Commit graph

34 commits

Author SHA1 Message Date
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
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
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
6b0472ee32 fix(rendering): port retail shared alpha list
Queue translucent world GfxObj batches and scene particles in one stable far-to-near stream using transformed DAT sort centers, then drain it at retail's landscape and final-world boundaries. Preserve authored blend, cull, lighting, opacity, and adjacent-only batching so particles behind lifestones are composited through the crystal instead of overpainting it.

Release build succeeds and all 5,914 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 08:14:05 +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
Erik
4b1bceefbb fix(world): preserve portal materialization effects
Route accepted Hidden and UnHide transitions through retail's internal typed-script path so their DAT scripts queue while the owner is cell-less and resume at the destination. Consume ACE's successful teleport control statuses silently, matching retail HandleFailureEvent.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-16 08:14:48 +02:00
Erik
75acae02d6 fix(world): complete recall before teleport hide
Match retail's update ordering so object animation, particles, and scripts advance before inbound teleport state is applied. Separate input-originated movement from post-network autonomous position output, and reconcile presentation without a second physics tick so recall cannot resume after arrival.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-16 06:37:29 +02:00
Erik
dded9e6b17 fix(world): remove non-retail portal exit fade 2026-07-15 23:20:52 +02:00
Erik
842bd89c16 fix(world): match retail portal passage and exit warp 2026-07-15 22:14:21 +02:00
Erik
eab23cbdd1 feat(world): port retail portal-space viewport
Replace the opaque teleport cover with the DAT-authored CreatureMode tunnel, exact retail camera/light/animation timing and easing, and animation-hook audio routing. Compose portal and fade passes below retained UI so gameplay windows and input remain active through F751 travel.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-15 21:59:23 +02:00
Erik
07be994d97 feat: port retail magic lifecycle and retained spell UI
Complete the retail cast-intent, target, component, enchantment, and busy-state paths; mount the DAT-authored spell bar, spellbook, component book, effects panels, and shared panel lifecycle; and add scoped input plus conformance coverage.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-15 10:55:22 +02:00
Erik
8d63e5c28a test(vfx): harden live missile and effect lifetimes
Add deterministic 96-owner lifecycle and renderer-resource stress gates plus an exact twelve-cycle recall/portal ownership gate. Prove zero retained records, projectiles, spatial buckets, script queues, particle/light owners, shadows, pending effects, and mesh references after churn, GUID reuse, deletion, and session reset.

Make logical teardown incarnation-specific and reentrancy-safe with lifetime epochs, atomic resource registration, generation-aware effect/teleport cleanup, projection mutation tokens, and failure-isolated visibility fan-out. Finish canonical spatial transactions before reporting observer failures and never discard superseded cleanup failures.

Synchronize architecture, roadmap, milestones, retail research, divergence bookkeeping, and durable memory. All three independent review tracks are clean; Release build and the full 5,454-pass/5-skip suite are green.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 15:47:00 +02:00
Erik
1e98d81448 feat(vfx): port retail hidden and teleport presentation
Preserve canonical live-object ownership across Hidden transitions and remote teleport placement so effects, collision, streaming, and targeting remain synchronized.
2026-07-14 14:59:48 +02:00
Erik
a51ebc66e9 feat(physics): integrate live projectile runtime
Attach the retail projectile driver to canonical LiveEntityRecord ownership, sharing one PhysicsBody and full-cell identity with RemoteMotion regardless of creation order. Apply timestamp-gated state, vector, and position corrections in place, preserve active ordinary-body behavior when Missile clears, and keep renderer, effects, shadows, and spatial buckets synchronized across loaded/pending transitions.

Validate malformed packets before canonical timestamp mutation, validate adopted bodies from their current frame rather than stale CreateObject data, serialize late Setup resolution with streaming DAT reads, and preserve classification across clock anomalies. Retain shadow registrations through temporary leave-world residence while logical teardown remains generation-scoped.

Add 31 App lifecycle/adversarial tests plus Core shadow suspension coverage, and synchronize the retail pseudocode, architecture, milestones, roadmap, and durable physics memory.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 12:51:42 +02:00
Erik
f02b995e4f feat(physics): port retail projectile integration
Add a pure Core projectile driver for retail clock quanta, final-state acceleration, 50-unit velocity clamping, world-space angular integration, full-3D AlignPath, and oriented Setup-local sphere sweeps. Preserve exact success versus set_frame-only failure semantics, independent Contact/OnWalkable state, and full-cell identity across all landblock directions.

Port OBJECTINFO::missile_ignore with explicit weenie/creature metadata, remove the invented transition-step cap, retain PathClipped without arming PerfectClip, and keep authoritative target identity optional. Add malformed-shape/clock, thin-wall, terrain, target-exclusion, frame-spike, failure-state, and boundary conformance coverage.

Retire TS-2 and synchronize the architecture, milestones, roadmap, research oracle, and durable physics memory.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 11:43:11 +02:00
Erik
542dcfc384 feat(vfx): bind effects to live animated poses 2026-07-14 10:56:01 +02:00
Erik
96ddfdf175 feat(vfx): port retail effect scheduling and delivery 2026-07-14 09:25:44 +02:00
Erik
363e046112 feat(vfx): decode retail hooks and typed tables
Replace the incomplete package path with one DatCollection-backed compatibility seam for PhysicsScripts and Animations. Preserve CreateBlockingParticle's inherited payload and following cursor, route every production and audit consumer through the corrected loaders, and apply retail's post-UnPack StartTime ordering.

Add exact stored-order PhysicsScriptTable upper-threshold resolution, high-byte DID and embedded-ID validation, plus live effect profiles with Setup-to-PhysicsDesc precedence across top-level and attached entity lifetimes. Keep blocking execution deferred and narrow TS-11 accordingly.

Pin synthetic malformed/cursor/order fixtures, installed-DAT blocking and recall audits, high-index IDs, IEEE boundaries, profile teardown, and ordinary decoder parity; synchronize architecture, inventory, milestones, roadmap, research, and memory.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 08:17:44 +02:00
Erik
8dd996053d refactor(world): separate live lifetime from spatial buckets
Introduce LiveEntityRuntime as the canonical owner of each accepted server-object incarnation, stable local identity, timestamped state, parent relations, runtime components, and exactly-once teardown. Split logical registration from rebucketing so pending landblocks, equipment attachment, pickup re-entry, and GUID replacement reuse the same entity and effect owners.

Keep canonical materialized and visible target/radar views distinct, preserve retail leave_world versus exit_world semantics, gate root simulation while cell-less, and track transitional pre-Create F754 owners through delete and session reset. Remove stale-spawn rehydration and make GpuWorldState spatial-only for live objects.

Add lifecycle, generation, pending, unload, attachment, event-publication, local-ID, rollback, and effect-cleanup coverage; update architecture, milestones, memory, and the divergence register.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 07:47:03 +02:00
Erik
0ad6700a07 fix(teleport): preserve dungeon cell identity on respawn (#215)
Classify teleport landblock transitions from the source and destination Position cell IDs instead of render-space coordinates. This keeps same-dungeon death respawns on their resident floor physics while preserving the existing true cross-landblock streaming path.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-13 20:08:21 +02:00
Erik
b0c175afc0 fix(streaming): commit EnvCell landblocks atomically (#214)
Carry one complete cell payload with each streaming completion and publish visibility, physics, and render state on the render thread. Remove the obsolete post-readiness login reload that triggered a duplicate dungeon build.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-13 18:45:24 +02:00
Erik
5a45a7ac7f feat(chat): route retail lifestone commands
Separate retail client actions, ACE server commands, and ordinary chat at the shared router. Port lifestone/lif/ls from the named retail registry through a typed App controller to game action 0x0063, keep unknown verbs on ACE Talk, and cover both UI backends plus exact outbound bytes.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 11:43:19 +02:00
Erik
7983309d23 feat(ui): centralize retail selection state 2026-07-11 00:51:20 +02:00
Erik
c7607f019c fix #203: preserve animation on appearance updates 2026-07-11 00:25:29 +02:00
Erik
ff06aa3107 refactor(ui): extract retained runtime composition 2026-07-11 00:03:45 +02:00
Erik
5d9e98c118 refactor(ui): own retained controller lifetimes 2026-07-10 23:35:26 +02:00
Erik
f98050854d docs(ui): align architecture with retained runtime 2026-07-10 16:57:44 +02:00
Erik
9bff2b0462 docs: render-pipeline SSOT section + #78 reset pointer (redo of edits that silently failed)
The architecture and ISSUES edits in the prior commit (0013819) failed silently because
they were anchored on the session-reminder's rendering of the files, not the real text.
Redone against actual content:
- architecture doc: new 'Render Pipeline (SSOT)' section — the 3-gate patchwork vs the
  unified-PView target + the one rule (compute visibility once, enforce it once).
- ISSUES #78: promoted to the render-architecture-reset target; points to the canonical
  handoff + the architecture section.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-31 21:50:07 +02:00
Erik
eda936dc4d refactor(app): extract typed RuntimeOptions for startup env vars (Step 1)
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>
2026-05-17 09:16:55 +02:00
Erik
d4c3f947d2 docs(physics): Phase L.2 movement collision conformance plan
Formalize Phase L.2 as the active holistic movement/collision program, align the roadmap and architecture docs, file tactical physics follow-ups, and refresh collision memory away from rewrite-from-zero guidance.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-04-29 21:28:56 +02:00
Erik
0a429a980c docs(workflow): align CLAUDE.md + memory + roadmap with named-retail foundation
CLAUDE.md edits (6 surgical ranges):
  - Goal section: introduce named-retail/ as primary; old chunks
    remain as fallback for chunk-by-chunk address-range navigation.
  - Workflow renamed to "grep named -> decompile -> verify -> port"
    with a new STEP 0 GREP NAMED FIRST. Decompile demoted to a
    fallback (Step 1) for the rare obfuscated/packed minority that
    pseudo-C lacks.
  - Function-map citation updated to point at symbols.json + the
    cross-port hand-curated table.
  - "Do not guess" rule strengthened: PDB has the answer for almost
    everything; guessing is now negligence.
  - Phase completion checklist accepts named symbols + addresses.
  - Reference hierarchy table gets a new top row pointing at
    docs/research/named-retail/ as the primary oracle for any
    AC-specific algorithm — beats every other reference.

memory/project_named_decompilation.md (new): evergreen crib-sheet
with file inventory, grep examples, hard rules. Pattern matches
project_ui_architecture.md.

memory/project_retail_research_index.md: updated preamble to point
named-retail/ as first stop; older slices remain useful for
pseudocode + C# port sketches.

memory/project_collision_port.md: rewrote the "Decompiled ground
truth" section to put named-retail/ first, chunks second. The
"DECOMPILE FIRST" mandate becomes "GREP NAMED FIRST, then DECOMPILE
FALLBACK".

docs/architecture/acdream-architecture.md: Guiding Principle text
updated to introduce named-retail as the primary decomp source.

docs/plans/2026-04-11-roadmap.md: new Phase R block — Retail
research infrastructure. R.1 (corpus, shipped a9a01d8), R.2
(pdb-extract, shipped 69d884a), R.3 (actestclient vendored,
shipped a9a01d8). All marked SHIPPED 2026-04-25.

Auto-loaded MEMORY.md index updated with a new entry pointing at
project_named_decompilation.md so post-compaction sessions inherit
the workflow change automatically.

Acceptance verified:
  - grep -c "named-retail" CLAUDE.md = 9 (>= 3 required)
  - grep -c "named-retail" MEMORY.md = 1
  - dotnet build green (docs-only commit, but verified)

Foundation phases A + B + C all landed. Next: Phase D files
ISSUES #8/#9/#11 + closes #10 (KillerNotification orphan parser).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 17:36:53 +02:00
Erik
55aaca7a14 feat(ui): Phase D.2a — VitalsPanel wired into GameWindow + backend pivot
Closes Phase D.2a. Launch with ACDREAM_DEVTOOLS=1 now shows a live
ImGui "Vitals" window whose HP bar reads CombatState.GetHealthPercent
for the local player. Without the env var the branches are dead code,
no ImGui context is created, and behaviour is identical to before.

GameWindow hunks:
  - fields: _imguiBootstrap / _panelHost / _vitalsVm + DevToolsEnabled
  - init (OnLoad): construct bootstrap + host, register VitalsPanel
  - GUID push: _vitalsVm?.SetLocalPlayerGuid(chosen.Id) at live-connect
  - frame begin: _imguiBootstrap.BeginFrame(dt) after GL clear
  - frame end: _panelHost.RenderAll(ctx) + _imguiBootstrap.Render() after debug overlay
  - input gating: skip WASD when ImGui.GetIO().WantCaptureKeyboard

Backend pivot: Hexa.NET.ImGui → ImGui.NET + Silk.NET.OpenGL.Extensions.ImGui.

First-light integration with the Hexa backend crashed 0xC0000005 inside
Hexa.NET.ImGui.Backends.OpenGL3.ImGuiImplOpenGL3.InitNative. Root cause:
Hexa's native OpenGL3 backend resolves GL function pointers via GLFW or
SDL internally; with Silk.NET (which uses neither) the pointers are null
and the native code crashes on first use. The mitigation path was
already planned — the design doc's Risk section called a pivot to
ImGui.NET a "one-morning operation" — and that's exactly what happened.

  - Packages: Hexa.NET.ImGui 2.2.9 + Hexa.NET.ImGui.Backends 1.0.18
    → ImGui.NET 1.91.6.1 + Silk.NET.OpenGL.Extensions.ImGui 2.23.0
  - ImGuiBootstrapper: was static Initialize(gl)+Shutdown() wrapping
    Hexa's OpenGL3 init; now an IDisposable wrapping Silk.NET's
    ImGuiController instance which handles GL backend init + input
    subscription in one go.
  - SilkInputBridge.cs deleted (~190 LOC): ImGuiController subscribes
    IKeyboard / IMouse events itself, we don't need a bespoke bridge.
  - ImGuiPanelRenderer: ImGuiNET.ImGui.* calls instead of
    Hexa.NET.ImGui.ImGui.*. Widget surface unchanged.

Boundary discipline is preserved — no panel imports ImGuiNET; only
ImGuiPanelRenderer does. The D.2b custom toolkit will implement the
same IPanelRenderer contract without touching panel code.

Out of scope (tracked for follow-up):
  - Stam/Mana currently return float? null (VitalsVM). Absolute values
    need LocalPlayerState + PlayerDescription (0x0013) parsing to be
    stored rather than discarded — filed as a post-D.2a issue.
  - Mouse-capture gating (WorldMouseFallThrough-style click-through
    tests) — not needed until we add clickable inventory items.

Roadmap + memory + architecture doc + UI framework plan updated in the
same commit per CLAUDE.md roadmap-discipline rules. 753 tests pass
(550 Core + 192 Core.Net + 11 new UI.Abstractions), 0 build warnings.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 00:43:46 +02:00
Erik
7e84d489d0 docs(ui): align CLAUDE.md + roadmap + memory with staged UI strategy
Landed the UI framework design in 2026-04-24-ui-framework.md yesterday;
this commit propagates the decisions across the documents that future
sessions touch first, so the three-layer pattern is discoverable without
re-reading the full plan.

Changes:

* NEW memory/project_ui_architecture.md — evergreen crib-sheet:
  three-layer diagram, AcDream.UI.Abstractions contract, D.2a/D.2b
  split, module layout, hard rules, why staged not pure-custom.

* CLAUDE.md: new paragraph describing the three-layer UI split, naming
  AcDream.UI.Abstractions as the plugin-facing contract, pointing at
  the full plan + memory crib.

* docs/architecture/acdream-architecture.md: new "UI Architecture"
  companion-stack diagram after Layer 0-5 (doesn't renumber the main
  stack), plus step 6a "UI tick" in Per-Frame Update Order.

* docs/plans/2026-04-11-roadmap.md Phase D tightened:
  - D.2 split explicitly into D.2a (Hexa.NET.ImGui scaffold + abstraction
    layer) and D.2b (custom retail-look backend, implements same contracts).
  - D.3 AcFont / D.4 dat sprites / D.7 cursor flagged as D.2b dependencies.
  - D.5 core panels / D.6 HUD flagged as abstraction-layer deliverables
    — ship with D.2a, reskinned by D.2b.
  - D.8 Sound marked superseded (shipped as Phase E.2).
  - F.5 core panels + H.1 chat-window cross-references updated to say
    they target AcDream.UI.Abstractions, unblocked by D.2a.
  - Shipped-phases table untouched.

* docs/research/retail-ui/00-master-synthesis.md: scope note at top
  clarifies the Keystone research is the D.2b (custom backend)
  foundation, NOT where D.2a starts.

* ~/.claude/.../memory/MEMORY.md: one-line index entry pointing at the
  new project_ui_architecture.md (so session auto-load surfaces it).

Zero code changes; doc-only. dotnet build stays green. All verification
greps pass (see plan file for exact checks).
2026-04-24 23:59:03 +02:00
Erik
adf626367e docs: comprehensive architecture plan for acdream
The single most important document in the project. Defines:

Architecture: 6-layer stack (Platform → Renderer → Network → World →
Game Objects → Plugin API). The code is modern C#; the behavior
matches the retail client exactly.

GameEntity: the unified entity class that replaces the current
scattered state (WorldEntity + AnimatedEntity + guid dicts + player
controller). Every world object is a GameEntity with PhysicsBody +
AnimationSequencer + CellTracker + MotionInterpreter + AppearanceState.

Per-frame update order: Network → Streaming → Input → Entity tick
(motion → physics → collision → cell → animation) → Render → Plugin.

Execution plan (R1-R8):
  R1: GameEntity refactor (unify scattered state)
  R2: Thin GameWindow (extract to proper systems)
  R3: CellBSP + wall collision (indoor transitions)
  R4: Complete animation state machine
  R5: Lighting from decompiled AdjustPlanes
  R6: Server compliance (authoritative Z, keepalive)
  R7: Interaction (doors, NPCs, chat, inventory)
  R8: Plugin API completion (Lua macros)

Also updates CLAUDE.md to establish the architect role and reference
the architecture doc as the single source of truth.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 14:23:50 +02:00