Commit graph

353 commits

Author SHA1 Message Date
Erik
82789eea88 fix(ui): restore effect detail scrolling
Reflow selected Helpful/Harmful spell descriptions through the retained retail text shaper, bind their authored 0x10000127 information scrollbar independently from the list scrollbar, and allow display-only text to consume wheel scrolling without becoming selectable.

Format Vitae recovery experience through retail's grouped integer presentation. Release build succeeds and all 5,832 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 13:28:18 +02:00
Erik
16c21e299c fix(ui): match retail vitae and character info
Restore Vitae's omitted penalty paragraph, replace the invented character summary with gmCharacterInfoUI's ordered report and property meanings, preserve authored translucent body surfaces, and initialize the end-session button in its visible Normal DAT state.

Release build and all 5,830 tests pass with five intentional skips. Connected visual gate pending.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 12:06:14 +02:00
Erik
d1d603105f fix(ui): complete retail indicator detail panels
Port the authored effect row template, remaining-time and selection details, synchronize the full gmPanelUI child geometry, and route the burden indicator to Character Information panel 3.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 11:36:43 +02:00
Erik
a96767ba6d feat(ui): share indicator detail panels
Port the authored Link Status, Vitae, and Mini Game detail roots and register every indicator page with retail's one-active gmPanelUI owner. Helpful/Harmful and the new pages now replace Inventory, Character, or Magic at one canonical window position while preserving the DAT restore-previous flag.

Correct the retail ping wire to its payload-free request/response, publish measured RTT, and port Vitae recovery XP from the live modifier and player properties. Keep transport packet-loss averaging and mini-game gameplay explicitly tracked under AP-110.

Release build and all 5,814 tests pass with five intentional skips. Connected visual gate pending.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 10:27:41 +02:00
Erik
52c529be86 feat(ui): port retail gameplay indicator bar
Promote all seven LayoutDesc 0x21000071 controls to retained buttons, drive link quality, effects, Vitae, and burden from live state, and route Character Information plus end-session confirmation through the shared UI owners. Keep network timing in WorldSession and pin retail thresholds, flash cadence, authored states, and action routing with focused conformance tests.

Release build and all 5,807 tests pass with five intentional skips. Connected visual gate pending.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 10:02:44 +02:00
Erik
06016014bc fix(ui): port retail window control feedback
Map synthetic move and resize affordances to the exact DAT cursors, make chat top chrome movable, and replace stale primary-panel height caps with a dynamic screen-edge constraint. This keeps the retained wrapper adaptation aligned with retail Dragbar/Resizebar behavior.
2026-07-17 09:40:08 +02:00
Erik
3f3cfdac30 fix(ui): share primary panel placement
Port gmPanelUI's persistent parent placement semantics across Inventory, Character, and Magic while preserving each imported child's content and resize policy. Synchronize typed retained-window handles so drag, switching, close/reopen, and layout persistence all observe one canonical location; keep effect panels independent.

User-verified in normal Release. Release build and all 5,770 tests passed with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 09:13:31 +02:00
Erik
124e046976 fix(runtime): align portal and movement presentation
Port retail portal viewport projection and reveal behavior, preserve outbound combat style, drive remote and local grounded movement from authored CSequence root frames, and reuse the local prepared pose so animation hooks advance once.

User-verified portal, observer movement, combat stance, and short-tap locomotion gates. Release build passed with 5,767 tests and five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 08:48:27 +02:00
Erik
e95f55f25b fix(portal): synchronize destination presentation state 2026-07-16 21:17:13 +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
bfb4b26dff fix(world): retire motion links at hidden transitions
Port CPhysicsObj::set_hidden's PartArray HandleEnterWorld boundary on both Hidden and UnHide. This strips linked recall/casting animations and aborts their pending completions before cell visibility changes, preventing spell-recall tails after portal travel without arrival resets or action classifiers.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
2026-07-16 07:39:34 +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
0eab7497c1 fix(spells): load complete retail DAT catalog
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>
2026-07-15 21:17:13 +02:00
Erik
09612f9981 fix(ui): resolve retail spell slot background
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>
2026-07-15 19:23:46 +02:00
Erik
e3605672bb fix(ui): restore retail magic shortcut bar
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>
2026-07-15 19:11:07 +02:00
Erik
0527325b25 fix(ui): render live component counts
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>
2026-07-15 18:11:02 +02:00
Erik
a1175e6aac feat(ui): port retail component book rows
Instantiate gmSpellComponentUI category and component entries from LayoutDesc 0x21000033 instead of synthesizing catalog rows. Preserve localized category titles, authored textures and geometry, live icon/count/desired bindings, selected-object synchronization, and retail's inclusive 0..5000 desired-level contract.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-15 17:38:24 +02:00
Erik
15bb61e05d fix(ui): share retail tab state binding
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>
2026-07-15 17:21:16 +02:00
Erik
1249ad03de fix(ui): match spellbook frame and tab alignment 2026-07-15 17:08:48 +02:00
Erik
16eb4844c1 fix(ui): keep spellbook tab captions above chrome 2026-07-15 17:02:14 +02:00
Erik
c918ccea06 fix(ui): retain compound spellbook button children
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>
2026-07-15 16:40:42 +02:00
Erik
ac2ca8f965 feat(ui): port retail spellbook interactions
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>
2026-07-15 16:26:30 +02:00
Erik
ad30c37a48 fix(ui): restore retail spell tabs and spellbook
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>
2026-07-15 15:54:11 +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
7b7ffcd278 fix(gameplay): reconcile wield ownership and target facing
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>
2026-07-15 08:19:23 +02:00
Erik
b26f84cc69 fix(ui): restore radar, retail wield switching, and protection meshes
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>
2026-07-14 20:52:45 +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
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
8a5d77f7f4 feat(net): port retail physics spawn and event timestamps
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>
2026-07-14 00:22:17 +02:00
Erik
bb5acab9e6 fix(rendering): restore retail terrain texture tiling
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>
2026-07-13 21:04:22 +02:00
Erik
84b7d2d7cd fix(ui): port live experience quality updates (#217)
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>
2026-07-13 20:43:48 +02:00
Erik
30d294506c feat(inventory): port retail item giving (#216)
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>
2026-07-13 20:28:48 +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
85980fe13f fix(ui): restore retail skill training confirmation
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>
2026-07-13 17:57:29 +02:00
Erik
66bdae7a83 feat(ui): port retail dialog factory lifecycle
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>
2026-07-13 16:30:05 +02:00
Erik
43f7c7807c fix #213: complete suicide and framerate presentation
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>
2026-07-13 15:50:47 +02:00
Erik
9ea579bdd0 feat(chat): port retail client command families
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>
2026-07-13 14:50:15 +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
5090aa7217 fix #212: preserve shortcut tint in physical combat
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>
2026-07-13 11:21:12 +02:00
Erik
e74efc5c06 fix #210: stabilize mouse-up capture ownership
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>
2026-07-13 10:27:27 +02:00
Erik
db03b4bda8 feat(ui): port retail jump power bar
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>
2026-07-13 10:22:12 +02:00