Commit graph

237 commits

Author SHA1 Message Date
Erik
643cdfe66e feat(ui): port retail appraisal panel
Preserve retail's one-pending-appraisal busy lifetime, parse the complete gated response, and mount the authored examination layout in the shared main-panel host. Keep known 3D preview and inscription-write gaps explicit in AP-110.
2026-07-23 11:34:08 +02:00
Erik
6b1ae4fb76 feat(items): port retail shared cooldown overlays
Preserve public shared-cooldown metadata, resolve the authoritative cooldown enchantment with retail expiry semantics, and project the exact ten DAT-authored radial steps through the shared retained item-slot architecture.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 10:41:16 +02:00
Erik
19e8863f4e fix(items): dispatch carried use without world approach 2026-07-23 09:50:28 +02:00
Erik
f71f947475 fix(items): port retail useability and autowear rejection
Use the exact low USEABLE_NO-bit predicate so reset/zero-valued direct-use items such as Blackmoor's Favor reach the ordinary Use request. Port AutoWear's clothing-priority blocker lookup and exact named system notice through the shared activation owner.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 08:33:31 +02:00
Erik
60387668d0 feat(ui): drive toolbar use state from selection
Port the retail selected-object availability predicate into Core and project it through the shared interaction owner. The imported hand now follows canonical selection/object notices, keeps weapon and targeted-tool activation on the existing wield/use cursor paths, and ghosts empty or explicitly unusable selections per the connected UX requirement.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 08:07:47 +02:00
Erik
0134122c28 fix(ui): match retail spell bar controls
Place favorite-bar arrows by their authored sides, import rollover and pressed media through the shared scrollbar, and preserve manual offsets across passive refreshes. Carry the mixed-parent DAT anchor chain to a fixed 18-cell favorite viewport so overflow controls and the Cast button remain inside the retail-sized combat frame.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 07:49:09 +02:00
Erik
02c29e67c8 feat(ui): port favorite spell bar overflow
Import the retail arrow-only spell bar scrollbar from LayoutDesc, preserve authored end-button extents and HideDisabled behavior in the shared retained widget, and bind each favorite list to its sole horizontal pixel-scroll model. Match retail selection exposure for off-screen spells and pin the behavior with real-fixture conformance tests.

Document the six-slice world-interaction completion program as the active pre-M4 work order.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 06:35:53 +02:00
Erik
20e2998adb docs(architecture): close GameWindow regression handoff
Reconcile AGENTS.md and CLAUDE.md with the completed structural campaign, verified post-closeout interaction/radar/recall gates, and final Release counts. Record capped/RDP jump-pose cadence as deferred issue #235 without changing the retail object clock.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 06:12:47 +02:00
Erik
f9736ece6c fix(runtime): restore interaction completion ownership
Preserve prepublication local motion completion, require the PartArray enter-world lifecycle port, and balance deferred Use busy ownership across dispatch and cancellation. Reconcile the completed GameWindow connected gates and add regression coverage.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 05:51:51 +02:00
Erik
5c955c36ec docs(architecture): record GameWindow automated closeout
Reconcile the architecture, roadmap, milestones, issue ledger, session instructions, and durable memory with the 1,622-line native shell, canonical soak evidence, connected framebuffer comparison, and sole remaining user visual gate.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 20:52:25 +02:00
Erik
31e6e192b3 refactor(app): extract focused window lifetime
Move the exact retryable shutdown manifest, typed root snapshot, terminal reporting, and native-window-last release out of GameWindow. Keep session and GPU convergence as hard barriers while reporting persistent physical callback cleanup without stranding dependent owners.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 19:43:52 +02:00
Erik
530b4bd8f5 refactor(app): close ordered startup composition 2026-07-22 19:20:20 +02:00
Erik
54244d31f1 refactor(app): make session start terminal
Move live-session startup and its existing diagnostics into the typed Phase-9 owner. GameWindow.OnLoad now ends immediately after that phase, so no callback binding, publication, or allocation can occur after the session becomes active.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 19:06:00 +02:00
Erik
3628aeb520 refactor(app): compose atomic frame roots
Move the complete update/render construction graph into a typed Phase-8 owner, explicitly carry the content dependencies it consumes, and publish both roots through one exact lease. Extract lifecycle resource sampling and frame-owned late bindings so partial startup and shutdown withdraw the same generation without window callbacks.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 19:02:08 +02:00
Erik
826f9ea9b5 refactor(app): complete session startup composition
Move the live-session reset and routing graph, combat and diagnostic command targets, and the sole gameplay input subscriber into Phase 7 before frame publication. Add exact retryable ownership for late bindings so partial startup cannot strand session or component teardown edges.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 18:49:31 +02:00
Erik
7771c07fb6 refactor(app): compose session and player startup
Move streaming, live-session, hydration, local-player, combat, and teleport construction behind the typed Phase-7 boundary. Add exact-owner runtime bindings and focused spawn-claim classification so partial startup rolls back without retaining old session targets while preserving the accepted construction and frame dependencies.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 18:28:32 +02:00
Erik
88f32dc4e2 refactor(app): compose live presentation startup 2026-07-22 17:55:15 +02:00
Erik
c87b15303d refactor(lifetime): own render resource prefixes
Give terrain, sky, retained UI, portal preparation, and the update/render frame pair explicit single owners. Make shader, texture, text, bindless, and GL construction prefixes checked and retryable so partial failure cannot lose or replay resource ownership.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 14:42:14 +02:00
Erik
fec0d94148 refactor(settings): own two-phase runtime settings
Move pre-window loading, startup application, live settings mutation, toon context, quality reapply, and SettingsVM loans behind one RuntimeSettingsController. Preserve retail command behavior, ordered target publication, draft semantics, and retryable failure convergence while removing duplicate GameWindow state and feature bodies.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 13:30:22 +02:00
Erik
4eae9b4f5a refactor(input): own gameplay action routing
Move the sole semantic action-priority graph, combat and diagnostic commands, and retained-root item-drop lifetime behind focused typed owners. Preserve retail toggle behavior, explicit auto-wield cancellation, shutdown quiescence, and symmetric callback cleanup.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 12:43:05 +02:00
Erik
8b8afeefa3 refactor(input): own pointer and callback lifetime
Move camera pointer, framebuffer resize, and retained/devtools input edges behind focused reversible owners. Preserve input priority while making shutdown deactivate callbacks before live-session retirement and retry physical detach without stranding transport teardown.
2026-07-22 11:59:33 +02:00
Erik
d09e246d3a refactor(world): own live environment state
Move the DAT sky, selected day group, world clock, weather, AdminEnvirons bridge, and debug cycles into a one-shot WorldEnvironmentController while preserving GameWindow's public aliases and accepted startup/session/render order. Correct the named retail citations and register the remaining environment audio and fog/radar gaps.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 10:54:33 +02:00
Erik
557eb7ef6b refactor(net): own live session composition
Extract reset, selection, entered-world, and route construction behind LiveSessionHost while preserving the sole LiveSessionController authority. Retain partial route and subscription cleanup for retry, and replace the embedded ACE-only shortcut with the exact named-retail unsigned skill formula.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 10:36:06 +02:00
Erik
96f8bfcfa8 docs(architecture): close GameWindow render slice
Record the clean Release, lifecycle, soak, and framebuffer gates for Slice 7, advance the structural program to Slice 8, and preserve the observed process-residency diagnostic gap as issue 232 rather than weakening its leak threshold.\n\nCo-authored-by: Codex <codex@openai.com>
2026-07-22 08:40:52 +02:00
Erik
9512404e25 docs(architecture): close GameWindow slice 6 2026-07-22 03:54:11 +02:00
Erik
a36a7015c4 docs(architecture): plan GameWindow update-frame extraction 2026-07-22 00:06:55 +02:00
Erik
d4ecac1da3 docs(architecture): close GameWindow slice 5 2026-07-21 23:45:45 +02:00
Erik
db3ca59fd0 docs(architecture): record landblock cutover
Mark Slice 5G complete, record the 44 percent GameWindow reduction and origin-lifetime barrier, and advance the active ledger to deterministic and connected closeout.
2026-07-21 22:50:38 +02:00
Erik
801d8a189c docs(architecture): record pipeline-owned retirement
Close Slice 5F in the execution ledger, update the milestone and roadmap measurements, and advance the active checkpoint to direct cutover and dead-facade cleanup.

Co-authored-by: Codex <codex@openai.com>
2026-07-21 22:09:16 +02:00
Erik
2b10e91e07 docs(plan): complete GameWindow slice 4 2026-07-21 19:29:04 +02:00
Erik
ed9dc36643 docs(architecture): close live-session ownership slice 2026-07-21 12:44:48 +02:00
Erik
9a150e2421 docs(architecture): close live animation slice
Record the shipped presentation owner, exact frame-handoff lifetime, retail short-frame behavior, current GameWindow metrics, and Slice 3 as the next structural boundary.
2026-07-21 10:03:20 +02:00
Erik
9ad8113c79 docs(architecture): close selection extraction slice
Record the measured GameWindow reduction, final review and test gates, durable selection/inventory ownership rules, and live animation presentation as Slice 2.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-21 09:04:31 +02:00
Erik
cf50ee3d50 docs(architecture): reconcile GameWindow extraction program
Close the completed M3 and portal observer gates, make the behavior-preserving GameWindow ownership campaign the explicit M4 prerequisite, and replace the stale extraction sketch with an implementation-audited sequence.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-21 06:44:29 +02:00
Erik
e02acb870c docs(runtime): close deterministic world lifecycle gate
Record the passing capped and uncapped connected evidence, coordinator ownership, graceful reconnect contract, current test baseline, and the remaining human-only visual gates. Keep AGENTS.md synchronized with CLAUDE.md and distill the durable reveal-lifecycle lesson into project memory.
2026-07-21 00:00:31 +02:00
Erik
b60cb67009 fix(streaming): block login on complete world reveal
Make initial login and portal arrival consume one WorldRevealReadinessBarrier that joins near-tier mesh publication, destination composite uploads, and collision residency before normal world geometry becomes visible. This ports retail SmartBox's blocking-cell completion edge into the asynchronous client instead of exposing a ground-only login.

Add focused outdoor, indoor, texture, and invalid-claim tests; update the retail pseudocode, architecture, divergence record, issue ledger, roadmap baseline, and synchronized agent guidance.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-20 16:08:08 +02:00
Erik
6c3bd4ce4b docs: reconcile project status and navigation
Add a canonical documentation map, modernize the public README, and align milestone, roadmap, architecture, issue, divergence, and session guidance with the July 20 baseline. Correct the far-teleport residual to issue #153, close visually accepted indicator and terrain-tiling work, record the remaining detail-overlay and build-warning debt, and deprecate the duplicate legacy bug ledger.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-20 13:00:41 +02:00
Erik
a755b764bf test(runtime): add unattended connected R6 soak
Drive turn, movement, jump, and combat through the production InputDispatcher so connected Release testing works without an interactive Windows desktop. Track held automation actions through normal completion and every shutdown path.

Add a seven-destination ACE route with post-liveness memory, allocation, update, fatal-log, outbound-movement, and graceful-close gates. Record dynamic ACE population changes as context instead of a false lifetime oracle, and document the accepted rebaseline.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-20 12:12:08 +02:00
Erik
f961d70023 feat(physics): port retail complete object frame pipeline
Restore the named-retail object update order across local, remote, static, projectile, animation, shadow, teleport, and effect lifetimes. Separate authoritative root commits from spatial rebucketing, preserve per-owner hook/FIFO ordering, and remove update-path allocations with exact lifecycle and residency gates.

Add deterministic conformance, adversarial lifetime, GUID-reuse, pending-cell, quaternion, timestamp, and allocation coverage. Release build is warning-free and all 6,446 tests pass with five intentional skips; retail, architecture, and adversarial reviews are clean.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-20 09:10:31 +02:00
Erik
c5ab99081c fix(motion): restore retail object manager order
Process animation completion at the retail process_hooks boundary, then run targeting, movement, PartArray completion, and PositionManager in the named UpdateObjectInternal order for local, remote, hidden, and position-less animated objects. Retire TS-42 with deterministic conformance coverage.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
2026-07-19 21:40:14 +02:00
Erik
0f996db747 docs(roadmap): record Linux headless bot direction
Capture the deferred configurable-LOD, Linux graphical host, true headless runtime, and multi-session automation direction without changing the active M3 sequence. Reconcile the previous blanket cross-platform exclusion while keeping native macOS graphics uncommitted.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-19 21:14:11 +02:00
Erik
b95bb3e21c fix(diagnostics): keep UI scripts on game-loop time
Preserve sub-millisecond frame deltas with a command-local compensated clock so uncapped diagnostic routes do not outrun materialization and settling. Keep sleep boundaries inclusive, wait timeouts strict, and handle long-duration and invalid-delta cases deterministically.

Record the aligned seven-destination connected route with a full turn at every stop. Release build succeeds and all 6,308 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-19 16:38:49 +02:00
Erik
3718e341be fix #225: stabilize render pacing and frame CPU
Replace scheduler-quantized software sleeps with a reusable Windows high-resolution deadline timer, expose pacing in the frame profiler, and make shutdown wake every persistent mesh worker without losing the shared signal.

Preserve retail alpha order while using a stable radix, skip duplicate deferred-alpha SSBO packing, pack light sets, cache static selection descriptors, and retire historical material groups at the whole-frame boundary. The fixed dense-Caul sample improved from roughly 9-12 ms CPU to 5.3-6.2 ms without reducing visual quality.

Release build succeeds with zero warnings and all 6,300 tests pass with five intentional skips. Three independent retail, architecture, and adversarial reviews are clean; the post-review connected route remains pending because local ACE is offline.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-19 06:29:30 +02:00
Erik
749e8ceeb1 fix(rendering): bound portal resource lifetime
Separate logical ownership, render publication, and GPU retirement across live entities, landblocks, particles, textures, mesh arenas, portal/UI teardown, and per-frame scratch storage. Add bounded DAT/texture caches, upload budgets, three-frame fence retirement, exact-incarnation appearance reconciliation, frame pacing, and extensive lifetime conformance coverage.\n\nThe seven-destination connected route now cuts peak working/private memory roughly in half, returns Caul to 125-153 FPS locally, and produces no WER or AMD reset.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 21:35:16 +02:00
Erik
3971997689 fix(streaming): retire stale portal-region entities
Port retail's 25-second leave-visibility lifetime over canonical live records, retaining spatially resident and owned entities while using the conservative ACE visibility envelope for nonresident records. Route expiry through the normal generation-safe F747 teardown so animations, effects, physics, and render owners unwind symmetrically.

Replace the append-only modern mesh buffer with coalescing vertex/index ranges and upload each mesh's vertices once instead of once per material. Released zero-reference meshes can now reuse GPU ranges after portal and cache churn.

A connected five-region round trip returned animation ownership to baseline, recreated the starting region on revisit, and held normal FPS. Release build succeeds and all 5,927 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 10:02:15 +02:00
Erik
ec1bb19609 feat(selection): port retail offscreen target indicator 2026-07-18 07:41:12 +02:00
Erik
ea4f52ec51 fix(selection): port SmartBox click lighting pulse
Port the retail high/low material-lighting cadence for successful world clicks, keep it instance-scoped in the modern renderer, and restore authored lighting after 0.8 seconds. Correct the selection oracle and pin timing plus per-frame buffer lifecycle with tests.

Co-authored-by: Codex <codex@openai.com>
2026-07-17 23:00:04 +02:00
Erik
146a963aeb feat(selection): port retail polygon picking and vivid marker
Replace the projected Setup-sphere rectangle and independent physics-wall ray with retail's render-coupled picker: only visible server-object parts participate, each exact drawing sphere broad-phases the camera-eye ray, and first-in-DAT-order visual polygon hits globally outrank sphere fallbacks.

Replace the devtools-only procedural triangles with the retained gameplay VividTargetIndicator using retail client-enum surfaces 1..4, radar-blip colorization, Setup selection-sphere framing, and the exact eight-pixel viewport clamp.

Release build succeeds with zero warnings and all 5,886 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 21:32:51 +02:00
Erik
d51a0fc825 fix(items): complete retail corpse looting feedback
Route corpse Use through the shared ItemHolder policy so Stuck corpses open instead of being sent as pickup requests. Restore the framed, horizontally resizable external-container strip and use a compact initial width. Port retail's target-list pending item projection so loot is marked in the chosen inventory slot without changing canonical ownership before the server confirms.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 16:53:49 +02:00
Erik
20ce67b625 feat(items): port retail external-container looting
Add the ClientUISystem ground-object lifecycle, authoritative root and nested ViewContents projections, replacement and close semantics, and the DAT-authored gmExternalContainerUI strip for chests and corpses.

Route double-click loot and full or partial drag transfers through the shared retail item policy without optimistic external ownership. Remove the incorrect NoLongerViewingContents behavior from owned side packs and retire AP-106/#196.

Release build succeeds and all 5,875 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 16:18:10 +02:00