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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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>
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.
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>
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>
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>
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>
Parse and route the complete 0x0264 guid/fraction/valid response, send exact 0x0263 item-mana queries, and reproduce retail meter visibility plus guid-zero cancellation for mana and health selection changes. Keep the behavior in Core state and the retained selected-object controller with wire/state/UI conformance coverage.
Co-Authored-By: Codex <codex@openai.com>
Preserve pixel scroll offsets across inventory rebuilds, crop partially visible rows with nested geometry/UV clips, and replace the obsolete 560px resize ceiling with available screen height. Keep retail's row-sized wheel step while allowing continuous scrollbar thumb positions.
Co-Authored-By: Codex <codex@openai.com>
Bind the authored stack count entry and horizontal slider to one Core split-quantity owner, preserve retail count-first naming and exact 1000-step rounding, refresh on stack changes, and consume the selected amount during merges. Conformance covers the production DAT fixture and retained pointer/focus paths.
Co-Authored-By: Codex <codex@openai.com>
Plan retail shortcut drops from a complete post-lift snapshot so fresh inventory items use cyclic-right displacement while toolbar aliases restore to their vacated slot. Apply local mutations atomically, preserve raw shortcut fields, emit exact Remove/Add ordering, and retire AP-102 after the live ACE gate.
Co-Authored-By: Codex <codex@openai.com>
Carry signed index, object id, and raw spell word losslessly through PlayerDescription, session storage, drag mutation, and AddShortcut wire serialization while keeping gmToolbarUI object-only. Retire AP-103 and record the live ACE relog persistence gate.
Co-Authored-By: Codex <codex@openai.com>
Port global toolbar use/select/create actions, migrate the collapsed Ctrl-number bindings, and route them through a focused retained-UI controller. Preserve shortcut aliases as aliases across inventory and paperdoll drops with retail's neutral/accept/reject drag states, preventing physical item moves such as unwielding an equipped helmet.
Co-Authored-By: Codex <codex@openai.com>
Port every reachable ClientUISystem cursor branch through the production DAT enum map, preserve global-default versus widget-local event ordering, and surface the registered OS fallback. Route all four toolbar stance indicators through the same combat toggle command as the key binding, with golden DAT and transition conformance coverage.
Co-Authored-By: Codex <codex@openai.com>
The Town Network hub (498 registered fixtures) starved the player's own
room: BuildPointLightSnapshot's player-nearest-128 cap sorts by raw
Euclidean distance, which isn't a reliable proxy for "same room" in a
dense maze — a fixture on the other side of a wall can be geometrically
closer than the room's own torches and win the cap. LightSource.CellId
tagging and the [indoor-light] membership probe already existed from the
c500912b/#176 arc; the missing piece was a candidacy filter.
BuildPointLightSnapshot(playerWorldPos, visibleCells) now narrows
candidates to the frame's actual visible cells before the existing
dynamics-first player-nearest cap runs (cell-less lights, e.g. the viewer
fill, always included). GameWindow feeds LAST FRAME's already-rendered
RetailPViewFrameResult.DrawableCells — one frame of latency instead of
re-threading a mid-DrawInside callback, which was the exact mechanism
(c500912b) that caused the earlier #176 seam-floor flicker regression.
The distance-sort anchor stays the player, unchanged.
AP-85 updated in place (third revision) rather than adding a new row —
same underlying divergence, now with the render-visibility approximation
of retail's true DBObj-load/flush-bounded resident registry documented
alongside its residual risk (one unscoped frame on portal re-entry).
Core 2652+2skip / App 741+2skip / UI 425 / Net 385 green. Pending: user
visual gate at the Town Network fountain, and a #176 corridor-seam
non-regression recheck (Facility Hub, different landblock).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Lands the fading-secret-door feature and fixes the door "flip-back" that
surfaced while testing it.
#188 — fading-wall doors (e.g. "Pedestal Weak Spot") fade their wall part
out via TransparentPartHook instead of swinging:
- TranslucencyHookSink consumes TransparentPartHook -> TranslucencyFadeManager
(per-(entity,part) linear translucency ramp; holds at End frame).
- WbDrawDispatcher: new per-instance alpha SSBO (binding 7); ClassifyBatches
takes opacityMultiplier (1 - translucency, per CMaterial::SetTranslucencySimple
0x005396f0) forcing AlphaBlend; fully-invisible parts skipped.
- mesh_modern.vert/.frag: binding-7 InstanceAlphaBuf -> vOpacityMultiplier ->
FragColor.a *= vOpacityMultiplier.
- Register AP-89: the fade multiplies sampled texture alpha, not a separate
D3D9 material alpha channel (observably identical for texture-alpha==1 surfaces).
Door flip-back fix (affected BOTH #188 fading walls AND #187 sliding doors): a
door/wall that finished opening holds a single unchanging frame, so the
uncommitted IsEntityCurrentlyMoving cache-bypass narrowing dropped it onto the
Tier-1 static cache -- which only remembers the REST pose + opacity 1.0 --
snapping it visually shut/opaque while physics stayed open. Reverted that
narrowing: every Sequencer entity stays on the per-frame path (live pose + live
fade opacity), the known-good pre-optimization behavior. The per-frame CPU cost
that narrowing chased was a Debug-build artifact -- Release is GPU-bound
(~200 fps in Sawato, measured), so the unconditional add is free where it
matters. Left a code comment barring re-introduction.
Tests: full Core suite green (2649 passed, 2 skipped). Live visual gate PASSED --
both fading-wall and sliding doors hold open.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Collapse the two-path fork in RemotePhysicsUpdater.Tick: the former Path A
(grounded PLAYER remotes advanced by the interp catch-up with ResolveWithTransition
deliberately OMITTED, per the now-retired issue-#40 premise) is gone. Every remote --
player and NPC -- now runs the SAME per-tick catch-up + sweep + shadow-follows-resolved.
Retail's UpdateObjectInternal (0x005156b0) has no player/remote fork; this is the
faithful shape. Player remotes now get terrain-Z snap (no slope staircase), wall
collision, and MONSTER collision -- previously (Path A) they skipped ALL collision.
RETAIL PvP (adversarial review caught this): two non-PK players WALK THROUGH each
other in AC (you can stand inside another non-PK player) -- they do NOT de-overlap.
The remote-player mover now carries IsPlayer|EdgeSlide (mirroring the LOCAL player at
PlayerMovementController), so CollisionExemption's PvP block exempts a non-PK pair,
exactly as retail sets IsPlayer on every object's own transition (OBJECTINFO::init
0x0050cf30) and FindObjCollisions (pc:276812) exempts it. The first 2b draft passed
bare EdgeSlide and de-overlapped players (MORE solid than retail); the 3-lens review
flagged it. PK/PKLite/Impenetrable are not plumbed onto the remote mover yet -- the
same M1.5 gap the local player carries (TS-23, extended).
#40 proven dead in code (before the gate): PlayerVsMonster_DeOverlapsAndAbsorbsTheStallBlip
drives the real ComputeOffset -> InterpolationManager catch-up (incl. the fail_count
blip-to-tail) for a player mover converging on a monster and asserts de-overlap +
maxSpike<0.30 -- the sweep absorbs the stall-blip. ConvergingPlayers_WalkThroughEachOther
proves the PvP exemption (non-PK players pass through). Path B already ran the
#40-feared config stably; #40 (May 2026) predates the CSphere/#137/#170/#171 rebuild.
Placement (HIGH, review finding 3): the player UP routing gains the SAME placement-snap
backstop Slice 1 gave NPCs (AP-87). Without it a UM-first player (RemoteMotion seeded
to the spawn pos, then a first UP in a different cell) would sweep from a stale cell ->
garbage -> the digest's invisible/misplaced-player bug. The 4 m bodyToTarget guard +
!willBeDrTicked + dist>96 snap; near placed corrections still enqueue for smooth
catch-up. Also seed Body.Position=worldPos at UP-handler RemoteMotion creation
(mirrors the UM handler :5176) for the UP-first case.
Coupled shadow edits (research finding 9): RETIRED the players-only raw-worldPos shadow
sync -- now that players run the sweep + shadow-follows-resolved, the raw sync would
re-snap a packed player's shadow into overlap each UP. Player shadows follow the
RESOLVED body via the DR-tick loop + a new player UP-branch-tail SyncRemoteShadowToBody.
Surviving player/NPC split (AP-88): the omega -- grounded PLAYERS keep the
ObservedOmega-or-seqOmega world-frame (Concatenate) fallback ("rectangle when running
circles"); NPCs + airborne keep ObservedOmega-only body-frame (Multiply). They commute
for an upright body + yaw omega, so the fork is faithful.
Register: TS-23 extended (remote-player mover PK gap); AP-86 updated (raw sync retired
for players too, Where column fixed); AP-88 added (omega fork + eval-order note).
Tests: Core 2623 / App 741 green, 0 warnings. 3-lens adversarial review + per-finding
verification (10 agents); all 6 confirmed findings addressed (2 substantive: PvP mover
flags + player placement-snap; 4 doc/cosmetic).
VISUAL GATE (acceptance test) owed by the user -- NOTE the corrected expectation:
(a) a player remote on a hill -- no slope staircase;
(b) two packed player remotes -- they WALK THROUGH each other (retail PvP), NOT
de-overlap (this corrects the design's original "players de-overlap" gate);
(c) a player remote cannot stand inside a MONSTER (new: player-vs-monster collision);
(d) remote walk/run/jump/land/turn UNCHANGED.
Handoff: docs/research/2026-07-07-184-slice2-unify-extract-handoff.md.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The per-tick remote de-overlap sweep used a hardcoded HUMAN collision sphere
(0.48 m radius / 1.835 m capsule top) for EVERY creature, so large and small
monsters de-overlapped at human spacing (register TS-46). Retail seeds the
transition from the object's OWN Setup sphere list scaled by its wire ObjScale
(CPhysicsObj::transition 0x00512dc0 -> init_sphere(GetNumSphere, GetSphere,
m_scale); ObjScale from set_description 0x00514f40).
Slice 3 (one call site, no signature change): before the Path B ResolveWithTransition
call, read the creature's Setup-derived dims via the existing GetSetupCylinder
helper -- (setup.Radius, setup.Height) x ObjScale, the same source the local player
and the moveto/sticky radii already use, consistent with the spawn-time shadow
registration's entScale -- and pass them as sphereRadius/sphereHeight. Fall back to
the human capsule when GetSetupCylinder returns (0,0) for a shapeless / unresolvable
Setup (a zero radius would degenerate the sweep). The player call site is unchanged
(the player IS the human Setup). stepUp/stepDown stay 0.4 m (retail derives those
from the Setup too -- an adjacent divergence left as-is).
Big monsters now spread wider, small ones tighter -- the de-overlap distance tracks
each creature's true radius.
Test: RemoteDeOverlapMechanismTests.ConvergingLargeCreatures_DeOverlapWiderThanHuman
(an R=0.9 pair settles ~1.8 m -- materially wider than the human 0.96 m contact --
proving the sweep de-overlaps at the radius it is given). Register: narrows TS-46
(remotes no longer human-dimmed; residual = the two-scalar reconstruction vs retail's
sphere list, plus the 0.4 m step heights). Core 2621 / App 741 green.
Research: workflow wf_e8306250-21b (3-agent read-only sweep: acdream data source /
retail init_sphere reference / minimal-edit path).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Packed monster remotes interpenetrate in acdream but barely in retail on the same
ACE. Retail de-overlaps them CLIENT-side: it sweeps every remote creature every
tick against neighbours' LIVE resolved positions (the collision shadow == the
resolved m_position, re-registered every moved transition step), with the server
position a gentle catch-up target (CPhysicsObj::MoveOrTeleport 0x00516330), not a
hard-snap. The collision math was already faithful; the bug was the reconciliation
(hard-snap) + the movement model (synth-velocity) + a stale shadow.
A first attempt (reverted) enqueued EVERYTHING and left the shadow at the raw
server position — it gate-failed with invisible monsters (an unplaced body blipped
over a huge distance into the sweep -> garbage pos) and the player stuck on offset
shadows. This redo fixes both root causes, mechanism-proven in a Core test first:
- NPC UpdatePosition routes through MoveOrTeleport with a PLACEMENT-SNAP: the body
is snapped to the server pos when it is not already near it (first UP, no
Sequencer to consume the queue, >96 m, or |Body - worldPos| > 4 m); only near DR
corrections enqueue. This restores the body's placement authority (no invisible
monsters). Airborne keeps the authoritative hard-snap.
- Grounded movement drives the body from the interp CATCH-UP (ComputeOffset ->
InterpolationManager::adjust_offset, REPLACE dichotomy) instead of synth-velocity
(get_state_velocity / SERVERVEL); MovementManager::UseTime runs unconditionally.
- SHADOW-FOLLOWS-RESOLVED: after each tick's sweep the collision shadow is
re-registered at the resolved body (SyncRemoteShadowToBody), movement-gated
(|Body - LastShadowSyncPos| > 1 cm). The per-UP :5669 raw-pos sync is now
PLAYERS-ONLY, so an NPC's shadow is only ever written to its resolved body ->
neighbours de-overlap against resolved bodies, the spread PERSISTS, and collision
== render (no stuck-on-nothing). Landing clears the interp queue.
Preserved: airborne path, sticky #171 (gate + StickyManager overwrite of the seeded
frame), omega, the #173 bounce, landing, the node_fail_counter watchdog, and Path A
(player remotes, untouched -- Slice 2 unifies it).
Tests (RemoteDeOverlapMechanismTests): converging pair settles STABLE at 0.86 m
(barely overlapping = the retail look) WITH the shadow-sync vs <0.40 m (full
overlap) WITHOUT it; a third test drives the REAL InterpolationManager loop and
confirms the sweep absorbs the stall-blip (no pop-into-neighbour). 2-lens Opus
review (CONCERNS) addressed: movement-gated re-flood for the town-FPS risk;
players-only :5669; the blip-absorption test.
Register: retires TS-41 (SERVERVEL synth-velocity -> catch-up), narrows TS-44 (NPC
UP unified onto the interp queue; gate kept for orientation), adds AP-86
(shadow-follows-resolved impl) + AP-87 (MoveOrTeleport 4 m/no-Sequencer placement
snap). Known residual: the de-overlap sweep uses the human sphere for the mover, so
large creatures de-overlap at human radii (TS-46; Slice 3 plumbs Setup dims).
Visual gate PASSED (user: monsters visible + spacing much better). Core 2620 /
App 741 green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
TS-3 (frames_stationary_fall accounting absent) retired — ported in the verbatim
UpdateObjectInternal rebuild. AD-25 narrowed to the remote-DR sweep (player half retired).
AD-39 (fsf ladder placement vs ACE's interleave), AD-40 (fsf bit-encode in the Core
writeback + CachedVelocity computed-not-consumed), AD-41 (candidateMoved gates only
handle_all_collisions) added. ISSUES #182 → rebuild shipped, awaiting the visual gate,
with the fsf-not-cached_velocity correction + the #137 Slice-3 residual note.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>