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803 commits

Author SHA1 Message Date
Erik
6870857cc2 docs: close #160 (user-verified) - RemoteWeenie run-rate chain fix 41006e79 2026-07-03 16:20:12 +02:00
Erik
ab35a78c1d docs: file #160-#163 (remote run-pace, landing pose retest, glide adjudication, temp-diag strip) + handoff postscript 2 2026-07-03 15:14:57 +02:00
Erik
350fb5e3a5 fix(R4-V5): remote transition links stripped by the detached-object guard - door swings snapped (adds register TS-40)
Root cause (pinned by the worktree investigation + verified against
source): CMotionInterp's dispatch tails strip link animations for
DETACHED objects only (retail `if (physics_obj->cell == 0)
RemoveLinkAnimations`, raw @305627, three ported sites:
DoInterpretedMotion / StopInterpretedMotion / StopCompletely). The R3
port proxied retail's cell pointer with CellPosition.ObjCellId == 0 -
but that #145 field is seeded ONLY by SnapToCell, whose single
production caller is the LOCAL PLAYER's SetPosition. Every REMOTE body
therefore read "detached" forever, and every dispatch stripped the
transition link the motion table had just appended: a used door's
swing link died the same tick (pose snapped closed<->open - the live
symptom), and remote walk<->run link poses have been silently eaten
since the guard landed (masked: locomotion cycles resemble each other;
a door's two poses don't). The dispatcher itself (GetObjectSequence
link path) was verified retail-verbatim end-to-end - not the bug.

Fix: PhysicsBody.InWorld - an explicit "placed in the world" flag
carrying exactly the guard's retail meaning (register row TS-40,
replacing the previously UNREGISTERED ObjCellId proxy). Set by
SnapToCell (retail: enter_world/set_cell assigns the cell) and by
RemoteMotion construction (a RemoteMotion exists only for a world
entity). All three guard sites now test !InWorld. Default false =
retail's pre-enter_world detached state, preserving the guard for
genuinely unplaced bodies (bare-harness interps unchanged).

Tests: InWorldLinkGuardTests pins the polarity at all guard classes
(in-world dispatch keeps links; detached strips; StopCompletely same).
Full suite green: 3,961.

If the door still snaps after this, the open question is DATA (does
the door's table author an On<->Off link at all) - next step per the
investigation: dump the real table's Links/StyleDefaults via a
DoorSetupGfxObjInspectionTests extension.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 15:10:16 +02:00
Erik
b87726dc2c docs(R4-V6): register sweep + roadmap + plan trail - R4 SHIPPED
Register:
- Verified retired: AD-8/AD-9/AP-8/AP-9 (V4), TS-36/AD-26 (V5) - all gone.
- AD-34 widened: MoveToManager.pending_actions joins the managed-LinkedList
  row, with the MoveToNode rename note (retail MoveToManager::MovementNode,
  renamed to avoid colliding with R2's MotionNode) - V2 owed this note.
- NEW TS-39: MoveToManager.StickTo/Unstick are unbound no-op seams - a
  sticky MoveTo (wire bit 0x80) completes-and-stops instead of sticking;
  PositionManager/StickyManager bodies are R5 scope (call shapes only in
  the R4 extraction). Retires with R5.
- Re-anchored after the V5 controller deletion shifted lines: AD-25
  (:1212->:874), AP-24 (:170->:176), AP-30 (:1503->:1110), TS-21
  (:362->:311, stale-comment clause updated - V5 fixed the comment).
- AP-79 (widened in V5's commit) and the PlanFromVelocity row (V4)
  verified present.

Roadmap: Phase R entry - R4 SHIPPED 2026-07-03 (V0-V6 trail), R2+R3+R4
share the ONE pending user visual pass; next code stage R5 (MovementManager
facade + Sticky/Constraint/TargetManager).

Plan of record: R4 stage entry filled in with the full V0-V6 commit trail
+ expected-diffs for the visual pass (retail cylinder-distance stop, real
turn cycles during corrections, CanCharge walk/run legs).

Handoff doc: postscript - R4 complete, V4 smoke log analyzed clean and
deleted; memory index updated (animation deep-dive map: MoveToManager gap
CLOSED, the "three approximations" pattern retired).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 13:29:14 +02:00
Erik
b3decdfac6 feat(R4-V5): LOCAL PLAYER cutover - B.6 auto-walk DELETED; P1 autonomous gate ported; TS-36 bound (closes M1-local, M9, M10, M17; retires TS-36, AD-26; re-anchors AD-27, AP-23)
The local player now runs server MoveTos through the same verbatim
MoveToManager remotes got in V4. One commit, GameWindow + controller,
per the no-fan-out rule for coupled slices.

P1 gate (V0-pins.md P1, ported verbatim): CPhysics::SetObjectMovement
(0x00509690 @0050972e) drops any movement event whose wire autonomous
byte is set when the addressed object IsThePlayer - ACE's self-addressed
MoveToState reflection (MovementData.cs:162 IsAutonomous=1) never
reaches unpack_movement, which is what makes the retail unconditional
unpack-head interrupt safe. Gate placed AFTER the sequence gates
(retail order). The stale "ACE follows every mt=0x06 with an mt=0x00"
comment block dies with the code it excused (its causal story was
pre-#75; refuted in V0-pins P1).

Run-rate re-anchor (P1 contingency NOT needed - no AD row): the echo
tap ApplyServerRunRate is deleted outright. Both retail feeds already
exist: PlayerDescription skills via SetCharacterSkills (K-fix7) into
InqRunRate (preferred by apply_run_to_command/get_state_velocity), and
the mt-6/7 my_run_rate wire write (M13) now performed for the player by
the shared RouteServerMoveTo. The tap's InterpretedState.ForwardSpeed
overwrite was a pre-R3 mechanism that fought the ported machinery.

B.6 auto-walk deleted wholesale (~330 lines): fields, Begin/End/
DriveServerAutoWalk, IsServerAutoWalking, AutoWalkArrived, the
autoWalkConsumedMotion gates, the #69 turn-dir edge synthesizer, and
the relocated AutoWalkArrivalEpsilon/AutoWalkTurnRateFor constants
(AD-26 retired - the invented 5/30-degree bands are gone; arrival is
retail's distance predicate; turn-first is the TurnToHeading node).

TS-36 retired: Motion.InterruptCurrentMovement binds to
MoveTo.CancelMoveTo(ActionCancelled). Movement-key edges (ctor-default
params carry the 0x8000 CancelMoveTo bit), Shift (set_hold_run
interrupt:true), jump(), StopCompletely, and teleport all cancel a
running moveto through the retail chain - verified by controller-level
tests, not assumed.

MoveToComplete seam WIDENED to natural completion (Core): retail's
BeginNextNode empty-queue completion is inline CleanUp+StopCompletely
(raw @00529d47) and notifies nothing - the client-addition seam had to
fire there (both sticky and non-sticky exits) or AD-27's deferred
close-range Use/PickUp re-send never fires. Never fires on CancelMoveTo.
AD-27 re-anchored from the deleted AutoWalkArrived event.

InstallSpeculativeTurnToTarget rewired through the player's manager
(retail 9a/9b client-initiated shape): close-range -> TurnToObject,
far -> MoveToObject; AP-23 radius buckets + the #77 CanCharge
prediction survive as the params source (row re-anchored).

Per-tick: MoveTo.UseTime() at the old DriveServerAutoWalk slot
(provisional until R6, per the plan's placement decision); the P4
player-side TargetTracker twin (fields + pre-Update feed) mirrors the
remote adapter (AP-79 row widened). HitGround dual-call added on the
player landing edge AND the remote landing site - the latter closes a
V4 wiring-contract gap the adversarial review caught (retail 2d order:
minterp then moveto; without it a landing NPC's moveto never re-arms).

Also from the adversarial review: the mt-8 unresolvable-target degrade
now performs retail's params.desired_heading = wire_heading
substitution (decomp 2f case 8; invisible against ACE per P6, required
for the verbatim degrade); the V4 remote MoveToManager binding gets a
real curTime clock (the ctor stub advanced 1/30s per READ, skewing the
progress/fail-distance windows - note: the pending V4 NPC smoke ran on
the skewed clock); TS-33 row extended with the orientation-diff gap
(ApproxPositionEqual vs retail Frame::is_equal full-frame compare - a
stationary heading snap does not reach the wire; masked against ACE,
R7 outbound scope owns the fix).

MoveToMath gains HeadingFromYaw/YawFromHeading (the P5 scalar bridge
for yaw-authoritative bodies - the player's heading snap must write
Yaw, not the quaternion the controller re-derives every frame).

Tests: 3,956 green (+8). New: MoveToManagerCompletionSeamTests (arrival
fires once with None, no refire, cancel never fires, sticky handoff
order) + PlayerMoveToCutoverTests (EnterPlayerModeNow-shape rig: walks
to arrival with zero user input and zero MotionStateChanged frames -
the #75 invariant by construction; TurnToHeading rotates Yaw and snaps
exact; W-edge and jump cancel without firing complete). W6 edge suite
retargeted from the deleted echo tap to a direct apply pass (the
regression lives in ApplyInterpretedMovement, not the wire trigger).

Spec: docs/research/2026-07-03-r4-moveto/r4-port-plan.md section 3 V5.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 13:24:22 +02:00
Erik
e4553a0262 docs: Phase R session handoff — fresh session picks up at V4 smoke verdict → R4-V5
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 12:19:16 +02:00
Erik
7016b26ce7 feat(R4-V4): REMOTE cutover - per-remote MoveToManager; RemoteMoveToDriver + PlanMoveToStart DELETED (closes M1-remote, M4/M5/M6/M8-remote; retires AD-8, AD-9, AP-8, AP-9)
Every remote's server-directed movement now runs the verbatim retail
MoveToManager. EnsureRemoteMotionBindings constructs it per remote with
the full V2 seam set (position/heading/velocity providers, the P4
TargetTracker adapter via setTarget/clearTarget storing the tracked
guid on RemoteMotion) and binds InterruptCurrentMovement ->
CancelMoveTo(0x36) - the retail interrupt chain (TS-36 remote side).

UM routing is retail's unpack_movement dispatch (0x00524440): the
head-interrupt + unstick fire for EVERY movement type, then mt 6/7
build MovementParameters.FromWire(raw bitfield - now surfaced by the
parser) + a MovementStruct (mt 6 resolves the target guid against the
entity table, degrading to MoveToPosition at the wire origin per the
plan's 2f; my_run_rate written from MoveToRunRate per @300603) ->
MoveTo.PerformMovement; mt 8/9 likewise via FromWireTurnTo; ONLY mt 0
flows through the interpreted funnel (the PlanMoveToStart seed is
DELETED - retail never routes MoveTo types through the interpreted
state copy).

Per tick: the P4 tracker feeds HandleUpdateTarget(Ok/ExitWorld) from
the live entity table, then UseTime runs the manager's steering/
arrival/fail handlers, then apply_current_movement recomputes velocity
- the same shape ordinary locomotion uses. The legacy driver branches,
the stale-destination timer, and the ClampApproachVelocity band-aid
are gone; arrival now uses retail cylinder distance (watch melee-range
stop distance in the visual pass).

DELETED: RemoteMoveToDriver.cs + its tests (OriginToWorld relocated
verbatim to MoveToMath; the B.6 auto-walk's two surviving constants
inlined into PlayerMovementController, dying with it in V5);
ServerControlledLocomotion.PlanMoveToStart + tests (PlanFromVelocity
survives - new AP-80 row); the RemoteMotion MoveTo capture fields.
Registers: AD-8/AD-9/AP-8/AP-9 retired; AP-79 (TargetTracker adapter,
retire R5) + AP-80 added.

Full suite green: 3,948 passed. Live smoke launched - NPC
chase/wander behavior pending user verification (recorded in the
session handoff).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 12:18:05 +02:00
Erik
386b1ce550 docs(R4-V0): pins P1-P7 resolved — the autonomous-byte gate IS retail's echo discriminator; heading_diff mirror Ghidra-confirmed
P1 (BLOCKER -> RESOLVED, no adaptation needed): retail's
CPhysics::SetObjectMovement (0x00509690) drops any movement event whose
wire AUTONOMOUS byte is set when the addressed object IsThePlayer -
BEFORE unpack_movement's unconditional head-interrupt ever runs. ACE's
mt-0 MoveToState echo is IsAutonomous=1 HARDCODED (MovementData.cs:162)
and only exists when the client itself sends a MoveToState (the
2026-05-14 'echo kills auto-walk' trace was the pre-#75 build whose
overlay leaked outbound packets - post-#75 there is no echo at moveto
start). acdream parses isAutonomous (UpdateMotion.cs:129) and consumes
it NOWHERE; MotionSequenceGate cites 0x00509690 in its own doc but
omitted this final branch. V-commits port the missing gate tail and the
verbatim head-cancel lands cleanly; the informal GameWindow
no-cancel-on-non-MoveTo note retires.

P3 (Ghidra-confirmed live, textual verdict independently identical):
heading_diff 0x00528fb0 HAS the TurnLeft mirror - 360-diff whenever the
turn command != TurnRight; the extraction's 'arg unused' was a BN
x87-setcc artifact (the W6b class). P2 Ghidra-confirmed:
get_desired_heading = fwd-towards 0 / fwd-away 180 / back-towards
180 / back-away 0. ghidra-confirmations.md holds both raw decompiles.
P4-P7 pinned per V0-pins.md. RemoteMoveToDriver's stale chase/flee
class-doc claim corrected (retail and ACE AGREE on the predicates).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 11:02:13 +02:00
Erik
988304e13b docs(R4-V-1): MoveToManager research base — decomp extraction + ACE cross-ref + port work-list
Workflow-produced R4 research (3 docs, 2,541 lines):
- r4-moveto-decomp.md: all 33 MoveToManager members verbatim
  (0x00529010-0x0052a987) + the MovementManager type-6/7/8/9 relay +
  MovementParameters::get_command. HandleUpdateTarget CONFIRMED on
  MoveToManager (0x0052a7d0 — closes the R3 negative result; object
  moves are DEFERRED until the first target-update callback). Walk-vs-
  run = the CanCharge rule exactly (can_charge OR can_run && dist-gap >
  walk_run_threshhold, riding hold_key_to_apply into DoInterpretedMotion
  — MoveToManager never calls set_hold_run). Sticky handoff located
  (empty queue + 0x80 → StickTo). fail_progress_count is WRITE-ONLY in
  retail (no give-up threshold — do not invent one). 8-class BN
  artifact ledger.
- r4-ace-moveto.md: 16 flagged ACE-isms, all retail-verified — incl. a
  stale-member read (MoveToPosition checks the PREVIOUS move's
  UseFinalHeading), a field transposition (InitializeLocalVars zeroes
  DistanceToObject where retail zeroes the flags word), a dropped
  BeginNextNode (ACE turns start one tick late), a UseTime gate
  inversion, and the canceling CanCharge default+fast-path pair.
  Blast radius: acdream has THREE independent approximations of this
  one mechanism (DriveServerAutoWalk / RemoteMoveToDriver /
  ServerControlledLocomotion) + an outdated chase/flee claim in
  RemoteMoveToDriver's class doc.
- r4-port-plan.md: 7 pins (P1 blocker: retail interrupts current
  movement on EVERY UM but ACE sends a companion mt-0 echo after each
  MoveTo — needs a discriminator pin before V5; P3: heading_diff's
  TurnLeft mirror needs one Ghidra decompile of 0x00528fb0; P4:
  type-6/8 moves need a minimal TargetTracker adapter until R5),
  17 gaps M1-M17, commits V0-V6. Retires AD-8/AD-9/AP-8/AP-9 + TS-36.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 10:31:12 +02:00
Erik
778a2b5385 docs(R3-W7): register/roadmap/plan/memory sweep — R3 SHIPPED pending the shared visual pass
AP-78 retired (its condition — App seam bindings + K-fix18 deletion —
landed in W4); TS-21/TS-23/AP-30 anchors re-pinned to the post-W6
controller lines; roadmap + plan record the full W0-W7 trail; the
memory index notes the 2026-06-04 sequencer-deep-dive divergence map
CLOSED by Phase R1-R3. R2+R3 share ONE pending user visual pass; R4
(MoveToManager) is next.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 09:21:30 +02:00
Erik
fc5a2cda28 docs(R3-W6a): local-player cutover map — re-anchored edit list + edge table + risk decisions
Five discoveries beyond the plan text: ChargeJump never called by
production code (StandingLongJump has never armed — W6 must wire the
charge-start call); the DefaultSink→sequencer path already exists
end-to-end (W6 = bind one property + delete UpdatePlayerAnimation +
the edge detector); skipTransitionLink already gone (stale plan
bullet); the #45 sidestep factor + ACDREAM_ANIM_SPEED_SCALE have no
equivalent in the shared sink path (decision required); ApplyServerRunRate's
apply_current_movement goes live once DefaultSink binds (fast re-speed
absorbs it — retail's own mid-run speed-change mechanism).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 09:06:42 +02:00
Erik
e214acdf23 feat(R3-W4): ground transitions + lifecycle verbatim; K-fix18 DELETED (closes J8, J10, J11-shape, J12, J13, J18, J19)
Core (dedicated agent, independently reviewed): HitGround 0x00528ac0 /
LeaveGround 0x00528b00 verbatim (creature+gravity gates, the
RemoveLinkAnimations seam — K-fix18's retail mechanism — velocity via
GetLeaveGroundVelocity with the autonomous flag, jump-state resets,
apply_current_movement re-sync); enter_default_state 0x00528c80 per A8
(fresh states, InitializeMotionTables seam, sentinel APPENDED without
draining pending_motions — pinned, Initted=1, LeaveGround tail);
Initted gates; the A3 IsThePlayer dual dispatch in
apply_current_movement / ReportExhaustion / SetWeenieObject /
SetPhysicsObject (a remote player routes INTERPRETED — the
ACE-divergence pin); set_hold_run 0x00528b70 + SetHoldKey 0x00528bb0
(XOR guard, None-only-from-Run); adjust_motion creature guard wired
(TS-34 retired); PhysicsBody.LastMoveWasAutonomous +
set_local_velocity(autonomous). Port discovery: retail's
apply_raw_movement 0x005287e0 / apply_interpreted_movement 0x00528600
ARE the already-shipped D6.2a/funnel functions — the dual dispatch
composes them instead of duplicating.

App cutover (orchestrator): the skipTransitionLink flag + both K-fix18
call sites DELETED (AP-74 retired). MotionInterpreter.DefaultSink routes
apply_current_movement's interpreted branch through the REAL funnel
dispatch when a sink is bound — so a remote's LeaveGround engages
Falling via the contact-gated funnel, replacing the forced SetCycle
(J19); the per-remote MotionTableDispatchSink is now PERSISTENT
(EnsureRemoteMotionBindings: DefaultSink + RemoveLinkAnimations +
InitializeMotionTables seams, idempotent from both the UM and
VectorUpdate paths; wire velocity re-applied after LeaveGround so it
stays authoritative). Player: seams bound to the player sequencer; the
controller's grounded→airborne EDGE now fires LeaveGround (jump()
clears OnWalkable and the same frame's transition detection fires it —
retail's order; walk-off-a-ledge gets the momentum fallback + link
strip it never had); the manual jump-block LeaveGround deleted;
LastMoveWasAutonomous set at the controller chokepoint (W6 refines).

Trace S8 re-expressed as the retail mechanism (Falling dispatch +
RemoveAllLinkAnimations = same final state the flag produced). 43 new
lifecycle tests. Registers: TS-34 + AP-74 retired; TS-38, AP-77, AP-78
added. Full suite: 3,665 passed. Live smoke: in-world clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 23:01:31 +02:00
Erik
af4764443f feat(R3-W3): verbatim jump family — charge gates, jump_is_allowed chain, epsilon fixes; StandingLongJump misattribution retired (closes J5, J6, J7-interp-side, J16-epsilons)
JumpChargeIsAllowed 0x00527a50 (CanJump→0x49 before posture; Fallen +
Crouch..Sleeping→0x48), ChargeJump 0x005281c0 — now the ONLY place
standing_longjump arms (grounded Contact+OnWalkable + forward Ready +
no sidestep/turn, raw @305453-305466); the S2a-flagged side effect
inside contact_allows_move is DELETED (J6) with regression pins that
contact checks never touch the flag (the funnel's StandingLongJump
branch is local-player scope; the controller wires ChargeJump in W4/W6
— remotes never charge client-side, no interim regression).

jump_is_allowed 0x005282b0 full chain replaces the 15-line
approximation: IsFullyConstrained→0x47 (new PhysicsBody stub, TS-35)
BEFORE the pending-head peek (A2 ordering, pinned); head peek fires
whenever the queue is non-empty (no ACE Count>1 gate; nonzero
jump_error_code short-circuits the whole chain — test proves
JumpStaminaCost is never consulted); retail entry shape verbatim
(non-creature-weenie and gravity-off skip the ground gate; null
physics obj → 0x24 NOT 8 per A10); charge → MotionAllowsJump(fwd)
double-check → JumpStaminaCost gate (new IWeenieObject member,
always-affordable PlayerWeenie stub — TS-5 extended).

GetJumpVZ/GetLeaveGroundVelocity: epsilon corrected to retail's
0.000199999995f (was 0.001 — regression-pinned at extent 0.0005);
A5 shape (clamp 1.0, weenie-null 10.0f); A6 momentum fallback fires
only when ALL THREE components are sub-epsilon and overwrites all
three with global→local(m_velocityVector).

Jump 0x00528780: InterruptCurrentMovement no-op seam (TS-36, →R4
cancel_moveto), fires unconditionally; standing_longjump cleared ONLY
on failure (success keeps it — pinned). IWeenieObject.IsThePlayer()
(PlayerWeenie true) lands for W4's A3 dispatch.

51 new tests + 1 re-pin; superseded pre-W3 jump tests removed. Full
suite: 3,623 passed. Registers: TS-5 extended, TS-35/36/37 added.

Implemented by a dedicated agent against the W0-pinned spec; arming
gates + entry shape verified against the quoted raw text.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 22:37:07 +02:00
Erik
371679915e feat(R3-W2): pending_motions lifecycle + the MotionDone consumer — the R2 seam lands (closes J1, J17)
MotionInterpreter implements IMotionDoneSink: pending_motions
(LinkedList<MotionNode>, AD-34 wording) + add_to_queue 0x00527b80 +
motions_pending 0x00527fe0 + MotionDone 0x00527ec0 verbatim (action-class
head → UnstickFromObject no-op seam (→R5 StickyManager) + BOTH states'
action-FIFO pops; head popped UNCONDITIONALLY — A7: never match-by-id,
params unread in this build) + HandleExitWorld 0x00527f30 (the raw
decompile's null-physics-obj branch would infinite-loop if translated
literally — adjudicated as retail dead code, documented on the method) +
is_standing_still 0x00527fa0 + MotionAllowsJump 0x005279e0 with the
A1-pinned literal blocklist (28-case boundary table test: Fallen blocks,
Falling passes — ACE's transposition NOT copied).

Queue producers wired into the funnel per the decomp anchors
(re-verified from the raw text): DispatchInterpretedMotion's success
path computes jump_error_code via retail's double-check shape
(motion_allows_jump(motion), then forward_command when non-action;
the DisableJumpDuringLink params leg is TODO(W5) — no MovementParameters
threaded yet) + add_to_queue; apply_interpreted_movement's turn-stop
re-queues the Ready node (@305766-305785 — the plan's producer #2 and #3
are the SAME site; StopInterpretedMotion's internal add_to_queue @305657
is W5 scope). ContextId=0 with TODO(W5): retail's own compiled code
reads an UNINITIALIZED local for it at this call site.

GameWindow: MotionDoneTarget now binds the entity's REAL consumer —
player via PlayerMovementController.Motion (new internal property),
remotes via RemoteMotion.Motion — resolved AT FIRE TIME (a remote's
RemoteMotion can be created after its first anim tick; an eager capture
would drop completions forever). Despawn runs BOTH layers' exit-world
drains (manager then interp) per §4. AD-36 narrowed (consumed for
creature-class; doors/statics recorder-only until R5).

51 new conformance cases incl. the end-to-end chain test:
MotionTableManager.AnimationDone → sink → interp pending head pops in
step. 183-case observer-trace + funnel suites green unchanged (queue
side effects additive). Full suite: 3,582 passed.

Implemented by a dedicated agent (MotionInterpreter side) against the
W0-pinned spec; producer placements + MotionAllowsJump branch algebra
independently reviewed against the raw decomp; GameWindow wiring by the
orchestrator.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 22:24:56 +02:00
Erik
8664959152 feat(R3-W1): retail state completion — action FIFOs, MovementParameters, MotionNode, WeenieError renumber (closes J2, J16-codes)
InterpretedMotionState + the unified RawMotionState (LegacyRawMotionState
folded away) gain retail's action FIFO + ApplyMotion/RemoveMotion, ported
verbatim from the raw named decomp (0x0051e790/0x0051eb60 region, pc
293252-293703) including two genuine retail quirks pinned by tests and
independently re-verified against the raw text before commit:
- RawMotionState::ApplyMotion's RunForward (0x44000007) dead branch — a
  cycle-class apply of literal RunForward writes NOTHING (retail encodes
  run as WalkForward + HoldKey_Run on the raw state; same family as the
  D6 apply_run_to_command early-return).
- InterpretedMotionState::RemoveMotion's exact-match-only TurnRight/
  SideStepRight handling (left variants fall through to the style/
  forward branches).

MovementParameters verbatim (A4 pin): 18 named flags per the absolute
mask table, ctor = 0x1EE0F expansion + distance_to_object 0.6 /
fail_distance FLT_MAX / speed 1 / walk_run_threshhold 15 / hold_key
Invalid — with the two ACE-divergence traps ported RETAIL-side
(can_charge FALSE where ACE defaults true; threshold 15.0 not 1.0).
MotionNode {ContextId, Motion, JumpErrorCode} (acclient.h:53293) — the
pending_motions node W2 consumes.

WeenieError renumbered to retail's numeric semantics (A10 table):
NotGrounded=0x24, GeneralMovementFailure 0x24→0x47, new 0x3f/0x40/0x41
combat-stance rejects + 0x42 chat-emote + 0x45 action-depth; the
airborne jump/action returns corrected 0x48→0x24 per the A10 sweep
(incl. jump_is_allowed's null-physics-obj 0x24-not-8 divergence from
ACE). Codes are local-only — wire untouched.

Outbound packer proof: RawMotionStatePacker unmodified; all 6
golden-byte RawMotionStatePackTests pass unmodified. TS-24 register row
updated (capability landed; outbound wiring still open).

Implemented by a dedicated agent against the W0-pinned spec; quirks,
scope, and suite independently verified. Full suite green: 3,531
(374+425+713+2015+4 pre-existing skips).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 22:12:33 +02:00
Erik
220927d350 docs(R2-Q6): register/roadmap/plan sweep — R2 shipped pending the stage visual pass
Dead-reference sweep clean (no live IsLocomotionCycleLowByte / HasCycle /
RemoteMotionSink / SCFAST-SCFULL code refs — remaining mentions are
historical doc comments). Register reconciled incrementally through
Q3-Q5 (AP-73 + stale IA-4 deleted; AP-74/75/76 + AD-35/36 added; AD-34
extended). Roadmap Phase R entry records R1+R2 shipped + R3 prep;
memory index notes the 2026-06-04 sequencer-deep-dive divergences now
mostly closed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 21:56:46 +02:00
Erik
d82f07d4e5 feat(R2-Q5): RemoteMotionSink DELETED — funnel dispatches straight into PerformMovement; AP-73 retired
The funnel's retail-ordered dispatches now go directly into the entity's
motion-table stack via Motion/MotionTableDispatchSink (Core):
ApplyMotion → PerformMovement(InterpretedCommand), StopMotion →
PerformMovement(StopInterpretedCommand). No axis collection, no
single-cycle priority pick, no Commit pass, no HasCycle probe, no
Run→Walk→Ready fallback chain — GetObjectSequence 0x00522860 +
is_allowed decide (closes H4, H5-callers, H11-callers, H15, H17-carry).
Run-while-turning now blends for real: the turn is a Branch-4 modifier
combined over the untouched run substate (AP-73 DELETED from the
register).

AnimationSequencer gains the public PerformMovement passthrough (lazy
initialize_state + locomotion velocity synthesis on success — AP-75;
remote body translation via PositionManager.ComputeOffset depends on
CurrentVelocity) and InitializeState(); HasCycle DELETED (the miss
hazard is structurally gone — GetObjectSequence checks the cycle before
any surgery; new conformance test pins sequence+state untouched on a
miss).

GameWindow: sink swap with the TurnApplied/TurnStopped ObservedOmega
callbacks (H17 carried verbatim — register AP-76, retire R6); spawn +
door sites run retail's enter-world order (initialize_state installs
the table default, the wire's initial motion dispatches unguarded — the
L.1c fallback chains deleted); despawn drains the pending queue via
HandleExitWorld (MotionDone success:false per entry, 0x0051bda0).

5 new MotionTableDispatchSink conformance tests (lazy init, Branch-4
turn blend + callback, Case-B stop unwind, Case-A stop re-drive,
miss no-op). Full suite green: 3,462 passed.

Live smoke vs ACE: in-world, NPC emote/Ready UMs dispatching through
the new path, [MOTIONDONE] completions firing across entities — first
live proof of the Q3→Q4→Q5 chain. Zero exceptions.

Registers: AP-73 deleted; AP-76 added.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 21:55:13 +02:00
Erik
c072b73686 docs(R2): record Q3+Q4 shipped + R3-W0 prep in the Phase R plan
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 21:42:02 +02:00
Erik
3b9d9bb6be feat(R2-Q4): adapter cutover — SetCycle/PlayAction rehosted on PerformMovement; Fix B / fast-path / stop-anim fallback / G17 gate DELETED
AnimationSequencer becomes a thin shim over the verbatim R2 stack:
SetCycle dispatches the style change (Branch 1) then the motion (Branch
2/3/4) through MotionTableManager.PerformMovement; PlayAction is the
same dispatch (actions rebuild via Branch 3; modifiers are Branch 4
physics-only combine_motion — the AP-73 turn-blend mechanism now runs
for real). CurrentStyle/CurrentMotion/CurrentSpeedMod are read-only
mirrors of MotionState (post-adjust_motion, signed mod). Lazy
initialize_state on first drive (retail lazy-create analog) keeps
undriven sequencers do-nothing.

DELETED legacy inventions (net -648 lines): the adapter fast-path
(replaced by Branch-2 fast re-speed: change_cycle_speed +
subtract/combine_motion), Fix B + IsLocomotionCycleLowByte (replaced by
remove_redundant_links on the pending queue — the retail mechanism the
2026-05-03 cdb trace pointed at), the stop-anim low-byte fallback
(replaced by get_link's reversed-key double-hop — retail's actual
backward-walk settle plays the windup link REVERSED), GetLink/BuildNode/
EnqueueMotionData + the G17 HasVelocity/HasOmega gate (add_motion sets
unconditionally), MultiplyCyclicFramerate + the G13 composite,
PlayAction's insert-before-tail machinery, SCFAST/SCFULL diagnostics.
KEPT at the adapter (register rows): the boundary adjust_motion remap +
locomotion velocity/omega synthesis (AP-75, retire R3-W6/R6), K-fix18
skip-link as post-dispatch RemoveAllLinkAnimations (AP-74, retire
R3-W4 when LeaveGround fires it).

GameWindow queue-drain wiring (the §4 G6 seam): each drained AnimDone
hook → manager.AnimationDone(true) (retail AnimDoneHook::Execute
0x00526c20 → Hook_AnimDone 0x0050fda0 chain), UseTime once per tick
(0x00517d57/0x00517d67); IMotionDoneSink bound to an
ACDREAM_DUMP_MOTION recorder (AD-36 — R3 rebinds to
MotionInterpreter.MotionDone).

Conformance: the 11-scenario pre-cutover trace suite (a6235a36) replays
green with six EXPECTED-DIFF annotations (double-hop walk-run routing,
reversed settle links, Branch-4 physics-only modifiers, Branch-1
style-change links, post-adjust mirrors) — everything unannotated is
byte-identical. Legacy suites repaired by a dedicated agent (fixtures
gain the retail-mandatory StyleDefaults + class-bit-tagged ids;
reflection state-poking replaced with real dispatch; zero category-D
regressions — the suspected cursor bug was a fixture class-bit gap),
plus two vacuously-passing tests fixed. Register: stale IA-4 deleted
(R1-P1 ported the negative-factor swap).

Full suite green: 3,458 passed (374+425+713+1946).

Closes H6, H7, H8, H9, H10-adapter, H16-wiring (r2-port-plan.md §3 Q4).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 21:41:27 +02:00
Erik
cd0289bea2 docs(R3-W0): ambiguity pins A1-A10 — all textually resolved, adversarially verified
Workflow-produced pin pass over the R3 decomp extraction (3 independent
raw re-readers + adversarial refuters on the two load-bearing pins +
synthesis). No pin was refuted; none blocks on cdb.

Headlines:
- A1: motion_allows_jump 0x005279e0 is a BLOCKLIST (0 = pass, 0x48 =
  blocked) — the BN extraction's whitelist annotation was inverted
  (corrected in-place in §3a + §10). Retail blocks FALLEN 0x40000008
  and PASSES Falling 0x40000015; ACE mis-transcribed the exact-id term
  as Falling (one-off slip — ACE's own charge gates use Fallen).
  Definitive literal-uint blocklist table recorded.
- A3: the raw-vs-interpreted dual-dispatch gate is IsThePlayer (vtable
  slot +0x14, bound via the ACCWeenieObject vftable dump @0x007e3ea0),
  NOT ACE's IsCreature — in all four functions. Anti-artifact proof:
  HitGround/LeaveGround nearby call the +0x2c IsCreature slot, so BN
  distinguishes the slots locally. Copying ACE's gate would send
  remotes down apply_raw_movement against an empty raw state.
- A4: MovementParameters absolute-mask table pinned from acclient.h's
  own bitfield struct; retail ctor default 0x1EE0F has can_charge
  CLEAR (ACE sets it true) and walk_run_threshold 15.0 (ACE 1.0).
- A5/A6: both jump-velocity epsilons are 0.000199999995f (acdream's
  0.001 must change); get_leave_ground_velocity's fallback matrix is
  GLOBAL→LOCAL (index-pattern match against Frame::globaltolocalvec).
- A10: definitive error-code table from an exhaustive return-site
  sweep, incl. a second 0x24 site (DoInterpretedMotion action-class
  contact block) absent from the plan row.
- Adjacent: move_to_interpreted_state's apply_current_movement arg2 is
  a garbled allowJump = (motion_allows_jump(old fwd) == 0) — polarity
  trap for W-commits.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 21:24:46 +02:00
Erik
aa65990a1d feat(R2-Q3): verbatim MotionTableManager — the pending-animation queue (closes H3, H15-core)
Ports retail's MotionTableManager (0x0051bxxx; r2-motiontable-decomp.md
§11) above the Q2 CMotionTable: add_to_queue 0x0051bfe0 (append +
immediate collapse), remove_redundant_links 0x0051bf20 (TAIL-ANCHORED
single scan, NOT ACE's restructured loop — cycle-tail block mask
0xb0000000 = STYLE|MODIFIER|ACTION, style-tail 0x70000000 =
CYCLE|MODIFIER|ACTION; the decomp's prose gloss of those masks was
imprecise, the literal constants are ported), truncate_animation_list
0x0051bca0 (zero NumAnims IN PLACE from the tail through the matched
node's successor + CSequence.RemoveLinkAnimations), AnimationDone
0x0051bce0 (counter-driven countdown chain: one call can pop MULTIPLE
entries; action-class pops MotionState's action FIFO; drained-list
counter reset), CheckForCompletedMotions 0x0051be00 / UseTime (zero-tick
sweep, success hardcoded true), initialize_state 0x0051c030 (0x41000003
sentinel), HandleEnterWorld/HandleExitWorld drains (MotionDone
success:false; enter also strips link anims), PerformMovement 0x0051c0b0
(error codes 7 / 0x43 / 0; StopCompletely queues the Ready sentinel
UNCONDITIONALLY).

IMotionDoneSink is the R2 seam standing in for CPhysicsObj::MotionDone —
R3 binds MotionInterpreter.MotionDone (r2-port-plan.md §4 contract).

This queue + remove_redundant_links IS the retail mechanism our old
'Fix B' rapid-motion collapse approximated — Q4 deletes Fix B and routes
SetCycle/PlayAction through PerformMovement.

47 conformance tests: countdown-chain tables, truncate blocked/allowed
matrices for both masks, zero-tick vs counter sweep, world drains, the
walk-run-walk-run collapse trace, the 2026-05-03 walk-to-run golden
(both nodes queued, truncate not firing), PerformMovement error matrix.

Register: AD-34 extended (pending_animations managed LinkedList);
AD-35 added (NotHandled sentinel vs retail's dead-code pointer-leak
default case).

Implemented by a dedicated agent against the committed Q3 spec; diff
scope, mask semantics, truncation range, counter reset, and
PerformMovement paths independently verified against the decomp raw
text before commit. Build + full suite green (3,447 passed).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 21:01:50 +02:00
Erik
8eff397801 docs(R3-W-1): CMotionInterp-completion research base — decomp extraction + ACE cross-ref + port work-list
Workflow-produced R3 research (3 docs, 3,061 lines):
- r3-motioninterp-decomp.md: verbatim pseudo-C + anchors for the full R3
  scope — pending_motions lifecycle (add_to_queue 0x00527b80, MotionDone
  0x00527ec0), DoMotion 0x00528d20 + PerformMovement 0x00528e80, the whole
  jump family, HitGround 0x00528ac0 / LeaveGround 0x00528b00 (stale
  0x00529710 doc-comment corrected), enter_default_state, MovementManager
  relay surface, struct anchors, constants inventory. Negative results
  (IsAnimating / HandleUpdateTarget / CMotionInterp::HandleEnterWorld NOT
  in retail) explicitly recorded.
- r3-ace-motioninterp.md: ACE MotionInterp/MovementManager/MotionNode map
  with flagged ACE-isms (jump_is_allowed L747 NPE typo, Falling-vs-Fallen
  boundary discrepancy).
- r3-port-plan.md: 10 pinned ambiguities (headline: motion_allows_jump
  0x48 polarity INVERTED in the BN annotation — ranges are a BLOCKLIST;
  apply_current_movement dispatch gate IsThePlayer vs IsCreature), 19
  itemized gaps J1-J19, keep-list, 7-commit sequence W0-W7 ending in the
  local-player unification, exact IMotionDoneSink wiring spec vs R2 §4.

Precondition paragraph updated at vaulting: Q2 committed 98f58db9.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 20:56:16 +02:00
Erik
615cd4dd74 docs(R2): record Q0-Q2 progress in the Phase R plan
Q0 pins dc54a3e4, Q1 MotionState 2345da30, Q2 CMotionTable 98f58db9.
Remaining R2 work: Q3 MotionTableManager, Q4 adapter cutover, Q5
RemoteMotionSink deletion, Q6 register sweep.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 20:52:48 +02:00
Erik
dc54a3e41f docs(R2-Q0): motion-table research base + ambiguity pins
- r2-motiontable-decomp.md: 1,603-line verbatim extraction — full
  CMotionTable (GetObjectSequence all 4 class branches, get_link,
  is_allowed, re_modify, StopSequenceMotion, SetDefaultState, wrappers),
  the free functions (add/combine/subtract_motion, change_cycle_speed,
  same_sign), all 16 MotionTableManager members (pending_animations,
  add_to_queue, remove_redundant_links with the 0xb0000000/0x70000000
  block masks, truncate, AnimationDone vs CheckForCompletedMotions,
  PerformMovement with the 0x41000003 stop sentinel), MotionState's
  full modifier-stack/action-FIFO cast, verbatim struct layouts +
  constants table. BN mistypings identified (SurfInfo lookups are
  style_defaults/links hashes).
- r2-ace-motiontable.md: ACE cross-ref with the two-tracker headline
  (MotionTableManager UPSTREAM of MotionInterp — never merged) + 5
  flagged ACE oddities.
- r2-port-plan.md: 17 gaps (H1-H17), keep list, Q0-Q6 commit sequence,
  the MotionDone->R3 boundary contract.
- Q0-pins.md: A1/A2 pinned to ACE's reading (three corroborations;
  cdb confirmation folds into the next live session), A3 outTicks
  decode, A4 ACE-oddity adjudications (the Action-branch double-count
  is an ACE bug — do not copy), A5 Bitfield check at Q2.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 20:29:26 +02:00
Erik
a987cad182 feat(R1-P6): root-motion Frame seam + dead-API removal — R1 COMPLETE
- Advance(dt, Frame? rootMotionFrame) overload: retail's actual root-
  motion contract (CSequence::update(quantum, Frame*) 0x00525b80) —
  every crossed frame's pos_frame combines into the caller's Frame plus
  the sequence velocity/omega via apply_physics. This is the seam R6's
  retail per-tick order (CPartArray.Update -> adjust_offset ->
  Frame.combine) consumes.
- DELETED: ConsumeRootMotionDelta + the dead adapter accumulator fields
  (zero external callers; gap-map API-migration table).
- Root-motion test now asserts REAL accumulation through the wired
  Frame path (replaces the P5 inert-stub pin).
- Phase R plan: R1 stage marked SHIPPED with its commit trail.

Full suite green (3346). R1 done: P0 research/pins -> P1 node -> P2
container -> P3 physics -> P4 advance core -> P5 adapter cutover ->
P6 wiring. Next: R2 (GetObjectSequence + MotionTableManager; extraction
workflow already running).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 20:24:01 +02:00
Erik
778744bf3e feat(R1-P2): verbatim CSequence container + list surgery
CSequence (Core/Physics/Motion): anim-node list with retail's exact
cursor semantics —
- append_animation (0x00525510): first_cyclic slides to the JUST-
  APPENDED node on EVERY call (the cyclic tail is always the last
  appended node); curr_anim seeds to head + get_starting_frame only
  when null; unresolvable anims discarded (G10);
- remove_cyclic_anims (0x00524e40): removed curr_anim snaps BACK to
  prev at get_ending_frame (or 0.0); first_cyclic = new tail;
- remove_link_animations/remove_all_link_animations (0x00524be0/
  0x00524ca0): removed curr_anim snaps FORWARD to first_cyclic at
  get_starting_frame (G11);
- apricot (0x00524b40, PDB-verified retail name): consumed-head trim
  bounded by curr_anim AND first_cyclic;
- clear (0x005255b0) resets placement fields too — raw body is
  authority over the gap map's G20 note;
- sequence-level velocity/omega with set/combine/subtract (G12);
- multiply_cyclic_animation_fr touches framerates ONLY (G13 —
  velocity rescale belongs to R2's change_cycle_speed composite);
- placement frame family + floored accessors (G14).

Register: AD-33 (double vs x87 long double frame_number, G15),
AD-34 (managed LinkedList vs intrusive DLList).

17 list-surgery state-table tests; 39 total R1 tests green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 19:50:19 +02:00
Erik
1371c2a14c feat(R1-P0/P1): CSequence research base + verbatim AnimSequenceNode
P0 — research + pins: full CSequence-family verbatim extraction (1756
lines, per-function raw pseudo-C + cleaned flow, decomp line anchors),
ACE cross-reference (9 ranked divergences; headline: retail frame_number
is x87 long double — ACE's float is the worst case, our double the best
available; ACE's frame-boundary epsilon is an ACE fabrication, NOT
retail), current-sequencer map, and the R1 gap map (20 gaps, 13 keeps,
P0-P6 port order). Pinned the one decomp ambiguity (leftover-time carry
after advance_to_next_animation — ACE reading adopted; cdb confirmation
protocol recorded, non-blocking).

P1 — AnimSequenceNode verbatim (gap G1/G2/G16/G18):
- direction-aware BARE-INT boundary pair (get_starting_frame 0x00525c80 /
  get_ending_frame 0x00525cb0): reverse starts at high+1, ends at low —
  NO epsilon;
- multiply_framerate (0x00525be0) swaps low/high on negative factor;
- set_animation_id (0x00525d60) retail clamp order (high<0 -> num-1;
  low>=num -> num-1; high>=num -> num-1; low>high -> high=low);
- ctors with retail defaults (30f/-1/-1; AnimData copy + clamp);
- get_pos_frame null out-of-range (retail; ACE returns identity),
  floor double overload; get_part_frame same discipline;
- NO per-node IsLooping/Velocity/Omega — loop membership is list
  structure, physics accumulators live on the sequence (G16).

22 conformance tests (clamp table, boundary mirror table, swap
round-trip, bounds/floor semantics).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 19:45:56 +02:00
Erik
cae56afc82 docs(R): Phase R plan of record — retail motion+animation ground-up reconstruction
User mandate 2026-07-02: complete new movement + animation system,
verbatim retail equivalent, all entity classes, inbound + outbound, no
frozen code, no bandaids. Executed as a staged verbatim reconstruction
(R1 CSequence -> R8 cutover audit), each stage harness-gated with the
proven cdb-golden technique; legacy paths DELETED at each cutover.
Supersedes L.2g S3-S6; absorbs shipped S1/S2/S5 as components.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 19:21:28 +02:00
Erik
67506ce988 feat(L.2g-S2b): wire remote entities onto the CMotionInterp funnel (DEV-1 integration)
OnLiveMotionUpdated's remote branch (368 lines of bulk-copy + cycle
picker + per-axis DoInterpretedMotion + command-list router) collapses
to: build InboundInterpretedState from the wire (retail UnPack defaults;
MoveTo packets feed the PlanMoveToStart seed as the forward command) ->
MotionInterpreter.MoveToInterpretedState(ims, RemoteMotionSink) ->
sink.Commit().

RemoteMotionSink (new, App): receives the funnel's gate-passed
dispatches in retail order; the axis-priority pick (fwd > side > turn),
Run->Walk->Ready missing-cycle fallback, overlay routing, ObservedOmega
seeding, and diag lines are MOVED VERBATIM from the pre-S2 block.
Register row AP-73 documents the single-cycle composition approximation
(retail blends modifiers via re_modify — DEV-9, retires with S3/S6).

Retail-verbatim behavior changes:
- Absent stance now defaults to NonCombat 0x8000003D (retail UnPack
  default, S0-trace-verified) instead of keep-current.
- Remote command lists flow through the funnel's 15-bit action-stamp
  gate — retail's actual mechanism for ACE's re-bundled stale entries;
  the old skip-SubState router workaround is now local-player-only.
- Airborne cycle preservation is the funnel's contact_allows_move gate
  (K-fix17's guard semantics, now from the retail mechanism).
- Stops ride the same path: empty UM -> flat copy -> Ready dispatch ->
  get_state_velocity 0 (DEV-3 core; the 300ms stop-detection fallback
  stays until S6 verifies NPC unification).

Full suite green (3290). Live smoke next.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 18:59:00 +02:00
Erik
97e098bf91 docs(L.2g-S2): verbatim inbound-funnel pseudocode + observer cdb trace script
Pseudocode for the S2 port (unpack_movement case 0 / move_to_interpreted_state
/ apply_current_movement / apply_interpreted_movement / DoInterpretedMotion),
anchored on decomp lines + validated against a LIVE cdb trace of a retail
observer (per-UM DIM order confirmed: style -> forward -> sidestep-stop ->
turn-stop; empty UM = wholesale Ready stop).

Also settles the packer question: RawMotionState::Pack (0x0051ed10) is pure
static-default-difference — outbound L.2b port already verbatim; the
empty-vs-explicit walk variance between captures is driver-client state,
handled identically by the wholesale apply.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 18:33:23 +02:00
Erik
a2f8104cbf feat(L.2g-S5): delete player pace-inference layer; close #39 (DEV-2)
S0 wire probe (live capture, retail actor via ACE) refuted the premise
the #39 machinery was built on: walk<->run Shift toggles arrive as
EXPLICIT UMs (0x0005 <-> 0x0007@runRate) because retail's default-
difference packing baselines forward_command against Ready — W-held is
always packed, and ACE re-emits it unconditionally with the holdKey
upgrade (MovementData.cs:104-119). The frequent flags=0 autonomous UMs
are genuine keys-released / heading-only states; retail applies them as
full stops (InterpretedMotionState ctor 0x0051e8d0 defaults Ready +
move_to_interpreted_state 0x005289c0 flat copy).

Retail has NO pace->animation adaptation anywhere in its inbound
pipeline (two decomp dives + ACE cross-check, deviation map DEV-2), and
the refinement layer's 0.2s-grace re-promotion after legitimate Ready
UMs was itself the observed Ready<->Run thrash / rubber-band component.

Deleted: ApplyPlayerLocomotionRefinement, UmGraceSeconds,
PlayerRunPromoteSpeed/PlayerRunDemoteSpeed, RemoteMotion.LastUMTime,
the synth-player refinement call in OnLivePositionUpdated. Player-remote
cycles are now UM-driven only, exactly like retail. NPC PlanFromVelocity
path untouched (S6 unifies).

S0 findings + S1 live validation (0 false UM_STALE drops across 280 UMs)
recorded in docs/research/2026-07-02-inbound-motion-deviation-map.md.

fix #39: closed — root-cause narrative corrected, machinery removed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 16:10:28 +02:00
Erik
cb74e64343 feat(L.2g-S1): retail movement-event staleness gate (DEV-6)
Port retail's three-stamp inbound gate for 0xF74C UpdateMotion:

- MotionSequenceGate (Core/Physics): CPhysicsObj::is_newer (0x00451ad0)
  wraparound u16 compare, verbatim per ACE PhysicsObj.is_newer (the BN
  pseudo-C setcc returns are garbled; ACE + branch structure are the
  oracle). Gates: INSTANCE_TS at dispatch (stale incarnation drops
  before any stamp is touched), MOVEMENT_TS strictly-newer (stamped
  BEFORE the server-control check, per CPhysics::SetObjectMovement
  0x00509690), SERVER_CONTROLLED_MOVE_TS drop-when-stored-newer.
- Seed from CreateObject's PhysicsDesc timestamp block (index 1 =
  ObjectMovement now parsed; ACE WorldObject_Networking.cs:411-420
  order) — without seeding, entities whose movement sequence is past
  0x8000 at spawn would drop every UM against a zero stamp.
  Adopt-on-first / advance-only-after, so the #138 rehydrate replay of
  retained spawns cannot regress live stamps.
- UpdateMotion + EntitySpawn now carry instance/movement/serverControl
  sequences + isAutonomous (was parsed-past; isAutonomous feeds the
  S2 funnel's last_move_was_autonomous). Gate wired at the top of
  OnLiveMotionUpdated before any state mutation; [UM_STALE] diag under
  ACDREAM_DUMP_MOTION / ACDREAM_REMOTE_VEL_DIAG; gate dropped with the
  entity on DeleteObject.

Register: AD-32 added (adopt-newer-incarnation instead of retail's
QueueBlobForObject); TS-26 updated (UM side closed, UP side open).
Deviation map: docs/research/2026-07-02-inbound-motion-deviation-map.md.

19 new gate tests + parser coverage; full suite 3276 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 15:44:06 +02:00
Erik
fb3ee0544a docs(L.2g): inbound motion deviation map + campaign registration
/investigate deliverable for the inbound (remote-entity) animation+position
retail-parity effort. 10 deviations (DEV-1..10) mapped and adversarially
verified against the named retail decomp + ACE port + current code (9
confirmed, 1 refuted-and-corrected).

Headline: the #39-era UP-pace->cycle inference layer's premise ('wire goes
silent on Shift toggle') is refuted at both oracles — retail sends a fresh
MoveToState on HoldRun toggle while moving (0x006b37a8) and ACE rebroadcasts
every MoveToState unconditionally (GameActionMoveToState.cs:36); retail has
NO pace->animation adaptation anywhere (position error is absorbed solely by
the InterpolationManager chase, already ported verbatim in L.3).

Registers sub-lane L.2g in the roadmap: port the CMotionInterp inbound funnel
verbatim for all remote entity classes, slices S0-S6.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 15:20:46 +02:00
Erik
b60b9b4a21 docs: handoff for inbound animation+position verbatim retail port
Fresh-session handoff for the INBOUND (remote-entity) motion arc. Captures the
symptom (walk<->run transition without stopping = interpreter reacts too slowly
-> animation+position desync compounding through turns; plus sliding + stop
position errors), the root-cause hypothesis (acdream lacks retail's CMotionInterp/
CSequence motion-transition state machine: pending_motions/MotionDone), the
pre-paid research (2026-06-04 sequencer deep-dive, 2026-06-26 audit D7-D12), the
decomp anchors, the inbound code map, the /investigate-then-port plan, the
live-capture setup, and the discipline reminders (report-only, surgical
sequencer integration, decomp-verbatim). Prior outbound/local arc shipped clean
through d34721fa.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 13:49:01 +02:00
Erik
d34721fa94 feat(D6.2b): send retail-faithful raw forward_speed=1.0 on the wire
The outbound MoveToState now sends the RAW forward_speed 1.0 (omitted by
default-difference packing) instead of the pre-computed runRate, matching what
retail's client sends.

Settled the open question with a live echo-test: acdream sends forward_speed=1.0,
ACE broadcasts back RunForward @ runRate (not 1.0), and a retail observer saw
+Acdream run at full pace. So ACE RECOMPUTES the broadcast run speed from the
character's run skill and auto-upgrades WalkForward+HoldKey.Run -> RunForward for
observers. The earlier PlayerMovementController comment citing ACE
MovementData.cs ("ACE relays the speed, so the wire must send run_rate") was
wrong; corrected.

Changes:
- PlayerMovementController section 6: forward wire command is WalkForward @ 1.0
  (+ HoldKey.Run when running); LocalAnimationCommand still carries RunForward for
  the local cycle. Backward already 1.0. The MotionStateChanged detection now
  keys the walk<->run toggle off HoldKey + LocalAnimationCommand (forward_speed is
  constant 1.0); the forward_speed comparison is retained but never fires.
- GameWindow: reverted the D6.2b echo-test one-liner; the wire RawMotionState
  takes forward_speed from result (now 1.0).

The wire and the D6.2a local velocity are now both raw-1.0. Threading them onto
one shared RawMotionState (removing section-6's duplicate build) is a
behavior-neutral cleanup follow-up.

Full suite green (3255). Docs: roadmap + pseudocode doc updated with the
echo-test finding.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 10:36:46 +02:00
Erik
4740750649 docs(D6.2a): record user smoke sign-off
Strafe-left moves + symmetric, backward outpaces strafe (retail-faithful at
high run skill), jump travels lateral, turn feel unchanged, no crash/rejection.
Closes the visual-verification acceptance for the D6.2a velocity/turn/jump
unification.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 10:15:47 +02:00
Erik
0f099bb652 feat(D6.2a): port CMotionInterp motion normalization + unify local velocity/turn/jump
Ports retail's raw->interpreted motion normalization and routes the local
player's velocity through it, so backward/strafe come from the retail source
instead of hand-mirrored controller code (retires register TS-22 + UN-5).

MotionInterpreter (decomp-verbatim, Ghidra/ACE-cross-checked):
- adjust_motion (0x00528010): WalkBackward->WalkForward (x-0.649999976),
  TurnLeft->TurnRight (x-1), SideStepLeft->SideStepRight (x-1), sidestep scale
  0.5*(WalkAnimSpeed/SidestepAnimSpeed), RunForward early-return, per-channel
  holdkey fallback to CurrentHoldKey.
- apply_run_to_command (0x00527be0): WalkForward->RunForward when speed>0 +
  UNCONDITIONAL *runRate; TurnRight *1.5; SideStepRight *runRate clamp +/-3.0.
- apply_raw_movement (0x005287e0): copy raw->interpreted, adjust the 3 channels
  with per-channel hold keys.
- WalkAnimSpeed unified to the retail-exact 3.11999989f (was 3.12f).

PlayerMovementController: build ONE RawMotionState from MovementInput at
forward_speed=1.0 (apply_run_to_command applies the run rate — a pre-scaled
speed would double-scale), run apply_raw_movement, then take grounded + jump
velocity straight from get_state_velocity (now correct for all directions) and
drive the keyboard turn omega from the interpreted turn_speed (BaseTurnRate x
turn_speed = the same pi/2 formula the remote path uses; numerically identical
to the old TurnRateFor). Deleted the hand-mirrored backward(x-0.65) /
strafe(x+-1.25) formulas in both the grounded and jump blocks. Mouse turn and
the auto-walk path are untouched.

Retail-faithful behavior changes (confirm in smoke): strafe is now
1.25 * ~1.248 * runRate = ~1.56*runRate, clamped via SideStepSpeed<=3.0 so
|v.X|<=3.75 (was 1.25*runRate, no scale/clamp); backward is unchanged
(3.12*0.65*runRate); backward/strafe-left velocity now comes from the pipeline
instead of returning zero. Forward run pace unchanged (4.0*runRate).

Tests: MotionNormalizationTests (17, adjust_motion/apply_run_to_command) +
MotionVelocityPipelineTests (10, apply_raw_movement->get_state_velocity golden
velocities incl. the strafe clamp + turn speeds). Full suite green (3255).

Register: TS-22 + UN-5 deleted (retired); TS-34 added (adjust_motion creature
guard is a no-op — IWeenieObject has no IsCreature; correct for the only caller,
the player). Pseudocode: docs/research/2026-07-01-d6-motion-interp-pseudocode.md.

NEXT D6.2b: the echo-gated wire forward_speed=1.0 question (evidence suggests
ACE relays rather than recomputes; verified via the smoke echo).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 08:57:17 +02:00
Erik
4ed278369b docs(D6): CMotionInterp motion-normalization pseudocode + unification design
Understand-phase output for D6: verbatim decomp + faithful pseudocode for
adjust_motion (0x00528010), apply_run_to_command (0x00527be0),
get_state_velocity (0x00527d50), apply_raw_movement (0x005287e0), all
cross-checked against the retail decomp (ACE not checked out in this worktree;
its constants match the decomp). Includes the acdream integration map (the
hand-mirrored backward/strafe bypass D6 replaces), the retail-faithful behavior
changes (strafe ~20% faster + 3.0 clamp), and the locked design decisions:
full RawMotionState unification (wire+velocity+turn), forward_speed=1.0 on run
verified via smoke echo, turn ported to interpreted omega (feel unchanged,
AP-9 base rate stays).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 08:30:25 +02:00
Erik
f271a49e6a docs(L.2b): record ACE smoke + user visual sign-off for the wire-parity slice
Login/run/turn/RunLock accepted by ACE (player motion echoed, no rejection),
NPCs animate including inbound MoveTo type-7 and TurnToHeading type-9 without
crash, graceful exit. Closes the visual-verification acceptance item for the
L.2b outbound wire-parity slice (D1/D3/D4).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 07:46:59 +02:00
Erik
78e163a41e feat(L.2b): outbound movement wire parity — RawMotionState default-difference, JumpPack, contact byte
Ports the three retail outbound-movement packers verbatim (decomp-derived
golden bytes, confirmed via the Ghidra bridge, cross-checked vs holtburger):

- D1 — RawMotionState::Pack (0x0051ed10): new AcDream.Core.Physics.RawMotionState
  data type (11 fields + actions, retail defaults) + RawMotionStatePacker that
  sets a flag bit only when the field DIFFERS from its default. MoveToState.Build
  now takes a RawMotionState instead of presence-based nullable params, so the
  over-sent forwardSpeed=1.0 / currentHoldKey=None / default per-axis holdkeys are
  no longer emitted. num_actions packs into bits 11-15 (not "bits 11-31").
- D3 — MoveToStatePack::Pack (0x005168f0) trailing byte =
  (standingLongjump ? 0x02 : 0) | (contact ? 0x01 : 0); explicit contact/
  standingLongjump params (standingLongjump=false honestly until the feature lands).
- D4 — JumpAction rewritten to retail JumpPack::Pack (0x00516d10): extent,
  velocity, full Position, four u16 timestamps, align. Removed the spurious
  objectGuid/spellId u32s; Position is now packed (it was absent). Body 56 bytes.
- Position::Pack (0x005a9640) / Frame::Pack (0x00535130) verified already-correct
  (cellId, origin xyz, quaternion wxyz); locked with a golden test, no change.

GameWindow callers adapted minimally: build the RawMotionState from the existing
MovementResult values (behavior preserved except the intended D1 omissions) and
pass cellId/position/rotation to the Jump send. Pre-existing MotionInterpreter
placeholder struct RawMotionState renamed LegacyRawMotionState (D6/Phase-2 scope,
pure rename) to free the name for the retail-faithful type.

D5 audit: confirmed a real divergence — retail SendMovementEvent (0x006b4680)
stamps only last_sent_position_time after an MTS while SendPositionEvent
(0x006b4770) stamps all three; acdream's NotePositionSent stamps all three on
both paths. Left unchanged (comments added at both call sites), recorded as
register TS-33, deferred to a dedicated cadence-port slice.

Tests: RawMotionStatePackTests / MoveToStateGoldenTests / JumpActionTests /
PositionPackTests + updated MoveToStateTests / AutonomousPositionTests. Full
suite green (Core.Net.Tests 372, full solution 3228 passed / 4 pre-existing skips).

Register: TS-24/TS-25 refreshed (packer now supports actions/style; runtime
emission still deferred), TS-33 added. Roadmap L.2b shipped note added.
Spec: docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md (2-6)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:30:01 +02:00
Erik
2c8620ea94 feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance
Splits MotionCommandResolver's single ACE-modern lookup into an
IMotionCommandCatalog seam with two implementations:

- AceModernCommandCatalog (runtime default): built cleanly from the
  DatReaderWriter MotionCommand enum (mirrors ACE + local DAT MotionTables)
  with a documented class-priority tiebreak. The old blind 0x016E-0x0197
  per-range override is DELETED — verified the ACE matrix (LifestoneRecall
  0x0153 to 0x10000153, MarketplaceRecall 0x0166, AllegianceHometownRecall
  0x0171, OffhandSlashHigh 0x0173) resolves correctly straight from the enum
  with no override. Stale shift-start comment corrected to SnowAngelState
  (0x43000115 to 0x43000118), not AllegianceHometownRecall.
- Retail2013CommandCatalog (conformance/reference): full verbatim extraction
  of command_ids[0x198] at 0x007c73e8 (acclient_2013_pseudo_c.txt:1017259-1017667),
  direct wire-low to full index lookup. 408 entries, anchors verified against
  source ([0x150]=0x10000150, [0x153]=0x09000153, [0x197]=0x10000197).

MotionCommandResolver.ReconstructFullCommand stays a static facade delegating
to an AceModern singleton — all ~10 runtime callers unchanged.

Removing the override exposed a pre-existing bug: CombatAnimationPlanner's
late-combat command block uses 2013 numbering, not ACE/DRW. Corrected the one
catalog test assertion pinned to the override's output (wire 0x0170 to
0x09000170 IssueSlashCommand, its true DRW identity) and filed the planner bug
as #159 rather than silently patching out-of-scope code.

Tests: +catalog matrices (ACE/2013), class-priority collisions, boundary
cases, real-DAT availability (gap-doc hit counts reproduced). Build + full
suite green (Core.Tests 1718, no regressions).

Spec: docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md (1)
Research: docs/research/2026-06-26-ace-vs-2013-motion-command-gap.md

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:13:36 +02:00
Erik
33ad231d18 docs(L.2b/L.1b): movement wire-parity slice design + 2026-06-26 audits
Imports the two 2026-06-26 movement/animation retail-parity research docs
(audit D1-D12 + ACE-vs-2013 command-catalog gap) and adds the design spec
for the first implementation slice: dual command catalog (AceModern runtime
default + full-extraction Retail2013 conformance) + outbound wire parity
(RawMotionState default-difference packing D1, contact|standingLongjump
trailing byte D3, retail JumpPack layout D4). Decomp-verbatim, tests-first;
D6 motion-interpreter input-state construction explicitly deferred.

Spec: docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md
Phases: L.2b (movement wire/contact authority) + L.1b (command router).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 21:34:33 +02:00
Erik
ca94b479bf Merge claude/hopeful-maxwell-214a12 — D.2b UI Studio + faithful importer + Character window
UI Studio (preview panels through the production renderer), importer dat-fidelity (Fix A/B/C/4/5:
the importer carries dat font/justification/color; boundary look=importer / state=runtime), and the
Character window Attributes tab (reads as retail). 3062 tests green.
Handoff: docs/research/2026-06-26-mockup-stage-handoff.md.

# Conflicts:
#	docs/ISSUES.md
#	docs/architecture/retail-divergence-register.md
2026-06-26 12:33:51 +02:00
Erik
ea42c6d303 docs: record D.2b UI Studio + importer dat-fidelity + Character window (shipped this session)
Roadmap: extend D.5-remaining ledger with three new shipped entries (UI Studio,
importer Fix A/B/C, Character window 0x2100002E). Milestone M5: update D.2b
status paragraph to name all shipped sub-phases including the studio, importer
boundary discovery (look=importer / state=runtime), and Character window with
deferred polish pointer (#151).

ISSUES: add #151 (Character window deferred polish — LOW, filed 2026-06-26;
user accepted Attributes tab as good-enough, polish items to be enumerated later).
Issues #149 (studio inventory all-black) and #150 (GameWindow font resolver) were
already present.

Divergence register: add AP-69 (per-element dat-font resolver is studio-only;
GameWindow passes null to the four Import sites until #150 lands). No row for
Fix-4 UIState-group activation (runtime-faithful, not a deviation) or for the
tab-sprite injection / footer-state hiding (same).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 12:18:03 +02:00
Erik
9408c062d2 docs: deep handoff for the multi-window UI mockup stage
Covers: what's done (UI Studio, faithful importer Fix A/B/C/4/5, Character window), the
look-vs-runtime boundary, the mockup goal + approach (host the production UiHost live),
must-fix issues (#149 inventory, #150 GameWindow fonts), patterns/lessons, reference map,
and first concrete steps. For the next agent.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 12:17:27 +02:00
Erik
ed626f4250 docs: file #150 — thread Fix C per-element dat-font resolver into GameWindow's 4 import sites
Follow-up to Fix C (a0d3395): the per-element FontDid resolver is studio-only; GameWindow
passes null. Captured the turnkey fix (ConcurrentDictionary + GetOrAdd closure over UiDatFont.Load,
mirroring RenderStack.ResolveDatFont) + the 4 import sites + the CharacterStatController auto-benefit note.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 10:54:16 +02:00
Erik
26d5c101e4 docs: add 2026-06-26 character window retail reference screenshot notes
Transcribed from user's retail screenshots during the character-window
polish session; documents name-white, large-gold-level, XP captions,
Infinity! cost, and the selected-row bar sprite — used as the acceptance
target for Fix A/B/C.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 10:32:47 +02:00
Erik
99291595bb feat(D.2b): Character window — value captions + tab bar sprites + footer legibility
Gap 1 — Header captions:
- 0x1000023A ("Character Level") above the level value: bound via LabelLeft().
- 0x10000234 ("Total Experience (XP):") left of total XP: bound via LabelLeft().
- 0x10000237/0x10000238 (XP-to-level label + value) are children of the UiMeter
  (0x10000236, ConsumesDatChildren=true) and cannot be bound — documented in
  code comments; XP meter fill still bound via Fill=XpFraction.

Gap 2 — Tab bar sprites:
- Tab group elements 0x10000228/229/538 are Type-12 UIElement_Text in the dat
  (ConsumesDatChildren=true), so the three button children (left-cap, center,
  right-cap) are consumed at import and absent from the widget tree. Old
  SetTabState/SetButtonStateRecursive found no UiButton children to set.
- Fix: AddTabSprites() injects three UiText sprite-children per group using
  the known RenderSurface ids confirmed from the retail UI layout dump:
  Open (active)   0x06005D92/0x06005D94/0x06005D96
  Closed (inactive) 0x06005D93/0x06005D95/0x06005D97
  Source: dump nodes 0x10000439/0x100000E9/0x10000215 in layout 0x2100002E,
  state_id 11=Closed, 12=Open per gmTabUI::SetActive(bool).

Gap 3 — Footer legibility:
- The shared footer child ids (0x1000024E etc.) appear in THREE footer-state
  groups (A/B/C). ImportedLayout._byId stores the LAST duplicate = narrower
  State B/C copies (145px labels). Fix: hide State B/C groups (footerB/footerC
  Visible=false), walk State A container (0x10000240) positionally to bind the
  wider State A labels (195px). FooterLine1Label now reads "Skill Credits
  Available:" and FooterLine2Label reads "Unassigned Experience:" at full width.

Tests: 3 old tab-state tests (SetButtonStateRecursive expectation) replaced by
4 new sprite-injection tests + 2 caption-binding tests. Full suite: 676 pass,
0 fail (was 673 pass after 3 failures).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 22:17:40 +02:00
Erik
c25d618684 docs(issues): #155 — terrain textures stretched/blurry = missing landscape detail-texture overlay
Verified root cause (oracle-first) of the user's "stretched + less-detailed"
outdoor terrain: acdream tiles the base ground texture once per 24m landcell
(terrain_modern.frag TILE=1.0) and never applies retail's landscape DETAIL
texture overlay (dat TerrainTex.DetailTextureId / DetailTexTiling).

Decomp-cited mechanism (landPolyDraw detail UV = curr_detail_tiling*baseUV
pc:702299; 10->50 depth fade pc:702263; TEXOP_MODULATE pc:425099; single
landscape scalar via TexMerge::GetDetailTiling pc:263852). Filtering + 512^2
resolution ruled out.

Fix attempt (parallel detail texture array + MODULATE2X + distance fade) built
and ran but rendered the ground black (detail array sampled ~0); reverted.
Handles verified NOT swapped -- the bug is detail-texture DATA (gray fill /
DetailTextureId decode). Filed with full debugging steps for a fresh pass.

Also recorded the DO-NOT-RETRY: the first investigation agent FABRICATED a base
`TexTiling` dat field that does not exist (only DetailTexTiling).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 20:26:19 +02:00
Erik
0d87e4dc31 docs(studio): faithful character-window element spec (decomp-grounded)
Element map for LayoutDesc 0x2100002E (the tabbed Attributes/Skills/Titles window) +
the importer-mount reality + the StringTable verdict + the follow-up list. Grounds the
CharacterStatController work in 0e644b5 and the remaining refinements.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 19:48:38 +02:00