Brainstormed spec for the next indoor follow-up phase: surfacing root
causes for ISSUES.md #84 (blocked by air) + #85 (pass through walls
outside→in) + #86 (click selection penetrates walls). Diagnostic-first
single capture pass; one [indoor-bsp] probe in FindEnvCollisions, then
surgical fixes (one commit per issue). Mirrors the indoor cell rendering
Phase 1+2 pattern that landed earlier today.
#86's root cause is already pinned by code reading (WorldPicker has no
cell-BSP test) — its fix is structural and doesn't need capture data.
#78 (outdoor stabs through floor) is in the same handoff cluster but
defers to a separate phase — different code path (render visibility).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
After Phase 1+2 (indoor cell rendering — missing floors fixed),
9 follow-up issues (#78-#86 in docs/ISSUES.md) need their own
phases. This handoff doc gives the next session everything it needs
to start cold: probe infrastructure status, issue cluster groupings,
suggested phase order, and the verification approach that worked
for Phase 1+2.
Companion prompt file is a self-contained kickoff that can be pasted
into a fresh Claude Code session to start work on the cluster.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- Roadmap shipped-table: two new rows for Phase 1 (diagnostics) +
Phase 2 (fix). Header status block updated to 2026-05-19 with the
Phase 2 cause + fix one-liner and pointer to the 9 surfaced issues.
- ISSUES.md: filed nine new issues (#78-#86) covering the indoor
bugs the user observed once the floor rendered. Grouped under an
"Indoor walking issue cluster" header. Cross-references the Phase 1
+ Phase 2 work that surfaced them. Hypotheses + suspected root
causes documented for each.
The 9 issues split into two probable shared-cause groups:
- Cell BSP / portal cull (#78, #84, #85, #86) — likely fixable in
one phase.
- Indoor lighting plumbing (#79, #80, #81, #82) — needs separate
investigation per-symptom.
Plus #83 (stairs) which probably needs its own physics phase work.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User visually confirmed floors render in Holtburg Inn after the WB
TryGet<Setup> guard. Probe re-capture: 0 [wb-error] lines (was 385),
0 NULL_RESULT (was 55), Holtburg 123/123 cells complete (was 97/123).
Documents the nine pre-existing indoor bugs the user observed during
verification (see-through floor, indoor collision, stairs, walls,
clicking, indoor lighting artifacts, stabs-don't-react-to-atmospheric-
lighting, slope terrain lighting). All pre-existing; filed for follow-up
phases via docs/ISSUES.md.
Phase 2 complete.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 2 diagnostic chain identified the EXACT cause of 26/123 Holtburg
cells silently failing in WB's PrepareEnvCellMeshData:
ArgumentOutOfRangeException thrown from Setup.Unpack inside
DatReaderWriter when WB calls TryGet<Setup>(stab.Id, ...) on a stab id
whose prefix is GfxObj (0x01xxxxxx), not Setup (0x02xxxxxx).
DatReaderWriter finds the file in Portal's tree (GfxObjs and Setups
share tree-lookups), attempts to parse GfxObj bytes as Setup format,
throws OOR. Exception bubbles to PrepareMeshData's outer try/catch
which silently swallows + returns null. Entire cell fails to upload.
This commit lands the diagnostic infrastructure that surfaced the bug:
- WbMeshAdapter: replaced NullLogger<ObjectMeshManager> with a small
Console-backed ConsoleErrorLogger<T> private class. Filters to
LogLevel.Error+. WB's existing _logger.LogError(ex, ...) at the
swallow site now writes [wb-error] lines with type + message + top 5
stack frames. Bridges WB's intentional log point to acdream's console.
- WbMeshAdapter: extended [indoor-upload] NULL_RESULT probe with
reader-divergence diagnostic (ourCellDb.TryGet, wbResolveId.Count,
wbSelectedType, wbDbIsPortal, wbDbTryGet<EnvCell>, hadRenderData).
Made it possible to rule out cache-hits and reader-divergence as
causes before identifying the real one.
- Cause report at docs/research/2026-05-19-indoor-cell-rendering-cause.md
documents the full chain: 55 ArgumentOutOfRangeException stack traces
captured in one launch, all from PrepareEnvCellMeshData line 1223.
The fix itself (1-line guard at WB's TryGet<Setup> call site) is applied
to references/WorldBuilder/.../ObjectMeshManager.cs — which is a git
submodule. Will be committed separately to the WB submodule after
visual verification.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Six tasks:
1. Add exception-surfacing ContinueWith in WbMeshAdapter.IncrementRefCount
for EnvCell ids when ProbeIndoorUploadEnabled is on. Logs
[indoor-upload] FAILED + [indoor-upload] NULL_RESULT.
2. Capture procedure: user walks Holtburg with the probe on; analyze log.
3. Write cause report documenting the captured exception type(s).
4. Apply targeted fix (4a/4b/4c/4d sub-shapes for the 4 most-likely causes
— choice driven by Task 2's data). Or 4d: re-design if cause is none
of the above.
5. Verification: re-capture confirms completed lines, user visually
confirms floor in Holtburg Inn.
6. Roadmap update.
Tasks 2 and 5 are user-driven (must walk the client). Tasks 1, 3, 4, 6
can be subagent-dispatched.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three components:
1. WbMeshAdapter wraps the PrepareMeshDataAsync task with a continuation
that surfaces faulted-task exceptions + null-result cases for EnvCell
IDs only (gated by ProbeIndoorUploadEnabled). Two new log shapes:
[indoor-upload] FAILED cellId=0x... exception=<TypeName>: <Message>
stack=[<top 3 frames>]
[indoor-upload] NULL_RESULT cellId=0x...
2. Capture procedure: re-launch at Holtburg with the probe on, grep for
FAILED/NULL_RESULT lines, get definitive per-cell cause for the 26
missing-completion cells from Phase 1's capture.
3. Targeted fix: code change matching whichever exception type / null
pattern dominates. Fix shape is data-driven — see the contingency
table in the spec.
WB's catch at ObjectMeshManager.cs:589 already calls _logger.LogError,
but WbMeshAdapter constructs the manager with NullLogger.Instance, so
the log is dropped. Our continuation surfaces the same data scoped to
EnvCells only (avoids the thousands of GfxObj/Setup log lines a real
logger would emit during landblock streaming).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Captured at Holtburg landblock 0xA9B4 with ACDREAM_PROBE_INDOOR_ALL=1.
Result: 123 EnvCells in Holtburg get [indoor-upload] requested but
ONLY 97 get a matching [indoor-upload] completed. 26 cells silently
fail in WB's PrepareEnvCellMeshData / PrepareMeshData. The first
interior cell 0xA9B40100 — likely the inn entry or another major
building anchor — is among the failures, exactly matching the
user's "floor missing" symptom.
Other hypotheses ruled out:
- H2 (empty batches): completed cells have cellGeomVerts=14-86.
- H3 (cull bug): walk probe confirms cells pass all visibility filters.
- H4 (double-spawn): partCount values match expected SetupParts.
- H5 (transform double-apply): xform probe shows composedT==meshRefT;
no double-apply.
- H6 (MeshRefs structure): lookup probe shows isSetup=True and
partsHit≈partCount for uploaded cells.
Phase 2 plan: wrap PrepareMeshDataAsync with our own catch-and-log
in WbMeshAdapter so the swallowed exception (most likely cause of
the 26 silent failures, per WB ObjectMeshManager.cs:589) becomes
visible. Once we know the actual failure reason, target the fix.
Also flags IsEnvCellId false-positives on GfxObj IDs whose lower 24
bits ≥ 0x0100 — tightening recommended in Phase 2.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User feedback: "add the probes you need. Better info, better code."
Original spec had a single ACDREAM_PROBE_INDOOR=1 with vague "log
lookup results" guidance. Replaced with five individually-toggleable
probes, each with:
- Specific env var name + DebugPanel checkbox name.
- Concrete log-line format.
- Exact code site to instrument.
- The hypothesis it disambiguates.
Probe set:
- ACDREAM_PROBE_INDOOR_WALK — dispatcher entity walk per cell
- ACDREAM_PROBE_INDOOR_LOOKUP — render-data lookup hit/miss + SetupParts
- ACDREAM_PROBE_INDOOR_UPLOAD — WB upload result (requested + completed)
- ACDREAM_PROBE_INDOOR_XFORM — composed world transform for cell geom
- ACDREAM_PROBE_INDOOR_CULL — visibility/frustum filter decisions
Plus ACDREAM_PROBE_INDOOR_ALL master toggle.
Implementation outline added: new RenderingDiagnostics static class
(mirrors L.2a's PhysicsDiagnostics pattern), DebugPanel subsection,
edits to WbDrawDispatcher + WbMeshAdapter.
Acceptance criteria refreshed.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Initial brainstorm assumed N.5 retirement broke EnvCell rendering by
leaving _pendingCellMeshes unconsumed. Pivoted mid-brainstorm:
- WB's PrepareMeshData routes EnvCell dat-record types to
PrepareEnvCellMeshData (ObjectMeshManager.cs:557) which produces an
IsSetup=true ObjectMeshData with the floor mesh as EnvCellGeometry.
- WbDrawDispatcher correctly handles IsSetup=true (line 607-621) by
iterating SetupParts and drawing each.
- DefaultDatReaderWriter loads region cell dats; ResolveId resolves
envCellId correctly.
- LandblockSpawnAdapter calls IncrementRefCount on every entity's
GfxObjId, including envCellId for cell entities. ServerGuid==0 passes
the atlas-tier filter.
Chain is structurally intact. The bug is somewhere subtler.
Spec pivots to a diagnostics-first phase: ACDREAM_PROBE_INDOOR=1
captures per-frame cell-entity walk + render-data lookup + SetupParts
traversal + composed-transform values. Six hypotheses (WB silently
returns null, empty batches, cull bug, double-spawn, transform
double-apply, dispatcher MeshRefs mismatch) match six concrete fix
shapes. Phase 2 design follows the probe data.
This is more honest than the original "build a new upload path"
design, which would have hidden the actual bug.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Indoor cells rendered "almost black" because the hardcoded ambient at
GameWindow.cs:8342-8345 was an early-2026 guess (0.10, 0.09, 0.08 — half
retail brightness, warm-tinted) rather than the retail value. The named
retail decomp (acclient.pdb, Sept 2013 EoR build) shows
CellManager::ChangePosition @ 0x004559B0 calls
SmartBox::SetWorldAmbientLight(0.2f, 0xFFFFFFFF) whenever the player's
CObjCell::seen_outside flag is 0 — a flat 0.20 white floor, not a
dungeon-tone warm color.
Investigation also confirmed:
- EnvCell.dat does NOT carry inline lights — CEnvCell::UnPack reads
numVisibleCells where Binary Ninja's heuristic decomp inferred
"num_lights". Retail's CObjCell.light_list is populated at runtime via
add_light() calls from neighbouring cell light registrations + per-cell
static-object Setup.Lights, NOT from the dat byte stream.
- Setup.Lights from indoor static objects (entity.SourceGfxObjOrSetupId
prefix 0x02xxxxxx) DO flow through LightInfoLoader.Load (line 5765)
and reach LightManager via LightingHookSink. The wire is intact; the
per-frame Tick + UBO upload chain (line 6865-6867) is intact.
- Retail's particle system does NOT emit lights from particles themselves.
The light comes from the owning Setup's LightInfo records.
Pre-existing failures in DispatcherToMovementIntegrationTests, BSPStepUpTests,
and MotionInterpreterTests are on the branch already and unrelated to this
change (verified by stashing + retesting).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
8 tasks: CameraDiagnostics static (Task 1) → RetailChaseCamera math
primitives (Task 2) → Update() integration (Task 3) → CameraController
dual-camera (Task 4) → InputAction + DebugVM mirrors (Task 5) →
DebugPanel section (Task 6) → GameWindow wiring (Task 7) → build +
test + visual handoff (Task 8). Each task is TDD-shaped with exact
code in every step. PlayerTranslucency is computed + tested but
applying to the player mesh is explicitly deferred (Q1 escape clause
in the spec).
For docs/superpowers/specs/2026-05-18-retail-chase-camera-design.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Spec for porting retail's CameraManager + CameraSet behavior to a new
RetailChaseCamera class, controlled by a CameraDiagnostics toggle so the
user can A/B against legacy ChaseCamera. Covers six retail behaviors:
exponential damping (stiffness*dt*10), 5-frame velocity-averaged slope
alignment, mouse low-pass (0.25s window), held-key offset integration,
auto-fade <0.45m, and independent translation/rotation stiffness rates.
Brainstormed end-to-end before any code change.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Mark #61 DONE inline with the resolution writeup, including the
widened scope note that the same link→cycle boundary bug also caused
the local-player run-stop twitch the user observed during the M2
anim-pass session.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Moves #77 from Active to Recently closed with the resolution writeup
(both halves — walk-vs-run misclassification + velocity-leak in
turn-in-place — plus the decomp anchors and verification record).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Self-contained handoff doc for a follow-up focused session that fixes#77.
Captures: the two bugs (NPC at walking range never auto-walks; pickup at
walking range overshoots and snaps back), the trace evidence from Step 2's
verification run (cmd=0x0005 speed=-1.84 from ACE), four ranked
root-cause hypotheses (H1 missing BeginServerAutoWalk fire / H2
walk-run-threshold misclassification / H3 negative ForwardSpeed
sign-interpretation / H4 arrival predicate firing too early), the
reproduction recipe with ACDREAM_PROBE_AUTOWALK=1, acceptance criteria,
and the "don't workaround, fix root cause" guardrail.
The auto-walk diagnostic infrastructure already exists from Phase B.6
work — the next session just turns it on and reads the trace.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
#77 captures two close-range visual bugs observed during Step 2 verification
that are pre-existing — not caused by 0b25df5. Both live in
PlayerMovementController.DriveServerAutoWalk / threshold logic from
Phase B.6 work (#75). Trace evidence captured from launch.log of the
verification run.
#76 closed with the diag-trace evidence: identity invariants matched
across session / _liveSession / _liveSessionController.Session
(hashcode=1034657 throughout), so the original suspected bug-class was
wrong. The first Step 2 attempt's apparent regression was almost
certainly a stale ACE session.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
A first attempt at extracting LiveSessionController out of GameWindow.cs
(Step 2 of docs/architecture/code-structure.md §4) was implemented and
reverted in the same session after visual verification at Holtburg
exposed three regressions: chat input field accepted text but nothing
was sent; door/NPC double-click fired the Use packet outbound but had
no visible client-side effect; R + click-target auto-walk no longer
fired the deferred Use on arrival (re-opens issue #63 / #75 territory).
Filing as a tracked open issue so the next refactor attempt has a
clear root-cause-investigation starting point with four hypotheses to
test. Step 1 (eda936d) and the Rule 5 follow-up (32423c2) remain
clean and verified.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Lifts 13 startup-time environment variables out of GameWindow.cs into a
single typed AcDream.App.RuntimeOptions record read once in Program.cs.
Behavior-preservation only — no live behavior change, no visual change.
Verified end-to-end against ACE on 127.0.0.1:9000: full M1 demo loop
(walk Holtburg, click door, click NPC, portal entry) plus DEVTOOLS
ImGui panels load cleanly.
Why: GameWindow.cs is 10,304 LOC and scattered Environment.GetEnvironmentVariable
calls were one of the structural smells called out in the new
"Code Structure Rules" doc. Typed options is the safest cut to make
first because the substitution is mechanical and parsing semantics
get pinned by unit tests.
What lands:
- CLAUDE.md: removed stale R1→R8 execution-phases line, replaced with
pointers to the milestones doc + strategic roadmap (the actual
source of truth). Tightened the "check ALL FOUR references"
section to describe WB as the production rendering base, not
just a reference. New "Code Structure Rules" section (6 rules)
captures the discipline we're committing to.
- docs/architecture/acdream-architecture.md: removed dangling link
to the deleted memory/project_ui_architecture.md.
- docs/architecture/code-structure.md (NEW, 376 LOC): rationale for
the 6 rules + 6-step extraction sequence
(RuntimeOptions → LiveSessionController → LiveEntityRuntime →
SelectionInteractionController → RenderFrameOrchestrator →
GameEntity aggregation). This PR is Step 1.
- src/AcDream.App/RuntimeOptions.cs (NEW, 100 LOC): typed record
with FromEnvironment(string) factory and Parse(datDir, env)
overload for testability. Covers ACDREAM_LIVE, _TEST_HOST/PORT/
USER/PASS, _DEVTOOLS, _DUMP_MOVE_TRUTH, _NO_AUDIO,
_ENABLE_SKY_PES, _HIDE_PART, _RETAIL_CLOSE_DEGRADES,
_DUMP_SCENERY_Z, _STREAM_RADIUS.
- src/AcDream.App/Program.cs: builds RuntimeOptions once, passes
to GameWindow.
- src/AcDream.App/Rendering/GameWindow.cs: ctor takes RuntimeOptions;
7 startup-cached env-var fields become expression-bodied
properties or direct _options.X reads; TryStartLiveSession,
audio init, legacy stream-radius branch all route through
_options.
- tests/AcDream.App.Tests/ (NEW project, 10 unit tests + csproj):
pins parser semantics — default-off bools, the literal "0"
gate for RETAIL_CLOSE_DEGRADES, the >=0 guard for
STREAM_RADIUS, null-vs-empty for user/pass, exact-"1" check
for diagnostic flags. Registered in AcDream.slnx.
Out of scope (per code-structure.md §4):
- Per-call-site ACDREAM_DUMP_* / _REMOTE_VEL_DIAG diagnostic reads
sprinkled through GameWindow (~40 sites). Rule 5 in CLAUDE.md
commits us to migrating these opportunistically as larger
extractions land, not in a bulk pass.
- AcDream.Core's project-reference to Chorizite.OpenGLSDLBackend.
Only the stateless .Lib namespace is used; tightening the project
reference is documented as future work in code-structure.md §2.
Build: green.
Tests: AcDream.App.Tests 10/10 ✓, Core.Net.Tests 294/294 ✓,
UI.Abstractions.Tests 419/419 ✓,
AcDream.Core.Tests 1073/1081 (8 pre-existing failures verified
against pre-refactor baseline by stash-and-rerun).
Visual verification: full M1 demo loop against ACE +Acdream login
including DEVTOOLS panel host load.
Next: Step 2 — extract LiveSessionController per code-structure.md §4.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User chose fundamentals-first after M1 landed: indoor walking is
untested (M1 only verified outdoor + doorway), indoor lighting is
broken, camera clips into walls indoors. Better to fix indoor
foundations before stacking combat on top.
Three sub-phases proposed for the new M2:
1. Camera correctness (~1 day)
2. Indoor collision audit (~1 week)
3. Indoor lighting basics (~1-2 weeks)
Combat ("Kill a drudge") slides to M3.
Next session opens with superpowers:brainstorming to scope the
demo scenario + agree on sub-phase boundaries + update the
milestones doc + CLAUDE.md to formalize the reorder.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Captures M1 landing, Phase B.6 architectural details, new rules
(no-workarounds, no-demo-videos, graceful-shutdown), M2 next steps,
and test baselines for fresh-session pickup.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
M1 "Walkable + clickable world" landed 2026-05-16 with Phase B.6
(d640ed7). All four demo targets work end-to-end retail-faithfully:
walk Holtburg, open inn door, click NPC, pick up item.
Freeze list applied: L.2 (collision), B.4 (interaction outbound),
B.5 (pickup) — these phases are off-limits until M7 polish unless
something is actively broken.
CLAUDE.md "currently working toward" advanced to M2 — "Kill a drudge."
Phases to ship: F.2 (Inventory panel), F.3 (Combat math + damage),
F.5a (dev panels Attributes/Skills/Equipped/Inventory), L.1c
(combat animation wiring), L.1b (command router prereq).
Also removes the "record a demo video" requirement from milestone
discipline (CLAUDE.md rule #3 + milestones doc operating rule #3) —
user finds video recording pointless. Milestones are now textual
events: writeup + freeze flip + CLAUDE.md "currently working toward"
update. Saved as feedback memory.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes#63, #69, #74, #75. Replaces the chain of Commit-B workarounds
that compensated for ACE's MoveToChain getting cancelled by a leaked
user-MoveToState packet during inbound auto-walk. The fix is
architectural — auto-walk drives the body directly from the
server-supplied path data, no player-input synthesis, no spurious
wire-packet transitions, no grace-period band-aid.
Architectural change (closes#75):
PlayerMovementController.ApplyAutoWalkOverlay → DriveServerAutoWalk.
- Steps Yaw toward target at retail-faithful turn rates.
- Computes desired forward velocity from path runRate.
- Calls _motion.DoMotion(WalkForward, speed) directly for the
motion-interpreter state (drives animation cycle).
- Sets _body.set_local_velocity directly when grounded.
- Returns true to gate the user-input motion + velocity section
in Update so user-input flow doesn't overwrite auto-walk
velocity or motion state.
Mirrors retail's MovementManager::PerformMovement case 6 (decomp
0x00524440) which never touches the user-input pipeline during
server-controlled auto-walk.
Wire-layer guard at GameWindow.cs:6419 retained as a SEMANTIC
statement (`if (result.MotionStateChanged && !IsServerAutoWalking)`):
user-MoveToState packets are for user-driven motion intent. During
server-controlled auto-walk, the motion-state transitions caused by
the animation override (RunForward / WalkForward / TurnLeft /
TurnRight cycles) must not leak as user-cancellation packets. This
is NOT the deleted 500ms grace-period band-aid; it's the wire-layer
expressing the user-vs-server motion split.
Animation plumbed for auto-walk phases (closes#69):
- Moving forward → WalkForward (speed=1.0) / RunForward (speed=runRate)
- Turn-first phase → TurnLeft / TurnRight (sign of yawStep)
- Aligned-but-pre-step / arrival → no override (idle)
Driven via _autoWalkMovingForwardThisFrame + _autoWalkTurnDirectionThisFrame
fields set in DriveServerAutoWalk and read in the MovementResult
construction at the bottom of Update. UpdatePlayerAnimation picks up
the localAnimCmd as the highest-priority animation source.
Walk/run threshold = 1.0m, retail-observed. ACE's wire-default of
15.0f is too generous; ACE's own physics layer uses 1.0f at
MovementParameters.cs:50 (with the 15.0f line commented out) and
Creature.cs:312 notes "default 15 distance seems too far". The
formula matches retail's MovementParameters::get_command at decomp
0x0052aa00: running = (initialDist - distance_to_object) >=
threshold, evaluated ONCE at chain start and held for the rest of
the auto-walk (matches retail "runs all the way / walks all the way"
behaviour). Wire-supplied threshold is ignored.
Pickup gate (IsPickupableTarget) now uses BF_STUCK
(acclient.h:6435, bit 0x4) to discriminate immovable scenery from
real pickup items that share a Misc ItemType. Sign (pwd=0x14 with
BF_STUCK) → blocked; spell component (pwd=0x10, no BF_STUCK) →
allowed. ACE's PutItemInContainer (Player_Inventory.cs:831-836)
responds with WeenieError.Stuck (0x29) on stuck items so the gate
prevents wasted wire packets + a UX dead-end.
R-key dispatch by target type. UseCurrentSelection's top-level
IsUseableTarget gate was wrong (blocked USEABLE_NO=1 items that
ARE pickupable). Reordered:
1. Creature → SendUse
2. Pickupable → SendPickUp
3. Useable → SendUse
4. Otherwise → "cannot be used" toast
Each handler keeps its own gate. Matches retail's per-action
server-side validation.
AP cadence revert (closes#74). With the MoveToChain race fixed,
the per-frame "send while moving" cadence is no longer load-bearing.
Reverted to retail's two-branch ShouldSendPositionEvent gate
(acclient_2013_pseudo_c.txt:700233-700285):
Interval NOT elapsed (< 1 sec): send if cell or contact-plane changed.
Interval elapsed (>= 1 sec): send if cell or position frame changed.
Adds _lastSentContactPlane field + ApproxPlaneEqual helper +
PlayerMovementController.ContactPlane public accessor. Extended
NotePositionSent(Vector3, uint, Plane, float) — both outbound sites
(MoveToState + AP) pass _playerController.ContactPlane.
Effective rates: 0 Hz idle, ~1 Hz smooth motion, per-event on
cell/plane changes, 0 Hz airborne.
CLAUDE.md updated with no-workarounds rule (commit `da126f9` on
the worktree branch). Saved as feedback memory at
memory/feedback_no_workarounds.md.
Tests: build green; Core.Net 294/294; Core 1073/1081 (baseline,
8 pre-existing Physics failures unchanged). Visual-verified
end-to-end on 2026-05-16 for far/near Use + PickUp on NPCs,
doors, items, spell components, signs (correctly blocked), corpses,
turn-first animation, run/walk thresholds, idle quiet, smooth-
motion 1Hz.
Spec: docs/superpowers/specs/2026-05-16-phase-b6-suppress-movetostate-during-inbound-autowalk-design.md
Plan: docs/superpowers/plans/2026-05-16-phase-b6-suppress-movetostate-during-inbound-autowalk.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Retires divergences flagged in the 2026-05-16 faithfulness audit:
1. AP cadence. Replaces the 1 Hz idle / 10 Hz active flat heartbeat
with a diff-driven model gated on `Contact && OnWalkable`
(acclient_2013_pseudo_c.txt:700327 SendPositionEvent). Sends on
position or cell change while grounded on walkable, plus a 1 sec
heartbeat; suppressed entirely airborne. PlayerMovementController
exposes `NotePositionSent(pos, cellId, now)` which GameWindow stamps
after each AutonomousPosition / MoveToState send — mirrors retail's
shared `last_sent_position_time` between SendPositionEvent
(0x006b4770) and SendMovementEvent (0x006b4680). Known divergence
from retail: ours is per-frame-while-moving, retail's effective rate
is ~1 Hz during smooth motion (cell/plane checks). Filed as #74,
blocked by #63 — when #63 lands we revert to retail's narrower gate.
2. Workaround retirement. Removes TinyMargin (0.05 m inside arrival)
and the AP-flush before re-send (`SendAutonomousPositionNow`). The
diff-driven cadence makes both obsolete. Close-range turn-first
deferred Use is kept (it IS retail — ACE Player_Move.cs:66-87
mirrors retail's CreateMoveToChain pre-callback rotation), renamed
`OnAutoWalkArrivedSendDeferredAction` to clarify it's a FIRST send.
`isRetryAfterArrival` parameter dropped.
3. Far-range Use/PickUp retry. Restored — was load-bearing, not the
"redundant cleanup" the Group 2 audit thought. Issue #63 means ACE
drops the first Use as too-far without re-polling on subsequent APs;
the arrival re-send is what makes far-range Use complete. Logs
include `(queued for arrival re-send pending #63)` to make this
explicit. Removes when #63 closes.
4. Screen-rect picker. New `AcDream.Core.Selection.ScreenProjection`
helper shared by `WorldPicker` and `TargetIndicatorPanel`. The
`Setup.SelectionSphere` projects to a screen-space square (retail
anchor `SmartBox::GetObjectBoundingBox` 0x00452e20); picker
hit-tests the mouse pixel against the same rect the indicator draws,
inflated by 8 px (`TriangleSize`). Guarantees what-you-see is
what-you-click — including rect corners that were dead zones under
the old ray-sphere picker. Per-type radius (1.0/1.6/2.0 m) and
vertical-offset (0.2/0.9/1.0/1.5 m) heuristic lambdas retired;
`IsTallSceneryGuid` deleted; `EntityHeightFor` trimmed to 1.5 m × scale
defensive default. No defensive sphere synth — entities without a
baked `SelectionSphere` are skipped, matching retail's
`GfxObjUnderSelectionRay` (0x0054c740).
5. Rotation rate run multiplier (Commit A precursor). `TurnRateFor(running)`
helper applies retail's `run_turn_factor = 1.5f` (PDB-named
0x007c8914) under HoldKey.Run, matching `apply_run_to_command` at
0x00527be0 (line 305098). Effective: walking ≈ 90°/s, running ≈ 135°/s.
Keyboard A/D + ApplyAutoWalkOverlay both use it.
6. Useability gate (Commit A precursor). `IsUseableTarget` corrected to
`useability != 0` per `ItemUses::IsUseable` at 256455 — ANY non-zero
passes (USEABLE_NO=1, USEABLE_CONTAINED=8, etc.), not just the
USEABLE_REMOTE bit. Cross-checked against 4 call sites in retail
(ItemHolder::UseObject 0x00588a80, DetermineUseResult 0x402697,
UsingItem 0x367638, disable-button-state 0x198826). Added
`ProbeUseabilityFallbackEnabled` diagnostic
(`ACDREAM_PROBE_USEABILITY_FALLBACK=1`) to measure how often the
creature/BF_DOOR fallback fires for ACE-seed-DB entities with
null useability.
CLAUDE.md updated with the graceful-shutdown rule for relaunch:
Stop-Process bypasses the logout packet, leaving ACE's session marked
logged-in for ~3+ min. CloseMainWindow() sends WM_CLOSE so the
shutdown hook runs and the logout packet reaches ACE.
Tests: +3 ScreenProjectionTests + 6 WorldPickerRectOverloadTests = +9.
Core.Net 294/294 pass; Core 1073/1081 (8 pre-existing Physics failures
unchanged). Visual-verified 2026-05-16: rotation rate, useability,
screen-rect click area, double-click + R-key + F-key Use/PickUp at
short and long range — dialogue/door/pickup fire on arrival.
Filed follow-ups #70 (triangle apex/size DAT sprite), #71 (picker
Stage B polygon refine), #72 (cdb omega.z probe), #73 (retail-message
sweep pattern), #74 (per-frame AP chattier than retail — blocked by
#63). Old ray-sphere `WorldPicker.Pick(origin, direction, ...)`
overload kept for back-compat; no callers in acdream proper.
Plan: docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two retail divergences fixed from the 2026-05-16 faithfulness audit
(Commit A of the plan at docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md).
1. Rotation rate ignored HoldKey.Run. Retail's CMotionInterp::
apply_run_to_command (decomp 0x00527be0 line 305098) multiplies
turn_speed by run_turn_factor (1.5, PDB-named symbol at 0x007c8914)
when input is TurnRight/TurnLeft under HoldKey.Run. Effective
running rotation is 50% faster (~135°/s vs walking ~90°/s).
Our keyboard A/D and ApplyAutoWalkOverlay used a fixed walking
rate.
New: RemoteMoveToDriver.TurnRateFor(running) helper. Keyboard
path passes input.Run; auto-walk overlay passes
_autoWalkInitiallyRunning. The walking-rate base
(BaseTurnRateRadPerSec = π/2) is unchanged; TurnRateRadPerSec
constant is preserved as the walking-rate alias for callers
that don't have run/walk state (NPC remotes).
2. IsUseableTarget gated on `useability & USEABLE_REMOTE (0x20)`,
which was stricter than retail. Per ItemUses::IsUseable
(acclient_2013_pseudo_c.txt:256455) cross-referenced with 4
call sites, retail's IsUseable() semantic is `_useability != 0`.
But visually retail's USEABLE_NO (1) entities don't approach
either, because ACE never broadcasts MovementType=6 for them.
Our client installs a speculative auto-walk BEFORE the server
responds, so we'd visibly approach + face signs before the
wire packet was rejected.
Pragmatic fix: block USEABLE_UNDEF (0) AND USEABLE_NO (1) in
IsUseableTarget — slightly stricter than retail's
IsUseable but matches retail's user-visible behaviour
("R on sign does nothing"). Documented in the doc-comment so
a future implementer knows the gap.
3. New IsPickupableTarget gate for F-key path — requires
USEABLE_REMOTE (0x20) bit. Null-useability fallback for
BF_CORPSE + small-item ItemTypes (preserves M1 ground-item
pickup flow when ACE seed DB doesn't publish useability).
4. R-key (UseCurrentSelection) upfront gate now ALWAYS uses
IsUseableTarget. R is conceptually "use" with smart-routing
to pickup as a downstream optimization. F-key (SendPickUp)
uses IsPickupableTarget directly.
5. Retail toast strings on block, centralised in new
src/AcDream.Core/Ui/RetailMessages.cs:
- "The X cannot be used" (data 0x007e2a70, sprintf 0x00588ea4)
fires on UseCurrentSelection / SendUse gate block.
- "The X can't be picked up!" (sprintf 0x00587353) fires on
SendPickUp non-pickupable block.
- "You cannot pick up creatures!" (data 0x007e22b4) fires on
SendPickUp creature block (was previously silent).
- Plus 4 inactive retail strings ready for future call sites:
CannotBeUsedWith (two-target Use), CannotBePickedUp (formal
pickup variant), CannotBeUsedWhileOnHook_HooksOff +
CannotBeUsedWhileOnHook_NotOwner (housing). All cite their
retail data addresses + runtime sprintf addresses.
6. ProbeUseabilityFallbackEnabled diagnostic (env var
ACDREAM_PROBE_USEABILITY_FALLBACK=1) logs every time the
null-useability fallback fires. Settles whether the
fallback for creature + BF_DOOR/LIFESTONE/PORTAL/CORPSE
entries in ACE's seed DB without useability is hot code
or theoretical defense.
Test coverage:
- +3 RemoteMoveToDriverTests cover TurnRateFor walking/running/back-compat.
- +7 RetailMessagesTests cover each retail string with retail anchor.
- +1 CreateObjectTests TryParse_WeenieFlagsUsable_ReadsUseableNoValue
pins parser correctness for USEABLE_NO=1.
- 294/294 Core.Net pass; 24/24 new+touched Core tests pass.
- Pre-existing baseline of 8 Physics test failures unchanged
(BSPStepUp + MotionInterpreter regression noise from prior
sessions; out of scope here).
Deferred to a separate session per user direction:
- Click area = indicator-rect retail fidelity. Retail's picker
uses per-part CGfxObj.drawing_sphere + polygon refine
(0x0054c740); ours uses single Setup.SelectionSphere ray-
intersect. The rect corners are dead zones today. Three fix
options analyzed: screen-space rectangle hit-test, sqrt(2)
sphere inflation, polygon refine Stage B.
Plan: docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User report: 'You should be face to face with the NPC before sending
use. So first is rotation, when you are facing, then using.' and
'it does not face it completely.'
Two changes:
1. Split alignment thresholds in ApplyAutoWalkOverlay:
walkAligned (30°) — gate for synthesised Forward+Run motion
during far-range approach; body walks
while finishing residual turn within 30°.
aligned (5°) — gate for arrival-fire. Final facing
before the auto-walk ends and the action
re-sends. Matches retail's tight pre-Use
rotation tolerance.
Within-arrival check still requires alignment; without alignment
the body holds in turn-only mode regardless of distance.
2. Defer wire Use/PickUp packet for CLOSE-range targets. SendUse
and SendPickUp now check IsCloseRangeTarget(guid): if the player
is already within the target's use-radius, we install the
speculative overlay, set _pendingPostArrivalAction, and RETURN
without sending the wire packet. AutoWalkArrived fires after the
local rotation completes (alignment within 5°); the existing
re-send handler then fires SendUse with isRetryAfterArrival=true,
sending the wire packet at that moment. Effect: rotate first,
THEN Use — the NPC/door/item only sees the action after the
character has turned to face it.
Far-range path unchanged: send immediately, ACE auto-walks,
arrival re-sends.
Filed #69: turn animation (leg/arm cycle while pivoting). The body
now rotates but doesn't play the TurnLeft/TurnRight cycle the user
wants to see. Separate scope — needs motion-interpreter integration.
10 Hz heartbeat (301281d) made ACE see us in-radius before its
MoveToChain timeout; user confirmed doors work now. Closing #67 — root
cause was 1 Hz position outbound on our side, not anything door-
specific. Same fix unblocked door + NPC.
Two visible refinements:
1. Turn-first gate. User report: 'when I use from far range, I should
face that object and then start moving. Now it starts running
before facing is complete.'
ApplyAutoWalkOverlay now suppresses Forward motion when the
heading delta to the target is > 30°. Body turns IN PLACE first,
then walks forward once roughly aligned. Within the 30° band the
body walks while finishing the residual turn. Matches the user-
observed retail rhythm.
2. Arrival margin shrunk 0.2 m → 0.05 m. User report: 'NPC dialogue
fires, but still a bit too close. In retail it fires from a longer
range.' With the 10 Hz heartbeat the server-side Player.Location
tracks us within ~100 ms, so the bigger safety margin is no longer
needed — only a tiny epsilon to absorb the sub-tick race between
local arrival fire and the next outbound packet.
Filed #68: remote players' running animation doesn't transition to
Ready on auto-walk arrival when observed from acdream. Separate
visual bug — server-side action completes correctly; just the cycle
on the dead-reckoned remote body doesn't flip back to idle.
Margin trim:
Previous: min(0.5, threshold * 0.4) — for 3 m NPC arrived at 2.5 m
New: min(0.2, threshold * 0.2) — for 3 m NPC arrives at 2.8 m
User feedback: 'compared to retail, it fires too close. In retail
it fires from a longer range.' Smaller margin matches that — still
safely inside ACE's strict WithinUseRadius but closer to the boundary.
Tight pickup radii (0.6 m item) now arrive at 0.48 m (was 0.36 m).
Filed issues:
#67 Door Use action doesn't complete after auto-walk arrival.
NPC dialogue fires correctly post-flush-AP+re-send, but
doors still go silent — need to investigate door-specific
state requirements in ACE's Door.ActOnUse or our wire
payload differences.
#66 Rotation: local player flips back after auto-walk arrival
(observed from retail observer); NPCs don't turn to face
the player when used. Both rooted in missing MovementType=8
TurnToObject handling. Supersedes #65 (which was local-only)
with a unified rotation-handling phase scope.
Retail-anchored design for the missing visual feedback on selection:
four corner triangles + radar-blip colour coding around the selected
entity, drawn via ImGui in screen space.
Retail evidence (named decomp):
* VividTargetIndicator::SetSelected at 0x004f5ce0
* gmRadarUI::GetBlipColor at 0x004d76f0 (Portal / Vendor / Creature /
Player / PK / PKLite / Default colours from pwd._bitfield bits +
IsCreature/IsPlayer/IsPK predicates we already parse)
* VividTargetIndicator::CopyImage at 0x004f5dd0 (tints a source
bitmap by RGBA)
MVP scope:
1. RadarBlipColors helper (Core, with unit tests)
2. TargetIndicatorPanel (App, ImGui draw via background draw list)
3. Wire to existing _selectedGuid from B.4b
4. ~200 LOC + tests
Deferred to follow-ups: off-screen edge arrow, DAT-loaded sprite (MVP
draws procedurally), mesh-tint highlight, player-option toggle, server
selection-relay.
Pairs with #59 (WorldPicker over-pick): the indicator makes the
mis-pick visible, so the user can clear + reselect even before the
underlying picker is tightened.
Captured a live ACDREAM_PROBE_AUTOWALK trace double-clicking +Je from
~3.5m. Findings folded into the spec's State at design freeze section:
1. Wire parser is correct (matches ACE MoveToObject.Write +
MoveToParameters.Write byte-for-byte).
2. ACE sends mtRun=0.00. Not a parser bug — that's the wire value.
Retail's apply_run_to_command (0x00527BE0) fell back to the
player's own rate; our Slice 2 needs the same fallback chain.
3. Player position never changed during the entire trace — current
behavior is pure no-op on the inbound MoveToObject (literally
ignored, as our code at OnLiveMotionUpdated:3289 suggests).
4. ACE does NOT broadcast UpdatePosition for the local player during
auto-walk. Definitively kills Option C — nothing to blend with.
Local body must drive itself.
The trace validates the spec's Option A path. Slice 2 implementation
can proceed without further wire-format guessing.
Grounded the design in named-retail evidence. MovementManager::Perform
Movement at 0x00524440 case 6 (decomp lines 300628-300648) shows the
retail client's local-side dispatcher for inbound MoveToObject:
unpacks the wire, sets motion_interpreter->my_run_rate, calls
CPhysicsObj::MoveToObject on the LOCAL player's physics body. Same
code path retail used for every creature chasing the player.
Conclusion: Option A (run a local driver against the player's body)
is retail-faithful. Option C (server-position-blend) is a non-retail
shortcut and is now eliminated from consideration.
Re-scoped the spec into 4 slices:
1. ACDREAM_PROBE_AUTOWALK diagnostic baseline (~30 LOC)
2. PlayerMovementController.BeginServerAutoWalk + reuse of
RemoteMoveToDriver against the local player's body (~100 LOC)
3. Animation cycle selection during auto-walk (~20 LOC)
4. Local pickup-animation echo (closes#64, ~10 LOC)
Total ~160 LOC, no new files. All existing acdream infrastructure
(RemoteMoveToDriver, ServerControlledLocomotion, MotionState.MoveTo
Path parsing) is reused; the work is wiring it for _playerServerGuid
in addition to remote guids.
Captures the wire-format facts that are already parsed (MotionState.
IsServerControlledMoveTo + MoveToPath fields), the two gating sites
that drop the inbound MoveToObject for the local player today, and a
three-option solution space (run remote-driver locally, visual tween,
server-position-authoritative blend).
Recommendation: Option C first (smallest blast radius, single-commit
hotfix if ACE's UpdatePosition broadcast cadence is adequate); promote
to Option A only if the trace shows server broadcasts are too sparse
to render smoothly.
Explicitly does NOT implement yet. The 'walks then snaps back' visible
symptom is observed but the mechanism isn't characterized in detail —
the spec calls for a diagnostic-trace session first (ACDREAM_PROBE_
AUTOWALK env var, ~30 LOC) to capture exactly what ACE sends during a
failed auto-walk. The trace decides between Option C (sufficient
position broadcasts) and Option A (need to fill in per-tick locally).
#64 (local pickup animation) is flagged as likely-related — same
OnLiveMotionUpdated:3289 self-echo filter drops both. May fix in
the same B.6 work.
M1's demo scenario is mechanically complete:
1. Walk through Holtburg — met via L.2a/d/g
2. Open the inn door — met via B.4b + B.4c
3. Click an NPC — met via B.4b chain + chat handlers
(visually verified 2026-05-14 on Tirenia + Royal Guard)
4. Pick up an item — met via B.5 + 87ba5c9 feedback polish
What's left to formally land: record ≈30s demo video, pin still +
writeup, flip freeze list, point CLAUDE.md "currently working toward"
at M2. Per the milestone-discipline rules, milestone landing is a
user-driven event with an artifact; this commit only updates the
factual demo-target status.
Filed but explicitly deferred (don't block M1 recording): #61 (door
swing cycle-boundary flash), #62 (PARTSDIAG null-guard), #63
(server-initiated MoveToObject auto-walk — candidate Phase B.6),
#64 (local-player pickup animation).
Phase B.5 (ground-item pickup, close-range path) shipped and
visual-verified 2026-05-14 at Holtburg. M1 demo target 4/4 ("pick up
an item") met.
New ship-handoff doc captures the 5-commit history including the
post-visual-test PickupEvent (0xF74A) wire-handler fix that closes
the local-despawn gap.
Roadmap and CLAUDE.md updated to reflect the ship + the new follow-up
issues:
- #63 (MEDIUM) — server-initiated MoveToObject auto-walk not
honored; blocks double-click pickup + out-of-range F. Filed as
candidate Phase B.6. holtburger has the reference implementation.
- #64 (LOW) — local-player pickup animation does not render
(retail observers see it correctly). Likely a self-echo filter
dropping UpdateMotion(Pickup) on the local player.
Carry-overs from B.4c (#61 link-cycle flash, #62 PARTSDIAG null-guard)
unchanged.
Captures post-B.4c state, click-NPC investigation findings (chain
already wired via Tell/CommunicationTransientString/etc; verify
opportunistically during B.5 visual test), and B.5 scope decisions
made in chat before the user requested a session handoff:
- Trigger: F-key (SelectionPickUp action, already bound)
- Target: requires _selectedGuid (no pick-under-cursor fallback)
- Wire opcode 0x0019 (GameAction.PutItemInContainer)
- Payload: itemGuid + containerGuid + placement (12 bytes)
- Container = _playerServerGuid
- Three changes in two existing files (~50 LOC total)
Plus carry-overs from B.4c (#61 cycle-boundary flap, #62 PARTSDIAG
null-guard), the B.4b ID-translation gotcha pattern to watch for,
and the standard ACE session-race tip.
Branch `claude/phase-b5-pickup` (renamed from
`claude/investigate-npc-click`) is the workspace; the fresh session
should start there.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Opus final review of B.4c flagged that Task 4's handoff doc invented
implementation details that don't exist in the code:
1. IsDoorSpawn claimed to check "spawn.WeenieObj.WeenieType == 8 OR
IsDoorName(spawn.Name)" — the actual code is just IsDoorName(spawn.Name)
delegating to "name == "Door"". No WeenieType lookup exists.
2. A "_doorSequencers" per-door dict was referenced in three places — that
dict doesn't exist. The actual code reuses the existing
_animatedEntities[entity.Id] dict (same one that holds creatures + the
player), with Animation = null! per the existing pattern at line 7885.
3. The UM dispatch path was described as a new B.4c-added branch with
pseudocode — that's wrong. B.4c does NOT add a new dispatch path;
OnLiveMotionUpdated's existing TryGetValue against _animatedEntities
handles doors automatically once Task 1's spawn-time branch registers
them. The only UM-dispatch B.4c contribution is the [door-cycle]
diagnostic line, gated on IsDoorName.
Corrects sections "At world load (spawn time)", "When the door opens",
"Per-frame mesh rebuild", and "Door types covered" to reflect the actual
shipped code. cmd→motion mapping (cmd=0x000C → open, cmd=0x000B → close)
left as-is — it was correct.
No code change. Verified by re-reading GameWindow.cs IsDoorSpawn /
IsDoorName helpers, the Task 1 spawn-time branch body, and the
TickAnimations sequencer dispatch.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Task-by-task plan with full code in every step, no placeholders.
Task 1: IsDoorSpawn helper + Door registration branch (state-seeded
SetCycle from spawn PhysicsState ETHEREAL bit).
Task 2: [door-cycle] diagnostic in OnLiveMotionUpdated for greppable
verification.
Task 3: Holtburg inn doorway visual test (user-performed).
Task 4: ship handoff + close#58 + roadmap/CLAUDE/memory updates.
Self-review table at bottom maps every spec section to its task(s);
all covered. Companion to spec
docs/superpowers/specs/2026-05-13-phase-b4c-design.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase B.4c closes#58 (filed during B.4b ship). When a door's
state flips via ACE Door.ActOnUse, the L.2g chain handles the
SetState collision-bit flip but no UpdateMotion handler ever
animated the door visually. Investigation traced the gap to the
spawn-time registration gate at GameWindow.cs:2692 which requires
a multi-frame idle cycle — doors have no idle.
Design: door-specific spawn-time branch that bypasses the gate,
builds an AnimationSequencer, seeds it with Off (closed) or On
(open) cycle based on spawn PhysicsState. ACE Door.cs:43 sets the
same initial state. ~40 LOC in one file. Reuses the existing
AnimationSequencer + per-frame tick + WB renderer pipeline. No
changes downstream.
Discovered during self-review that the per-frame tick at
GameWindow.cs:7691-7697 unconditionally overwrites ae.Entity.MeshRefs
with sequencer-derived transforms; an empty sequencer would collapse
the door to origin. The state-seeded SetCycle at spawn keeps the
sequencer always producing valid frames. Also documented:
ae.Animation = null is safe because the tick's sequencer branch at
line 7497 never reads it (only the legacy slerp else branch does).
Diagnostic tags renamed from phase-named [B.4c] to durable
[door-anim] / [door-cycle] per Opus reviewer feedback on B.4b.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Final whole-branch code review (Opus) surfaced two Important post-merge
follow-ups + a one-word inaccuracy in the handoff doc:
- #59: tighten WorldPicker per-entity Setup.Radius (M1-deferred; the
ServerGuid==0 invariant is load-bearing and worth documenting before
L.2d's CBuildingObj port lands).
- #60: port retail's obstruction_ethereal downstream path so combat-HUD
contact reporting works for ethereal creatures (M2-combat).
- handoff: corrected "Added a _entitiesByServerGuid reverse-lookup" to
"Used the pre-existing _entitiesByServerGuid" — the dict has existed
since Phase 6.6/6.7; slice 1c used it, didn't add it.
Review verdict: branch ready to merge to main.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Original spec placed WorldPicker in src/AcDream.App/Rendering/ and the
test in tests/AcDream.App.Tests/, but AcDream.App.Tests doesn't exist
as a project. Moved to AcDream.Core.Selection where it conceptually
belongs (no App-layer deps; only WorldEntity + System.Numerics) and
where the existing AcDream.Core.Tests project can hold the tests.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>