legibility
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>
2026-06-25 22:17:40 +02:00
Erik
c25d618684 docs(issues): #155 — terrain textures stretched/blurry = missing landscape detail-texture overlay
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>
2026-06-25 20:26:19 +02:00
Erik
01594b4cfd merge: integrate main (D.2b paperdoll/inventory UI line) into the physics/collision branch
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
2026-06-25 12:57:46 +02:00
Erik
aa7c0b5c31 fix(physics): #150 — skip ethereal targets in the step-down pass (open doors fully passable)
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>
2026-06-25 12:20:54 +02:00
Erik
2ac7ea776f fix(physics): #149 — collide BSP-less landblock statics via Setup cylsphere
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>
2026-06-25 10:21:34 +02:00
Erik
2b48310c2a docs(issues): #147 city/perimeter walls FIXED (9743537); correct premise + re-scope terrain residual
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>
2026-06-24 16:25:23 +02:00
Erik
31612e99c3 docs(issues): #146 DONE — building collision re-base fix (49d743f) verified
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 13:33:29 +02:00
Erik
5b3e946b8b docs(issues): file #146/#147 (post-portal + far-town wall collision) + record #138-B avatar-vanish fix
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>
2026-06-24 13:11:42 +02:00
Erik
02578ddb74 docs(perf): dense-town FPS — final outcome (75->165) + ISSUES record
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>
2026-06-24 00:13:32 +02:00
Erik
c937db11c7 docs: file ISSUES #147 (inventory scroll polish) + #148 (status-bar backpack toggles inventory)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 19:16:25 +02:00
Erik
a45c421bd1 feat(D.2b): per-container capacity bar on inventory cells
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>
2026-06-22 15:54:54 +02:00
Erik
1f8dd7a93f docs: D.2b empty-slot art — inventory portion visually confirmed
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>
2026-06-22 12:49:29 +02:00
Erik
22d92315e5 fix(ui): D.2b empty-slot art — container cells use inner slot bg, not the selected-container triangle
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>
2026-06-22 12:45:36 +02:00
Erik
499485a672 docs: D.2b empty-slot art — close inventory portion of the empty-slot-art issue
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>
2026-06-22 11:10:39 +02:00
Erik
e6c8b65f77 docs(D.2b): inventory finish Stage 1 — handoff + divergence rows + ISSUES
Handoff doc for the fresh session (scroll/frame/resize/102-slots shipped +
visually confirmed; next = wrong empty-slot art, then main-pack icon, then
Sub-phase C paperdoll). Divergence AP-52 (side-bag 7 fallback), AP-53 (main-pack
102 fallback), AP-54 (resize approximation). ISSUES: closed the contents-grid
overflow; filed the wrong empty-slot-background issue; Stage 1 SHIPPED entry.
(Memory digest project_d2b_retail_ui.md + MEMORY.md + the don't-kill-clients
feedback updated out-of-tree.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 21:31:24 +02:00
Erik
7c006d103a docs(D.2b-B): B-Wire shipped — AP-48/AP-49 fallback-only + ISSUES entry
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>
2026-06-21 19:24:25 +02:00
Erik
b7ca33118b docs(#145): REOPEN — cascade recurs on unstreamed-arrival-near-edge (streamed case fixed)
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>
2026-06-21 18:04:54 +02:00
Erik
c38f098ec0 docs(D.2b-B): B-Controller visually confirmed; #145 continuation + overflow follow-up
- #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>
2026-06-21 18:01:38 +02:00
Erik
b0cbc09ba0 docs(#145): cascade FIXED + user-gate passed — far-town round-trip works (Slices 1-3+7)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 17:30:11 +02:00
Erik
67f98e8e72 docs(#145): verified root cause + decision to port cell-relative physics frame (Option B) + handoff
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>
2026-06-21 09:47:01 +02:00
Erik
7bb4bd3ae8 docs(D.2b-B): divergence rows + issues/roadmap for inventory population
AP-48: client-side SumCarriedBurden fallback (EncumbranceVal not yet wired).
AP-49: aug capacity (PropertyInt 0xE6) not tracked → un-augmented Str×150.
AP-50: meter direction from geometry (m_eDirection/0x6f not read from LayoutDesc).
AP-51: main-pack cell placeholder icon (equip-pack DID deferred to Sub-phase C).

AP count: 43 → 47 rows. ISSUES: D.2b-B closed entry + remaining B-Wire/B-Drag/C
gaps noted. Roadmap: D.5 sub-phase ledger updated to reflect B-Controller shipped.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-21 09:15:05 +02:00
Erik
a4f0b51894 docs(issues): reopen #145 — far-town teleport resolver runaway (residual of the source-drop fix)
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>
2026-06-21 08:54:05 +02:00
Erik
aa4a04d28e docs(issues): #138 fix shipped — re-delivery confirmed; handoff source-table corrected
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>
2026-06-21 08:07:42 +02:00
Erik
4904ff4e21 docs(issues): #145 DONE — ZLevel fix renders the inventory panels
Occlusion fixed (45a5cc5); paperdoll equip-slot positions visually
confirmed. Remaining gaps are next-sub-step content/art, not occlusion:
backpack/3D-items population → B-Controller; per-slot paperdoll
silhouettes → Sub-phase C.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 07:36:55 +02:00
Erik
c0b2cf2f7b docs(issues): #138 re-scoped — it's entity RE-DELIVERY across a teleport, not render-cull/cache
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>
2026-06-21 07:24:01 +02:00
Erik
d81ea11a31 docs(issues): #145 — inventory panels occluded by full-window backdrop
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>
2026-06-20 22:58:11 +02:00
Erik
a15bd3b56d fix(streaming): #145 — teleport re-use via server-authoritative placement
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>
2026-06-20 21:38:00 +02:00
Erik
abbd97bc7d Merge branch 'claude/hopeful-maxwell-214a12'
# Conflicts:
#	docs/ISSUES.md
2026-06-20 20:32:21 +02:00
Erik
f6a576af8e docs: file #145 (portals work once/session) + session handoff (next: #145 then #144)
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>
2026-06-20 18:31:47 +02:00
Erik
653e7f380f docs(issues): close #142 + #143 (indoor lighting); file #144 (dungeon still too dim)
#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>
2026-06-20 18:25:22 +02:00
Erik
1e53820dd7 docs(issues): #142 — empty item-slot press+drag+release emits a Click (latent)
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>
2026-06-20 13:12:48 +02:00
Erik
f7f3e0887b docs(lighting): indoor lighting regime handoff — file #142 (windowed-interior regime) + #143 (portal dynamic light)
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>
2026-06-20 12:17:59 +02:00
Erik
31d7ffd253 merge: bring main (A7 lighting Fix A–D + UN-7 + #140 Fix D) into the D.5 branch
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>
2026-06-20 12:01:20 +02:00
Erik
711c2ea688 docs(D.5.3a): #140 — health+name+flash done & visually confirmed
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>
2026-06-20 09:39:42 +02:00
Erik
c83fd02642 merge: bring main (UN-7, #140 filing, D.2b UI rows) into A7 Fix D round-2 branch
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>
2026-06-20 09:29:53 +02:00
Erik
6636e50c2a feat(D.5.3a): selected-object meter — Health bar + name on the action bar
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>
2026-06-18 22:47:24 +02:00
Erik
6b562ad077 docs: file #140 (Fix D — outdoor objects too bright near torches) + register UN-7
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>
2026-06-18 15:37:02 +02:00