Commit graph

1850 commits

Author SHA1 Message Date
Erik
8457bf0006 docs(D.2b-A): window manager implementation plan
4-task TDD plan for Sub-phase A: UiRoot named-window registry
(Show/Hide/Toggle/BringToFront) + raise-on-click + F12 wiring of the
existing ToggleInventoryPanel action to a throwaway placeholder inventory
window that Sub-phase B replaces. Divergence handled by extending IA-12.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 21:28:50 +02:00
Erik
8f30585cb0 docs(D.2b-A): window manager + F12 inventory toggle design spec
Sub-phase A of the window-manager → inventory → paperdoll arc. A named-
window registry on UiRoot (Show/Hide/Toggle/BringToFront) + raise-on-click
+ wiring the EXISTING InputAction.ToggleInventoryPanel (already F12-bound,
retail-faithful) through OnInputAction, toggling a throwaway placeholder
inventory window that Sub-phase B replaces with the real gmInventoryUI.

Cross-check correction vs the handoff: retail's inventory key is F12, not
I (I = Laugh emote per retail-default.keymap.txt:246). Reuses the existing
action, so no new keybind — rebindable via the Settings panel.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 21:21:29 +02:00
Erik
a391b86a2e docs(handoff): window manager → inventory window → paperdoll (next D.2b arc)
Frames the next core-panels work for a fresh session, after B.1 (drag spine) +
B.2 (toolbar reorder/remove + wire) + toolbar collapse merged this session.
Three sub-phases in order: (A) minimal window manager (open/close + I-key toggle;
UiHost has no open/close API today, windows are always-on); (B) inventory window
(Stream C, synthesis §4 — UiItemList grid + sub-window mount + wire gaps +
InventoryController; the drag SOURCE that closes B.2's drag-from-inventory via a
SourceKind==Inventory branch in ToolbarController.HandleDropRelease); (C) paperdoll
UiViewport (Type 0xD) + Core→App IUiViewportRenderer seam, heaviest, last. Spell
bar deferred. Reuse the shipped spine/ShortcutStore/wire. Paste-able new-session
prompt + MEMORY index line inside.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 20:38:41 +02:00
Erik
abbd97bc7d Merge branch 'claude/hopeful-maxwell-214a12'
# Conflicts:
#	docs/ISSUES.md
2026-06-20 20:32:21 +02:00
Erik
14443e5c27 fix(ui): D.2b — collapsed toolbar left black pillars + draggable below the bar
Two bugs from the visual gate, same dump-confirmed cause: row 2 is an 11-element
band (left edge-piece 0x100006B6 + 9 slots 0x100006B7..BF + right edge-piece
0x100006C0, all at content-y 90), but SecondRow hid only the 9 slots — so the two
edge-pieces kept drawing as black pillars below the collapsed bar. And toolbarRoot
(ClickThrough=false, full height) still caught clicks below the collapsed frame →
walked up to the Draggable frame → phantom window-move.

Fix: SecondRow now hides the full band (B6..C0); toolbarRoot.ClickThrough=true so
its children (slots/indicators) still get hits children-first but its empty/below
regions fall through (no phantom drag) — same pattern as the chat content panel.
The slots are edge-flag 0 = Left|Top fixed, so nothing reflows. Build green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 18:52:49 +02:00
Erik
89a2a2857a test(ui): D.2b — cover ResizeRect maxH clamp (Bottom + Top edges)
Spec §6 test 3 — the maxH clamp is the load-bearing path for the toolbar collapse; the implementer updated the existing ResizeRect tests' signatures but didn't add the clamp-verification cases.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 18:37:33 +02:00
Erik
f74e017509 feat(ui): D.2b — toolbar collapse-to-one-row (bottom-edge snap resize hides/shows row 2)
UiElement.MaxHeight + ResizableEdges mask; UiCollapsibleFrame snaps height to the nearer
of {collapsed,expanded} and toggles row-2 visibility; GameWindow computes the two heights
from the layout + top-anchors the content. Amends IA-17. UiNineSlicePanel unsealed to
allow subclassing.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 18:33:35 +02:00
Erik
e58be3f030 docs(D.2b): toolbar collapse-to-one-row design spec
User request: the toolbar frame resizes vertically between one row (row 2
hidden, minimum) and two rows (shown), SNAPPING between the two stops; default
expanded. Small toolkit feature: UiElement.MaxHeight + a ResizableEdges mask
(bottom-edge-only) + a UiCollapsibleFrame (snaps height to the nearer stop and
ties row-2 visibility to it in OnTick) + the GameWindow mount (compute the two
heights from the layout, top-anchor the content so row 1 never reflows). Retail's
real mechanism is keystone.dll (no decomp) + the dat stacks both rows always —
so this is a toolkit UX from the user's retail observation; amends IA-17.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 18:25:46 +02:00
Erik
049a099123 docs(register): correct TS live-row count (31 → 32, pre-existing undercount)
The final B.2 review found the TS header undercounted: there are 32 contiguous
rows (TS-1..TS-32) but the header read "31". The base already undercounted (said
"32" with 33 rows TS-1..TS-33); deleting TS-33 with a literal 32→31 decrement
preserved the off-by-one. Set the header to the verified actual count.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 15:59:14 +02:00
Erik
ff3592ec25 refactor(core): D.5.3/B.2 — move ShortcutStore to Core.Items (decouple Load from the wire type)
Matches the ClientObjectTable model-placement convention; Load now takes (slot,objGuid) pairs so
the store has no Core.Net dependency. + self-drop wire-count assert + comment fix.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 15:50:33 +02:00
Erik
250f7827be feat(ui): D.5.3/B.2 — toolbar reorder/remove via ShortcutStore + wire + green-cross overlay
ToolbarController is now the LIVE drag handler:
- OnDragLift: removes the source slot from ShortcutStore, sends
  RemoveShortcut (0x019D) wire immediately (retail remove-on-lift model).
- HandleDropRelease: evicts occupant from target (RemoveShortcut),
  places dragged item (AddShortcut 0x019C), bumps evicted item into
  the vacated source slot if empty (swap path); off-bar release leaves
  the lift's removal standing.
- Populate() now lazy-loads ShortcutStore from the PD shortcut list on
  first call; store is authoritative thereafter.
- IsShortcutGuid() uses the store (O(18)) when loaded, falls back to
  scanning _shortcuts() in the pre-PD window.
- All 18 slot cells now get DragAcceptSprite=0x060011FA (green cross,
  distinct from the inventory ring 0x060011F9).
- GameWindow.Bind wired: sendAddShortcut + sendRemoveShortcut lambdas
  forwarded to _liveSession?.Send*().
- Divergence register: AP-47 Divergence+Risk cells updated (opacity
  corrected, underlay-backing framing improved). TS-33 row deleted
  (stopgap retired). Section header 32→31 rows.
- Tests: HandleDropRelease_isInertStub removed; 5 new B.2 tests added
  (lift removes + sends, swap sequence, empty-target place, self-drop
  re-adds, green-cross sprite). 24/24 ToolbarController tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 15:33:23 +02:00
Erik
41bb70c11a feat(ui): D.5.3/B.2 — spine: drag-lift hook + ghost snapshot (full opacity) + drop-on-hit-only
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 15:22:27 +02:00
Erik
a497cc631e test(core): D.5.3/B.2 — move ShortcutStoreTests to Core.Net.Tests (Rule 6) + cosmetic cleanups
- Move ShortcutStoreTests from AcDream.Core.Tests to AcDream.Core.Net.Tests (Rule 6:
  tests live in the project matching the layer under test; ShortcutStore is Core.Net)
- Replace fully-qualified System.Buffers.Binary.BinaryPrimitives. with BinaryPrimitives.
  in the two new BuildAddShortcut tests (file already has `using System.Buffers.Binary`)
- Add `using System;` to ShortcutStore.cs; change System.Array.Clear → Array.Clear
  (matches sibling file style, no behavior change)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 15:18:35 +02:00
Erik
745a92bbae feat(core): D.5.3/B.2 — ShortcutStore + AddShortcut/RemoveShortcut wire + senders
ShortcutStore lands in AcDream.Core.Net.Items (not AcDream.Core.Items) because
it depends on PlayerDescriptionParser.ShortcutEntry; placing it in AcDream.Core
would create a circular dependency (Core.Net already references Core). The test
lives in AcDream.Core.Tests which gets Core.Net transitively via App.

BuildAddShortcut signature corrected from the old (seq, slotIndex, objectType,
targetId) 4×u32 layout to the retail ShortCutData wire format confirmed in the
action-bar deep-dive: Index(u32), ObjectId(u32), SpellId(u16), Layer(u16).
The old BuildAddShortcut_ThreeFields test is replaced by two new tests that
verify both item and spell shortcut packing.

WorldSession gains SendAddShortcut / SendRemoveShortcut following the
SendChangeCombatMode sender pattern.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 15:09:58 +02:00
Erik
7193bed309 docs(D.5.3/B.2): toolbar shortcut drag implementation plan
Bite-sized TDD plan, three slices: (1) Core ShortcutStore + the AddShortcut
0x019C/RemoveShortcut 0x019D wire (rename BuildAddShortcut to the real
Index/ObjectId/SpellId/Layer fields; SendAddShortcut/SendRemoveShortcut); (2)
spine extensions (OnDragLift hook; ghost snapshotted at BeginDrag at full
opacity; FinishDrag delivers a drop only on a real hit); (3) ToolbarController
as the live handler (store-driven Populate w/ lazy-load; green-cross FA overlay;
OnDragLift removes + HandleDropRelease places + bumps displaced→source; wire
actions injected from GameWindow). Amends AP-47, deletes TS-33. Spec + plan
preapproved; executing subagent-driven next.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 15:05:02 +02:00
Erik
19f1b8b614 docs(D.5.3/B.2): toolbar shortcut drag interactivity design spec
From the user's visual-gate feedback + a retail decomp trace this session.
Retail's model is remove-on-lift / place-on-drop / no-restore (confirmed:
RecvNotice_ItemListBeginDrag 0x004bd930 → RemoveShortcut 0x004bd450 at lift;
HandleDropRelease 0x004be7c0 places + bumps displaced → source; off-bar drop
leaves it removed). This unifies the user's points 3/4/5 into one mechanism.

Verified the drop sprite against client_portal.dat: 0x060011F9 = green RING
(inventory), 0x060011FA = green CROSS (toolbar) — user was right.

Scope (toolbar-internal; drag-from-inventory is Stream C): spine extensions
(lift hook on IItemListDragHandler; ghost snapshotted at BeginDrag at full
opacity so it survives the source emptying; FinishDrag delivers a drop only on
a real hit, off-bar = nothing); a mutable 18-slot ShortcutStore; ToolbarController
as the live handler (OnDragLift removes; HandleDropRelease places + bumps); the
AddShortcut 0x019C / RemoveShortcut 0x019D wire (fix the BuildAddShortcut param
names; SendAddShortcut/SendRemoveShortcut on WorldSession); green-cross overlay.
Amends AP-47 (ghost now full opacity), retires TS-33 (real wire replaces the stub).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 14:57:31 +02:00
Erik
acdefc2e21 fix(ui): D.5.3/B.1 — dragging a toolbar item moved the window instead of the item
Found at visual verification: an occupied UiItemSlot sits inside the Draggable
toolbar frame (UiNineSlicePanel.Draggable=true), so UiRoot.OnMouseDown's FindWindow
returned the frame and the window-move branch won — press+drag on a slot moved the
whole bar instead of picking up the item. The slot wasn't CapturesPointerDrag (that
path is for self-driven text-selection and suppresses the BeginDrag promotion), and
UiRoot had no path for "a drag-source inside a draggable window."

Fix: add UiElement.IsDragSource (virtual, default false); UiItemSlot overrides it to
`ItemId != 0` (occupancy-gated). UiRoot.OnMouseDown now prioritizes IsDragSource over
window-move — an OCCUPIED slot starts the item drag (promotes to BeginDrag on >3px),
an EMPTY slot falls through to the IA-12 whole-window-drag so the bar stays movable
by its empty cells / chrome. UiRoot stays item-agnostic (reads only the bool). This
REDUCES divergence (occupied cells now drag like retail) within IA-12's umbrella — no
new register row.

Regression tests reproduce the LIVE topology (slot inside a Draggable frame); the
earlier RootWithBoundSlot tests put the slot directly under the root, so they could
not catch it. Full suite 493 pass / 0 fail / 2 skip.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 14:26:53 +02:00
Erik
1e53820dd7 docs(issues): #142 — empty item-slot press+drag+release emits a Click (latent)
Filed from the B.1 spine code review. No-op today (toolbar Clicked guards
ItemId!=0); deliberately NOT guarded with a speculative _dragCancelled bit
(would make item-slots differ from every other widget + guess at retail).
Verify retail's empty-cell press+move+release before changing.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 13:12:48 +02:00
Erik
35ebb3c8f0 test(ui): D.5.3/B.1 — strengthen toolbar drag-handler test coverage
Cover OnDragOver ObjId==0 reject branch, make HandleDropRelease inertness assertion meaningful (populate first), and assert DragHandler/SourceKind on the bottom row too. Test-only; addresses code-review coverage gaps.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 13:06:00 +02:00
Erik
3d04f61451 feat(ui): D.5.3/B.1 — toolbar drag handler stub + spine wiring (TS-33)
Implements Task 4 of the drag-drop spine: ToolbarController now satisfies
IItemListDragHandler. The ctor loop wires RegisterDragHandler(this) on every
slot list and stamps Cell.SlotIndex + Cell.SourceKind=ShortcutBar, matching
retail's gmToolbarUI::PostInit/RegisterItemListDragHandler pattern. OnDragOver
accepts any non-empty payload (TS-33 stub; eligibility gate is Stream B.2).
HandleDropRelease logs and returns (no AddShortcut 0x019C / RemoveShortcut
0x019D wire yet). Three new B.1 xUnit tests cover handler registration, accept,
and inert-stub semantics. All 490 app tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 13:00:20 +02:00
Erik
595c4bdac4 feat(ui): D.5.3/B.1 — UiRoot payload injection + cursor drag ghost (AP-47)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 12:51:01 +02:00
Erik
1672eaa620 feat(ui): D.5.3/B.1 — UiItemSlot drag source + drop target + accept/reject overlay
- UiElement: two new virtuals GetDragPayload()/GetDragGhost() (default null)
  keep UiRoot item-agnostic; any leaf can opt into drag by overriding these.
- UiItemSlot: SlotIndex + SourceKind properties for payload identity; two
  overrides return ItemDragPayload / icon ghost when the slot is occupied.
  FindList() walks the parent chain to locate the owning UiItemList and its
  registered IItemListDragHandler.
- UiItemSlot.OnEvent: MouseDown now just consumes the press; use-item fires
  on Click (mouse-up) so a drag doesn't also trigger the use-item callback.
  DragEnter → ask handler, set Accept/Reject overlay. DragOver → reset to
  None (fires on leave). DropReleased → clear overlay + dispatch to handler
  when Data0 == 1 (accepted). DragBegin consumed (source).
- OnDraw: accept/reject sprite overlay drawn last, guarded on id != 0 to
  avoid the resolve(0)-→-magenta footgun.
- ToolbarControllerTests: Click_emitsUseForBoundItem changed from MouseDown
  to Click to match the new dispatch.
- 12 new DragDropSpineTests pass; full suite 481/483 (2 pre-existing skips).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 12:40:53 +02:00
Erik
9d483468d9 feat(ui): D.5.3/B.1 — drag payload + handler interface + UiItemList registration
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 12:34:21 +02:00
Erik
24ce8a0b5e docs(D.5.3/B.1): drag-drop spine implementation plan
Bite-sized TDD plan for Stream B.1, four tasks matching the spec slices:
 1. ItemDragPayload + ItemDragSource + IItemListDragHandler + UiItemList
    handler registration.
 2. UiElement GetDragPayload/GetDragGhost virtuals + UiItemSlot drag source
    + drop target + accept/reject overlay; use moves MouseDown->Click (fixes
    the existing ToolbarControllerTests.Click test in-task to stay green).
 3. UiRoot payload pull + cancel-on-null + cursor ghost (AP-47).
 4. ToolbarController stub handler + spine wiring (TS-33) + registration tests.

Exact code, commands, and the AP-47/TS-33 register rows inline. Plan + spec
preapproved by the user; executing subagent-driven next.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 12:31:37 +02:00
Erik
2de9cc1c19 docs(D.5.3/B.1): drag-drop spine design spec
Stream B.1 of the 2026-06-18 handoff — the shared widget-level drag-drop
infra that both shortcut-drag (B) and the inventory window (C) sit on.

Four design decisions confirmed with the user this session:
1. Payload = typed ItemDragPayload record snapshotted at drag-begin
   (ObjId/SourceKind/SourceSlot/SourceCell); SourceContainer derived at
   drop from ClientObjectTable (single source of truth).
2. Cursor ghost painted by UiRoot via a generic UiElement.GetDragGhost()
   hook — keeps UiRoot item-agnostic; floats above all windows.
3. Cell (UiItemSlot) is the drop-target hit unit + accept/reject overlay
   owner, delegating the decision + dispatch UP to its parent UiItemList's
   registered IItemListDragHandler (faithful to retail cell->ItemList_DragOver
   ->m_dragHandler; scales to the inventory N-cell grid).
4. PR ships infra + a visible toolbar STUB handler (logs, no wire) so the
   ghost/overlay/dispatch are confirmable this session; AddShortcut/Remove
   wire is Stream B.2.

Retail-grounded: InqDropIconInfo flags (&0xE==0 fresh / &4 reorder, reject
state 0x10000040) confirmed live at gmToolbarUI 0x004bd162; the cell
begin-drag/CatchDroppedItem/RegisterItemListDragHandler chain at decomp
229344/229744/230461. Planned register rows: AP-47 (ghost reuses full icon
at reduced alpha vs retail m_pDragIcon) + TS-33 (toolbar drop stub pending
B.2). No new wire format in the spine itself.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 12:23:44 +02:00
Erik
f7f3e0887b docs(lighting): indoor lighting regime handoff — file #142 (windowed-interior regime) + #143 (portal dynamic light)
Clean handoff for the next M1.5 "indoor world feels right" session, picking up
the two indoor-lighting gaps the user spotted at the #140 visual gate.

#142 (PRIMARY): windowed-building interiors + look-ins read "like outdoors".
Root cause grounded: retail's lighting regime is per-DRAW-STAGE (PView::DrawCells
draws ALL EnvCells in the useSunlightSet(0) interior stage — torch-lit, no sun,
regardless of SeenOutside), while acdream's is a per-FRAME global keyed on the
player's cell (playerInsideCell). So acdream's windowed interiors (SeenOutside)
+ look-ins stay in the outdoor regime. This is the AP-43 residual surfaced.
Fix direction: make sun+ambient per-draw like AP-43's torches (design fork laid
out for a brainstorm). Resolves AP-43.

#143 (SECONDARY): portal swirl casts no light. acdream registers only static
Setup.Lights; the portal is a retail DYNAMIC light (add_dynamic_light ->
minimize_envcell_lighting). Fix: register a dynamic LightSource for portals.

Handoff doc carries the verified retail decomp (useSunlightSet/PView::DrawCells
stages), current acdream line refs, the three gaps, the fix fork, validation
plan, and DO-NOT-RETRY. Neither issue is a regression from #140.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 12:17:59 +02:00
Erik
31d7ffd253 merge: bring main (A7 lighting Fix A–D + UN-7 + #140 Fix D) into the D.5 branch
Integrates main's 19 commits (A7 outdoor/indoor torch lighting Fix A/B/C/D,
GlobalLightPacker, shader updates, UN-7) under the D.5 toolbar/item-model stack
(D.5.1/D.5.2/D.5.4/D.5.3a). Auto-merged cleanly except docs/ISSUES.md.

Conflict resolved: both lineages used #140 for different issues. Kept main's
#140 = "A7 Fix D" (resolved); renumbered the toolbar/selected-object issue to
#141 (note added; this branch's commits/spec still reference #140 — immutable).
The register auto-merged (AP-46 cites file:line, not #140; UN-7 keeps #140=Fix D).

Build + full suite green on the merged tree (2,713 passed / 4 skipped).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 12:01:20 +02:00
Erik
711c2ea688 docs(D.5.3a): #140 — health+name+flash done & visually confirmed
Selected-object meter health half passed the visual gate (2026-06-20): name on
the black band, attackable-only health gate, UpdateHealth-driven bar, green flash,
no magenta. Mana (0x100001A2) + stack entry/slider (0x100001A3/A4) remain deferred.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 09:39:42 +02:00
Erik
07965852e0 chore(cli): UI-debug apparatus — mock-selbar, dump-edges, crop, probe
Standalone AcDream.Cli subcommands built during the D.5.3a visual gate, kept as
reusable UI/sprite/framebuffer debugging apparatus (alongside the existing
export-ui-sprite / dump-sprite-sheet / render-vitals-mockup tools):
- mock-selbar: composite the selected-object health bar (back + fill at fractions)
- dump-edges: print a sprite's first/last column RGB at every row
- crop: crop + nearest-upscale a region of a PNG (zoom into a framebuffer dump)
- probe: print the RGB of a pixel block from a PNG

Dev-only (reached via explicit args[0]); no game-runtime impact.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 09:37:29 +02:00
Erik
8f627cce0e fix(D.5.3a): selected-object meter visual-gate fixes (name, gate, flash, magenta)
Visual gate against retail surfaced several fidelity gaps in the selected-object
strip; all fixed and user-confirmed. Faithful to gmToolbarUI::HandleSelectionChanged
(acclient_2013_pseudo_c.txt:198635) + RecvNotice_UpdateObjectHealth (:196213).

- UiMeter.DrawHBar: guard each slice on `id != 0` BEFORE resolve. resolve(0)
  returns the 1x1 magenta placeholder with a non-zero GL handle, so the single-
  image meter (caps id=0) was drawing 1px magenta caps at the bar's ends. The
  3-slice vitals meter (all ids set) was unaffected. (the magenta-lines bug)
- SelectedObjectController: meter visibility is now UpdateHealth-driven (shown when
  health is known for the selected guid — HasHealth at select or HealthChanged),
  not shown-on-select; brief green selection flash via Tick revert; overlay floated
  above the meter so the flash isn't hidden by the bar; name top-aligned into the
  bar sprite's black band (NameBandHeight) with the bar below.
- GameWindow.IsHealthBarTarget: gate the health bar on the server PWD bits
  BF_ATTACKABLE (0x10) | BF_PLAYER (0x8) — friendly/vendor NPCs and attackable
  Doors (Misc type) are name-only; players/monsters get the bar. Replaces the
  too-loose IsLiveCreatureTarget. Wired SelectedObjectController.Tick in OnUpdate.
- CombatState.HasHealth(guid): distinguishes a known health value from the 1.0
  default, so a re-selected already-assessed target shows its bar immediately.
- TextureCache.GetOrUploadRenderSurface: resolve the surface's DefaultPaletteId
  so paletted (P8/INDEX16) UI sprites decode instead of falling to magenta.
- ToolbarController.HiddenIds: also hide 0x100001A3 (stack-entry box) — retail
  hides it in HandleSelectionChanged; it was rendering as a stray black box.

Divergence register: AP-47 (meter-visible timing) retired (now faithful); AP-46
rewritten to the BF_ATTACKABLE/BF_PLAYER gate approximation. Full suite green
(2,688 passed / 4 skipped). User-confirmed: name on top, NPC name-only, monster
bar on assess, green flash, no magenta.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 09:37:15 +02:00
Erik
c83fd02642 merge: bring main (UN-7, #140 filing, D.2b UI rows) into A7 Fix D round-2 branch
Resolves the divergence-register conflict: kept the accurate per-VERTEX AP-35
(Fix A shipped per-vertex; main's row was the stale pre-Fix-A per-pixel text),
kept main's UI rows AP-37..AP-42, and renumbered this branch's torch-gate row
AP-37 -> AP-43 (AP-37 was taken by main's LayoutDesc row). AP count 41 -> 42.
Retargeted the AP-37 references in WbDrawDispatcher + the CHECKPOINT to AP-43.
Marked ISSUES #140 RESOLVED (b7d655b) with the corrected root cause.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 09:29:53 +02:00
Erik
b7d655bce7 fix(lighting): A7 Fix D round 2 — outdoor objects get NO torches (retail useSunlight gate) (#140)
The Holtburg meeting-hall facade washed out warm/bright vs retail. The round-1
checkpoint blamed torch REACH (acdream Falloff 6×1.3=7.8m vs a supposed retail
Falloff 4). That theory is WRONG, and this commit fixes the real cause.

Empirical (HoltburgTorchFalloffProbeTests, headless dat dump via the production
LightInfoLoader): the orange entrance torch (setup 0x020005D8) is raw dat
Falloff 6 and acdream reads it FAITHFULLY — there is no Falloff-4 torch anywhere
in Holtburg. Both clients read the same dat float, so reach was never inflated.

Decomp (read verbatim + corroborated by an independent adversarial workflow):
retail's per-object torch binder minimize_object_lighting (0x0054d480) is gated
in RenderDeviceD3D::DrawMeshInternal (0x0059f398) by `if (Render::useSunlight == 0)`.
The outdoor landscape stage runs useSunlightSet(1) (PView::DrawCells 0x005a485a,
before LScape::draw), so the building EXTERIOR shell — drawn via
DrawBlock→DrawSortCell→DrawBuilding→CPhysicsPart::Draw→DrawMeshInternal — is lit
by SUN + ambient ONLY; torches are SKIPPED. The static bake
(SetStaticLightingVertexColors 0x0059cfe0) is EnvCell-only. So retail NEVER
torch-lights outdoor objects. This exactly explains the isolation test (object
point lights OFF → building matches retail).

Fix: WbDrawDispatcher.ComputeEntityLightSet gates per-object torch selection on
the object being INDOOR (ParentCellId is an EnvCell, (id&0xFFFF)>=0x0100) via the
pure predicate IndoorObjectReceivesTorches. Outdoor objects (building shells with
null ParentCellId, outdoor scenery, outdoor creatures) keep the all-(-1) light
set ⇒ sun + ambient only = retail. The indoor "no sun" half is already handled by
the global sun-kill when the player is inside a cell (UpdateSunFromSky). No
dungeon regression: EnvCell statics get ParentCellId set (keep torches).

Divergence register: AP-37 (residual: acdream keys sun/torch on the object's own
cell + a per-frame player-inside sun-kill, vs retail's per-draw-stage useSunlight;
only matters for through-doorway look-ins). The round-1 CHECKPOINT got a RESOLVED
banner correcting the reach theory.

Tests: WbDrawDispatcherTorchGateTests (7), HoltburgTorchFalloffProbeTests (dat
dump). App 280/1skip, Core 1486/2skip green. Held at the visual gate — not merged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 23:56:49 +02:00
Erik
1e6fbff9bc docs(lighting): A7 Fix D round-2 CHECKPOINT — real cause is object torch REACH (#140)
Same-instant cdb proved acdream ambient (0.447) == retail (0.4465) and time/sun match,
so the building/character over-brightness is NOT the bake/wrap/EnvCell/clamp (D-1..D-4,
all correct but off-target) — those light the wrong surfaces. The Holtburg building
exterior is a mode-0 OBJECT (IsBuildingShell, not an EnvCell). Isolation (object point
lights gated OFF) made it match retail => cause is the torch REACH being too long
(acdream range 7.8 = Falloff 6x1.3 vs retail 5.2 = Falloff 4x1.3), flooding the small
facade. OPEN: confirm same-torch Falloff acdream-vs-retail before tightening the reach.
Diagnostic shader hack reverted (tree clean); D-1..D-4 kept. Branch not merged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 23:22:50 +02:00
Erik
6636e50c2a feat(D.5.3a): selected-object meter — Health bar + name on the action bar
Port of gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198635).
When the player selects a world object the action bar's bottom strip shows the
object name + (for player/pet/attackable targets) a live Health meter; deselect
clears it. Mana (#140) + stack slider deferred.

- SelectedObjectController (new): clear-then-populate on selection change; sets
  name (UiText child, VitalsController pattern), overlay state (ObjectSelected /
  StackedItemSelected via UiDatElement.ActiveState), shows the health meter and
  sends QueryHealth for health targets. Subscribes via a delegate seam (no
  GameWindow coupling).
- GameWindow: _selectedGuid field -> SelectedGuid property + SelectionChanged
  event (fires on actual change only); 3 write sites converted, reads untouched.
  All selection-write paths (LMB pick, Tab/Q, despawn-clear via Tick()) run on
  the render thread, so the event-driven UI mutation is single-threaded.
- WorldSession.SendQueryHealth (0x01BF) — wraps SocialActions.BuildQueryHealth.
- DatWidgetFactory.BuildMeter: handle the single-image toolbar meter shape
  (back-track on the element's own DirectState, fill on one Type-3 child). The
  sprites go in the TILE slot (DrawMode=Normal tiles to full bar geometry per
  UIElement_Meter::DrawChildren) — a left-cap assignment would gap/clamp a
  sub-140px sprite. Vitals 3-slice path unchanged.
- ToolbarController.HiddenIds: A1 (health) now owned by SelectedObjectController;
  A2 (mana) + A4 (stack) stay hidden (deferred) so their dat back-tracks don't
  render as stray empty bars.

Adversarial Opus review found + fixed: the mana-meter orphan (A2 left unhidden)
and the meter tile-vs-cap render bug (C1). Divergence rows AP-46 (health gate
approximation: IsLiveCreatureTarget vs IsPlayer||pet||attackable) + AP-47
(meter shown on select vs on UpdateHealth reply). Spec §5 corrected.

Build + full test suite green (2,684 passed / 4 skipped). Health meter render
fidelity (full-width fill + fraction mapping) pending the user's visual gate.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 22:47:24 +02:00
Erik
e8562fc4e2 docs(D.5.3a): spec + plan — selected-object meter (Stream A)
Brainstormed design for the action bar's bottom strip: name + Health meter
on selection (mana deferred #140). Decisions: SelectionChanged via property
setter; send QueryHealth(0x01BF) on select. Grounded in retail
gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198635) —
clear-then-populate, overlay state 0x1000000b, health gate
IsPlayer||pet||attackable. Render-bug fix is BuildMeter-only (single-image
back+fill meter; UiMeter already renders it).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 22:19:14 +02:00
Erik
0980bea48d fix(render): A7 Fix D D-3/D-4 — two-path lighting (objects plain-Lambert+sun, EnvCell wrap+no-sun) (#140)
mesh_modern unified all meshes into one calc_point_light path: it applied the
bake's half-Lambert wrap to objects (lighting character backs from a torch behind
them) and added the sun to EnvCell building shells (warm facade wash). Retail
splits these: objects = hardware plain Lambert max(0,N.L) + sun; EnvCell walls =
baked wrap, dynamics only, NO sun (minimize_envcell_lighting). Add a per-draw
uLightingMode (WbDrawDispatcher=0 object, EnvCellRenderer=1 envcell) selecting the
angular term (wrap vs plain Lambert) and gating the sun. Per-light cap + D-1 clamp
unchanged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 21:38:30 +02:00
Erik
d400bc6105 docs: handoff — finish the action bar (selected-object meter + shortcut drag) + start the inventory/paperdoll window
Next D.2b-UI work after D.5.4. 3 streams (spell bar deferred): selected-object
meter, shortcut drag/add/reorder/remove, inventory+paperdoll window. Current-code
anchors + dependency graph + build order + brainstorm questions.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 21:29:04 +02:00
Erik
156dc453c9 docs(register): AP-35 drop false equivalence; AP-16 retarget to per-object/cell 8-light cap — A7 Fix D
AP-35: the "numerically equivalent" claim was false. Residual is now two
parts: (a) per-frame GPU evaluate vs retail's bake-once (architecture/perf
difference only; formula matches), and (b) SelectForObject 8-cap means a
surface reached by >8 point lights is dimmer than retail's uncapped bake.
Cross-references AP-16 for the cap ownership.

AP-16: the old "global nearest-8 viewer-distance into UBO" description was
stale — the UBO point-light path is now vestigial (mesh_modern.vert skips
posAndKind.w!=0 entries; point lights come exclusively from the per-object
SSBO binding 5). Retargeted to the current SelectForObject per-object/cell
8-cap mechanism with correct file:line (LightManager.cs:234), both call
sites (ComputeEntityLightSet + GetCellLightSet), and the retail oracle
distinction (hardware cap 0x0054d480 faithful; bake 0x0059cfe0 not).
Preserved the UBO-directional-only note inline rather than losing it.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:54:34 +02:00
Erik
b57a53edc4 docs(register): correct AP-35 (per-vertex+wrap+norm ported, point sum clamped) — A7 Fix D
Fix A (aa94ced) moved point lighting to per-vertex Gouraud and ported the
half-Lambert wrap + norm distance attenuation. Fix D D-1 added the separate
point-light accumulator clamped to [0,1] matching retail's
SetStaticLightingVertexColors bake clamp.

AP-35 previously stated the path was per-pixel (mesh_modern.frag:52) and
that wrap + normalization factor were "neither ported" — both wrong. Rewrite
to reflect current state: per-vertex in mesh_modern.vert (pointContribution),
wrap + norm ported, point sum clamped. Residual is architecture-only (per-
frame GPU evaluate vs retail bake-once), not a visual divergence.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:47:09 +02:00
Erik
c62da825fe fix(render): A7 Fix D D-2 — EnvCell shell binds its own per-cell light set (#140)
The cell shell read whatever light set (SSBO 4/5) WbDrawDispatcher last left
bound, lighting walls with a leaked set. EnvCellRenderer now uploads its own
binding=4 global lights (frame PointSnapshot via GlobalLightPacker) + a binding=5
per-instance set, computed per cell by LightManager.SelectForObject over the
cell's world bounds (mirrors _cellIdToSlot + WbDrawDispatcher.ComputeEntityLightSet).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:35:33 +02:00
Erik
cf62793304 fix(render): A7 Fix D D-1 — clamp the point-light sum on its own (#140)
accumulateLights folded ambient+sun+torches into one accumulator clamped only
in the frag, so a few warm intensity-100 torches blew walls/objects to white.
Mirror retail SetStaticLightingVertexColors: sum point/spot into pointAcc, clamp
to [0,1] (the baked emissive), THEN add ambient+sun, frag final-clamps. Matches
LightBake.ComputeVertexColor (LightBakeConformanceTests). Per-light cap unchanged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:29:45 +02:00
Erik
39c70f00aa test(lighting): lock the bake contract on golden torches (A7 Fix D oracle)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:26:52 +02:00
Erik
180b4af2a9 refactor(lighting): extract GlobalLightPacker (shared binding=4 layout) — A7 Fix D prep
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:25:11 +02:00
Erik
ad53180190 docs(plan): A7 Fix D implementation plan — 5 tasks (#140)
Task-by-task TDD plan: (1) extract GlobalLightPacker (Core, pure) + test + refactor
WbDrawDispatcher; (2) lock the bake contract via LightBake conformance test on the
captured golden torches; (3) D-1 clamp the point-light sum on its own in
mesh_modern.vert; (4) D-2 EnvCellRenderer binds its own per-cell light set (SSBO 4+5)
via SelectForObject over cell bounds; (5) correct register AP-35 + reconcile Fix B.
Concrete code + exact insertion points; visual verification is the acceptance gate.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:15:36 +02:00
Erik
c407104ab9 docs(lighting): A7 Fix D investigation RESOLVED + implementation spec (#140)
Resolve the Fix D contradiction with decomp (workflow wf_f660eb88 + adversarial
verify) + 4 live cdb captures. The D3D-FF model was the WRONG oracle: retail has
TWO light systems — STATIC torches BAKE into wall vertices (calc_point_light,
triple-clamped: range gate + per-channel min(scale*color,color) + per-vertex
[0,1] from black), DYNAMIC lights go D3D hardware. The captured intensity=100 is
the purple PORTAL (magenta, dynamic), not a wall torch. Ground truth: 38 static
warm torches (orange (1,0.588,0.314)/cream, intensity=100, falloff 3-5) + 2 dynamic.

acdream over-brightness = two confirmed bugs: D-1 mesh_modern.vert folds
ambient+sun+torches into one UNCLAMPED accumulator (single frag clamp) -> warm
blowout; D-2 EnvCellRenderer never binds SSBO 4/5 so the cell shell reads a leaked
light set. Spec: D-1 in-shader clamp-split (clamp the torch sum on its own before
ambient/sun); D-2 bind the shell's own per-cell light set (mirror WbDrawDispatcher);
LightBake.cs is the C# conformance oracle. Adds the 4 reusable cdb capture scripts.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:08:27 +02:00
Erik
6eb0fbde46 test(D.5.4): lock creature Name/Type resolution via ClientObjectTable.Get (spec §8)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:08:19 +02:00
Erik
85a2371e11 docs(D.5.4): roadmap shipped + divergence register (event model + deferred parent pre-queue)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:03:28 +02:00
Erik
a33e897400 perf(D.5.4): toolbar re-binds only on shortcut-guid object changes; clear on remove
Now that the object table holds ALL entities (creatures, NPCs, world objects),
filtering ObjectAdded/Updated/Removed to the 18 shortcut guids prevents the bar
from thrashing on every creature spawn in a busy zone.

Also subscribes to ObjectRemoved so a despawned/traded-away item clears its slot
(matching retail gmToolbarUI::SetDelayedShortcutNum's deferred-bind contract).

Four new unit tests (iconIds spy pattern) verify: non-shortcut ObjectAdded/Removed
do NOT invoke Populate; shortcut ObjectAdded deferred-binds; shortcut ObjectRemoved
clears the slot. 2671 tests, 4 skipped, 0 failures.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 16:57:04 +02:00
Erik
a9d40addac refactor(D.5.4): retire _liveEntityInfoByGuid; selection resolves from ClientObjectTable
The one weenie table now holds every object's name+type, so the redundant
Name+ItemType dictionary is gone (retail: one weenie_object_table).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 16:48:13 +02:00
Erik
50cee50df1 refactor(D.5.4): delete EnrichItem (superseded by Ingest merge-upsert)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 16:42:58 +02:00