Lands the working A8 indoor-rendering and streaming fixes accumulated this
session. User has verified these visually to some degree (e.g. lifestone /
translucent meshes confirmed fine under the FrontFace flip; bridge / wall /
collision regressions confirmed fixed after travel); not every path has been
exhaustively gated. The cellar-flap defect remains OPEN and will be solved
the retail-faithful way via a dedicated brainstorm (see handoff docs).
Rendering core (reviewed, high confidence):
- EnvCellRenderer SSBO stride fix: upload packed Matrix4x4[] (64B) instead of
the 80B CPU InstanceData struct the shader never expected — fixes the
transform/texture "explosion" for any draw with >1 instance (cells that
dedupe to a shared cellGeomId). Real root cause.
- WB-style global FrontFace(CW) + per-batch CullMode carried through the MDI
layout (GroupKey + BuildIndirectArrays + DrawIndirectRange split into
same-cull runs with absolute uDrawIDOffset per run).
- EntitySet partitioning (IndoorPass / OutdoorScenery / LiveDynamic) +
WorldEntity.BuildingShellAnchorCellId so building shells scope to their
dat-derived building cell instead of rendering everywhere.
- RenderOutsideInAcdream (look into buildings from outside) +
CollectVisiblePortalBuildings frustum cull of portal bounds.
- Sky-when-inside-building + per-cell audit probe + GL-state probe.
Streaming / perf (test-covered; not independently code-reviewed this session):
- Near/far priority queues so near work wins over far; PromoteToNear carries
full landblock + mesh data; LandblockEntriesWithoutAnimatedIndex avoids
rebuilding the animated-lookup dict in the hot draw path. Fixes the
bridge-not-appearing / missing-walls / broken-collision-after-travel
regressions and improves post-transition FPS.
Tooling + docs:
- tools/A8CellAudit: offline dat cell/portal/building dumper (portals +
buildings modes) — reproduces the cellar-flap investigation with no launch.
- docs/research cellar-flap root-cause + option-2 handoff (the didInsideStencil
double-duty finding + the WB-recursive design decision + brainstorm prompt),
entity-taxonomy, replan, issue-78 visibility investigation.
Diagnostics retained on purpose: ACDREAM_A8_DIAG_* gates, portal_stencil.vert
provisional pos.w clamp, and the probe families are kept (env-var gated, zero
cost when off) because the pending option-2 cellar-flap brainstorm needs them.
Strip in the option-2 ship commit.
Indoor branch stays behind ACDREAM_A8_INDOOR_BRANCH=1 (default off = pre-A8
visual). Build green; App tests + Core (streaming/dispatcher/loader) tests pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds a bool flag at the WorldEntity data layer set by LandblockLoader from
the source dat array: LandBlockInfo.Buildings → true (cottage walls, inn
walls, smithy walls); LandBlockInfo.Objects → false (trees, lampposts,
rocks, hitching posts).
Retail anchor: CLandBlock::init_buildings reads a separate BuildInfo**
array from objects (acclient.h:31893 num_buildings / buildings field;
acclient_2013_pseudo_c.txt:313854 init_buildings entry). WorldBuilder
preserves the same distinction via SceneryInstance.IsBuilding
(StaticObjectRenderManager.cs:334). Today acdream's loader reads both
arrays into the same WorldEntity pool with no tag, destroying the
distinction (the comment at GameWindow.cs:5175 already acknowledges this
gap for scenery suppression). This commit closes the gap.
Render-time consumption arrives in R2 (EntitySet partition refactor).
Two new LandblockLoader tests lock the tagging behavior.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds AabbMin/AabbMax (per-entity world-space bounding box) and AabbDirty
flag to WorldEntity. RefreshAabb() recomputes the box from Position ±5 m
(DefaultAabbRadius). SetPosition() writes Position and marks the cache
dirty so the dispatcher calls RefreshAabb on first read rather than
carrying stale bounds.
AabbDirty defaults to true on construction — freshly-built entities have
zero AabbMin/AabbMax until RefreshAabb is called. Two new conformance tests
verify the ±5 m geometry and the dirty/clean state machine.
Per Phase A.5 spec §4.6 Change #2.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Resolves Adjustment 4 (Option A): WorldEntity now carries the server-
sent AnimPartChange data as PartOverrides and a HiddenPartsMask bitmask.
EntitySpawnAdapter.OnCreate populates AnimatedEntityState from these
fields at spawn time. GameWindow's CreateObject handler converts the
network-layer AnimPartChange records into lightweight PartOverride
structs.
This unblocks Task 22: the WbDrawDispatcher can now resolve per-part
GfxObj overrides and hidden-part suppression from entity state.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Adds the first on-screen HUD for the dev client plus today's mouse-control
refinements. Also lands yesterday's scenery-alignment changes that were
left uncommitted in the working tree.
Overlay:
- BitmapFont rasterizes a system TTF via StbTrueTypeSharp into a 512x512
R8 atlas at startup (Consolas on Windows, DejaVu/Menlo fallbacks)
- TextRenderer batches 2D quads in screen-space with ortho projection;
one shader + two draw calls (rect then text) for panel backgrounds
under glyphs
- DebugOverlay composes info / stats / compass / help panels on top of
the 3D scene; toggles via F1/F4/F5/F6; transient toasts for key events
- DebugLineRenderer and its shaders (carried over from the scenery work)
are properly committed in this commit
Controls:
- Per-mode mouse sensitivity (Chase 0.15, Fly 1.0, Orbit 1.0); F8/F9 to
adjust the active mode multiplicatively (x1.2)
- Hold RMB to free-orbit the chase camera around the player; release
stays at the new angle (no snap-back)
- Mouse-wheel zooms chase distance between 2m and 40m
- Chase pitch widened to [-0.7, 1.4] so mouse-Y tilts both ways from
the default neutral angle
Scenery alignment (carried from yesterday's session):
- ShadowObjectRegistry AllEntriesForDebug + Scale field
- SceneryGenerator uses ACViewer's OnRoad polygon test + baseLoc +
set_heading rotation
- BSPQuery dispatchers accept localToWorld so normals/offsets transform
correctly per part
- TransitionTypes.CylinderCollision rewritten with wall-slide + push-out
- PhysicsDataCache caches visual-mesh AABB for scenery that lacks
physics Setup bounds
Port ACME's EnvCellManager portal visibility system:
- New CellVisibility class: BFS portal traversal from camera cell,
portal-side clip-plane test, FindCameraCell with grace period
- LoadedCell data populated during streaming (portals, clip planes,
world/inverse transforms, local AABB from CellStruct vertices)
- WorldEntity.ParentCellId tags interior entities for filtering
- InstancedMeshRenderer.Draw accepts optional visibleCellIds set —
interior entities whose parent cell isn't visible are skipped
- Conditional depth clear between terrain and static mesh when
camera is inside a cell (ACME GameScene.cs pattern)
When camera is outdoors, all interiors render (visibleCellIds=null).
When camera enters a building, only BFS-reachable cells render.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
ROOT CAUSE: MarkPersistent(chosen.Id) stored the SERVER GUID (e.g.
0x5000000A) but RemoveLandblock checked entity.Id which is the LOCAL
sequential counter (e.g. 42). Different number spaces → never matched
→ persistent rescue never triggered → player entity lost on unload.
Fix:
- Added WorldEntity.ServerGuid field (0 for dat-hydrated scenery)
- Live entity spawn sets ServerGuid = spawn.Guid
- RemoveLandblock checks entity.ServerGuid against _persistentGuids
- MarkPersistent still stores the server GUID (correct)
This bug has been reported across multiple sessions as "character
disappears when walking far." The neverCullLandblockId fix only
prevented frustum culling but didn't prevent the entity from being
removed from the render list entirely.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Makes NPCs and other server-spawned entities actually move and
transition animations based on the live server feed. Before this,
Phase 6.6/6.7 only parsed the messages and fired events that nothing
consumed, so NPCs stayed frozen at their CreateObject spawn point
playing one idle cycle forever.
Changes:
- GameWindow now keeps a parallel _entitiesByServerGuid dictionary
built at CreateObject hydration time so motion / position updates
can find the target entity by its server guid.
- WorldEntity.Position and Rotation become get/set (like MeshRefs did
in Phase 6.4) so the position-update handler can reseat an existing
entity in place without reallocating MeshRefs.
- OnLiveMotionUpdated re-resolves the cycle via MotionResolver using
the server's new (stance, forward-command) override and either
swaps the AnimatedEntity's current cycle or removes it from the
animated set if the new pose is static.
- OnLivePositionUpdated translates the new landblock-local position
into acdream world space (same math as CreateObject hydration) and
writes it back onto the entity.
Subscriptions are added alongside the existing EntitySpawned hook so
the three handlers run synchronously on the UDP pump thread, matching
the existing pattern.
194 tests green (98 Core + 96 Core.Net).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Phase 6.1-6.3 resolved the right cycle and rendered its first frame
as a static pose. Phase 6.4 actually walks the cycle over time so
creatures, characters, and props animate their idle motion — the
breathing the user noticed was missing after Phase 6.1.
MotionResolver gains GetIdleCycle() returning IdleCycle(Animation,
LowFrame, HighFrame, Framerate). The existing GetIdleFrame() now
shares a private ResolveIdleCycleInternal helper, so the resolution
algorithm (motion-table override, stance/command priority, fallback)
is identical for both entry points and stays in one place.
WorldEntity.MeshRefs becomes a get/set so the per-frame tick can
swap in fresh per-part transforms without rebuilding the entity.
Static decorations never get touched.
GameWindow keeps a Dictionary<entityId, AnimatedEntity> for entities
whose motion table resolved to a multi-frame, non-zero-framerate
cycle. AnimatedEntity caches a per-part template (gfxObjId +
surfaceOverrides + scale) snapshot taken from the hydration pass so
the tick doesn't redo AnimPartChange/TextureChange resolution every
frame — only the per-part transform matrices are recomputed.
OnRender calls TickAnimations(dt) before Draw. The tick advances each
entity's CurrFrame by dt*Framerate, wraps it inside [LowFrame, HighFrame],
samples the corresponding AnimationFrame, and rebuilds the entity's
MeshRefs by composing scale → quaternion rotate → translate per part
in the same order SetupMesh.Flatten uses, then baking the entity's
ObjScale on top in the same PartTransform * scaleMat order as the
hydration path.
160 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Implements the other half of ObjDesc: SubPalettes (palette-range
overlays) that repaint palette-indexed textures with per-entity color
schemes. Ported algorithm from ACViewer Render/TextureCache.IndexToColor
after the user pointed out I was prematurely implementing from scratch
instead of checking all the reference repos.
The Nullified Statue of a Drudge sends (setup=0x020007DD with a drudge
GfxObj animPart replacing part 1, plus 2 texChanges targeted at part 1,
plus 1 subpalette id=0x04001351 offset=0 length=0). The TextureChanges
swap fine detail surfaces; the SubPalette with length=0 ("entire palette"
per Chorizite docs) remaps the drudge's flesh-tone palette to stone.
Without this commit, the statue looked like a normal flesh drudge
because palette-indexed textures decoded with the base flesh palette.
Added:
- Core/World/PaletteOverride.cs: per-entity record carrying
BasePaletteId + a list of (SubPaletteId, Offset, Length) range
overlays. Documents the "offset/length are wire-scaled by 8"
convention and the "length=0 means whole palette" sentinel.
- WorldEntity.PaletteOverride nullable field. Per-entity (same across
all parts), in contrast to MeshRef.SurfaceOverrides which is per-part.
- TextureCache.GetOrUploadWithPaletteOverride: new entry point that
composes the effective palette at decode time. Composite cache key
is (surfaceId, origTexOverride, paletteHash) so entities with
equivalent palette setups share the GL texture.
- ComposePalette: ports ACViewer's IndexToColor overlay loop:
for each subpalette sp:
startIdx = sp.Offset * 8 // multiply back from wire
count = sp.Length == 0 ? 2048 : sp.Length * 8 // sentinel
for j in [0, count):
composed[j + startIdx] = subPal.Colors[j + startIdx]
Critical detail: copies from the SAME offset in the sub palette, not
from [0]. Both base and sub are treated as full palettes sharing an
index space.
- StaticMeshRenderer.Draw: three-way switch on (entity.PaletteOverride,
meshRef.SurfaceOverrides) picks the right TextureCache path:
- Both → palette override (it handles origTex override internally)
- Only tex override → GetOrUploadWithOrigTextureOverride
- Neither → plain GetOrUpload
- GameWindow.OnLiveEntitySpawned: builds PaletteOverride from
spawn.BasePaletteId + spawn.SubPalettes when the server sent any.
Reference note: the user asked "but I mean THIS MUST BE IN WORLDBUILDER"
which was the right push. WorldBuilder is actually a dat VIEWER and its
ClothingTableBrowserViewModel is a 10-line stub — it doesn't apply
palette overlays because it doesn't need to. The actual algorithm lives
in ACViewer (a MonoGame character viewer), which I should have checked
earlier. CLAUDE.md updated with a standing rule: always cross-reference
all four of references/ACE, ACViewer, WorldBuilder, Chorizite.ACProtocol,
plus holtburger. A single reference can be misleading; the intersection
is usually the truth.
Tests: 77 core + 83 net = 160, all green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>