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>
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>
Replace the incomplete 3,956-row production CSV with one immutable projection of all 6,266 records in portal.dat. Preserve retail formula targeting, shared Spellbook/MagicRuntime metadata ownership, and fail startup when the required SpellTable is absent.
Co-authored-by: OpenAI Codex <codex@openai.com>
Keep shared shortcut digit overlays separate from the per-ItemList background. Resolve the magic favorite list through its cross-layout inherited cell prototype and use the pinned brown/gold ItemSlot_Empty surface instead of the blue toolbar slot.
Co-authored-by: OpenAI Codex <codex@openai.com>
Port the retail horizontal ItemList empty-slot padding and share UIItem shortcut-number graphics with the status toolbar. Preserve all authored face children on compound DAT buttons so the three-piece Cast control reflows and renders as one complete button.
Co-authored-by: OpenAI Codex <codex@openai.com>
Port retail text-surface clipping so the 15px component count field remains visible under the 16px DAT font. Cover SetStackSize decrements and final component removal while preserving desired restock values.
Co-authored-by: OpenAI Codex <codex@openai.com>
Replace the character window's synthesized tab sprites, labels, colors, and hit panels with the same DAT-authored Open/Closed state path used by Spellbook/Components. Preserve controller-owned page selection while letting UIElement state propagation own tab chrome and typography.
Co-authored-by: OpenAI Codex <codex@openai.com>
Render Type-1 state-propagating child media as the button face so spellbook school and level filters show their authored green Highlight indicator and keep labels at the retail left inset.
Lift captions, fonts, and colors from authored text children for framed buttons such as Delete, preventing centered filter labels from being covered by the overlapping delete frame.
Co-Authored-By: Codex <noreply@openai.com>
Resolve the authored spell shortcut row prototype so the spellbook presents the retail icon, name, separator, selected overlay, and scrollbar geometry. Port exact school and level filters, stable display ordering, selection exposure, and learned-spell drags into the open favorite bar.
Route deletion through the shared retail confirmation dialog and send CM_Magic::Event_RemoveSpell only after an affirmative answer, leaving the inbound server notice authoritative for list state.
Co-Authored-By: Codex <noreply@openai.com>
Bind the spellbook and component-book tabs as their authored stateful text controls, propagate Closed/Open state into the retained DAT child tree, and keep authored label colors live across state changes.
Match retail UIElement_Text zero-margin construction so the Magic favorite captions I through VIII are no longer clipped. Add a real portal.dat spellbook fixture plus controller, state-propagation, and text-layout regression coverage.
Co-Authored-By: Codex <noreply@openai.com>
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>
Preserve PlayerDescription inventory/equipment ownership across authoritative manifest replacement, make weapon switching and combat/UI consumers read the same canonical object state, and carry the complete outbound player position frame across landblocks.
Route target-facing and mouse-look through the shared MovementManager and MotionInterpreter completion owner. Match retail input aggregation, toggle ordering, turn/sidestep remapping, per-axis hold keys, and synchronous movement publication without render-only heading state.
Initialize the live streaming origin from the first accepted canonical player Position, defer other projections until that origin exists, and retain logical entity identity through hydration.
Advance the project ledger from completed M2 to active M3, synchronize CLAUDE.md/AGENTS.md and durable memory, and record the next cast-lifecycle, spellbook/enchantment, and two-client portal gates.
Co-Authored-By: Codex <noreply@openai.com>
Late-bind radar snapshots to the canonical LiveEntityRuntime maps so the retained radar survives bootstrap and session replacement instead of capturing empty sentinels.
Route paperdoll drops through the retail AutoWield blocker transaction. Move conflicting held weapons, shields, explicit jewelry destinations, and mismatched ammo to the backpack one authoritative confirmation at a time; preserve compatible arrows when switching to melee.
Render mode-1 and no-degrade particle GfxObjs as their authored modern-pipeline meshes, retain Always2D billboards, interleave both paths back-to-front, balance emitter mesh ownership, and fail safely on corrupt DAT material metadata. This restores the closed apex on Armor Self/protection effects.
Retain Studio fixture controller lifetimes, add installed-DAT and adversarial regression coverage, synchronize retail research/divergence bookkeeping, and pass all three review tracks plus the full Release suite.
Co-Authored-By: Codex <noreply@openai.com>
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>
Preserve canonical live-object ownership across Hidden transitions and remote teleport placement so effects, collision, streaming, and targeting remain synchronized.
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>
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>
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>
Parse the complete PhysicsDesc plus F754/F755 packets, correct every PhysicsState bit, and gate all nine retail update channels with generation-safe immutable snapshots. Preserve ForcePosition, teleport, placement, velocity, parent, pickup, delete, and same-generation CreateObject ordering from the named client.
Separate accepted logical lifecycle notifications from retained UI qualities, make GUID replacement and session reset clear every projection exactly once, and add packet, wraparound, malformed-input, parent FIFO, canonical-position, reconnect, and GUID-reuse conformance coverage.
Co-Authored-By: Codex <noreply@openai.com>
Establish the executable-backed PhysicsDesc, sequence-gate, PhysicsScript, CreateBlocking, particle-anchor, projectile, and Hidden-state behavior before changing runtime code. Correct stale blocking/threshold claims and synchronize the project instructions with the current UI architecture and matching retail binary.
Add copyright-safe packet and DAT-container fixtures plus a failing installed-DAT conformance audit for projectile shapes, typed tables, recall motion, default scripts, and raw CreateBlocking inventory.
Co-Authored-By: Codex <noreply@openai.com>
Carry TerrainTex.TexTiling through the terrain atlas and upload a layer-indexed table to the modern bindless shader so base, overlay, and road textures repeat at retail scale. Keep alpha masks cell-scaled and preserve retail's verified source-level-zero high-detail selection.
Add the named-retail pseudocode, WorldBuilder/ACE/ACME cross-reference, adapter conformance tests, and inventory documentation so a future renderer migration keeps the contract.
Co-Authored-By: Codex <noreply@openai.com>
Parse retail PrivateUpdatePropertyInt64 and route authoritative Total/Available Experience through both local-player projections so Attributes, the level meter, and Skills refresh together. Preserve the existing retail XP curve and right-align the Total XP value.
Close the user-confirmed item-give gate for #216 and record the named-retail/ACE/holtburger conformance evidence.
Co-Authored-By: Codex <noreply@openai.com>
Preserve SmartBox drag-release coordinates, route the picked 3-D target through the retail AttemptPlaceIn3D policy, and send authoritative GiveObject requests with the selected stack quantity. Honor PlayerDescription's player secure-trade option and document the remaining trade-system boundary.
Co-Authored-By: Codex <noreply@openai.com>
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>
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>
Route untrained-skill promotion through DialogFactory with retail's exact prompt and stored skill/credit properties. Defer the character-sheet refresh until accept or reject completes while leaving trained-skill XP raises immediate.
Co-Authored-By: Codex <codex@openai.com>
Replace the single mutable confirmation service with retail's property-backed DialogFactory model: fresh DAT roots, context ids, queue groups, priority preemption, callback/close-notice ordering, and context cancellation. Route /die, server confirmation aborts, and guarded item use through focused semantic owners.
Co-Authored-By: Codex <codex@openai.com>
Translate suicide response 0x004A as retail's successful self-kill notice. Port /framerate onto the authored SmartBox FPS element with live two-decimal FPS and DEG values, keep diagnostic window chrome independent, and synchronize command-driven settings without discarding panel drafts.
Co-Authored-By: Codex <codex@openai.com>
Expand the typed client-command boundary across travel, character queries, local UI and layout controls, AFK and consent, emotes, friends, squelch and filters, and fill-components. Preserve retail packet layouts and queue ownership, import the confirmation dialog, and keep authoritative social state in Core.
Co-Authored-By: Codex <codex@openai.com>
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>
Port the retail m_bShortcutGhosted meaning instead of treating SetShortcutNum's boolean as peace versus war. Keep occupied shortcut numbers on the gold sheet in NonCombat, Melee, and Missile, reserve the gray sheet for Magic, and lock the four-mode matrix with conformance tests and corrected research.
Co-Authored-By: Codex <codex@openai.com>
Project PlayerDescription equipment through the same contained-by-wielder ownership and ordered contents index as live WieldObject updates. Preserve equip masks and priorities so retail GetObjectAtLocation selects Missile for an already-equipped crossbow instead of sending a server-rejected Melee request.
Co-Authored-By: Codex <codex@openai.com>
Pin each mouse-up to its original captured target before callbacks can hide a window or transfer capture. Classify double-clicks before dispatch, preserve replacement capture owners, and cover both re-entrant paths so jump/combat visibility changes cannot crash the UI root.
Co-Authored-By: Codex <codex@openai.com>
Import gmFloatyPowerBarUI LayoutDesc 0x21000072, teach the meter factory its stateful single-image shape, and project the movement-owned retail jump charge through a focused retained controller. Preserve authored resize constraints and state-managed visibility, with named-decomp pseudocode plus controller, movement, and production-DAT conformance coverage.
Co-Authored-By: Codex <codex@openai.com>
Add the three authored blue, yellow, and red sigil backgrounds and drive their visibility from player PropertyInt.AetheriaBitfield bits 1/2/4 at login and on live updates, matching gmPaperDollUI::UpdateAetheria. Include the sigil equip masks in the shared slot table and narrow AP-108.
Co-Authored-By: Codex <codex@openai.com>
Port the retail UIItem catalog path so every supported equipment location resolves its exact empty-state silhouette from live DAT. Share one definition table between equip behavior and presentation, wire runtime plus UI Studio, pin all 21 prototypes and surfaces, and retire AP-66.
Co-Authored-By: Codex <codex@openai.com>
Port ItemList_BeginDrag's select-before-waiting order so a direct press-drag shows the selection indicator on its first frame across inventory, paperdoll, and toolbar item lists.
Co-Authored-By: Codex <codex@openai.com>
Keep the persistent selection indicator above retail's waiting mesh, use the normal green accept circle for backpack-grid placement, and reserve the green drop-in arrow for bag-column containers as ItemList_DragOver does.
Co-Authored-By: Codex <codex@openai.com>
Keep retail's underlay-free m_pDragIcon separate from the full cell icon and reveal the authored ghost mesh on physical source cells for the complete drag lifecycle. This removes the backpack backing from the cursor and retires AP-47.
Co-Authored-By: Codex <codex@openai.com>
Clear retail AutoWield on the matching authoritative WieldObject instead of waiting for unrelated rollback bookkeeping to drain. This prevents a completed switch from consuming the next weapon activation locally, including crossbows.
Co-Authored-By: Codex <codex@openai.com>
Keep the retail inventory transaction busy until authoritative WieldObject confirms the requested weapon. This prevents rapid weapon changes from overlapping on ACE and rejecting otherwise valid items such as spears.
Co-Authored-By: Codex <codex@openai.com>
Preserve retail AmmoType from CreateObject and port BlocksUseOfShield so bow, caster, and two-handed switches remove incompatible shields, while mismatched missile ammo is also returned to the pack. Each blocker remains server-confirmed before AutoWield re-enters.
Co-Authored-By: Codex <codex@openai.com>