Code-review follow-up: the exit-sound/login-complete events are emitted
inline at their transitions, so the _exitSoundPending/_loginCompletePending
fields were set-then-cleared dead code — removed. Added a comment explaining
why TunnelContinue's min-advance is gated on worldReady. No behavior change;
29/29 sequencer tests still green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
TunnelContinue exit gate: minMet requires worldReady (min-continue hold);
maxForce fires unconditionally at MaxContinue (safety-net fallback when
world never loads). This matches spec §3.4.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The outdoor membership pick derived the landblock origin from the terrain
registry, which returns (0,0) for an UNSTREAMED neighbour — so a fresh far-town
teleport at a landblock edge marched the cell id one block per physics tick
(the cascade; the 17410 ACE rejects is its wire artifact).
Fix: thread the CARRIED cell-relative frame anchor (body.Position -
body.CellPosition.Frame.Origin) into the pick via SpherePath.CarriedBlockOrigin.
That anchor IS the true landblock world origin, correct even for an unstreamed
neighbour, so the pick re-derives the SAME (consistent) cell and never marches.
- CellTransit.FindCellSet/BuildCellSetAndPickContaining: Vector3? carriedBlockOrigin
(null default = legacy TryGetTerrainOrigin → every existing caller/test untouched).
- PhysicsEngine.ResolveWithTransition: set the anchor from a SEEDED OUTDOOR body
whose carried landblock matches the resolve cell (else null → legacy).
- PlayerMovementController.SetPosition: 3-arg overload seeds CellPosition from the
wire's (cell, local) via SnapToCell; 2-arg delegates with cellLocal=pos (anchor
(0,0,0) == legacy → zero test churn).
- GameWindow.CellLocalForSeed: the placement seam (_liveCenter used ONCE here to
derive the cell-local; physics carries it forward without _liveCenter).
Regression: TeleportFarTownRunawayTests (south + east edge, unstreamed neighbour).
Core 1529 / App 480, zero regressions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The wire local is LANDBLOCK-relative [0,192); the cell low word = floor(local/24),
so a consistent (cell,local) pair must keep them in lockstep. Two retail-faithful
corrections vs the first pass:
- SnapToCell canonicalizes the OUTDOOR seed via AdjustToOutside (retail
SetPositionInternal/adjust_to_outside @0x00504A40 — the #107 'never trust a
server (cell,pos) pair' protection). Indoor seeds stay verbatim (BSP-validated).
- SyncCellPositionDelta calls AdjustToOutside on EVERY delta, not just on 192 m
crossings, so intra-landblock 24 m cell-index changes track (needed by Slice 3
membership). Idempotent within a cell.
Tests rewritten to verify both (the earlier test paired an inconsistent cell+local).
Core 1527 passed / 0 failed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add CellPosition (retail Position type) alongside the world Vector3 Position.
The Position setter mirrors each world delta into the cell-local origin and
calls AdjustToOutside only when the local coord crosses a landblock boundary
([0,192) on X or Y), so the within-block cell id is preserved from the wire
seed. SnapToCell seeds both positions from the wire's (cell, local) pair
verbatim — no streaming center involved. Unseeded bodies (ObjCellId==0) and
indoor cells are no-ops in the delta path. UpdatePhysicsInternal's existing
`Position +=` desugars through the new setter automatically; no call sites
changed. 4 new unit tests; full Core suite 1526 passed / 0 failed / 2 skipped.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The new value type collided with DatReaderWriter.Types.Frame (used in
physics-adjacent code like ShadowShapeBuilder), which the structural fix
(per-file using-aliases across 6 files) would have re-incurred in every
later physics slice. Renamed the TYPE to CellFrame; the Position.Frame
MEMBER keeps retail's name. Restored the 5 alias-only files to their
pre-Slice-1 state; synced spec + plan. Core 1522 passed / 0 failed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Introduces the two value types (Frame, Position) that represent retail's
cell-relative position pair (acclient.h:30647/30658). Types are unused
by consumers yet — zero behavior change. Also ports LandDefs::get_block_offset
(pc:69189, @0x0043e630): world-meter offset between two named landblock ids,
the ONLY cross-cell translation primitive in retail physics. Conformance tests:
same-landblock→Zero, south-neighbour→(0,-192,0) (the exact #145 cascade cell),
east-neighbour→(+192,0,0), diagonal→(+192,+192,0). 4/4 pass; full Core suite
1522 passed / 0 failed. DatFrame alias added to 4 files that had using
DatReaderWriter.Types + using AcDream.Core.Physics in scope simultaneously.
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>
The portal swirl's magenta light (and the viewer fill) read as a tight,
concentrated pool vs retail's soft, room-wide tint. Cause: acdream applied its
STATIC dat-bake falloff (1/d^3 distance-cube + range x1.3) to ALL point lights,
including dynamic ones. Retail draws dynamic lights through the D3D hardware
path (config_hardware_light 0x0059ad30): a point light gets Attenuation1=1 =>
att = 1/d (inverse-linear), plain Lambert, range x1.5 (rangeAdjust 0x00820cc4).
Split the two paths by a per-light IsDynamic flag:
- LightSource.IsDynamic; packed into GlobalLight.coneAngleEtc.y (binding=4).
- LightInfoLoader.Load(isDynamic) => range x1.5 + flag (server-object/portal
lights via the live spawn path); dat-static lights keep x1.3 (default).
- Viewer fill + weenie/portal lights = dynamic; dat torches = static.
- mesh_modern.vert pointContribution: dynamic branch = 1/d att, plain Lambert,
hard cutoff, no per-light cap (D3D accumulates then saturates via the existing
min(pointAcc,1)); static branch = the unchanged wrap/norm bake.
This is the portal half of #143 (the magenta light itself now registers + reaches
the walls via the prior weenie-light + landblock-key fix). Refines AP-35: point
lights now split static-bake (1/d^3) vs dynamic-hardware (1/d) by path.
Verified: portal light now range=9 (6x1.5), magenta spreads softly; shader
compiles clean; static torches unchanged (range 5.2/6.5/7.8). User-confirmed the
portal matches retail and the torch-lit interior did not over-brighten.
Core lighting 44/44, App 476 green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The whole "indoor interiors read dark/flat vs retail" saga was ONE root-cause
bug: EnvCellRenderer.GetCellLightSet derived the landblock key as
`cellId & 0xFFFF0000` (0xXXYY0000), but landblocks are keyed by the streaming
id 0xXXYYFFFF. The lookup missed for EVERY cell, so SelectForObject never ran
and every EnvCell wall received ZERO point lights — torches, lanterns, the
viewer light, all of it. Confirmed by a [cell-light] probe: inBounds=False
selected=0 across 1M+ cell draws; after the fix inBounds=True selected=3-4.
User-confirmed the interiors now look like retail.
Three faithful additions that were blocked by the key bug (and only show now):
- Viewer light (LightManager.UpdateViewerLight): retail's SmartBox::set_viewer
(0x00452c40) adds a white fill light at the player every frame via
add_dynamic_light — the dominant interior fill (no sun indoors). acdream had
NO dynamic lights at all. Params from the cdb capture: intensity 2.25,
falloff 10, white, offset (0,0,2). Indoor-only via the AP-43 gate.
- Weenie fixture lights (OnLiveEntitySpawnedLocked): server-spawned lanterns/
braziers carry Setup.Lights but the dat-static registration never saw
CreateObject entities. Register on spawn; unregister on despawn
(UnregisterOwner made unconditional). Register row AP-44.
- IndoorObjectReceivesTorches now excludes the 0xFFFF landblock marker (it is
not an EnvCell) — fixes WbDrawDispatcherIndoorFlagTests.LandblockId_OutdoorFlag0
(a #142 verification miss).
Divergence register: AP-44 (weenie light spawn-position, no movement tracking),
AP-47 (acdream's 128-light/camera-independent cap keeps interiors always-lit vs
retail's 40-nearest-to-player budget that pops in on approach — intentional,
user-preferred).
Investigation: docs/research/2026-06-20-indoor-torch-lantern-lighting-investigation.md
Core 1505 / App 476 green. Visual gate: user-confirmed "looks like retail now."
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>
Visual gate against retail surfaced several fidelity gaps in the selected-object
strip; all fixed and user-confirmed. Faithful to gmToolbarUI::HandleSelectionChanged
(acclient_2013_pseudo_c.txt:198635) + RecvNotice_UpdateObjectHealth (:196213).
- UiMeter.DrawHBar: guard each slice on `id != 0` BEFORE resolve. resolve(0)
returns the 1x1 magenta placeholder with a non-zero GL handle, so the single-
image meter (caps id=0) was drawing 1px magenta caps at the bar's ends. The
3-slice vitals meter (all ids set) was unaffected. (the magenta-lines bug)
- SelectedObjectController: meter visibility is now UpdateHealth-driven (shown when
health is known for the selected guid — HasHealth at select or HealthChanged),
not shown-on-select; brief green selection flash via Tick revert; overlay floated
above the meter so the flash isn't hidden by the bar; name top-aligned into the
bar sprite's black band (NameBandHeight) with the bar below.
- GameWindow.IsHealthBarTarget: gate the health bar on the server PWD bits
BF_ATTACKABLE (0x10) | BF_PLAYER (0x8) — friendly/vendor NPCs and attackable
Doors (Misc type) are name-only; players/monsters get the bar. Replaces the
too-loose IsLiveCreatureTarget. Wired SelectedObjectController.Tick in OnUpdate.
- CombatState.HasHealth(guid): distinguishes a known health value from the 1.0
default, so a re-selected already-assessed target shows its bar immediately.
- TextureCache.GetOrUploadRenderSurface: resolve the surface's DefaultPaletteId
so paletted (P8/INDEX16) UI sprites decode instead of falling to magenta.
- ToolbarController.HiddenIds: also hide 0x100001A3 (stack-entry box) — retail
hides it in HandleSelectionChanged; it was rendering as a stray black box.
Divergence register: AP-47 (meter-visible timing) retired (now faithful); AP-46
rewritten to the BF_ATTACKABLE/BF_PLAYER gate approximation. Full suite green
(2,688 passed / 4 skipped). User-confirmed: name on top, NPC name-only, monster
bar on assess, green flash, no magenta.
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>
Broaden naming to the data side of every server object (retail weenie_object_table
shape). Pure rename; no behavior change.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Brings Fix C (57c1135, sun-vector magnitude / ~32% over-bright) + the A7 lighting
handoff doc onto main. Auto-merged clean against the D.2b line. Merged tree builds
green; 18/18 sky tests pass. Fix A/B already on main (37911ed).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Outdoor lighting was ~32% too bright (washed-out, weak shading). Live cdb on
retail (SmartBox::SetWorldAmbientLight + SkyDesc::GetLighting + LScape::sunlight,
binary matches refs/acclient.pdb) pinned it: at the SAME game time + DayGroup,
acdream's ambient COLOR matched retail exactly (the purple is correct, authored
per-time-of-day in the sky dat) but the LEVEL was 0.607 vs retail's 0.459.
level = AmbBright + 0.2·|sunVec|, both AmbBright=0.40, so acdream's |sunVec|≈1.06
vs retail's ≈0.30. Retail's LScape::sunlight read live = (0.2238, ~0, 0.00352),
magnitude 0.224 = DirBright, y≈0.
RetailSunVector had `y = cos(P)` (≈1) — the raw PRE-transform value SkyDesc::
GetLighting writes to arg5 (0x00500ac9), before LScape::set_sky_position's
world transform. acdream ported the un-transformed vector, so the y=cos(P)≈1
term inflated |sunVec| to ~1.06. That magnitude feeds BOTH the ambient boost
(SkyKeyframe.AmbientColor) AND the sun colour (SkyKeyframe.SunColor =
DirColor×|sunVec|), over-brightening the whole scene (terrain, objects, sky)
~30% and also pointing the sun the wrong way.
Fix: RetailSunVector = DirBright × (cos(P)·sin(H), cos(P)·cos(H), sin(P)) — the
world-space spherical form LScape::sunlight actually holds; |sunVec| == DirBright
for all H/P. After: acdream ambient (0.353,0.176,0.449) vs retail (0.360,0.180,
0.459) — within ~2%, user-confirmed "better outside". Sun direction also corrected
(was pointing ~North from the bad y term).
Tests updated to the cdb-verified values (the prior tests pinned the inflated
magnitude). 18/18 sky tests green. reference-retail-ambient-values memory updated.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The CreateObject optional-tail walker previously stopped at UseRadius (~20 fields
before IconOverlay). This left ItemInstance.IconOverlayId/IconUnderlayId always 0,
so IconComposer's underlay/overlay layers were never drawn on toolbar icons.
Exact field order verified against ACE WorldObject_Networking.cs:87-219 (the
serializer is the authority; acdream connects to a local ACE server):
UseRadius → TargetType(u32) → UiEffects(u32) → CombatUse(sbyte) →
Structure(u16) → MaxStructure(u16) → StackSize(u16) → MaxStackSize(u16) →
Container(u32) → Wielder(u32) → ValidLocations(u32) →
CurrentlyWieldedLocation(u32) → Priority(u32) → RadarBlipColor(u8) →
RadarBehavior(u8) → PScript(u16) → Workmanship(f32) → Burden(u16) →
Spell(u16) → HouseOwner(u32) → HouseRestrictions(variable RestrictionDB) →
HookItemTypes(u32) → Monarch(u32) → HookType(u16) →
IconOverlay(PackedDwordKnownType) ← CAPTURE →
IconUnderlay from weenieFlags2 bit 0x01 ← CAPTURE
RestrictionDB handled correctly: Version(u32) + OpenStatus(u32) + MonarchId(u32)
+ count(u16) + numBuckets(u16) + count×8 bytes entries. Length-aware skip, not a
fixed constant.
weenieFlags2 is now CAPTURED (not skipped) when IncludesSecondHeader
(objDescFlags bit 0x04000000) is set, so the IconUnderlay bit can be tested.
The entire extended walk is inside try/catch: truncated packets degrade to
IconOverlayId=0 / IconUnderlayId=0 (no overlay drawn), never corrupting.
Threading: CreateObject.Parsed → WorldSession.EntitySpawn → GameWindow
OnLiveEntitySpawned → Items.EnrichItem — both ids thread through all three
seams. EnrichItem extended with optional iconOverlayId + iconUnderlayId params
(defaulted 0, backward-compatible).
No change to IconComposer or ToolbarController (they already consume the ids).
Tests: 4 new CreateObject tests (IconOverlay only, overlay+underlay, no-overlay
regression, intermediate-fields cursor arithmetic). Full suite: 0 failures,
2636 passed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds EnrichItem(objectId, iconId, name, type) — enriches an existing
stub created from PlayerDescription with the fuller data carried by its
CreateObject message. Returns false when the item isn't tracked yet
(phase 1: enrich-existing only). Raises ItemPropertiesUpdated on success
so bound widgets (the toolbar) re-render.
Two xUnit tests: enrich-existing updates IconId/Name/raises event (true),
unknown-id returns false.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Outdoor objects brightened as the camera approached: lighting selected the
nearest 8 lights to the VIEWER and fed that one global set to everything
(LightManager.Tick), so a building's wall torches only lit it once the camera
got close enough for them to win the global top-8. Probe confirmed the scale of
the problem: a single Holtburg view registers 129 point lights — the global cap
of 8 was hopeless.
Retail selects up to 8 lights PER OBJECT by the object's own position
(minimize_object_lighting 0x0054d480), so a torch always lights the wall it
sits on, camera-independent. Ported faithfully:
- LightManager.SelectForObject (pure, TDD, 8 new tests): candidacy
(light.pos − center)² < (Range + radius)², nearest-8 among those. Plus
BuildPointLightSnapshot for the per-frame stable-indexed light list.
- mesh_modern.vert: two SSBOs — binding=4 GLOBAL point-light array (the
snapshot), binding=5 per-instance light SET (8 int indices into it, -1 =
unused), parallel to the binding=0 instance buffer (mirrors the U.3 clip-slot
mechanism). accumulateLights keeps ambient + sun from the SceneLighting UBO
(cleared as faithful by the lighting audit) and loops THIS instance's point
lights. pointContribution factored out (same calc_point_light wrap+norm shape).
- WbDrawDispatcher: per-entity light set computed ONCE at the isNewEntity site
(constant across the entity's parts), by the entity's AABB sphere; threaded
into grp.LightSets parallel to grp.Matrices; global + per-instance buffers
uploaded in Phase 5. Camera-independent ⇒ stable for static buildings.
- GameWindow: BuildPointLightSnapshot + dispatcher.SetSceneLights each frame.
Tests: 17/17 LightManager + 36/36 dispatcher clip-slot/clip-frame green
(parallel-array lockstep preserved). Visually gated: the meeting hall now holds
steady as the camera approaches (was the popping symptom).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
main was 65 commits ahead of this branch's fork point. Only conflict was the
divergence register: both sides appended an 'AP-32' row. Resolved by keeping
main's AP-32..AP-36 (cell-shell lift, look-in cells, alpha deferral, dungeon
streaming, point lights) and renumbering the importer's row to AP-37; AP header
count -> 37. GameWindow.cs auto-merged cleanly. Verified: AcDream.App builds
0/0; AcDream.App.Tests 354 passed / 1 skipped / 0 failed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The "red cone" (+ green floor petals) in the 0x0007 Town Network dungeon is a dat
EnvCell static object (Setup 0x02000C39 / GfxObj 0x010028CA) using pure red/green
MARKER textures (0x08000109 / 0x0800010A). It is an EDITOR-ONLY placement marker:
its DIDDegrade table 0x11000118 is {slot0 Id=mesh MaxDist=0, slot1 Id=0 MaxDist=FLT_MAX},
i.e. visible ONLY at distance 0 (the WorldBuilder editor origin) and degraded to
GfxObj id 0 (nothing) at any real distance. retail's distance-based degrade
(CPhysicsPart::UpdateViewerDistance 0x0050E030 -> Draw 0x0050D7A0) therefore never
draws it in the live client.
acdream's render pipeline is extracted from WorldBuilder, which (being an editor)
renders every cell static's base mesh directly and has NO degrade handling at all
(zero DIDDegrade references in references/WorldBuilder) — so acdream inherited the
"show the marker" behavior and drew it forever. It only became visible now because
the #135 login-into-dungeon fix drops the player at the exact saved spawn next to it.
Fix: GfxObjDegradeResolver.IsRuntimeHiddenMarker() detects the editor-marker pattern
(HasDIDDegrade + Degrades[0].MaxDist==0 + a degrade entry with Id==0). The EnvCell
static-object hydration (GameWindow ~5793) skips such GfxObjs — whole-stab for bare
GfxObj stabs, per-part for Setup stabs (an all-marker Setup then drops via
meshRefs.Count==0). This is the faithful equivalent of retail's runtime degrade for
static geometry (always viewed at distance > 0); real LOD objects (slot0.MaxDist>0)
and degrade-to-real-mesh objects are untouched.
Diagnosis was extensive (geometry-not-VFX via particle-off; texture-not-lighting via
flat-ambient frame dumps; per-surface runtime decode pinned the red/green marker
surfaces; a draw-time probe pinned the dat-static entity id; a dat dump of the Setup +
degrade table confirmed the editor-marker pattern). Verified live via a frame dump:
the red cone + green petals are gone, all real dungeon decorations still render.
4 new GfxObjDegradeResolver unit tests cover the marker / normal-LOD / no-table /
degrades-to-real-mesh cases.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A Base1Solid (or OrigTextureId==0) Surface can carry a null ColorValue;
DecodeSolidColor dereferenced it (color.Alpha) and threw NullReferenceException.
It is called directly from TextureCache.DecodeFromDats, OUTSIDE
DecodeRenderSurface's try/catch, so the NRE crashed the whole client. Surfaced
by the D.2b chrome prove-out feeding UI surface ids. Guard null -> Magenta
(the decoder's existing "undecodable" sentinel). Test added.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The faithful fix for the spotty dungeon/house/outdoor lighting is retail's per-vertex
static-light bake (D3DPolyRender::SetStaticLightingVertexColors 0x0059cfe0), NOT a
per-pixel ramp. This lands the GL-free Core: LightBake.PointContribution /
ComputeVertexColor port calc_point_light (0x0059c8b0) VERBATIM — verified against a
clean Ghidra decompile (the BN pseudo-C is x87-mangled): half-Lambert wrap with
LIGHT_POINT_RANGE=0.75 (0x007e5430), the distsq>1 norm branch, the per-channel
min-to-color clamp, and the final [0,1] clamp. static_light_factor=1.3 (0x00820e24)
is already folded into LightSource.Range by LightInfoLoader.
7 conformance tests (hand-derived golden values) green. NOT wired yet — the
integration (a per-vertex colour attribute on the cell mesh + the bake driver keyed
on envCellId + the shader consumption) is the remaining A7 work; see ISSUES.md A7.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The dungeon/house/outdoor lights read as hard-edged blown discs ("spotlights")
because our point/spot shader used `atten = 1.0` flat inside a hard `d < range`
cutoff. The mesh.frag comment claimed this was retail-faithful ("no attenuation
inside Range... the bubble-of-light look relies on crisp boundaries", citing
r13 10.2) — that was a misread and the literal cause of the symptom.
Verified against the decomp (not guessed): calc_point_light (0x0059c8b0, the
PER-VERTEX point-light path that lights static walls) scales each light's
contribution by (1 - dist/falloff_eff) — a LINEAR ramp that fades to exactly 0
at the edge, eliminating the hard disc. falloff_eff = Falloff * static_light_factor,
and static_light_factor = 1.3 (0x00820e24), NOT the 1.5 config_hardware_light
rangeAdjust (that 1.5 is the D3D-dynamic path for moving objects, a different
path). The Ghidra port (acclient.c:808639) is more garbled — BN pseudo-C is the
oracle here; the exact normalization factor + a half-Lambert wrap (0.5*dist+N*L)
are x87-obscured (same artifact class as GetPowerBarLevel) and left unported.
Changes:
- mesh_modern.frag + mesh.frag: replace flat atten with clamp(1 - d/range, 0, 1);
Range now carries falloff_eff so the ramp fades to 0 at the cutoff. Fix the
false "no attenuation / crisp bubble" comment in mesh.frag.
- LightInfoLoader: Range = Falloff * 1.3 (static_light_factor), was * 1.5.
- LightManager: correct the stale class doc comment (Tick is now nearest-8
allocation-free partial-select with NO viewer-range slack filter).
- divergence register: AP-16 updated (slack filter removed), AP-35 added
(per-pixel vs per-vertex Gouraud; dropped half-Lambert wrap + normalization).
- test: LightingHookSinkTests Range 8*1.3 = 10.4.
Build + 20 lighting tests green. Visual gate pending (game-wide lighting change:
dungeon torches, house candles, outdoor braziers).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Tick built a new List<>(N) and ran an O(N log N) Sort every frame; in a dungeon
N is thousands of torches, so it allocated a large list per frame (GC pressure ->
FPS). Replace with an insertion partial-select that keeps the nearest maxPoint
directly in the _active window — O(N * maxPoint), maxPoint<=8, zero allocation.
Same selection result (nearest 8); lighting suite 20/20 green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retail PrimD3DRender::config_hardware_light (0x0059ad30) sets the hardware light
Range = Falloff * rangeAdjust (1.5, global 0x00820cc4). We used Range = Falloff, so
torches reached only 2/3 of retail -> tight 'candle/spotlight' bubbles in dungeons.
Match retail's reach. Ambient 0.20 confirmed retail-faithful (the 0.30 was CreatureMode,
not world cells). Lighting suite green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The active-light selection dropped any point light whose range didn't reach the
VIEWER (DistSq > Range^2*slack -> skip). Retail's D3D-style fixed pipeline picks
the 8 NEAREST lights and applies the hard range cutoff PER SURFACE in the shader
(mesh_modern.frag: if (d < range)). The viewer-range candidacy filter suppressed
a torch whenever the player stood outside its range, so a dungeon room with 2227
registered torches lit only the ~1 the player was standing in (activeLights ~= 1,
rest of the room at flat 0.2 ambient = the "lighting off" report). Drop the filter;
take the nearest 8 regardless of viewer range. Removed the now-unused RangeSlack
const; updated the two tests that codified the old filter. Core lighting suite green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The "consumed by nobody (zero behavior change)" / "INERT in Stage 1 (no writer)"
comments predate the UCG becoming load-bearing. Verified against the call sites:
CellGraph is populated unconditionally in CacheCellStruct (before the idempotency
+ null-BSP guards, so BSP-less cells are included) and consumed for the player
render/lighting root (CurrCell, written at the PhysicsEngine.UpdatePlayerCurrCell
player chokepoint; read by GameWindow:7502/7717), the universal id->cell resolver
(GetVisible), the 3rd-person camera cell (FindVisibleChildCell), and the
block-local terrain origin (TryGetTerrainOrigin, read by CellTransit:484/736).
Comments only — no behavior change. Core suite 1445 passed / 2 skipped.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The #111 validated-claim branch returned lbPrefix | (cellId & 0xFFFF), where
lbPrefix is found by searching resident landblocks for one containing the
candidate position. A dungeon EnvCell's local Y can be negative, so the dungeon
landblock fails the [0,192) bounds test and the loop matches a neighbouring
(e.g. Holtburg) resident block -> the validated claim 0x00070143 got re-stamped
0xA9B30143, making the client mis-resolve the player to the wrong landblock and
spam ACE with rejected moves. The validated claim's full id is authoritative;
return it directly. Byte-identical for the login case (position in the claim's
own landblock); fixes the far-teleport dungeon case.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The user brought up Ghidra; its decompiler (patchmem.gpr, full PDB)
resolved the Binary-Ninja `test ah,5` x87 branch-sign ambiguity that
blocked the desk read. CSphere::slide_sphere (0x00537440) decompiles
cleanly to:
fVar3 = |cross(collisionNormal, contactPlane.N)|²;
if (::F_EPSILON <= fVar3) { // crease exists
... offset = cross * dot(cross,gDelta)/fVar3;
if (|offset|² < ::F_EPSILON) return COLLIDED_TS; // degenerate guard
... add_offset_to_check_pos -> SLID_TS
}
Retail compares the SQUARED magnitudes against F_EPSILON
(0.000199999995 ~= 0.0002 = PhysicsGlobals.EPSILON). Our port compared
against EpsilonSq (0.0002^2 = 4e-8) - a ~5000x too-tight threshold (the
BN pseudo-C rendered the comparison as `test ah,5` after an x87 FCMP,
which is sign-ambiguous; agent reads disagreed). Fixed both comparisons
at TransitionTypes.cs:3098,3105 to EPSILON.
Effect: crease-exists now needs >=0.81 deg between the wall and contact
normals (was 0.011 deg - which routed near-parallel pairs through the
numerically unstable projection); the degenerate guard now hard-stops
slides under ~1.41 cm like retail (was 0.2 mm). Branch POLARITY was
already correct - no change there.
No regression: full physics suite (612) + full Core (1443) green. Not a
register deviation (no row existed; this is an undocumented porting
error corrected to match retail).
This does NOT close#116 - it fixes a tangential constant, not either
reported shape. Ghidra also settled the two shapes' diagnosis (recorded
in ISSUES.md #116 + physics digest):
- Shape-1: our cn=UnitZ default IS retail-faithful (validate_transition
0x0050aa70 has the identical `if (collision_normal_valid==0)
set_collision_normal(UnitZ)`). The real divergence is upstream -
tick-22760 our collision_normal_valid was false where retail's was
true (it recorded the door-face normal). Needs the instrumented
tick-22760 replay.
- Shape-2 (D4 stays skipped, note sharpened): slide_sphere slides
in-frame (SLID_TS) so Z=1.92 is faithful and the D4 Z=2.0 hard-stop
pin is the suspect half; the threshold fix didn't move D4 (real slide,
not degenerate). Needs a cdb trace of an airborne wall hit.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two user reports from the #124 gate session, both axioms:
- #131: "the portal swirl is missing, when I look out from inside a
house. Appears when I walk out again." Mechanism frame: under an
interior root an outdoor dynamic's particles draw ONLY via the
landscape slice's Scene pass (#118 outside-stage routing; #121
excludes them from the last-pass particle callback) - if any link
fails, the swirl draws nowhere exactly when indoors. Desk-exonerated
already: filter key conventions uniform, the routing predicate
correct, sphere from vertex bounds.
- #132: "I have a candle ... when a wall is behind it it shows, but if
I turn a bit and the opening through a house is behind it candle
light disappears." Background-dependent => per-pixel depth/blend at
the aperture region, not owner culling. Possible overlap with the
#124 look-in sub-pass (new pre-clear content in those pixels) - the
pre-77cef4c check is in the issue.
Apparatus (env-gated, zero cost off): ACDREAM_PROBE_OUTSTAGE=1 ->
[outstage] per-slice outside-stage routing + cone verdict per dynamic
(print-on-change, RetailPViewRenderer) + [outstage-pt] slice
Scene-particle id set + live attached-emitter match count (GameWindow).
One capture standing inside looking at the portal pins which link
breaks.
Suites: App 259+1skip / Core 1439+2skip / UI 420 / Net 294 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The register's UN-2 row recorded a contradiction: the GetMaxSpeed XML doc
claimed the bare run rate was retail-correct (~5.9 m/s catch-up, calling
the xRunAnimSpeed multiply a misread), while the implementation multiplied
by RunAnimSpeed citing ACE. Settled against the binary, not the pseudo-C:
- BN pseudo-C (acclient_2013_pseudo_c.txt:305127) renders get_max_speed as
void with a bare `this->my_run_rate;` because it DROPS x87 instructions.
- Disassembling the PDB-matched v11.4186 binary at VA 0x00527cb0: all THREE
return paths end `fld <rate>; fmul dword ptr [0x007C8918]; ret`, and the
.rdata dword at 0x007C8918 is 4.0f. Sibling get_adjusted_max_speed
(0x00527d00) carries the same trailing fmul. Verifier committed at
tools/verify_un2_fmul.py (PE parse + byte decode, rerunnable).
- Retail paths: weenie null -> 1.0 x4; InqRunRate ok -> queried x4;
InqRunRate failed -> my_run_rate x4. ACE MotionInterp.cs:665-676 matches.
Changes:
- Doc-comment rewritten: the implementation is retail-correct; the catch-up
speed 2 x get_max_speed ~= 23.5 m/s at run 200 IS retail. The 1-Hz
remote-blip symptom the old comment attributed to this multiply is
therefore UNEXPLAINED by it (if it recurs: #41 family, not this).
- Weenie-null path aligned to retail's LITERAL 1.0 default (was MyRunRate).
- Tests re-pinned to the three retail paths (the old NoWeenie test pinned
the non-retail fallback).
- Register: UN-2 row deleted per the retire rule (6 -> 5 UN rows);
shortlist renumbered.
This is the 2nd confirmed instance of the BN x87-dropout artifact class
(memory: feedback_bn_decomp_field_names) deciding a register row.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The instrumented capture (cottage-112-capture1.log) + dat replay pinned
the transparent-cottage mechanism end to end:
1. The A9B3 cottage's entry cell 0x104 is a 0.22 m-wide THRESHOLD band
(x 184.68->184.46 at y~82). A running player (~13-16 cm/tick at
30 Hz) can cross it BETWEEN two physics ticks - the tick where the
centre is inside 0x104 never happens.
2. Our outdoor-seed branch ran CheckBuildingTransit over a landcell
snapshot and STOPPED - building-admitted entry cells were never
expanded. The tick after the skip (centre in 0x100, a deep room not
building-portal-adjacent) found no containing candidate -> the pick
kept the outdoor landcell FOREVER (absorbing): the user walked the
whole interior classified outdoor (render faithfully drew an outdoor
frame = transparent walls), promoting only on touching
portal-adjacent 0x102's own volume minutes later (captured:
0xA9B3003C -> 0xA9B30102 with no transitions in between).
3. Retail cannot strand: CObjCell::find_cell_list (0x0052b4e0) runs ONE
growing-array walk for EVERY seed (0052b576-0052b5ab,
cells[i]->find_transit_cells vtable dispatch over the GROWING array)
- the landcell's building bridge admits 0x104 (the foot sphere still
overlaps the band one tick after the skip) and the walk expands
0x104's portals to 0x100 where containment wins. Recovery fires one
tick after any skip.
Fix: BuildCellSetAndPickContaining now runs retail's single growing
walk for both seeds with per-cell-type dispatch (landcells ->
CLandCell::find_transit_cells 0x00533800 -> CSortCell 0x00534060 ->
check_building_transit 0x0052c5d0; envcells -> FindTransitCellsSphere
with the straddle gate + once-per-walk outside add). The old indoor
branch behavior is preserved (seed at index 0, hysteresis, straddle-
gated outdoor pick); the outdoor branch gains the expansion + the
indoor branch gains the retail landcell bridge dispatch for
straddle-admitted landcells.
Pins (dat-backed, Issue112MembershipTests): tick-skip recovery one tick
past the threshold (RED pre-fix); run-speed entry replay across tick
phases never strands outdoor; threshold-gap outdoor-seed keeps outdoor
(over-fix guard); entry-walk replay diagnostic prints the full
promotion chain (0x3C -> 0x104 -> 0x100 -> 0x103 -> 0x100 -> 0x102).
Suites: App 246+1skip / Core 1438+2skip / UI 420 / Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The 1ca412d part-offset expansion fixed the staircase but still rested
on the 5 m promise one level down: a SINGLE part whose mesh extends
more than 5 m from its own origin (offset 0 -> box +-5 m) keeps the
gaze-dependent vanish. Per the user's mandate ("it must work for every
case"), the bound now derives from the dat VERTEX data - the same
vertices that get drawn - so no synthetic containment promise remains.
Oracle context (read this session): retail has NO whole-entity
visibility volume - CPhysicsPart::Draw (0x0050d7a0) viewcone-checks
each part's dat-authored CGfxObj.drawing_sphere at the part's own
world position (RenderDeviceD3D::DrawMesh 0x005a0860). Retail's bound
IS data; ours was a promise. Our per-ENTITY granularity stays (a
deliberate batching-era choice, WB-owned per the inventory) but the
volume is now data-derived and conservative: visually identical by
construction, never culls what retail would draw.
- GfxObjBounds: per-GfxObj vertex AABB, cached by id (parts repeat
heavily); LocalBoundsAccumulator: union of part-transformed AABB
corners (conservative-correct under any affine transform).
- WorldEntity.SetLocalBounds + RefreshAabb preferred path: rotate the
root-local bounds' 8 corners into world axes + DefaultAabbRadius
margin (absorbs animated-pose drift vs the rest-pose bounds; keeps
small objects at their historical box size). Offset heuristic stays
as the fallback for boundless fixtures.
- All four hydration sites wired (outdoor stabs, scenery incl. baked
scale, interior cell statics, server live spawns).
Tests: tall-single-part coverage (the case 1ca412d could not see),
rotation-following, accumulator union. Suites: App 246+1skip / Core
1434+2skip / UI 420 / Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User re-gate after 2163308/987313a: run-from-town stairs FIXED, barrel
GONE - but the stairs still vanish by VIEWING ANGLE (visible climbing
down, gone climbing up; same at the tower top). The gate3 probe data
exonerates everything downstream: the entity always draws with correct
batches when it reaches the dispatcher (cache hit:119, restZ correct,
zero WALK-REJECTs, never clip-culled) - so the vanish lives in the one
gaze-dependent gate the probe cannot see: the bounds-based cullers.
WorldEntity.RefreshAabb was a fixed +-5 m box around the entity ANCHOR.
The staircase's 43 parts spiral 15 m ABOVE the anchor, and BOTH
visibility gates derive from the box: the dispatcher's per-entity
frustum cull AND RetailPViewRenderer.EntitySphere (the viewcone sphere
= this box's bounding sphere). Looking up the spiral put the anchor's
neighborhood out of view -> the whole entity culled while 15 m of it
stood in front of the camera; looking down kept the anchor in view ->
visible. Exactly the reported asymmetry.
Fix: expand the box by the largest MeshRef part-translation magnitude
(rotation-invariant, so entity.Rotation needs no handling; identity-
part entities get offset 0 - behavior unchanged; scenery scale is
already baked into the part transforms).
Suites: App 246+1skip / Core 1431+2skip / UI 420 / Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>