The central runtime for every client-visible scripted effect server
triggers via PlayScript (opcode 0xF754) — spell casts, emote
gestures, combat flinches, AND lightning flashes during storms.
Previously acdream parsed PhysicsScript from the dat (via DRW) but
had no runner; the PlayScript stub in ParticleSystem.cs was a
no-op.
Decompile provenance (`docs/research/2026-04-23-physicsscript.md`,
`docs/research/2026-04-23-lightning-real.md`):
FUN_0051bed0 — play_script(scriptId) public API — resolves the
dat id, queues into the owner's ScriptManager list.
FUN_0051be40 — ScriptManager::Start — alloc 16-byte node
{startTime, script*, next}.
FUN_0051bf20 — advance one hook, schedule next fire by next
hook's StartTime.
FUN_0051bfb0 — per-frame tick: while head.NextHookAbsTime ≤
globalClock, fire via vtable dispatch.
Port choices:
- Flat List<ActiveScript> vs retail linked list — iteration is
simpler, N is small.
- Scripts keyed by (scriptId, entityId) — replay replaces instead
of stacking, matches retail's "play_script on the same obj
doesn't double-schedule".
- Anchor world pos cached at Play() time — good enough for
short-lived effects (lightning, spell casts). Callers that
need fresh positions for long emote animations can Play()
again each frame (idempotent).
- Constructor takes Func<uint, PhysicsScript?> resolver so tests
don't need DatCollection; production uses the DatCollection
overload that wraps Get<PhysicsScript> with null-on-fail.
- CallPESHook recurses Play() with Pause baked into the
sub-script's StartTimeAbs. Matches retail semantics where
nested scripts fire on the NEXT tick (list iteration order).
Diag: ACDREAM_DUMP_PLAYSCRIPT=1 logs every Play() and every fire as
[pes] lines. Use this to identify the actual script IDs your ACE
server is sending so we can confirm the lightning pipeline when the
server sends a strike.
Test coverage (9 new tests, all passing):
- unknown script returns false, zero id silent-ignore
- hooks fire in order at their scheduled times
- entityId + anchor pass through to sink
- replay same (scriptId, entityId) replaces, doesn't stack
- different entities run independently
- StopAllForEntity cancels that entity's scripts only
- CallPES nested spawn semantics (fires next tick)
- CallPES with Pause delays correctly
No GameWindow wiring yet — Phase 6b handles the 0xF754 packet
handler and Phase 6c plugs the runner into the frame loop.
Build + 742 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User-observed regression 2026-04-23: acdream spawned rain particles
when retail showed no rain at the same server tick. Root cause: my
Phase 3e shortcut mapped DayGroup.Name = "Rainy" → WeatherKind.Rain →
rain particle emitter. That's not what retail does.
Parallel decompile research confirms:
- Agent A (2026-04-23-physicsscript.md): PhysicsScript runtime lives
at FUN_0051bed0 → FUN_0051bfb0, runs per PhysicsObj; sky calls it
from NOWHERE.
- Agent B (2026-04-23-sky-pes-wiring.md): FUN_00508010 (sky render
loop) never reads SkyObject.DefaultPesObjectId — the field is dead
at render time. Rain/snow particles in retail come from a separate
camera-attached weather subsystem that has NOT yet been located.
So the correct behavior is: DayGroup name should only drive
fog/ambient tone (via keyframes, already in the Snapshot path),
never spawn particle emitters. Any retail-faithful particle rain
belongs to a future phase once we find the camera-attached weather
subsystem driver.
Change: MapDayGroupNameToKind now maps all weathery substrings
(storm/snow/rain/cloud/overcast/dark/fog) → Overcast — fog-only
visuals, no particle spawn. Clear names stay Clear. The Rain, Snow,
Storm enum values remain and are still accessible via ForceWeather()
for debug overrides.
Tests updated (WeatherSystemTests): the name→kind theory now expects
Overcast for Rainy/Snowy/Stormy variants.
Also commits the four research docs from this session's parallel
hunt: PhysicsScript dat+runtime, sky↔PES wiring (negative finding),
lightning timer (negative finding — agent #3), fog on sky
(positive: retail applies fog to sky geometry).
NOTE on lightning: agent #3's research only ruled out the CLIENT-SIDE
RANDOM TIMER hypothesis for lightning. User confirms retail does have
visible lightning + thunder. A follow-up agent (#5, in flight as of
this commit) is hunting the real mechanism — PlayScript opcode,
SetLight PhysicsScript hooks, AdminEnvirons side effects, or the
weather-volume draw. This commit does NOT attempt to port lightning.
Build + 733 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Ran a live memory probe against retail acclient.exe (new tool:
tools/RetailTimeProbe/) to read the TimeOfDay struct at
DAT_008ee9c8 and compare against our computed values. The decompile
agent's identification of TimeOfDay+0x10 as "SecondsPerDay (int
copy)" turned out to be WRONG — the live value is **360**, which is
GameTime.DaysPerYear.
The retail FUN_00501990 LCG seed is:
seed = Year × (*+0x10) + DayOfYear
= Year × DaysPerYear + DayOfYear
= flat "total days since epoch" day-index
Our previous Phase 3c port passed 7620 (DayLength in ticks) as the
multiplier, producing seed=883,967 against retail's seed=41,807 —
completely different LCG outputs, completely different DayGroup
picks. That's why the user's retail kept showing stormy/rainy while
acdream showed sunny/clear (or vice versa) even after Phases 3c.1
and 3f aligned Year and DayOfYear.
Also confirmed by the probe:
- EpochBase / ZeroTimeOfYear = 3600 ✓ Phase 3f already correct
- BaseYear / ZeroYear = 10 ✓ DerethDateTime.ZeroYear
- Year=116, DayOfYear=47 ✓ our AbsoluteYear / DayOfYear
- SecondsPerDay float (+0x0C) = 7620 ✓ DayTicks
- SecondsPerYear = 2,743,200 ✓ YearTicks
One "finding that's not a fix": retail's +0x48 DayFraction is a
sub-period fraction (fraction through current day/night window)
NOT a full-day fraction. CurDayEnd - CurDayStart = 2857.5 = 0.375
of a day = 6 Dereth hours = night duration. Not relevant for our
keyframe bracket interpolation, which correctly uses a full-day
0..1 scale matching the SkyTime.Begin values. Documented in the
probe research doc so future work doesn't trip on it.
Changes:
- tools/RetailTimeProbe/ — new P/Invoke tool. Forced x86 target to
match retail's bitness so hardcoded DAT_xxxxxxxx addresses are
pointer-width-correct. Handles ASLR relocation via
Process.MainModule.BaseAddress.
- src/AcDream.App/Rendering/GameWindow.cs: RefreshSkyForCurrentDay
passes 360 (DaysInAMonth × MonthsInAYear) not 7620.
- src/AcDream.Core/World/SkyDescLoader.cs: ActiveDayGroup(ticks)
and DefaultDayGroup same.
- docs/research/2026-04-23-retail-memory-probe.md — full probe
results + decompile-agent correction.
- AcDream.slnx — add tools/ folder.
Build + 733 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Final piece of the retail-sync puzzle. Live Dereth dat has
GameTime.ZeroTimeOfYear = 3600 (verified 2026-04-23 diagnostic dump).
Our DerethDateTime hardcoded +7/16 × DayTicks = 3333.75, copied from
ACE's DerethDateTime.cs comment "tick 0 = Morntide-and-Half". The dat
is authoritative; ACE's comment is wrong by 266.25 ticks (~33 Dereth
minutes).
User-observed regression (2026-04-23):
acdream: middle-of-night (Darktide), clear, DayGroup "Sunny"
retail: near-pre-dawn (Foredawn), thunderstorm, stormy DayGroup
(both connected to the same ACE at PortalYearTicks=291134079)
Same server tick → different calendar extraction → the offset skewed
dayFraction AND pushed DayOfYear across a boundary at certain ticks,
feeding a different LCG seed into the DayGroup picker (FUN_00501990).
A single 266.25-tick offset error explains both the time mismatch and
the weather mismatch.
Code changes:
- DerethDateTime.OriginOffsetTicks — runtime-settable static, default
= DayFractionOriginOffsetTicks (3333.75, the legacy fallback).
Applied in DayFraction, Year, DayOfYear, ToCalendar.
- DerethDateTime.SetOriginOffsetFromDat(double) — called at Region
load.
- SkyDescLoader.DumpRegionSkyDesc dumps GameTime fields (and all 16
TimesOfDay entries) when ACDREAM_DUMP_SKY=1.
- GameWindow.LoadRegion adopts the dat's ZeroTimeOfYear after
LoadFromRegion, logs the before/after values.
Also dumps every Dereth TimeOfDay hour-boundary (0..15) so any future
calendar weirdness has authoritative ground truth in the log.
Build + 733 tests green (no test depended on the hardcoded offset).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User reported rain in acdream while retail showed a clear sunny sky
after Phase 3d landed. Root cause: two independent weather systems
running in parallel.
1. Retail DayGroup picker (FUN_00501990 port, Phase 3c/3c.1) —
selected DayGroup[6] "Sunny" correctly.
2. WeatherSystem.Tick (legacy stub from pre-decompile era) —
kept rolling its own hardcoded PDF every day (60% Clear, 20%
Overcast, 12% Rain, 5% Snow, 3% Storm), independent of the
DayGroup picker. Its output drove the rain/snow particle
emitters via UpdateWeatherParticles. If its hash happened to
land on Rain for today's dayIndex, rain rendered even on a
Sunny DayGroup day.
Retail has ONE source of truth for weather: the DayGroup roll. There
is no separate weather state machine — rain/snow/storm are implied by
the DayGroup name and its per-keyframe SkyObjectReplace settings.
Fix (Phase 3e):
- WeatherSystem.SetKindFromDayGroupName(string?) — loose substring
match on the retail DayGroup name: "storm" → Storm, "snow" → Snow,
"rain" → Rain, "cloud"/"overcast"/"dark"/"fog" → Overcast, else
Clear. Case-insensitive. Covers the names observed in the live
Dereth dat dump (Sunny, Clear, Cloudy, Rainy + inferred variants).
- WeatherSystem._externallyDriven flag disables the internal
RollKind auto-roll once SetKindFromDayGroupName has been called at
least once. Tests that drive Tick() directly keep the legacy
hash-roll behavior (offline fallback). ForceWeather still works
for debug overrides.
- GameWindow.RefreshSkyForCurrentDay calls
Weather.SetKindFromDayGroupName(grp.Name) right after it installs
the new SkyStateProvider. Logs the resulting WeatherKind on the
same line as the DayGroup pick for correlation.
- New WeatherSystemTests.SetKindFromDayGroupName_MapsRetailNames
(theory, 14 cases) + SetKindFromDayGroupName_DisablesInternalRoll.
Expected effect: Sunny/Clear DayGroups → no rain emitter. Rainy/Stormy
DayGroups → rain emitter active. The user's specific scenario
(DayGroup[6] "Sunny") now correctly maps to WeatherKind.Clear and no
particles spawn.
Build + 733 tests green (+16 new).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Live verification (2026-04-23, Phase 3c launch): acdream picked
DayGroup[17] "Rainy" for PY106 day46 while retail at the same server
tick showed clear blue sky with white clouds (Sunny-ish). Root cause:
our port passed the RELATIVE year (106, i.e. years since tick-0) into
the LCG seed, while retail's TimeOfDay+0x64 is ABSOLUTE Year =
floor(...) + ZeroYear (baseYear=10 for Dereth GameTime). The offset
seeds the LCG with `seed = 106×7620+46` vs retail's `seed =
116×7620+46` — `10 × SecondsPerDay = 76200` apart, guaranteed to
land on a different DayGroup index.
Fix:
- DerethDateTime.ZeroYear constant (= 10) + AbsoluteYear(ticks) helper.
- GameWindow.RefreshSkyForCurrentDay feeds AbsoluteYear into the picker.
- LoadedSkyDesc.ActiveDayGroup(ticks) same.
- Calendar display and generic Year(ticks) stay relative; only the
LCG-seed path uses the offset. Matches retail FUN_005a7510:5300 which
explicitly adds baseYear to the relative year before stashing in
TimeOfDay+0x64.
Build + 717 tests green. Next visual check should show matching
weather with retail client side-by-side.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Decompile agent located the retail DayGroup selection function at
FUN_00501990 (chunk_00500000.c:1276). It is a straight-line 32-bit
signed LCG — NOT a ChanceOfOccur-weighted CDF. Replaces the SplitMix64
approximation from Phase 3a.
Algorithm (verbatim from the decompile):
seed = year * secondsPerDay + dayOfYear // TimeOfDay+0x64/+0x10/+0x68
hash = seed * 0x6A42FDB2 + 0x8ABE1652 // signed 32-bit LCG
index = floor(dayGroupCount * (uint)hash / 2^32)
if (index >= dayGroupCount) index = 0 // float-rounding safety
Uniform over all DayGroups. Dereth's 20 groups all carry ChanceOfOccur=5.0
so uniform matches the statistical intent; the weighted walk Phase 3a
attempted is NOT what retail does. The SecondsPerDay multiplier is
load-bearing — without it, adjacent years would share adjacent LCG
seeds and divergence from retail would recur annually.
Result (this session's local ACE):
server: PY106 ColdMeet 17 MorntideAndHalf, ticks=291130073
→ year=106, dayOfYear=(106×0 + 17 across ColdMeet) via DerethDateTime
→ retail picker returns a deterministic uniform index from LCG.
Acdream and retail now agree on the pick for any (Year, DayOfYear)
since both drive from the same server PortalYearTicks.
Changes:
- src/AcDream.Core/World/DerethDateTime.cs: add Year(ticks) and
DayOfYear(ticks) helpers (match retail TimeOfDay+0x64 / +0x68).
- src/AcDream.Core/World/SkyDescLoader.cs:
- SelectDayGroupIndex signature: (year, secondsPerDay, dayOfYear)
instead of the flat dayIndex used by the SplitMix64 approximation.
- Body: retail LCG line-by-line port with decompile citations.
- ACDREAM_DAY_GROUP env var still overrides (for A/B verification).
- src/AcDream.App/Rendering/GameWindow.cs: RefreshSkyForCurrentDay now
feeds Year / DayOfYear / SecondsPerDay=7620 to the picker instead
of a flat dayIndex. Composite `year*360+dayOfYear` still tracked
internally as the day-change key for provider-rebuild idempotence.
- docs/research/2026-04-23-daygroup-selection.md committed with the
full decompile trail (new agent-produced research).
Build + 717 tests green. User visual verification (retail side-by-side)
next.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Diagnosed the "retail shows early night, acdream shows early day" time
mismatch: server time sync was working correctly (ticks=291079558 →
dayFraction=0.8546 → EvensongAndHalf, hour 14 of 16). The mismatch was
the hardcoded DayGroup index.
Dereth's SkyDesc carries 20 DayGroups (Sunny / Clear / Cloudy / Storm /
etc), each weighted at ChanceOfOccur=5.0. Retail rolls one per server
day by `ChanceOfOccur` as a PDF (r12 §11). We were always rendering
DayGroup 0 = "Sunny" regardless of day, so at EvensongAndHalf we showed
SkyTime[7]@0.84 — sun still 20° above the western horizon, warm golden
— i.e. pre-sunset rather than the dimmer pre-night appearance retail
shows after rolling a cloudier group.
Fix (Phase 3a):
- LoadedSkyDesc.SelectDayGroupIndex(dayIndex) — deterministic roller:
SplitMix64 hash of dayIndex → normalize to [0, sumChances) → walk the
cumulative distribution. Same dayIndex on every client = same weather
on every client, zero network sync needed.
- LoadedSkyDesc.ActiveDayGroup(ticks) / BuildProviderForDay(ticks) —
convenience wrappers that compute dayIndex from raw server ticks.
- ACDREAM_DAY_GROUP=<N> env var override. Set to 10 "Clear", 12 "Cloudy",
etc. for A/B visual verification against retail.
- SyncFromServer gains a [sky-dump] log: `ticks=X dayFraction=Y
calendar=PY{year} {month} {day} {hour}` so the time-sync state is
auditable from a single grep.
- GameWindow: tracks _loadedSkyDayIndex + _activeDayGroup. Calls
RefreshSkyForCurrentDay on every server sync — swaps WorldTime's
provider + caches the group only when the day index crosses a
boundary (idempotent within a single day). SkyRenderer.Render now
consumes _activeDayGroup instead of the legacy DefaultDayGroup.
Observed (this session, local ACE):
server sent ticks=291079558 → PY106 ColdMeet 10 EvensongAndHalf
SplitMix64(day 38197) will deterministically pick one of 20 groups.
Build + 717 tests green. Ready for user visual verification with
retail side-by-side.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 2 of the sky port. Empirically confirmed from the Phase 1 dump
(ACDREAM_DUMP_SKY=1 on the live Dereth region): retail distinguishes
self-illuminated sky meshes from lit ones by the `Surface.Luminosity`
FLOAT field (0..1), NOT by the `SurfaceType.Luminous` flag bit (none of
Dereth's sky meshes have the flag set).
Observed values on the 4 currently-visible sky GfxObjs:
GfxObj 0x010015EE (dome, 4 surfaces) Luminosity = 1.0
GfxObj 0x010015EF (upper cloud) Luminosity = 0.0
GfxObj 0x01004C36 (lower drift cloud) Luminosity = 0.0
GfxObj 0x01001348 (sun/moon additive) Luminosity = 1.0
Retail uses this as an emissive coefficient in the per-vertex lighting
formula (decompiled chunk_00500000.c:7535 FUN_00508010 + chunk_00530000.c
AdjustPlanes per-vertex math):
tint = clamp(vec3(Luminosity) + AmbColor*AmbBright
+ max(dot(N, -sunDir), 0) * DirColor*DirBright,
0.0, 1.0)
fragment = texture * tint
When Luminosity=1.0 the clamp saturates → full texture brightness
regardless of time of day (dome gradient preserved; sun/moon always
bright). When Luminosity=0.0 only the ambient + diffuse term drives the
tint, so clouds pick up the time-of-day ambient (purple at midnight
per AmbColor=(200,100,255)×AmbBright=0.4 ≈ (0.31,0.16,0.40); warm tan
at dusk; pale-cool at noon).
Also empirically confirmed: raw SkyObjectReplace Transparent/Luminosity
/MaxBright are in 0..100 percent range (observed 11, 15, 22, 66, 100,
and -1 sentinel). The `/100` divide in SkyDescLoader (eeae83a) is
retail-correct; `_DAT_007a1870` in the decompile must be 0.01f.
Code changes:
- src/AcDream.Core/Meshing/GfxObjSubMesh.cs: new `Luminosity` field on
the per-submesh record (0..1, defaults to 0 for non-sky meshes).
- src/AcDream.Core/Meshing/GfxObjMesh.cs: pull Surface.Luminosity when
building submeshes (alongside existing Translucency capture).
- src/AcDream.App/Rendering/Sky/SkyRenderer.cs:
- SubMeshGpu gains SurfLuminosity, propagated from GfxObjSubMesh.
- Render() pushes uAmbientColor/uSunColor/uSunDir once per frame from
the interpolated keyframe; uEmissive once per submesh.
- uTint uniform removed (replaced by the vTint varying computed in
the vertex shader).
- src/AcDream.App/Rendering/Shaders/sky.vert: computes vTint per-vertex
using the retail AdjustPlanes formula.
- src/AcDream.App/Rendering/Shaders/sky.frag: consumes vTint, drops
uTint uniform. uLuminosity (the per-keyframe SkyObjectReplace
override) still applied as a final scalar multiply.
Expected visual difference from Phase 1 baseline:
- Dome gradient: IDENTICAL (Luminosity=1 saturates).
- Sun / moon: IDENTICAL (Luminosity=1 saturates, additive blend).
- Clouds: now tinted by time of day. Midnight → purple haze. Noon →
pale cool. Dusk → warm tan.
Open questions (unchanged from Phase 1 doc):
- Does the 15s LightTickSize throttling need porting? Phase 3.
- Does FUN_00532440 (AdjustPlanes per-cell terrain relight) need
porting for non-sky geometry to follow the sky? Phase 3.
Build + 717 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The uncommitted uTint=AmbientColor-for-alpha-submeshes experiment (from
the 2026-04-22 inference) dimmed the sky dome's baked gradient — a
user-verified visual regression. Reverting to the eeae83a baseline
(uTint=Vector4.One for every submesh) while we execute the proper
retail-verbatim port.
Research: three parallel decompile-hunt agents landed verifying
retail's ground-truth sky pipeline for the first time (prior audits
searched for stripped symbol names; the trail opened via the Region
dat-type-index 0x1c registration at chunk_00410000.c:12952). Key
retail functions now mapped in chunk_00500000.c:1097-7535:
- FUN_00501530: keyframe bracket-picker (with 1.0f wrap denominator)
- FUN_00501600: sun+ambient interpolator (sunVec = DirBright ×
(sin yaw·cos pit, cos yaw·cos pit, sin pit))
- FUN_00501860: fog interpolator
- FUN_00502820: SkyDesc::Unpack (2 doubles + DayGroup list)
- FUN_00502a10: build per-frame sky-object table
- FUN_00505f30: apply light state + per-cell AdjustPlanes relight
- FUN_005062e0: per-frame sky tick (throttled by LightTickSize)
- FUN_00508010: sky-object render loop (enqueues through the NORMAL
mesh pipeline via FUN_00514b90 — not a bespoke path)
Surprise findings:
- D3DRS_AMBIENT is set to 0 once at init and NEVER changes per-frame
(chunk_005A0000.c). The r12-inferred "clouds = texture × D3DRS_
AMBIENT" formula is falsified. Retail instead routes keyframe
AmbColor through per-vertex lighting on non-Luminous sky meshes
via _DAT_008682bc/c0/c4.
- Retail does NOT anchor the sky to the camera or use a separate
sky projection. Sky meshes live in world space and follow the
camera via scene-graph parent.
- FUN_00532440 (AdjustPlanes) re-lights every terrain cell on every
keyframe tick — the "terrain follows the sky" effect we don't yet
reproduce.
Phase 1 code change (this commit):
- src/AcDream.App/Rendering/Sky/SkyRenderer.cs: revert uTint to white
for all submeshes (the per-submesh blend split stays — sun gets
additive, clouds get alpha). Keep the `keyframe` parameter in the
signature for Phase 2 readiness. Comments now cite the retail
functions and reference docs instead of the (disproven) r12 formula.
- src/AcDream.Core/World/SkyDescLoader.cs: ACDREAM_DUMP_SKY=1 logs
the entire Region SkyDesc on load — DayGroups, SkyObjects, every
SkyTimeOfDay keyframe, and every SkyObjectReplace with RAW pre-/100
Transparent/Luminosity/MaxBright values so we can settle the unit
question empirically.
- src/AcDream.App/Rendering/Sky/SkyRenderer.cs: ACDREAM_DUMP_SKY=1
additionally logs each sky GfxObj's Surfaces and their SurfaceType
flags on first load, so we can identify which meshes carry the
Luminous bit (dome? sun? moon? stars?) vs which are lit.
- src/AcDream.App/Rendering/GameWindow.cs: passes the interpolated
keyframe to the sky renderer (kept — needed for Phase 2).
Research docs (pushed as part of this commit):
- docs/research/2026-04-23-sky-retail-verbatim.md: full synthesis
with retail function map, struct layouts, globals, pseudocode, and
a 4-phase port plan.
- docs/research/2026-04-23-sky-decompile-hunt-{A,B,C}.md: raw hunt
outputs.
- docs/research/2026-04-23-sky-references-crossref.md: WorldBuilder/
ACE/ACViewer/holtburger/Chorizite coverage.
- docs/research/2026-04-23-sky-dat-schema.md: full dat schema + unit
analysis.
- docs/research/2026-04-22-sky-lighting-decompile.md: prior agent's
(superseded) inference — kept for provenance.
Phase 2 will port Surface.Luminous-flag-aware per-vertex lighting for
sky submeshes once the dump resolves the open questions (Luminous-flag
distribution per Dereth sky mesh; _DAT_007a1870 scale constant value).
Build + 717 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Retail's Region dat stores SkyObjectReplace.Luminosity / Transparent /
MaxBright as percentages in the 0..100 range. Our shader expects
fractions in 0..1. We were passing raw values (luminosity up to 100)
straight into the sky fragment shader's rgb-multiplier:
rgb = sampled.rgb * uTint.rgb * uLuminosity;
At the "Sunny" DayGroup's noon keyframes (verified via live diag),
Luminosity = 100 → shader multiplied the cloud texture RGB by 100 →
min(rgb, vec3(1.2)) clamped all channels to 1.2 → pure white sky.
Also gave the dawn/dusk purple sky effect on top of the pale texture.
Fix: SkyDescLoader.ConvertTimeOfDay divides Luminosity, Transparent
and MaxBright by 100 when loading each SkyObjectReplace. The Rotate
field stays as degrees (values like 270° are genuine headings, not
percentages).
Transparent was accidentally surviving via a 0..1 clamp downstream,
but we fix it for consistency and so brightness-attenuating values
in the 0..99 range (partial fade during dawn/dusk) work correctly
instead of rounding to full-transparent.
WorldBuilder's SkyboxRenderManager does NOT apply these fields at
all — that's why they never hit this bug. Our port applies them for
per-keyframe day-night fades, so we needed the unit conversion.
Also picked up in this commit (incidental, already running):
- Sky render: per-submesh blend mode from TranslucencyKind.Additive
for sun/moon-style self-bright objects (Additive bit 0x10000).
Luminous flag 0x40 intentionally NOT mapped to additive — that
flag is on the sky dome + cloud sheets and making them additive
produced the previous "fully white" iteration of this bug.
- ToD default seed: DayTicks/16 (Midsong = hour 9 = true noon)
instead of DayTicks*0.5 which landed on Gloaming-and-Half (sunset)
due to DerethDateTime's +7/16 day-fraction offset. Pre-TimeSync
view now correctly starts at noon.
- Lightning flash: brighter white-blue (vec3(1.5,1.5,1.8)) instead
of dim grey; ceiling relaxed during flash so the strobe actually
blows out. Cadence (strike intervals, decay) unchanged.
- Saved docs/research/2026-04-21-sky-deep-audit.md with the
decompile+ACE+ACME+WorldBuilder research done to corner this bug.
Open follow-up (not fixed here): sky clouds are white at noon /
don't get the dusk/night purple tint. Our sky shader is fully unlit
— doesn't apply sun/ambient directional light like the terrain
shader does. AmbientColor in the keyframe data carries the right
tint (purple at midnight, magenta at dusk) but we pass
uTint = Vector4.One instead of the keyframe value. Next commit will
wire directional-sun + ambient into sky.frag so cloud meshes pick
up the time-of-day color.
All 717 tests green. User-confirmed: sky colors are now "much
better" after this change (previously fully white).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two coupled physics fixes that together resolve "+Acdream walks on top of
water instead of submerged" and "brief Falling animation when running up
steep hills".
## 1. Water depth = physics adjustment, not rendering
Retail has NO separate water surface mesh. Characters visually submerge
in water because ValidateWalkable adds `waterDepth` to its signed-distance
check (ACE ObjectInfo.cs:124), letting the character's feet sit below the
terrain plane by that amount before the push-up fires. Rendered character
below rendered terrain = looks submerged.
Our ValidateWalkable didn't carry a waterDepth, so feet were always
snapped exactly to the plane. Water cells looked like walking on water.
Added:
- TerrainSurface now carries per-vertex water flags (bits 2-6 of
TerrainInfo → SurfChar lookup) and per-cell classification.
- TerrainSurface.SampleWaterDepth(localX, localY) returns 0.0 (dry),
0.45 (partial-water near water corner), 0.9 (entirely water). Deviates
from retail's 0.1 fallback for "dry corner of partial-water cell" —
that 0.1 destabilizes the "feet exactly on plane" contact-touch check
in ValidateWalkable (dist > EPSILON, SetContactPlane skipped,
ValidateTransition clears OnWalkable, gravity applies, character
micro-falls each frame).
- PhysicsEngine.SampleWaterDepth is the world-space wrapper.
- FindEnvCollisions samples the per-point depth and forwards it.
- ValidateWalkable adds +waterDepth to the signed-distance check (this
is the ACE-line-124 port).
GameWindow.ApplyLoadedTerrain extracts the low byte of each TerrainInfo
ushort and passes it to the TerrainSurface ctor so classification works.
## 2. AdjustOffset safety-push threshold on sloped planes
The LocalSphere is positioned at `(0, 0, radius)` — center along world
+Z from the character root. On a tilted plane the sphere center's
perpendicular distance to that plane is `radius * Normal.Z`, NOT
`radius`. The original threshold `dist < radius - EPS` therefore fires
spuriously on every slope and the follow-up push-up lifts feet by
`radius * (sec θ - 1)` — 7 cm at 30°, 20 cm at 45°, 48 cm at 60°.
The steep-slope lift is large enough to break ValidateWalkable's
contact-touch check, ValidateTransition then clears OnWalkable,
calc_acceleration applies gravity, and the character flickers into the
Falling animation for ~0.3s while running uphill. User-observed on steep
hills after today's water-depth work made the artifact visible (before
that, general hover masked it).
Fix: the threshold is `radius * Normal.Z` (the natural resting distance
of a Z-axis sphere on the plane). The push fires only when feet are
actually penetrating below natural resting, not on any sloped plane.
ACE's Transition.cs AdjustOffset has the original threshold but the bug
is invisible server-side.
All 717 tests green. Water submersion + steep-slope running both
user-visually verified.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Our previous FindEnvCollisions built a FLAT contact plane (Normal = +Z)
at the sampled terrain Z, discarding the triangle's actual slope.
Retail uses the real terrain polygon's plane (ACE Landblock.cs:125-137
find_terrain_poly → walkable.Plane) which IS sloped.
Without a true slope normal, AdjustOffset's projection of horizontal
velocity onto the plane produces no slope-aligned Z component — fine
for step-subdivision on flat ground, visibly wrong whenever the contact
plane is carried across frames (via PhysicsBody.ContactPlane persistence
from commit 93cbabb): the projection is a no-op and movement is purely
kinematic. With the real slope normal, projected motion correctly
follows the slope.
Not a user-visible bug fix by itself (DIAG LocalZ shows delta≈0 for the
local player everywhere; the "looks too high in water" issue the user
reported is actually a missing water-rendering feature, not a physics
bug). Landing it anyway because it matches retail behavior and removes
the "flat-plane-is-fine" assumption that would bite on any future
contact-plane-dependent code.
Additions:
- TerrainSurface.SampleSurface(localX, localY) → (Z, Normal), deriving
the plane normal analytically from the triangle's height gradient.
Matches the same triangle SampleZ already interpolates through.
- PhysicsEngine.SampleTerrainPlane(worldX, worldY) → System.Numerics.Plane,
the wrapper that bridges terrain space to transition space.
- TransitionTypes.FindEnvCollisions uses SampleTerrainPlane instead of
synthesizing a flat plane from SampleTerrainZ.
All 717 tests green. Flat-plane case is unchanged (Normal.Z = 1 when
the triangle is level, identical to the old plane).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two linked issues both rooted in skipping parts of the retail physics chain.
## 1. Remote staircase on slopes — Euler never integrated between UPs
TickAnimations called rm.Body.update_object(now) for remote integration, but
PhysicsBody.update_object gates on MinQuantum = 1/30s (retail FUN_00515020
early-return). At our 60fps render tick (~16 ms), deltaTime < MinQuantum on
almost every frame → early return AND LastUpdateTime never advances → position
effectively never integrates. Remote Position changed only on UP hard-snap,
producing visible teleport strides uphill (the "staircase" the user reported).
Fix: call UpdatePhysicsInternal(dt) directly for the remote tick — the same
pattern PlayerMovementController.cs:358 uses for the local player. Wire
ResolveWithTransition in afterwards so the remote's Euler-advanced position
gets swept through the same retail collision chain (find_env_collisions +
find_obj_collisions + step_down + 6-path BSP dispatcher) that the local
player already goes through.
New field RemoteMotion.CellId tracks the remote's cell across frames; set
from UpdatePosition.p.LandblockId and updated from transition output.
## 2. Local player floating on downhill slopes — ContactPlane not persisted
Running a character down a slope faster than ~0.5 m/s vertical: per-frame
Euler moves feet horizontally (no Z component since velocity is world-XY).
After Euler, feet are above the new-XY terrain. ValidateWalkable takes the
"above surface" branch without setting a contact plane, DoStepDown probes
~4 cm down (the retail StepDownHeight default), fails to find the surface
8-10 cm below, and the character stays at the old Z. Over a sustained
descent this accumulates into a visible hover.
Retail's PhysicsObj carries ContactPlane + ContactPlaneCellID as persistent
fields (ACE PhysicsObj.cs:2598-2604 get_object_info → InitContactPlane).
Each transition call seeds CollisionInfo.ContactPlane from the previous
frame's plane. That seed is what lets AdjustOffset project horizontal
velocity onto the slope surface — so the Euler offset acquires a Z
component matching the slope and the sphere tracks terrain without needing
step-down to do the catch-up every frame.
Fix: add PhysicsBody.ContactPlane* fields mirroring PhysicsObj's. Extend
ResolveWithTransition with an optional `body` parameter; when provided, seed
the transition's CollisionInfo from body.ContactPlane at the start, copy
back (preferring current, falling back to LastKnown) at the end. Both local
(PlayerMovementController) and remote (TickAnimations) pass their body.
Verified live: DIAG samples showed pre/post/resolved Z all exactly equal
before the MinQuantum bypass (Euler frozen). After bypass, deltas dropped
to floating-point noise on slopes for remotes. Local hover on downhill
resolved in separate visual pass.
All 717 tests green. No API breaks (ResolveWithTransition's body param is
optional, backwards-compatible).
Cross-refs:
- decompile: FUN_00515020 update_object, FUN_005111D0 UpdatePhysicsInternal,
FUN_005148A0 transition init
- ACE: PhysicsObj.cs:2586-2621 get_object_info, Transition.cs:613-620 InitContactPlane
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Our LandblockMesh, terrain.vert corner tables, and TerrainSurface.SampleZ
used the OPPOSITE diagonal for each CellSplitDirection enum value from
what ACE (and the decompiled retail client at FUN_00532a50) picks for the
same sign bit. Same formula, same sign-bit mapping, inverted geometry.
Symptom: remote players rendered at server-broadcast Z hovered or clipped
by up to ~1m on sloped cells. Flat cells masked the bug because all four
corner heights were equal so any triangle pair returned the same Z. Live
diagnostic confirmed +0.79m hover on cell (7,5) at lb(AA,B4) — a ~20°
slope — while flat neighbors agreed to floating-point noise.
Three coordinated edits so CPU mesh + GPU corner lookup + CPU sampler all
agree on the retail geometry:
- LandblockMesh: SWtoNE branch now emits {BL,BR,TR}+{BL,TR,TL} (y=x cut),
SEtoNW emits {BL,BR,TL}+{BR,TR,TL} (x+y=1 cut).
- terrain.vert: corner-index tables updated to match.
- TerrainSurface.SampleZ: swapped the two branches' interpolation.
After the fix, 19 live DIAG samples across flat + two slope transitions
all land within 0.01m of server Z. Staircase pattern during remote motion
on slopes is a separate bug (no per-frame collision resolution) and will
be addressed via the transition/FindValidPosition port.
Cross-verified against: ACE LandblockStruct.ConstructPolygons lines 221-
244, decompiled retail FUN_00532a50 (chunk_00530000.c:2235), ClientReference
IsSWtoNECut (tests/AcDream.Core.Tests/Terrain/ClientReference.cs).
Updated test SplitDirection_TerrainSurface_AgreesWith_TerrainBlending
with corrected expectations (Z values swap between the two branches).
All 717 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Ports the retail client's client-side remote-entity motion pipeline
verbatim per the decompile research. Every remote now runs its own
PhysicsBody + MotionInterpreter + AnimationSequencer stack — retail has
no special "interpolator" for remotes, it runs the full motion state
machine on every entity. Now we do too.
## What changed
### Parser fixes (CreateObject, UpdateMotion)
Wire flag bits for InterpretedMotionState (per ACE MovementStateFlag enum):
CurrentStyle=0x01, ForwardCommand=0x02, ForwardSpeed=0x04,
SideStepCommand=0x08, SideStepSpeed=0x10, TurnCommand=0x20, TurnSpeed=0x40
Previously we only extracted CurrentStyle + ForwardCommand + ForwardSpeed
and SKIPPED the side/turn fields entirely. Result: we had zero rotation-
or strafe-intent data from the server — impossible to render turn or
sidestep animations. Now ServerMotionState carries all 7 fields and the
parser reads the bytes in ACE's write order (style, fwd, side, turn, then
fwdSpd, sideSpd, turnSpd).
### RemoteMotion (new per-remote struct in GameWindow)
Each remote gets its own PhysicsBody + MotionInterpreter + observed
angular velocity. Replaces the earlier shortcut RemoteInterpolator
(deleted — retail has no such thing).
On UpdateMotion:
- ForwardCommand flag absent → stop signal (reset to Ready) per
retail FUN_0051F260 bulk-copy semantics (absent = Invalid = default).
- Forward + sidestep + turn each route through DoInterpretedMotion,
exactly as retail FUN_00528F70 does.
- Animation cycle selection: forward wins if active, else sidestep,
else turn, else Ready. Matches the user's observation that retail
plays turn animation when only turning.
- Turn command seeds ObservedOmega = π/2 × turnSpeed (from Humanoid
MotionData.Omega.Z ≈ π/2 per decompile).
- Turn absent → ObservedOmega = 0 (stops rotation immediately).
On UpdatePosition:
- Hard-snap Body.Position + Body.Orientation per retail FUN_00514b90
set_frame (direct assignment, no slerp — retail does not soft-snap).
- HasVelocity + |v| < 0.2 → StopCompletely + SetCycle(Ready).
- ForwardSpeed=0 on wire is a VALID stop signal (ACE sends this when
alt releases W); previously we defaulted to 1.0, causing the "slow
walk that never stops" symptom.
Per-tick:
- apply_current_movement → Body.Velocity via get_state_velocity
(retail FUN_00528960: RunAnimSpeed × ForwardSpeed in body-local,
rotated by orientation).
- Manual omega integration: Orientation *= quat(ObservedOmega × dt).
Bypasses PhysicsBody.update_object's MinQuantum=1/30s gate that
was eating every-other-tick rotation updates at our 60fps render
rate — the cause of the persistent "rotation snaps every UP" bug.
- update_object still called for position integration and the motion
subsystem it drives.
### AnimationSequencer synthesis extension
Added omega synthesis for TurnRight/TurnLeft cycles (same pattern as
the earlier velocity synthesis): when the Humanoid dat leaves HasOmega
clear, SetCycle synthesizes CurrentOmega = ±π/2 × speedMod on Z so
dead-reckoning and stop detection can read a non-zero omega for turn
cycles.
### Stop-detection heuristic removed
No more 300ms/2000ms/5000ms idle timers. Retail's stop signal is
explicit (UpdateMotion with ForwardCommand flag absent → Ready); we
handle it directly. Client-side timers were a source of flicker during
normal running.
## Confirmed working
- Walking (matches retail speed + leg cadence)
- Running (matches retail speed + leg cadence)
- Strafing (body moves sideways + strafe animation plays)
- Turning while stationary (body rotates smoothly + turn animation plays)
- Turning while running (body rotates + leg anim continues)
- Stopping (instant stop, no slow-walk tail)
All 717 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two related bugs in the motion/animation pipeline:
1. Player's local animation was getting reset to speedMod=1.0 every ~100ms.
ACE's BroadcastMovement echoes the player's own motion back via
UpdateMotion. When ACE's ForwardSpeed == 1.0, the ForwardSpeed flag is
omitted (InterpretedMotionState.BuildMovementFlags), so our wire parser
returns null and we default to speedMod=1.0 — clobbering the
locally-authoritative 2.375 × runRate that UpdatePlayerAnimation just
set. Legs would crank up to full cadence for one frame then get slammed
back to walking rate.
Fix: for the player's own guid, skip the wire-echo SetCycle entirely.
UpdatePlayerAnimation is the authoritative driver for the local
player's animation; the server echo is only useful for observers of
other characters. User-confirmed: legs now hold their full cadence.
2. Remote entities teleported between UpdatePositions because the
sequencer's CurrentVelocity was always zero (Humanoid dat ships every
locomotion MotionData with Flags=0x00, so EnqueueMotionData leaves
CurrentVelocity at Vector3.Zero). Dead-reckoning's Priority 1
(sequencer velocity) never triggered, falling through to EMA which
has bootstrap lag + gets polluted by teleport-class server snaps.
Fix: synthesize CurrentVelocity in SetCycle from the retail locomotion
constants (WalkAnimSpeed=3.12, RunAnimSpeed=4.0, SidestepAnimSpeed=1.25)
× speedMod, matching the decompiled get_state_velocity (FUN_00528960)
which uses these same constants directly instead of MotionData.Velocity.
The dat's HasVelocity field is reserved for non-locomotion motions
(kick-off velocities, flying creatures, etc).
Diag confirmed synthesis fires and DR picks it up with src=seq and
correct magnitude. More visual polish may still be needed for the
"lagging remote" symptom — see follow-up.
Also adds `PlayerMovementController.BodyVelocity` utility getter for HUD/
debug use, and `ACDREAM_ANIM_SPEED_SCALE` env var as a tunable knob for
visual pacing overrides.
All 717 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The decompiled get_state_velocity (FUN_00528960) literally computes
`RunAnimSpeed * ForwardSpeed` — a 4.0 × runRate world velocity. That
matches retail only when the character's MotionTable happens to bake
MotionData.Velocity.Y = 4.0 on RunForward (true for Humanoid, not
necessarily for other creatures or swapped weapon-style cycles).
When MotionData.Velocity ≠ RunAnimSpeed, the body's world velocity
drifts away from the animation's baked-in root-motion velocity, and
you see the classic "legs cycle too slowly for how fast the body is
sliding" visual bug. User reports ~30% discrepancy ("running animation
is too slow"), consistent with Humanoid RunForward's actual dat
Velocity being ~3.0 rather than the 4.0 constant.
The fix per r03 §1.3: physics body velocity = MotionData.Velocity ×
speedMod. That's exactly what AnimationSequencer.CurrentVelocity
already exposes. Route it into MotionInterpreter via an opt-in
Func<Vector3> accessor. When wired, get_state_velocity uses the
sequencer's cycle velocity as the primary forward-axis drive; when
unwired (tests, physics bodies without a sequencer), falls back to
the decompiled constant path — byte-compatible with retail on the
shapes where it actually matters.
The RunAnimSpeed × rate max-speed clamp at the bottom of
FUN_00528960 stays intact — Option B only replaces the *drive*, not
the clamp. 20 m/s phantom MotionData can't teleport the player.
Wiring: GameWindow attaches `playerAE.Sequencer.CurrentVelocity` to
`_playerController` on Tab-player-mode entry. The sequencer is always
built before the player enters chase mode, so timing is safe.
Sidestep continues to use SidestepAnimSpeed — the sequencer only
tracks the current forward cycle, so strafe is a separate axis.
6 new MotionInterpreterTests verify: accessor overrides constant path,
zero Y falls back to constant (link transitions), clamp still applies,
Ready state doesn't leak accessor value, sidestep axis is untouched.
All 717 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User observed: 'time is flipped — supposed to be day/evening, but shows
night/morning.' That's a ~half-day offset.
Root cause in ACE DerethDateTime.cs line 23:
private const double dayZeroTicks = 0; // Morningthaw 1, 10 P.Y. - Morntide-and-Half
ACE anchors tick 0 to Morntide-and-Half (slot 7 on the 0-indexed 16-slot
scale) — NOT Darktide (slot 0 = midnight) as our DayFraction function
assumed. Confirmed by DerethDateTime.cs:145:
private int hour = (int)Hours.Morntide_and_Half;
Fix: shift DayFraction by +7/16 * DayTicks (3333.75) so tick 0 maps to
its real calendar slot. Exposed as DayFractionOriginOffsetTicks constant
for documentation + downstream referencing.
Effect on sun: previously, server tick ~0 (just-booted ACE) produced
dayFraction 0 → midnight sky → night colors at noon real-time.
Now dayFraction 7/16 = 0.4375 → late morning sky → noon-ish colors
within 1/16 of a day, which matches what a user actually sees when
launching during daytime.
Tests updated for the corrected convention:
- DerethDateTime.DayFraction(0) = 7/16 (not 0).
- CurrentHour(0) = MorntideAndHalf (not Darktide).
- IsDaytime(0) = true.
- Midnight (Darktide, slot 0) is 9/16 of a day past tick 0.
- SkyState + WorldTimeDebug tests retargeted to the new frame.
Build green, 711 tests pass.
Ref: references/ACE/Source/ACE.Common/DerethDateTime.cs:23-25 + :145.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Ships full retail-faithful sky-object rendering, 5-kind weather with
deterministic per-day roll + storm lightning, dynamic-lighting shader
UBO with retail hard-cutoff semantics, per-entity torch LightSource
registration via Setup.Lights, ParticleRenderer for rain/snow, and
TimeSync handshake wiring. F7 / F10 debug keys for time/weather
cycling.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Register dat-defined LightInfos as runtime LightSources when entities
stream in. Every Setup (0x02xxxxxx) with a non-empty Lights dictionary
gets its per-part lights pulled via LightInfoLoader, which converts
the local Frame + ColorARGB + Intensity + Falloff + ConeAngle fields
into world-space LightSource records owned by the entity id.
Wire the LightingHookSink into the animation-hook router so retail's
SetLightHook animations (ignite-torch, extinguish-lamp) flip the
matching LightSource.IsLit latches. One hook may own multiple lights
(lamp-posts with two LightInfo entries) — the sink maintains an
owner-indexed map so all get toggled together.
Unregister on landblock unload: the streaming controller's
removeTerrain callback grabs the loaded landblock's entity list (new
GpuWorldState.TryGetLandblock helper) and drops every owner from the
sink before the entities disappear — otherwise walking across
landblocks accumulates stale LightSources.
9 new tests (LightingHookSink routing + LightInfoLoader conversion).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Before: CurrentVelocity was a pass-through of the current AnimNode's
Velocity. So during a stance transition, while the link animation
played (with no velocity of its own), CurrentVelocity returned (0,0,0)
and remote dead-reckoning briefly stopped advancing the entity. Visible
as a hitch at every idle → walk or walk → run transition.
Retail's model (ACE Sequence.cs L16-L17, L127-L130): Velocity and Omega
are Sequence-wide fields updated by MotionTable.add_motion's
Sequence.SetVelocity call (MotionTable.cs L358-L370). Every time a new
MotionData is appended, the sequence velocity is REPLACED by that data's
velocity × speedMod. In SetCycle's rebuild path the order is:
1. clear_physics → zero
2. add_motion(link) → velocity = link's (typically 0)
3. add_motion(cycle) → velocity = cycle's (the real walk/run velocity)
After step 3, Sequence.Velocity is the CYCLE's velocity even though
CurrAnim is the link node. So dead-reckoning reads the cycle's velocity
from frame zero of the transition — no stutter.
This commit:
- Converts AnimationSequencer.CurrentVelocity / CurrentOmega from
per-node computed properties to sequence-wide private-set properties.
- Adds ClearPhysics() helper (mirrors Sequence.clear_physics).
- EnqueueMotionData now updates the sequence velocity/omega (matching
add_motion's SetVelocity semantics). Only replaces when the
MotionData's HasVelocity/HasOmega flags are set — zero-HasVelocity
modifiers don't zero the running cycle, matching retail.
- SetCycle's rebuild path calls ClearPhysics before the new add_motion
chain (matches MotionTable.cs L100-L101, L152-L153).
- MultiplyCyclicFramerate scales the sequence-wide velocity/omega
instead of per-node fields — algebraically equivalent to retail's
subtract_motion(old) + combine_motion(new) pair in change_cycle_speed.
New test: CurrentVelocity_PersistsThroughLinkTransition — verifies that
after SetCycle enqueues [link][cycle], CurrentVelocity is the cycle's
velocity even during the link frames. Catches the old bug directly.
All 659 tests pass (was 658).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wire the existing LightManager + WorldTimeService state into visible
rendering. Every draw call (terrain, static mesh, instanced mesh, sky)
now shares one SceneLighting UBO at binding=1 carrying:
- 8 Light slots (Directional / Point / Spot, retail hard-cutoff)
- Ambient RGB + active light count
- Fog start/end/mode + color + lightning flash scalar
- Camera world position + day fraction
The CPU side (SceneLightingUbo in Core.Lighting) is a POD struct that
gets BufferSubData'd once per frame from GameWindow.OnRender. Shaders
read the block via `layout(std140, binding = 1) uniform SceneLighting`
— no per-program uniform uploads.
Shader changes:
- mesh.frag + mesh_instanced.frag accumulate 8 dynamic lights per
fragment using the retail no-attenuation hard-cutoff model
(r13 §10.2 / §13.1). Sun reads slot 0; spots use hard cos-cone test.
Additive lightning flash + linear fog layered on top. Saturate
clamps per-channel to 1.0.
- terrain.vert bakes AdjustPlanes sun+ambient per vertex using the
retail MIN_FACTOR = 0.08 ambient floor (r13 §7). terrain.frag adds
fog + flash on top of the baked vertex color.
- mesh.vert + mesh_instanced.vert emit vWorldPos so the fragment
stage can do per-pixel lighting against world-space positions.
- New sky.vert / sky.frag pair — unlit, scroll-UV, camera-centered,
with its own 0.1..1e6 far plane. Ports WorldBuilder's skybox.
SkyRenderer (new file in App/Rendering/Sky/) ports WorldBuilder's
SkyboxRenderManager verbatim for the C# idiom: zeroed view translation,
dedicated projection, depth mask off, iterate each visible SkyObject
in the day group, apply arc transform (Z rot for heading + Y rot for
arc sweep), feed TexVelocityX/Y as a scrolling UV offset, apply
per-keyframe SkyObjectReplace overrides (mesh swap + transparency +
luminosity) for overcast / dusk cloud variants.
GameWindow integration:
- OnLoad parses Region (0x13000000) into LoadedSkyDesc and hot-swaps
WorldTime's provider to the dat-accurate keyframes. Seeds to noon
for offline rendering. Creates the SceneLightingUboBinding and the
SkyRenderer.
- OnRender: set clear color from atmosphere fog, tick WeatherSystem,
spawn/stop rain/snow camera-local emitters on kind change, feed
sun to LightManager (zero intensity indoors — r13 §13.7), tick
LightManager against viewer pos, build + upload the UBO, draw
sky before terrain, draw terrain + static + instanced using the
shared UBO.
5 new UBO packing tests (struct sizes, slot population, 8-light cap,
directional slot 0).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
UpdateMotion's InterpretedMotionState payload includes not just
ForwardCommand but a whole Commands[] list of MotionItem entries — each
carrying an Action (attack, portal, skill use), Modifier (jump,
stop-turn), or ChatEmote (Wave, BowDeep, Laugh) that should overlay the
current cycle. The old parser stopped reading after ForwardSpeed, so
emotes/attacks/deaths never reached the sequencer and NPCs just sat in
their idle cycle.
Three parts:
1. New MotionItem wire record in ServerMotionState — carries Command
(u16), PackedSequence (u16 with IsAutonomous bit + 15-bit stamp),
and Speed (f32). Mirrors ACE Network/Motion/MotionItem.cs.
2. Both UpdateMotion.TryParse and CreateObject.TryParseMovementData
now read the full InterpretedMotionState: all 7 flag fields
(CurrentStyle, ForwardCommand, SidestepCommand, TurnCommand,
ForwardSpeed, SidestepSpeed, TurnSpeed) plus the numCommands ×
MotionItem tail. The packed u32 encodes flags in low 7 bits and
command count in bits 7+ (see ACE InterpretedMotionState.cs:131).
3. New MotionCommandResolver — reconstructs the 32-bit MotionCommand
class byte from a 16-bit wire value via a reflection-built lookup
of DatReaderWriter.Enums.MotionCommand. Server serializes as u16
(ACE InterpretedMotionState.cs:139) and we need the class to route:
- 0x10xxxxxx Action / 0x20xxxxxx Modifier / 0x12,0x13 ChatEmote →
PlayAction (resolves from Modifiers or Links dict, overlays on
current cycle)
- 0x40xxxxxx SubState → SetCycle (cycle change)
4. OnLiveMotionUpdated in GameWindow dispatches each command:
- SubState class (0x40xxx) → SetCycle (treated same as
ForwardCommand)
- Action/Modifier/ChatEmote → PlayAction — the link animation
plays once then drops back to the current cycle naturally
(matches retail's action-queue pattern in CMotionInterp
DoInterpretedMotion, decompile FUN_00528F70).
Result: NPCs now animate attacks, waves, bows, death throes, and other
one-shots that ACE broadcasts via the Commands list rather than the
primary ForwardCommand field. Combined with the dead-reckoning + speed-
scaling from the prior commits, remote characters look visually correct
during the full motion spectrum (idle → walk → run → attack → death).
Tests: 2 new UpdateMotion wire-format tests (ForwardSpeed parse, full
Wave command list parse) + 19 new MotionCommandResolver reconstruction
tests covering SubState, Action, and ChatEmote classes. 654 tests green
(was 633).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Expand the SkyKeyframe record with retail-exact fog fields (FogStart,
FogEnd, FogMode) per r12 §5. The existing FogDensity field is retained
for backwards compat with tests that pin it; new shipping code reads
FogStart / FogEnd / FogMode directly.
Add WeatherSystem (WeatherKind + EnvironOverride enum + 10s transition
ease + deterministic per-day-index roll) matching r12 §6.1. Roll weights
are ~60% Clear / 20% Overcast / 12% Rain / 5% Snow / 3% Storm — tuned
against retail observations. Storm mode triggers lightning flashes
every 8–30 s via an exponential-decay (200ms τ) flash level that the
shader consumes as an additive scene bump.
Add SkyDescLoader that parses the Region dat (0x13000000) into
LoadedSkyDesc — DayGroupData with SkyObjectData (visibility window +
arc sweep), per-keyframe SkyObjectReplaceData, and a shader-ready
SkyStateProvider builder. Sun/ambient colors are pre-multiplied by
DirBright/AmbBright so the shader never needs to know about retail's
scalar brightness field.
19 new tests (weather determinism, transition ease, environ override
tint, flash decay, dat-load conversion with fog + pre-mult colors).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
When the server broadcasts a mid-run UpdateMotion with a different
ForwardSpeed (e.g. the player's RunRate changes due to stamina / skill
update), acdream must NOT restart the cycle — that would reset the
footstep cursor and look like a visible twitch. Retail handles this via
Sequence.multiply_cyclic_animation_framerate (ACE
references/ACE/Source/ACE.Server/Physics/Animation/Sequence.cs L277-L287),
which walks the cyclic tail of the queue and scales each node's
framerate by newSpeed / oldSpeed. MotionTable.change_cycle_speed
(MotionTable.cs L372-L379) is the caller from the same-motion path in
GetObjectSequence (L132-L139).
This commit:
1. Adds AnimNode.MultiplyFramerate(factor) — scales a single node's
framerate. Retail also swapped StartFrame↔EndFrame for negative
factors; acdream keeps StartFrame ≤ EndFrame as an invariant and
encodes direction via Framerate sign (see existing comment in
LoadAnimNode), so we only scale. Valid because callers only ever
pass positive factors from UpdateMotion ForwardSpeed.
2. Adds AnimationSequencer.MultiplyCyclicFramerate(factor) — walks
_firstCyclic through the tail and calls node.MultiplyFramerate(factor).
Also scales each node's Velocity and Omega by the same factor so
CurrentVelocity / CurrentOmega stay aligned with playback — matches
ACE's subtract_motion + combine_motion pair in change_cycle_speed.
3. Adds AnimationSequencer.CurrentSpeedMod public property — starts at
1.0, updated by SetCycle on both restart and mid-cycle rescale.
4. Adds a speed-change fast-path to SetCycle: when the (style, motion)
pair matches the current cycle and signs agree,
MultiplyCyclicFramerate(newSpeed/oldSpeed) is called instead of
rebuilding the queue — the cursor stays where it is and the animation
continues at the new rate.
5. Wires InterpretedMotionState.ForwardSpeed from UpdateMotion through
to SetCycle in OnLiveMotionUpdated. ACE omits the ForwardSpeed flag
when speed == 1.0 (InterpretedMotionState.cs:101-103), so we default
missing/zero values to 1.0.
Tests: 4 new sequencer tests covering MultiplyCyclicFramerate,
cursor preservation across speed changes, the same-motion-different-speed
fast-path, and the same-motion-same-speed no-op guard. 632 tests green
(was 628).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Client-side allegiance data model + outbound swear/break actions.
The inbound AllegianceUpdate blob (0x0020) is complex and is deferred;
the tree API here is designed so the handler can push nodes in when
the blob parser lands.
Wire layer:
- AllegianceRequests.BuildSwear (0x001D): single uint32 patronGuid.
- AllegianceRequests.BuildBreak (0x001E): single uint32 targetGuid
(works for both breaking from patron and breaking away a vassal;
the server picks behavior based on the relationship).
Core layer (AcDream.Core/Allegiance):
- AllegianceNode: Guid, Name, PatronGuid, Rank (clamped 0..10),
VassalGuids list.
- AllegianceTree: Dictionary-backed, events on TreeChanged.
- SetMonarch: registers the root (no patron).
- UpsertNode: adds/refreshes + auto-inserts into parent's vassal list.
- RemoveNode: removes from parent list too; descendants are left with
dangling patron pointers for the UI to hide (next AllegianceUpdate
refreshes).
- GetAncestors: walks up to monarch, cycle-detected for defense.
- GetDescendants: BFS-order flattening.
- AllegianceMath.ComputePassup: retail XP formula
(50+22.5×loyalty)/291 × (1+RT/730×IG/720) × earned,
clamped at 0.
Tests (11 new):
- Tree: SetMonarch fires TreeChanged, UpsertNode auto-populates parent
vassal list, rank clamp at 10, RemoveNode cleans parent list,
GetAncestors chain, cycle-safe walk, GetDescendants BFS order.
- Math: Passup known-value check (1000 XP, 10 loyalty, 100 RT/IG
days → ~963 XP), negative clamp.
- Wire: Swear + Break byte-exact encoding.
Build green, 613 tests pass (up from 602).
Next: wire inbound AllegianceUpdate (0x0020) + AllegianceInfoResponse
(0x027C) handlers once the blob parser lands. Chat "Allegiance"
Turbine channel joining (r11 §2.1 step 9) layers on top of
Phase H.1 chat infrastructure.
Ref: r11 §1 (tree structure + rank cap), §2 (swear/break wire),
§3.2 (XP passup formula).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Retail-faithful 8-light cap selection (r13 §12) — the fixed-function
D3D pipeline's "hardware lights" constraint carried over to modern GL
via UBO-per-draw.
Core layer (AcDream.Core/Lighting):
- LightSource: Kind (Directional/Point/Spot), WorldPosition,
WorldForward, ColorLinear, Intensity, Range (hard cutoff),
ConeAngle (spot), OwnerId (entity attachment), IsLit latch.
- CellAmbientState: (AmbientColor, SunColor, SunDirection) sourced from
R12 sky state for outdoor cells or EnvCell dat for indoor cells.
- LightManager: Register/Unregister/UnregisterByOwner/Clear + Tick
per frame. Selection matches r13 §12.2 exactly:
1) Skip unlit + directional.
2) Compute DistSq for every registered point/spot.
3) Drop lights outside Range² * 1.1 (10% slack prevents pop).
4) Sort by DistSq ascending; take up to 7 (slot 0 reserved for Sun).
5) Slot 0 = Sun (Directional); slots 1..7 = nearest in-range.
Tests (9 new):
- Register/Unregister/Idempotent register.
- Tick picks top 8 by distance when 12 registered.
- Range filter drops far lights (5.0 range, 20m away).
- Range slack includes lights at exactly the boundary.
- Sun reserved at slot 0 across ticks.
- Unlit lights excluded; toggling IsLit brings them back.
- UnregisterByOwner removes all owner's lights.
- DistSq updated each tick for viewer movement.
Build green, 596 tests pass (up from 587).
Next: wire LightManager into the shader UBO pass (G.2 second commit)
and feed Sun from WorldTimeService.CurrentSunDirection per frame.
Ref: r13 §10.2 (D3D attenuation = none inside Range + hard cutoff),
§12 (full port plan).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Client-side deterministic sky + weather + day/night system per R12.
Retail's model is 95% client-side: the server just delivers its
current PortalYearTicks (double, seconds since boot-seed) at login and
in TimeSync packets; the client computes everything else locally from
the constants in r12 §1.2 + ACE DerethDateTime.cs.
Core layer (AcDream.Core/World):
- DerethDateTime: retail-exact calendar (16 hours/day, 30 days/month,
12 months/year, 7620 ticks/day, 2,743,200 ticks/year). HourName enum
covers all 16 named half-hour slots (Darktide → GloamingAndHalf);
MonthName covers the 12 Derethian months (Snowreap → Frostfell).
DayFraction, CurrentHour, IsDaytime, ToCalendar.
- SkyKeyframe + SkyStateProvider: 4-keyframe default day/dawn/noon/dusk
with linear color + angular-wrap heading interpolation + slerp-like
shortest-arc lerp so heading wraps 350° → 10° don't tween backwards
through 180°. Default keyframe colors tuned to retail screenshots
(sunrise warm, noon white, sunset red, midnight deep blue).
- WorldTimeService: owns the live clock. SyncFromServer(ticks) sets
baseline; NowTicks advances by real-time elapsed. Exposes DayFraction,
CurrentSky, CurrentSunDirection, IsDaytime for the render thread.
This is the foundation Phase G.2 (dynamic lighting) consumes: lighting
uniforms are fed from CurrentSky's SunColor / AmbientColor / sun
direction, varying smoothly across the day.
Tests (16 new):
- DerethDateTime: midnight, half-day, wrap, Dawnsong, Midsong,
day/night flag at dawn vs Darktide-Half, year rollover, month
advance.
- SkyState: 4-default keyframes, noon-exact matches frame data,
midpoint lerps between neighbours, wrap across midnight doesn't
produce NaN, sun direction returns unit vector, WorldTimeService
sync + DayFraction at noon.
Build green, 587 tests pass (up from 570).
Ref: r12 §1 (Portal Year math), §2 (sky objects), §4 (color lerp).
Ref: ACE DerethDateTime.cs + NetworkSession TimeSync handler.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Completes the client-side combat loop: send attacks, receive server's
damage broadcasts, maintain per-entity health state for HP bars +
damage floaters. All atop Phase F.1's GameEvent dispatcher.
Wire layer:
- AttackTargetRequest (0x0008 C→S, inside 0xF7B1): targetGuid +
powerLevel + accuracyLevel + attackHeight. 28-byte body.
- GameEvents parsers for all combat notifications from r08 §4:
- VictimNotification (0x01AC) — you got hit, full details
- KillerNotification (0x01AD) — you killed X
- AttackerNotification (0x01B1) — you hit X for Y (damage%)
- DefenderNotification (0x01B2) — X hit you
- EvasionAttackerNotification (0x01B3) — X evaded
- EvasionDefenderNotification (0x01B4) — you evaded X
- AttackDone (0x01A7) — attack sequence completed
Core layer:
- CombatState: per-entity health-percent cache + typed events
(HealthChanged, DamageTaken, DamageDealtAccepted, EvadedIncoming,
MissedOutgoing, AttackDone). Each event carries enough detail for
the UI to render damage floaters, HP bars, and a combat log panel.
Server is authoritative; client only mirrors state.
The server computes damage (armor, resist, crit, hit-chance); the
client only displays results. Predictive UI like "estimated damage
at 0.75 power" still works via the existing CombatMath helper class
that was in the scaffold (r02 §5 formulas).
Tests (13 new):
- AttackTargetRequest byte-exact wire encoding
- VictimNotification / AttackerNotification / EvasionAttacker /
AttackDone round-trip parse.
- CombatState: UpdateHealth caches + fires, Victim fires DamageTaken,
Attacker fires DamageDealt, Evasion routes to right event, AttackDone
carries sequence+error, Clear resets cache.
Build green, 544 tests pass (up from 532).
Ref: r02 §7 (wire formats), r08 §4 (event payloads), ACE
GameEvent*Notification.cs families.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Full audio pipeline from MotionHook → OpenAL 3D playback. Faithful to
retail's 16-voice pool, inverse-square falloff, and SoundTable
probabilistic variant selection.
Core layer (AcDream.Core/Audio):
- WaveDecoder parses the WAVEFORMATEX in Wave dat headers. PCM
(wFormatTag=1) decodes directly; MP3 (0x55) and ADPCM (0x02) return
null + log (ACM compressed decoders need Windows winmm; cross-platform
path deferred). Cites r05 §2.1-2.3 + ACE Wave.cs.
- SoundCookbook.Roll implements the probability-weighted entry pick that
gives retail footsteps their variation. Cumulative-distribution walk;
silence tail when probabilities sum to <1.
- DatSoundCache: ConcurrentDictionary-backed lazy load of Wave /
SoundTable dats, decoded PCM memoized.
App layer (AcDream.App/Audio):
- OpenAlAudioEngine (Silk.NET.OpenAL): 16-source 3D pool with
round-robin first-free, then evict-quieter-slot algorithm matching
retail chunk_00550000.c FUN_00550ad0 exactly. Separate 4-source UI
pool (source-relative). AL buffer cache keyed by Wave id.
InverseDistanceClamped distance model. Fail-open when AL driver
missing or ACDREAM_NO_AUDIO=1 — client continues without audio.
- AudioHookSink routes SoundHook / SoundTableHook / SoundTweakedHook
from the Phase E.1 animation-hook router into OpenAL. All three
hook types fire on both player AND NPCs/monsters (the sequencer
dispatches per-entity and the sink uses entity worldPos for 3D pan).
- DictionaryEntitySoundTable holds per-entity SoundTable mapping,
populated from Setup.DefaultSoundTable at hydration time. Server-
sent overrides would take precedence here when wired.
GameWindow integration:
- OpenAL init in OnLoad after dat collection, suppressible via
ACDREAM_NO_AUDIO=1.
- SetListener called each OnRender frame with camera position + view
basis vectors (fwd = -Z, up = +Y of inverse view).
- AudioEngine disposed in OnClosing before dats.
Tests: 6 WaveDecoder (PCM / MP3-null / ADPCM-null / stereo / truncated
/ peek) + 6 SoundCookbook (empty / single / 50-30-20 distribution
within 5%, silence tail, table lookup, missing table key). Verified
against r05 §2 + ACViewer export-path.
Build green, 497 tests pass (up from 485).
Ref: r05 §2 (Wave format), §5.3 (16-voice pool + eviction).
Ref: FUN_00550ad0 (chunk_00550000.c:527) eviction algorithm.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds IAnimationHookSink + AnimationHookRouter for fan-out of animation
hooks to downstream subsystems (audio, particles, combat, renderer
mutators). GameWindow.TickAnimations now drains ConsumePendingHooks
every tick and broadcasts each hook via the router with the entity's
world position pre-computed.
The router is a composite sink: register N sinks once at startup, each
sees every hook. Registration is idempotent, unregister works, and a
throwing sink no longer poisons dispatch (each OnHook call is wrapped in
try/catch so one bad subsystem can't halt the whole animation tick).
A NullAnimationHookSink is provided for headless tests / offline mode.
6 router tests verify: single/multi sink fan-out, idempotent register,
unregister, throwing-sink isolation, null-sink no-op.
Total: 376 Core tests + 109 Core.Net = 485 (up from 479).
This closes Phase E.1 plumbing; E.2 (audio) and E.3 (particles) will
each register a concrete sink that translates their hook types into
real-world effects.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
AnimationSequencer now walks every integer frame boundary crossed in a
tick (ACE Sequence.update_internal pattern), dispatching AnimationHook
objects whose Direction matches the playback direction (Forward or
Backward) or is Both. Mirrors ACE's Sequence.execute_hooks exactly.
New public API:
- ConsumePendingHooks() drains all hooks fired since last call, including
AnimationDone sentinel on link-node drain (emote/attack completion).
- ConsumeRootMotionDelta() drains accumulated PosFrames root motion;
AFrame.Combine (forward) / AFrame.Subtract (backward) applied per
crossed frame to match retail.
- CurrentVelocity / CurrentOmega expose the active MotionData's velocity
and omega (scaled by speedMod at enqueue), letting downstream physics
integrate the animation-driven motion.
All 27 AnimationHookType variants (SoundHook, AttackHook,
CreateParticleHook, ReplaceObjectHook, DefaultScriptHook, SetOmegaHook,
TransparentHook, ScaleHook, SetLightHook, etc.) now flow through the
hook queue. Consumers in E.2/E.3 (audio + particles) will route them to
the right subsystems.
9 new tests cover: forward-hook crossing fires exactly once, Both-direction
fires in either direction, Forward-only suppressed on reverse playback,
Backward fires on reverse, PosFrames accumulation + drain, Velocity
exposure + speedMod scaling, AnimationDone fires on link drain.
Build green; 470 tests → 479 (361 Core + 9 new E.1 hook tests + 109 Net).
Ref: docs/research/deepdives/r03-motion-animation.md §5 (hooks), §7.1-7.2
(PosFrames), §7.3 (negative framerate).
Ref: ACE Sequence.cs:262 (execute_hooks), Sequence.cs:351-443
(update_internal per-frame crossing walk).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The actual retail behavior for jump animations is a plain SubState swap —
NOT an Action overlay as I'd initially guessed. MotionCommand.Falling
(0x40000015) is a SubState cycle whose motion-table entries handle the
whole jump lifecycle:
- Links[(stance, RunForward)][Falling] = leap-into-air link
- Cycles[(stance, Falling)] = airborne cycle (loops)
- Links[(stance, Falling)][Ready/...] = landing link back to normal
Empirical verification from the diagnostic dump:
Links[0x003D0007] has 3 inner entries:
inner key: 0x41000003 (Ready)
inner key: 0x45000005 (WalkForward)
inner key: 0x40000015 (Falling) ← jackpot
SetCycle() already handles SubState + Links + Cycles resolution correctly,
so the whole fix is three lines:
if (!result.IsOnGround)
animCommand = MotionCommand.Falling;
What's in this commit:
- Added MotionCommand.Falling (0x40000015) constant + comments explaining
the retail jump-is-a-SubState flow
- GameWindow.UpdatePlayerAnimation swaps to Falling when airborne (the
cleanest possible implementation — motion table does all the work)
- Kept AnimationSequencer.PlayAction infrastructure (ported via Links
fallback + Modifiers fallback). Not needed for jump, but perfectly
valid for emotes like /wave, /bow (found in the same Links dict as
inner keys 0x13000080-0x13000083) and eventual combat attacks
- Kept MotionCommand.Jump / Jumpup / FallDown constants (unused for now
but useful reference if non-humanoid motion tables use them)
- Removed all diagnostic logging
What was learned (for future motion work):
- Retail's MotionTable.Cycles dict holds SubState loops (Ready, Walk,
Run, Falling, Crouch, etc.) by (style<<16) | (motion & 0xFFFFFF)
- MotionTable.Links dict holds TRANSITIONS between motions: the OUTER
key is the (style, fromMotion) combo; the INNER key is the TARGET
motion. The stored MotionData IS the link animation played during
the transition. This is what ACE's get_link traverses.
- MotionTable.Modifiers dict holds overlay motions (mask 0x20) — rare
for humanoids, only 8 TurnRight/SideStepRight stance variants
- Actions (mask 0x10) in retail ALSO go through Links — they're
transition animations FROM current substate, not overlays. Use
PlayAction (now correctly routed to Links dict) for them.
Jump animation now works retail-faithfully for running + jumping off.
Standing-jump behavior depends on whether the player's motion table
has a Ready→Falling link; SetCycle's fallback chain should handle it
via the style-level catch-all if the direct link is absent.
470 tests pass. Build clean.
Adds AnimationSequencer.PlayAction as the proper path for Action and
Modifier-class motions (the MotionTable.Modifiers dict, distinct from
Cycles). Action nodes are inserted before the looping cyclic tail so
they drain once and the cycle resumes naturally — leveraging the
sequencer's existing "non-looping head drains, cyclic tail wraps"
queue semantics.
What this does:
- New AnimationSequencer.PlayAction(motionCommand, speedMod=1f):
- Resolves (style<<16) | (motion&0xFFFFFF) from MotionTable.Modifiers
- Falls back to (motion&0xFFFFFF) plain key
- Silent no-op when not found (some motion tables lack these)
- Inserts AnimNodes before _firstCyclic; re-points the cursor when on
the cyclic tail so the action plays immediately
- New MotionCommand.Jump (0x2500003B) + MotionCommand.FallDown (0x10000050)
constants.
- GameWindow.UpdatePlayerAnimation fires PlayAction(Jump) on
result.JumpExtent.HasValue and PlayAction(FallDown) on JustLanded.
Key research finding: retail does NOT animate jumps.
- ACE Player.HandleActionJump explicitly clears PendingMotions and sets
IsAnimating=false during a jump (Player.cs:914-915).
- Empirical verification: the player humanoid's MotionTable only has 8
Modifier entries — all TurnRight/SideStepRight stance variants. No
Jump (0x2500003B) or FallDown (0x10000050) entries.
- Jump is a physics-only action: the character keeps whatever cycle
was active (walk/run/idle) while the physics body arcs through the
air. There is no "raise arms to jump" pose in retail.
PlayAction is still called on jump/land as a safety hatch for creature
Setups that DO carry leap animations in their Modifiers dict (drudge
jumps, monster pounces, etc.). For player humanoids it's a no-op. The
infrastructure is also ready for future emote/combat actions that
legitimately use the Modifiers dict.
470 tests pass, build clean.
Three separate fixes landed today, each addressing a specific bug the
user observed during live play:
1. NPC clothing changes by camera angle (InstancedMeshRenderer)
- Group key was (GfxObjId) only, so every humanoid NPC using the
same body mesh piled into one instance group; only the first
instance's texture was used for the entire DrawInstanced batch,
so which NPC's palette "won" changed as frustum culling and
iteration order shuffled entries.
- Now keyed by (GfxObjId, PaletteHash ^ SurfaceOverridesHash)
so only compatible instances batch; each unique appearance gets
its own draw call. Perf hit is small (humanoid NPCs each emit
one more draw call); visually every NPC is now stable.
2. GpuWorldState dedup on respawn
- Server re-sends CreateObject for the same guid on visibility
refresh / landblock crossing / appearance update. AppendLiveEntity
was blindly appending each time, so GpuWorldState accumulated
multiple copies of the same entity, each with its own
PaletteOverride / MeshRefs. That alone wasn't the clothing bug
(that was #1) but it would have caused other overlap problems
downstream.
- Added RemoveEntityByServerGuid + WorldGameState.RemoveById;
OnLiveEntitySpawnedLocked calls both before creating the new
entity so respawns replace cleanly.
3. Motion wire format — run animation sync with retail observers
- ACE's MovementData constructor only computes interpState.ForwardSpeed
on the WalkForward/WalkBackwards branch; every other ForwardCommand
falls into `else` and passes through WITHOUT speed set, giving
observers speed=0. Sending RunForward directly meant retail
clients saw us "run in place" while position drifted forward.
- Wire: always WalkForward + HoldKey.Run for running. ACE
auto-upgrades to RunForward with creature.GetRunRate() for
broadcast — correct command + correct speed at observers.
- Added per-axis FORWARD_HOLD_KEY / SIDE_STEP_HOLD_KEY /
TURN_HOLD_KEY so every active axis carries HoldKey.Run when
running (matches holtburger's build_motion_state_raw_motion_state).
- Added LocalAnimationCommand to MovementResult so our own
client still plays the RunForward cycle locally while the wire
stays WalkForward. Wire vs. local animation command are now
decoupled.
- Walk-backward wire command changed from WalkForward@-0.65 to
WalkBackward@1.0 (holtburger pattern).
- Strafe speed changed from 0.5 to 1.0 on wire AND local physics
(matches retail sidestep pace).
4. Jump height default + env-var tuning
- Default jumpSkill bumped from 100 → 200 (jump ≈ 3m at full
charge, closer to retail feel for a mid-level character).
- ACDREAM_RUN_SKILL and ACDREAM_JUMP_SKILL env vars now override
the defaults so the user can tune per-character until we parse
PlayerDescription and plumb real skill values through.
5. JustLanded signal on MovementResult
- Tracks airborne→grounded transition so future animation code
can fire the landing cycle when we land. Just a bool flag for
now — no consumer yet (the proper action-queue path will use it).
Not in this commit: jump animation itself. An earlier attempt to
SetCycle(Jump=0x2500003b) fed an Action-type motion into the SubState
cycle resolver, which produced a "torso" mis-render. Reverted. The
proper fix is porting the retail motion action-queue semantics into
AnimationSequencer — see docs/research/deepdives/r03-motion-animation.md
for the spec. That's the next session's work.
470 tests pass, build clean.
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
The BSP collision detection runs in object-local space, but the
collision response (normals, push offsets) was being applied directly
to world-space SpherePath without rotating back to world space. For
rotated objects (trees, rocks, buildings), this caused the push
direction to be wrong — pushing the player sideways or into the
object instead of away from it.
Added localToWorld quaternion parameter to FindCollisions and all
helper methods (StepSphereDown, CollideWithPt, NegPolyHitDispatch).
All normals and offsets are now transformed via
Vector3.Transform(v, localToWorld) before being applied to SpherePath,
matching ACE's path.LocalSpacePos.LocalToGlobalVec() pattern.
Indoor cell collision uses Quaternion.Identity (cell-local = world).
Object collision passes obj.Rotation.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Replace the patched collision system (~60-70% retail) with a faithful
port of ACE's BSPTree/BSPNode/BSPLeaf/Polygon collision pipeline.
BSPQuery.cs completely rewritten (1808 lines):
- Polygon-level: polygon_hits_sphere_precise (retail two-loop test),
pos_hits_sphere, hits_sphere, walkable_hits_sphere, check_walkable,
adjust_sphere_to_plane, find_crossed_edge, adjust_to_placement_poly
- BSP traversal: sphere_intersects_poly, find_walkable, hits_walkable,
sphere_intersects_solid, sphere_intersects_solid_poly
- BSP tree-level: find_collisions (6-path dispatcher), step_sphere_up,
step_sphere_down, slide_sphere, collide_with_pt, adjust_to_plane,
placement_insert
PhysicsDataCache.cs: Added ResolvedPolygon type with pre-computed
vertex positions and face planes (matching ACE's Polygon constructor
which calls make_plane() at load time). Populated at cache time to
avoid per-collision-test vertex lookups.
TransitionTypes.cs: FindObjCollisions rewritten to use the retail
per-object FindCollisions 6-path dispatcher instead of the old
"find earliest t, then apply custom response" approach. BSP objects
now go through the same collision paths as indoor cell BSP.
The previous approach was explicitly rejected by the user after ~10
iterations of patches. This port follows the CLAUDE.md mandatory
workflow: decompile first → cross-reference ACE → port faithfully.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Indoor CellStruct PhysicsBSP collision for room walls/ceilings.
Dual sphere (body+head) from Setup dimensions.
StepUp attempts before sliding when hitting low obstacles.
FindTimeOfCollision for exact parametric BSP contact time.
Full 6-path BSP dispatcher wired into FindEnvCollisions.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Rewind to t-0.02 instead of exact contact time, plus 2cm normal
push-back. The previous 0.5cm was too small — at high speed the
sub-step could overshoot past the surface.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
When FindTransitionalPosition fails (stuck in corner, too many steps),
use the partially-resolved position instead of falling back to the
simple Resolve which has no object collision. This prevents walking
through objects when the transition can't find a clean path.
The player now stops at corners instead of clipping through.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The broad-phase rejection was using 3D distance for cylinder objects,
which includes the Z offset between player feet and cylinder base.
Trees have their origin at the base (Z=ground) while the player
sphere is at chest height (Z=ground+~2.5m). The 3D distance exceeded
the combined radius, causing the collision test to be skipped entirely.
Fix: use horizontal (XY) distance for cylinder broad-phase since
the vertical extent is checked separately in the cylinder test.
Also increase broad-phase margin from 1m to 2m.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
GetNearbyObjects now searches the player's landblock plus all 8
neighbors. Previously only searched one landblock, missing objects
near landblock boundaries — which includes most trees/rocks since
scenery is placed across the full streaming window.
Also added diagnostic logging (will strip after verification).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>