DrawBuildingLookIns had the same per-cell heavy Render pattern. Lift the opaque
shell Render out into one per-building batch (after that building's aperture
punches); keep the per-cell loop for transparent (skip-empty) + per-cell statics
/dynamics/particles. User-verified: no missing walls, look-in interiors correct.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Dense-town FPS root cause: DrawEnvCellShells called the heavy per-frame
EnvCellRenderer.Render once PER cell x opaque+transparent (~94 calls/frame,
24.75ms = 75% of GPU at Arwic). Batch opaque into one Render(Opaque, allCells)
(z-buffer order; per-instance CellId-keyed lighting => safe) + skip the
transparent Render for opaque-only cells, keep far->near for the rest.
Measured (Arwic, same facing, profiler on): cells 94 calls/24.75ms -> 1 call/
0.37ms; frame 34ms/29fps -> ~10ms/100fps p50.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Visual gate 2 (user): the "Slots" toggle caption was visible but unclickable.
Root cause (UiRoot.OnMouseDown/OnMouseUp): a left-press on a non-drag-source
widget inside a whole-window-Draggable frame (the inventory window's IA-12
drag) set _windowDragTarget; OnMouseUp then early-returned before emitting the
Click. So the paperdoll Slots button (the first plain button inside the
draggable inventory frame) never received its click. Chat/toolbar buttons
escape this — their frames aren't whole-window-draggable.
Fix (toolkit, root cause not band-aid): add UiElement.HandlesClick (a virtual
opt-out parallel to IsDragSource); UiButton overrides it true; OnMouseDown
routes a HandlesClick press to the widget (like CapturesPointerDrag) instead of
the window-drag, so OnMouseUp emits the Click. 2 regression tests lock it
(HandlesClick widget in a Draggable frame emits Click; a plain one doesn't).
Build + full App suite green (596, +2).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
DeferredApplyBacklog / ForceReloadCount / LastForceReloadDropCount, read by
GameWindow's [FRAME-DIAG] rollup. Diagnostic scaffolding (ACDREAM_WB_DIAG=1);
strip with the rest of [FRAME-DIAG] when the FPS work fully lands.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Visual gate 1 (user): the doll rendered but only the legs showed (camera
aimed at the model origin = the feet) and the Slots button was invisible.
- DollCamera: aim the look-at at mid-body (~0.95 m) and stand back ~3.7 m
so the whole ~1.9 m figure fits. (Size is a later retail-comparison
polish per the user.)
- PaperdollController: the Slots button (0x100005BE) is found + wired
(diagnostic confirmed armorSlots=9/9, viewport=UiViewport,
slotsButton=UiButton) but its dat element has no face sprite, so it drew
nothing. Give it a gold "Slots" caption (UiButton.Label, like chat Send)
via a new datFont param on Bind. Temporary [Slice2-paperdoll] diagnostic
logs the button rect + the found widgets (stripped at wrap-up).
Idle animation deferred to a focused follow-up (faithful idle needs a full
AnimatedEntity + Sequencer through the TickAnimations multi-branch path +
re-dress coordination — real integration risk vs the verified static doll).
Build + full App suite green (594).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
ApplyLoadedTerrainLocked makes zero DatCollection calls (all dats pre-read by
the worker into lb.PhysicsDats), and its other mutations are update-thread-only
or ConcurrentDictionary-safe, so the dat lock is unnecessary around it.
Removing it eliminates the measured 24ms-median / 88ms-p95 lockwait stall that
was the 30↔200 FPS swing. The worker still serializes its own dat reads on
_datLock; only the apply stops contending. Build + 1568 Core tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
ApplyLoadedTerrainLocked's six Get<T> sites now read from lb.PhysicsDats via
TryGetValue (loud-fail on a gather/apply id mismatch). Zero _dats.Get calls
remain in the apply. Behavior identical: same ids -> same cached dat objects
-> same surfaces/BSP/ShadowObjects. Lock removal is the next commit.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
BuildPhysicsDatBundle mirrors the apply's six Get<T> sites (LandBlockInfo,
EnvCell, Environment, building Setup, entity GfxObj, entity Setup) under the
worker's existing _datLock and attaches them to LoadedLandblock. Far tier
gets PhysicsDatBundle.Empty.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Drives the doll 3-D pass in a pre-UI hook (after the world passes, before
_uiHost.Draw), gated on inventory-open AND doll-view (the viewport widget's
Visible, set by the Slots toggle). RefreshPaperdollDoll clones the live
player entity (_entitiesByServerGuid[player]) into a DollEntityBuilder doll
with COPIED MeshRefs (frozen pose); re-dress is triggered by a dirty flag
set in OnLiveAppearanceUpdated (0xF625) — the C# analog of RedressCreature.
Correctness fix: the doll is passed in animatedEntityIds so the dispatcher
BYPASSES the Tier-1 classification cache (WbDrawDispatcher.cs:1142). Without
it, a re-dress (a new WorldEntity with the same fixed DollRenderId) would
serve the previous doll's cached batches and the new gear wouldn't appear.
Renderer disposed in the GameWindow teardown. Build + full App suite green
(594). Static doll (no idle animation yet — next slice). Visual gate next.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The C# analog of CreatureMode::Render: draws one re-dressed player clone
into a private FBO (RGBA8 + depth24-stencil8) with the fixed DollCamera +
one distant light (retail 0.3,1.9,0.65 @ 2.0), sealed in a GLStateScope so
it can't disturb world/UI GL state. frustum:null ⇒ the doll's synthetic
landblock is always visible ⇒ walked from entry.Entities and drawn from its
current MeshRefs (static pose; idle animation is a later slice).
Manages the FBO directly via GL (ManagedGLFramebuffer is unused/bitrotted
WB infra). UiViewport blit flips V (FBO bottom-left origin vs UI top-left)
so the doll isn't upside-down. Not yet wired — GameWindow hook is next.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Mirrors the palette/part-override mapping at GameWindow.cs:3390-3431 in a
testable static helper. Build() accepts plain (SubPaletteId, Offset, Length)
and (PartIndex, GfxObjId) tuples, builds PaletteOverride only when
subPalettes.Count > 0 (same gate as GameWindow), and poses the entity at
origin facing the viewer (191.367905° / +Z). Reserved synthetic guid
0xDA11D011 keeps the doll distinct from the live player and satisfies
EntitySpawnAdapter's ServerGuid != 0 guard. 7 new tests green; suite 594/0.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds ArmorSlotElementIds (the exact 9 ids gmPaperDollUI::ListenToElementMessage
flips per decomp 175674-175706) and PaperdollViewState (SlotView/DollVisible/
ArmorSlotsVisible/Toggle) as a nested public class on PaperdollController.
Wires ApplyView() into the constructor so the Slots button (0x100005BE) drives
armor-slot Visible and the doll viewport Visible on every click. Initial state
is doll-view (armor slots hidden). The doll viewport element (0x100001D5) is
bound as UiElement? so this slice stays independent of Slice 3's IUiViewportRenderer
seam; _armorSlots collects whichever of the 9 ids were found in the live layout.
Three new unit tests verify the id set, the default state, and the round-trip
toggle against the public PaperdollViewState surface only.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Removes the scenery-frame, building-reach, and stream-resid probes added during the
world-load/FPS deep-dive (all root-caused + fixed). Gated-off diagnostics only; no
behavior change. The fixes they found remain.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Terrain vertices are baked into the GPU relative to the render origin (_liveCenter),
which only moves on a teleport. A FAR jump unloads/reloads everything → fine. But a
NEARBY outdoor jump (e.g. (170,168)->(169,180), 12 landblocks) leaves the old and new
streaming windows overlapping, so StreamingRegion.RecenterTo KEEPS the ~330 overlapping
blocks (correct — they're in the new window) — yet they still hold vertices baked at the
OLD origin. The instant _liveCenter moves they render shifted by the jump distance: a
band of terrain hanging in the sky ("terrain in the sky" arcs). Confirmed by probe: every
stale slot was offset by EXACTLY deltaLB*192 ((-1,12)*192 = (-192,2304)), 330 of them
persisting after the hop.
Fix: StreamingController.ForceReloadWindow() — on an OUTDOOR teleport, SYNCHRONOUSLY drop
every resident landblock (render slot + physics + state) so none survives the frame stale,
then null the region so NormalTick re-bootstraps the whole window fresh at the new origin
(the near ring is priority-applied behind the fade; the rest streams). Called from
OnLivePositionUpdated's outdoor recenter branch; sealed dungeons keep PreCollapseToDungeon.
Verified live: the exact nearby hop that produced 330 stale slots now produces 0 across
the whole session, and the horizon is clean.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
User correction at the visual gate: the green "figure" in the paperdoll is
the LIVE 3D character (the doll — can be naked), NOT per-slot silhouettes.
The default view (Slots button OFF) = the doll + non-armor slots; pressing
Slots hides the doll and shows the armor slots. So the doll + the Slots
toggle are Slice 2 (the UiViewport); there are no per-slot silhouette sprites
to chase.
For Slice 1 (no doll yet) the right empty-slot look is simply a VISIBLE FRAME
so every slot position can be seen + used — which fixes the "I see only slots
with equipment, no empty slots" report. The earlier transparent (EmptySprite=0)
came from the stale silhouette assumption. PaperdollController now takes an
emptySlotSprite; GameWindow passes the inventory grid's empty square
(0x06004D20) for a consistent visible frame.
App suite 580 green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Three apparatus-confirmed fixes from the world-load/FPS deep-dive (all live-verified).
1. trees-in-sky — scenery ground-Z now samples THIS landblock's OWN heightmap
(TerrainSurface.SampleZFromHeightmap, lock-step with the physics terrain) instead
of the global PhysicsEngine.SampleTerrainZ query. At build time the landblock isn't
registered in physics yet, so that query could only return null OR a STALE
neighbour's height — the previous location's terrain, still registered after a
teleport recenter — planting scenery at the old altitude (+250..500m, confirmed via
the [scenery-z-stale] probe). Own-heightmap is correct in every case; the query is
removed. (GameWindow.BuildSceneryEntitiesForStreaming)
2. FPS per-hop — TickAnimations recovered each animated entity's server guid via an
O(N) ReferenceEquals reverse scan over ALL _entitiesByServerGuid (which never
evicts, so N climbs every teleport — the drops-with-each-hop sink). Replaced with
ae.Entity.ServerGuid: O(1), exact-equivalent (the dict key IS entity.ServerGuid).
(GameWindow.TickAnimations)
3. teleport arrival + bulk floating terrain — two streaming fixes:
- Near-ring eager-apply: a teleport applies the destination's 3x3 surroundings
(StreamingController.PriorityRadius) and holds the fade until they're resident
(PhysicsEngine.IsNeighborhoodTerrainResident), so the player arrives in a loaded,
collidable world instead of one landblock in the void.
- Immediate unloads: DrainAndApply no longer throttles UNLOADS at the per-frame
load budget — they're cheap (free GPU buffers, no upload). A teleport produced
~600 unloads draining at 4/frame, leaving the previous region resident for
seconds (floating terrain) and accumulating across rapid hops (951 resident vs a
625 window). Only GPU-upload LOADS are metered now. Cut out-of-window resident
650 -> 63 and resident 951 -> 688 (live-verified via [resid-audit]).
Includes gated-off diagnostic probes (ACDREAM_PROBE_SCENERY_FRAME / _BLDG_REACH /
_STREAM_RESID) used to root-cause the above — zero-cost when unset, same pattern as
the committed tp-probe.
The pre-existing teleport-induced "terrain arcs in the sky" (present in the dd2eb8b
baseline too, with NONE of this work) are a SEPARATE bug — investigated next.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds the _paperdollController field and PaperdollController.Bind(...)
call in the inventory-frame block alongside InventoryController, wiring
up the paperdoll equip slots with their icon composer and wield action.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Code-quality review on Task 5:
- I1: Concerns was unscoped (CurrentlyEquippedLocation != None) → an NPC's
wielded item (which also carries that wire field) triggered spurious full
repaints. Narrowed to (WielderId==p || ContainerId==p), matching
InventoryController; OnObjectMoved's from/to-player backstop still catches
unwield-into-a-side-bag. Populate's own scope already prevented wrong data;
this kills the wasted repaints.
- I2: replaced the dual-`index++` (assign-vs-skip) with a for-i loop;
SlotIndex = SlotMap position (= the drag payload's SourceSlot on unwield).
- M1/M2: comment that the cell's SpriteResolve + the discrete-slot accept/
reject ring (0x060011F9/F8, not the grid insert-arrow) are factory-provided.
- Added two behavioral tests: a live player wield repaints the slot
(ObjectMoved → Concerns → Populate); an NPC's wielded item never appears on
the doll (player-scoping).
- Synced the stale spec §4b/§6c/§8 to the Task-3 Option-1 reality (the
optimistic wield is ContainerId-based and does NOT write WielderId).
App suite 580 passed / 0 failed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Visual gate: moving an item within a bag reshuffled every item ("the order is
not set"). Root cause: insert-before set ONLY the dragged item's ContainerSlot
to N, colliding with the item already at N; the sort-by-slot tie then reordered
the whole grid on every repaint. Fix: MoveItemOptimistic now does a proper
index-based INSERT (shift the others, renumber 0..N-1 gapless) like retail's
ItemList_InsertItem, and HandleDropRelease uses the target's GRID INDEX
(SlotIndex) as the placement rather than its raw ContainerSlot. Regression test
pins the shifted, gapless order. Full suite green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Faithful port of retail UIElement_UIItem::UpdateCapacityDisplay (0x004e16e0):
each container cell (side bags + main pack) shows a vertical UIElement_Meter
(element 0x10000347, back 0x06004D22 / fill 0x06004D23) filled to
GetNumContainedItems / ItemsCapacity, clamped [0,1]; hidden for non-containers
(CapacityFill=-1). Drawn procedurally on UiItemSlot like the triangle/square
overlays (back full + front clipped bottom-up). Right-anchored flush to the cell
edge (visual gate: the dat X=26 sat ~5px off the right edge). Visually confirmed
2026-06-22. Divergence AP-59; polish deferred to ISSUES #146 (exact rect/anchor,
fill direction vs m_eDirection 0x6f, closed-bag lazy-load).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
acdream accumulated every CreateObject from every town visited and never pruned by
distance/time (only on server DeleteObject / respawn de-dup), so the entity tables +
the O(N^2) TickAnimations scan grew with each hop and sank FPS (confirmed in Release).
Faithful port of holtburger liveness.rs (ACE_DESTRUCTION_TIMEOUT_SECS=25,
CONSERVATIVE_VISIBILITY_DISTANCE_M=384): a world entity is evicted only after being
>384m AND outside the 3x3 landblock neighborhood for 25s continuous (arm-on-leave /
clear-on-return). Logic in a pure, unit-tested EntityVisibilityCuller; GameWindow
wires a 1Hz tick that snapshots the world entities + player and tears each evicted
guid down through the existing pruner. Player + held/equipped/contained items are
excluded (player by guid; inventory items never carry a world position so they never
enter the culled map). A re-created object starts fresh (deadline cleared on remove).
Skipped during a teleport hold (frozen player position). AD-32 registered.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The prior commit pinned 0x060011F4 from a research dat-dump of
GetDIDByEnum(0x10000004,7) — it rendered as a GREEN TILE (green slot, no
pack) at the visual gate. Dat-exported the candidates (AcDream.Cli
dump-sprite-sheet / export-ui-sprite): 0x0600127E is the 32x32 brown
backpack (user-hinted, PNG-confirmed). Swap the pinned literal; the
test + AP-51 register row updated to the visually-verified id. Container
type-underlay (green) + backpack base still composited via _iconIds.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The m_topContainer cell (0x100001C9) rendered blank (tex=0). Retail's
IconData::RenderIcons (0x0058d1ee) has an IsThePlayer() branch that draws a
CONSTANT backpack — m_idIcon = GetDIDByEnum(0x10000004, 7) = 0x060011F4,
m_itemType = TYPE_CONTAINER — NOT the player's body icon (the original AP-51
"equipped-pack weenie icon" premise was wrong). Compose that base over the
Container type-underlay via the existing _iconIds delegate. Verified vs decomp
(407546-407549) + IconComposer.GetIcon (base=arg2, type drives underlay) + a
live dat dump (map 0x25000008 index 7 = 0x060011F4). Test locks type+literal.
AP-51 reworded to the residual hardcoded-vs-runtime-resolve nuance (cf. AP-55).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Comment-only. (1) the InventoryController summary said "Read-only: no
container switching" — now live. (2) note the _openContainer 0-vs-playerGuid
sentinel equivalence so the dual main-pack path isn't mistaken for dead code.
No behavior change. Code-quality review verdict: APPROVED (ship to gate).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
T6 visual gate found three issues; probe pinned the roots.
- StreamingController.DrainAndApply: the priority hunt + outbox drain were gated
behind 'if (budget <= 0) return;' AFTER the deferred-buffer drain. During a
dungeon-exit expand (~600 completions) the buffer is always >= budget, so the
hunt never ran and the destination never priority-applied (APPLY stalled ~5s;
dest built +265ms but applied +6s). Restructured: priority hunt runs FIRST and
unconditionally. Indoor (single-LB collapse) was unaffected, which is why only
outdoor exits broke.
- Teleport timeout was a 600-FRAME count; the empty-world exit hold renders at
~1000fps so it fired in ~0.6s and force-placed into the skybox before the
expand finished. Now wall-clock (10s) — worldReady wins the race.
- Arrival facing: synced _playerController.Yaw to the server orientation via the
exact inverse of YawToAcQuaternion (ExtractYawFromQuaternion has a 270deg offset
vs our yaw). Previously only the render mesh got the rotation → camera/movement
faced the stale pre-teleport direction.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wires the dormant TeleportAnimSequencer as the transit driver: on PlayerTeleport
the player holds in PortalSpace behind a full-screen fade (FadeOverlay) until the
destination terrain is resident (TeleportWorldReady, gated on the priority-applied
landblock), then materializes (Place), and after the world fades back in regains
control + acks the server (FireLoginComplete). No movement resolves against the
empty world, so the outbound cell frame can't corrupt. Outdoor changes from
place-immediately back to hold-until-resident (now fast, not a band-aid).
- FadeOverlay: fullscreen NDC black quad, alpha = ShowTunnel ? 1 : FadeAlpha.
- Retires TeleportArrivalController + its 2 tests (TAS subsumes the driver role).
- Divergence register: AD-2 updated to the new mechanism; AD-31 (fade vs swirl).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Acceptance apparatus for the teleport-residency fix. ACDREAM_PROBE_TELEPORT=1
gates 5 log points with cross-thread TickCount64 timestamps + the _datLock
waited/held measurement. Stripped (or promoted) at verification (plan T6).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replace RemoveAt(0)-in-a-loop drain idiom with RemoveRange(0, i) in both
Step-1 deferred drain and the post-found deferred drain inside DrainAndApply,
making each an O(N) single shift instead of O(N²) on the render-thread hot path.
Add PriorityNeverArrives_noThrow_noLoss_noDoubleApply test: sets a priority id
that never appears in the outbox, ticks several times, asserts no throw, no
loss of the non-priority completions, and no double-apply (applied count ==
completions enqueued). Comment above the priority-hunt explains the failure
mode: completions relocate to _deferredApply while the hunt is active and drain
at per-frame budget until the caller clears PriorityLandblockId.
Restyle test 2 to use named constructor arguments and break the compressed
lambda onto readable lines (matches test 1 style).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds PriorityLandblockId (uint, default 0) + _deferredApply buffer.
DrainAndApply now: (1) applies up to budget from the deferred buffer,
(2) when PriorityLandblockId != 0, hunts the worker outbox in chunks
applying the priority LB immediately on match and buffering any
non-priority items drained past it for later frames,
(3) falls back to normal drain when no priority is set or not found.
Extracts ApplyResult(result) + ResultLandblockId(result) helpers so
both the priority and normal paths share identical side-effects.
No existing behaviour changes on the non-priority path.
21 streaming tests pass (19 existing + 2 new priority-apply tests).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Visual gate (2026-06-22) showed the side-bag/main-pack empty cells drawing yellow
triangles. Root cause: the frame-first heuristic grabbed the 36x36 container
prototype's DirectState child 0x06005D9C — which is the open/SELECTED-container
triangle indicator, NOT a background frame — and stamped it onto every empty cell.
Fix: drop frame-first; FindIconEmpty resolves the inner m_elem_Icon ItemSlot_Empty
THROUGH BaseElement inheritance (0x1000033F -> 0x10000340 -> base 0x1000033E ->
0x1000033B -> 0x06000F6E), so containers get the dark slot background matching the
inventory. Pin test now asserts exact ids (0x06004D20 contents / 0x06000F6E
containers) — the old structural-only assertion let the wrong-but-valid 0x06005D9C
pass (Opus review Minor 2, now vindicated). The triangle + green/yellow selection
square is deferred to container-switching (AP-56 reworded). Full suite green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Inventory contents grid / side-bag / main-pack cells now render the retail
pack-slot empty art (dat cell template via ItemListCellTemplate) instead of the
generic toolbar square. Divergence rows AP-55 (toolbar still hardcoded) + AP-56
(flat single-sprite cell vs retail''s layered prototype).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Ports UIElement_ItemList::InternalCreateItem (0x004e3570) attribute lookup to a
testable static helper. The 0x1000000e property is an EnumBaseProperty (not
DataIdBaseProperty as the spec anticipated) — discovered by runtime reflection and
confirmed against the live dat. Pinned sprite ids from real-dat test:
contents (0x100001C6): 0x06004D20
side-bag (0x100001CA): 0x06005D9C
main-pack (0x100001C9): 0x06005D9C
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
User-tested: the Slice 2 'hold outdoor until landblock loaded' gate made
EVERY outdoor teleport a ~10 s freeze, because the destination landblock
does NOT load fast during the hold (lbs=0 the whole time — the #138
streaming gap + _datLock starvation from the CreateObject flood). The hold
was band-aiding a broken/slow foundation rather than fixing it, and it never
actually prevented the #145 edge cascade anyway (it force-snapped onto
NO-LANDBLOCK after the timeout regardless).
Reverts ad8c24e..c880973 to the pre-Slice-2 state (00ef47e): outdoor places
immediately again (fast teleports). The genuine bug found along the way —
IsLandblockLoaded queried the wrong key form (& 0xFFFF0000 vs the stored
| 0xFFFF) — is preserved in the history (c880973) and will be re-applied when
we re-introduce a proper hold ON A FIXED FOUNDATION.
Decision (user, 2026-06-21): fix the foundation FIRST — fast/complete
streaming during teleport (#138), the post-teleport lost-collision bug, and
the FPS leak (Work item C) — then revisit the teleport-flow animation. Slice 1
(the pure TeleportAnimSequencer) stays in (dormant, unwired, harmless).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The contents grid now pads empty slot frames up to the main-pack capacity
(player ItemsCapacity, default 102 per retail "up to 102 items"), so the pack
reads like retail's fixed 102-slot grid you scroll through — not just the loose
items. Mirrors the side-bag column padding. Three existing grid tests updated
for the now-padded count; new test covers the 102-pad.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Drag the bottom edge to expand the inventory and see more of the pack
(ResizeX=false + ResizableEdges=Bottom blocks horizontal resize). The contents
grid + its gm3DItemsUI sub-window + scrollbar + the backdrop stretch vertically
(Left|Top|Bottom); the paperdoll + side-bag column stay pinned at the top
(Left|Top). The grid's ViewHeight grows → more rows + the scrollbar thumb ratio
(view/content) reflects how much is left to scroll. Min = dat default (expand
only for now); max = 560. Visually confirmed: scroll + resize work.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wrap the gmInventoryUI content in the universal 8-piece beveled chrome (same
UiNineSlicePanel as vitals/chat/toolbar), so the inventory has a proper window
frame like every other window. The frame is the draggable window + the F12-
toggled registered window; the dat content sits inside it offset by the border.
Reused as the base for the vertical-resize step next.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Root cause of the "grid escapes the window when scrolled" bug: UiElement.
DrawSelfAndChildren runs ApplyAnchor on every child AFTER OnDraw, which captured
each cell's scroll-0 position and reset Top to it every frame, fighting
LayoutCells' scroll offset. Cells are laid out procedurally by the list, so they
must be exempt — AddItem now sets cell.Anchors = None, making LayoutCells the
sole authority. Regression test reproduces the anchor-pass interaction (the unit
tests missed it by calling LayoutCells in isolation, never the draw traversal).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>