Commit graph

2447 commits

Author SHA1 Message Date
Erik
8a5d77f7f4 feat(net): port retail physics spawn and event timestamps
Parse the complete PhysicsDesc plus F754/F755 packets, correct every PhysicsState bit, and gate all nine retail update channels with generation-safe immutable snapshots. Preserve ForcePosition, teleport, placement, velocity, parent, pickup, delete, and same-generation CreateObject ordering from the named client.

Separate accepted logical lifecycle notifications from retained UI qualities, make GUID replacement and session reset clear every projection exactly once, and add packet, wraparound, malformed-input, parent FIFO, canonical-position, reconnect, and GUID-reuse conformance coverage.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 00:22:17 +02:00
Erik
d53fe30ffe research(vfx): pin retail projectile and effect oracle
Establish the executable-backed PhysicsDesc, sequence-gate, PhysicsScript, CreateBlocking, particle-anchor, projectile, and Hidden-state behavior before changing runtime code. Correct stale blocking/threshold claims and synchronize the project instructions with the current UI architecture and matching retail binary.

Add copyright-safe packet and DAT-container fixtures plus a failing installed-DAT conformance audit for projectile shapes, typed tables, recall motion, default scripts, and raw CreateBlocking inventory.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-13 22:40:42 +02:00
Erik
bb5acab9e6 fix(rendering): restore retail terrain texture tiling
Carry TerrainTex.TexTiling through the terrain atlas and upload a layer-indexed table to the modern bindless shader so base, overlay, and road textures repeat at retail scale. Keep alpha masks cell-scaled and preserve retail's verified source-level-zero high-detail selection.

Add the named-retail pseudocode, WorldBuilder/ACE/ACME cross-reference, adapter conformance tests, and inventory documentation so a future renderer migration keeps the contract.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-13 21:04:22 +02:00
Erik
84b7d2d7cd fix(ui): port live experience quality updates (#217)
Parse retail PrivateUpdatePropertyInt64 and route authoritative Total/Available Experience through both local-player projections so Attributes, the level meter, and Skills refresh together. Preserve the existing retail XP curve and right-align the Total XP value.

Close the user-confirmed item-give gate for #216 and record the named-retail/ACE/holtburger conformance evidence.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-13 20:43:48 +02:00
Erik
30d294506c feat(inventory): port retail item giving (#216)
Preserve SmartBox drag-release coordinates, route the picked 3-D target through the retail AttemptPlaceIn3D policy, and send authoritative GiveObject requests with the selected stack quantity. Honor PlayerDescription's player secure-trade option and document the remaining trade-system boundary.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-13 20:28:48 +02:00
Erik
a944e49b9c docs: close dungeon publication and respawn issues
Record the passed visual gates for #214 and #215 and move both completed entries into the recently closed ledger.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-13 20:14:46 +02:00
Erik
0ad6700a07 fix(teleport): preserve dungeon cell identity on respawn (#215)
Classify teleport landblock transitions from the source and destination Position cell IDs instead of render-space coordinates. This keeps same-dungeon death respawns on their resident floor physics while preserving the existing true cross-landblock streaming path.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-13 20:08:21 +02:00
Erik
b0c175afc0 fix(streaming): commit EnvCell landblocks atomically (#214)
Carry one complete cell payload with each streaming completion and publish visibility, physics, and render state on the render thread. Remove the obsolete post-readiness login reload that triggered a duplicate dungeon build.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-13 18:45:24 +02:00
Erik
85980fe13f fix(ui): restore retail skill training confirmation
Route untrained-skill promotion through DialogFactory with retail's exact prompt and stored skill/credit properties. Defer the character-sheet refresh until accept or reject completes while leaving trained-skill XP raises immediate.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 17:57:29 +02:00
Erik
66bdae7a83 feat(ui): port retail dialog factory lifecycle
Replace the single mutable confirmation service with retail's property-backed DialogFactory model: fresh DAT roots, context ids, queue groups, priority preemption, callback/close-notice ordering, and context cancellation. Route /die, server confirmation aborts, and guarded item use through focused semantic owners.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 16:30:05 +02:00
Erik
43f7c7807c fix #213: complete suicide and framerate presentation
Translate suicide response 0x004A as retail's successful self-kill notice. Port /framerate onto the authored SmartBox FPS element with live two-decimal FPS and DEG values, keep diagnostic window chrome independent, and synchronize command-driven settings without discarding panel drafts.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 15:50:47 +02:00
Erik
9ea579bdd0 feat(chat): port retail client command families
Expand the typed client-command boundary across travel, character queries, local UI and layout controls, AFK and consent, emotes, friends, squelch and filters, and fill-components. Preserve retail packet layouts and queue ownership, import the confirmation dialog, and keep authoritative social state in Core.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 14:50:15 +02:00
Erik
5a45a7ac7f feat(chat): route retail lifestone commands
Separate retail client actions, ACE server commands, and ordinary chat at the shared router. Port lifestone/lif/ls from the named retail registry through a typed App controller to game action 0x0063, keep unknown verbs on ACE Talk, and cover both UI backends plus exact outbound bytes.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 11:43:19 +02:00
Erik
5090aa7217 fix #212: preserve shortcut tint in physical combat
Port the retail m_bShortcutGhosted meaning instead of treating SetShortcutNum's boolean as peace versus war. Keep occupied shortcut numbers on the gold sheet in NonCombat, Melee, and Missile, reserve the gray sheet for Magic, and lock the four-mode matrix with conformance tests and corrected research.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 11:21:12 +02:00
Erik
ab98cda26b fix #211: index login-equipped items under player
Project PlayerDescription equipment through the same contained-by-wielder ownership and ordered contents index as live WieldObject updates. Preserve equip masks and priorities so retail GetObjectAtLocation selects Missile for an already-equipped crossbow instead of sending a server-rejected Melee request.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 10:40:29 +02:00
Erik
e74efc5c06 fix #210: stabilize mouse-up capture ownership
Pin each mouse-up to its original captured target before callbacks can hide a window or transfer capture. Classify double-clicks before dispatch, preserve replacement capture owners, and cover both re-entrant paths so jump/combat visibility changes cannot crash the UI root.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 10:27:27 +02:00
Erik
db03b4bda8 feat(ui): port retail jump power bar
Import gmFloatyPowerBarUI LayoutDesc 0x21000072, teach the meter factory its stateful single-image shape, and project the movement-owned retail jump charge through a focused retained controller. Preserve authored resize constraints and state-managed visibility, with named-decomp pseudocode plus controller, movement, and production-DAT conformance coverage.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 10:22:12 +02:00
Erik
27619b2328 docs(ui): record Aetheria slot visual gate
Record the connected 2026-07-13 confirmation that ACE Aetheria states 0/1/3/7 progressively reveal none, blue, blue+yellow, and all slots with the authored backgrounds and no relog.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 10:00:46 +02:00
Erik
edc9be3008 fix(paperdoll): port quest-gated Aetheria slots
Add the three authored blue, yellow, and red sigil backgrounds and drive their visibility from player PropertyInt.AetheriaBitfield bits 1/2/4 at login and on live updates, matching gmPaperDollUI::UpdateAetheria. Include the sigil equip masks in the shared slot table and narrow AP-108.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 09:55:20 +02:00
Erik
1be18cc4db fix(paperdoll): restore authored slot backgrounds
Port the retail UIItem catalog path so every supported equipment location resolves its exact empty-state silhouette from live DAT. Share one definition table between equip behavior and presentation, wire runtime plus UI Studio, pin all 21 prototypes and surfaces, and retire AP-66.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 09:43:21 +02:00
Erik
6ba4148b24 docs(ui): record direct-drag visual gate
Record the connected 2026-07-13 confirmation that selection appears with the waiting mesh on the first direct-drag frame.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 09:30:11 +02:00
Erik
609ed8bfc2 fix(ui): select items before drag mesh
Port ItemList_BeginDrag's select-before-waiting order so a direct press-drag shows the selection indicator on its first frame across inventory, paperdoll, and toolbar item lists.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 09:28:28 +02:00
Erik
64a056e656 fix(inventory): correct drag overlay priority
Keep the persistent selection indicator above retail's waiting mesh, use the normal green accept circle for backpack-grid placement, and reserve the green drop-in arrow for bag-column containers as ItemList_DragOver does.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 09:21:22 +02:00
Erik
ace5880fed fix(ui): port retail item drag visuals
Keep retail's underlay-free m_pDragIcon separate from the full cell icon and reveal the authored ghost mesh on physical source cells for the complete drag lifecycle. This removes the backpack backing from the cursor and retires AP-47.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 09:14:24 +02:00
Erik
3e84027885 fix(inventory): complete switches on wield response
Clear retail AutoWield on the matching authoritative WieldObject instead of waiting for unrelated rollback bookkeeping to drain. This prevents a completed switch from consuming the next weapon activation locally, including crossbows.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 09:00:54 +02:00
Erik
ea5cf5b842 fix(inventory): await final wield confirmation
Keep the retail inventory transaction busy until authoritative WieldObject confirms the requested weapon. This prevents rapid weapon changes from overlapping on ACE and rejecting otherwise valid items such as spears.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 23:27:44 +02:00
Erik
815ce0dec4 fix(inventory): sequence secondary wield blockers
Preserve retail AmmoType from CreateObject and port BlocksUseOfShield so bow, caster, and two-handed switches remove incompatible shields, while mismatched missile ammo is also returned to the pack. Each blocker remains server-confirmed before AutoWield re-enters.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 23:12:07 +02:00
Erik
17b5712d53 feat(inventory): port retail weapon switching
Sequence primary weapon replacement through the server-confirmed AutoWield transaction: return the occupied weapon to the player pack, wait for its move event, then wield the requested item. Route authoritative CombatMode property updates so peace stays peace and war adopts the new weapon stance without client-synthesized animation.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 23:06:31 +02:00
Erik
8e9c538519 fix #208: keep combat bar hidden in peace mode
Treat combat-window visibility as gameplay-state owned so character layout restoration cannot replay a stale visible bit. Reset combat state to NonCombat at character-session entry, matching retail ClientCombatSystem::Begin.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 22:30:55 +02:00
Erik
00fe993f6f fix(combat): escape occupied login positions
Port retail's radius-aware placement ring so a relogging player is seated beside creatures occupying the saved location, and register the local body in the shared resolved-shadow pipeline. Route new forward movement and jump through AbortAutomaticAttack so repeat combat cancels immediately on movement.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 22:20:17 +02:00
Erik
e671b8a5c4 fix(combat): preserve authored meter child geometry
Carry the consumed dark-range child's own retail edge policy into the procedural scrollbar, widening it to the authored post-reflow interval without covering the rendered labels. Restore the bright layer to live attack-charge feedback across the full bar from the left.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 21:57:53 +02:00
Erik
f8c174d707 fix(combat): resolve power spans after layout
Derive the dark middle range from live post-anchor sibling geometry instead of freezing the inherited 800-pixel prototype during controller binding. Render the user-directed bright desired-power band independently from the absolute bar-left edge to the green thumb center.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 21:49:17 +02:00
Erik
707add8539 fix(combat): charge power bar from speed
Read the authored meter direction instead of inferring it from the combat element id, so the bright charge texture grows left-to-right from Speed. Keep the user-approved dark-red middle baseline visible independently and record its exact retail Recklessness visibility edge.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 21:25:24 +02:00
Erik
256c1930bd fix(combat): restore retail power bar layers
Preserve the authored gray track, trained-Recklessness range, live bright charge meter, and independent desired-power thumb while keeping Speed and Power over gray side regions. Correct retail text justification value 2 to left alignment and retain direct RenderSurface decoding in the texture inspection tool used to verify the assets.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 21:14:14 +02:00
Erik
0f2d98c501 fix(combat): synchronize auto-target presentation
Make the retained toolbar consume retail's payload-free selection notice from canonical live state so a reentrant Auto Target replacement cannot be erased by the outer clear. Restrict automatic acquisition to the requested hostile non-player monster policy and record the intentional PK edge divergence.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 20:26:00 +02:00
Erik
8be933fc94 fix(animation): preserve wire motion on every spawn path
Replace the door-specific static-animation seed with one retail description-then-enter-world initializer shared by normal and reactive spawns. This preserves authoritative Dead and On/Off states, prevents replacement corpses from returning to Ready, and pins the lifecycle with Core and App tests.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 14:27:44 +02:00
Erik
9b97102c67 fix(combat): persist death and retarget on kill
Keep the velocity-only NPC adaptation inside the locomotion family so authoritative Dead motion remains persistent. Route selection clears through a dedicated combat target controller that reacquires the closest eligible creature when retail Auto Target conditions apply.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 09:19:38 +02:00
Erik
5276a83087 fix(combat): match retail live attack feedback
Keep AttackDone control statuses out of chat, preserve dead motion across zero-velocity position updates, render the authored power meter from right to left, and retain the rotatable viewer offset during target tracking.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 21:10:01 +02:00
Erik
33cc9aa16a fix(combat): track targets with retail camera
Port ClientCombatSystem's Keep in View consumer through CameraSet's pivot-to-target boom heading, including the transformed half-metre target offset and melee/missile validity gates. Preserve the existing stateful chase damping and collision architecture, with conformance coverage and named-retail pseudocode.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 20:36:58 +02:00
Erik
927fa7881a fix(combat): restore retail combat bar controls
Resolve authored StringInfo labels from local.dat, port gmCombatUI's runtime option captions and checkbox widgets, and bind horizontal scrollbar media by retail structural roles so the green power jewel is a thumb instead of a tiled track. Persist the three combat options and make Auto Target govern target acquisition.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 20:26:52 +02:00
Erik
2215c76c7e feat(combat): port retail basic combat bar
Mount authored gmCombatUI, share one press/hold/release request state machine across DAT buttons and keybindings, and recover the exact 1.0s/0.8s power timing from matching retail x86. The same timer fixes jump charge, while ready-stance, response queueing, auto-repeat, layout binding, migration, and conformance coverage keep behavior architectural rather than panel-local.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 14:03:28 +02:00
Erik
9958458318 fix(combat): apply server attack motions locally
Route accepted non-autonomous local UpdateMotion state through retail's wholesale interpreted-motion funnel, so ACE-selected melee and missile actions use the normal motion queue and action-stamp gate. Share nullable wire conversion with remotes and remove the local direct command replay.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 13:34:55 +02:00
Erik
8ec0944a1c docs(combat): record held weapon live gate 2026-07-11 13:23:57 +02:00
Erik
ab6d96d113 feat(combat): port retail held weapon parenting
Select the default combat mode from ordered equipped objects so bows request missile stance. Parse CreateObject parent metadata and ParentEvent, then render held objects as separate children composed from setup holding locations and placement frames each animation tick.
2026-07-11 13:02:26 +02:00
Erik
564d39dfea feat(ui): port retail toolbar ammo count
Resolve stacked thrown weapons versus separately equipped missile ammo exactly like gmToolbarUI, normalize a zero stack to one, and refresh the authored missile indicator from equipment and stack events. Keep the decision in pure Core with retained and real-DAT conformance coverage.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 12:29:51 +02:00
Erik
400f01eef1 docs(ui): record toolbar controls live gate
Mark Wave 4.4d shipped after the connected Release client confirmed panel toggles, lifecycle-driven highlights, unavailable-button ghosting, and selected/targeted Use and Examine behavior.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 12:20:38 +02:00
Erik
d3d1c895a0 feat(ui): finish retail toolbar controls
Discover all seven panel launchers from their DAT panel-id attributes, route mounted panels through event-driven retained window state, and ghost unavailable panels. Port Use and Examine selection/target behavior with exact Appraise dispatch and retail cursor modes.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 12:11:53 +02:00
Erik
21fefce0e0 docs(ui): close selected-object live gate
Record the exact paperdoll body-selection confirmation, mark Wave 4.4c shipped, and close issue #141 now that every selected-object branch has passed live.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 11:58:37 +02:00
Erik
0b74d19475 fix(ui): port exact paperdoll body selection
Resolve and sample retail's authored nine-color paperdoll click map, preserve local click coordinates, and select the stable highest-priority worn item with the player fallback. Keep targeted-use body clicks routed to self and pin both synthetic and live-DAT conformance.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 11:56:26 +02:00
Erik
2644d1d527 fix(ui): port exact selected health policy
Replace the toolbar's PWD-bit approximation with retail ObjectIsAttackable composed with the exact player and pet short-circuits. Carry second-header PetOwner through CreateObject, session, and ClientObject state so self, pet, and Free-PK cases match retail while friendly NPCs and attackable non-creatures remain name-only.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 11:42:04 +02:00