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>
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>
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>
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>
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>
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>
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>
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>
Record the live Mana Stone source-destruction, armor transfer, and authoritative selected-meter update confirmation. Mark Wave 4.4b shipped while retaining the exact health-target policy as the remaining D.5.3 gap.
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>
Mark issue #147 done after live confirmation of vertical resize, clipped partial-row scrolling, and scroll-offset preservation across inventory mutations.
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>
Route the selected stack quantity through retail GetObjectSplitSize semantics, send exact split-to-container and split-to-ground actions, and keep the original object in place until the server publishes the newly guided stack. Cover selection scoping, wire bytes, container placement, and world drops with conformance tests.
Co-Authored-By: Codex <codex@openai.com>
Keep the horizontal thumb at its raw pointer position so both endpoints are reachable, honor the stack entry's authored right alignment, and preserve PublicWeenieDesc plural names from CreateObject through the object table. Port retail's singular s/es fallback when no plural was sent.
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>
Give retained buttons a reusable item-drop seam, wire the toolbar backpack target, and port retail stack-merge legality, capacity clamping, wire dispatch, destination selection, and immediate shortcut rekey notice. Record the live ACE merge gate and keep split quantity under AP-101.
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>
Route ACE server commands through the existing chat path, bind the retail paperdoll hit mask instead of its obscured viewport, and prefer authoritative private health vitals. Record the user-confirmed live gate and pin the production DAT widget type in tests.
#193 FIXED (119a2326), verified by before/after dotnet-counters on the same
6-min churny roam: LOH 1.1→6.1 GB climbing (leaked) vs 0.24→0.64 GB then FLAT
(fixed); no crash. #194 filed: WbDrawDispatcher._groups never pruned (LOW,
bounded, not a crash risk) — surfaced during the #193 heap analysis.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Two reproducible Out-of-memory crashes in one evening (Release build): one after
an extended dev-UI session, one after ~50 min of retail-UI play. Cause
uncharacterized. Filed post-M2 (stability, not M2 critical path).
Explicitly warns against the retracted "entity leak" reading: the smoke plugin's
"saw N entities total" is a cumulative spawn-EVENT counter, not residency.
Investigation must measure actual managed + unmanaged/GPU memory growth over
time, capture-first. May have contributed to tonight's phantom door-regression
(memory pressure -> GC thrash -> dropped inbound motion).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
User-gated the full dungeon round-trip (enter via portal -> navigate rooms ->
exit to the outdoor world), completing the #138 acceptance. Both M1.5 demo
halves are now confirmed: building/cellar (prior sessions) + full dungeon
round-trip (2026-07-10). Milestone-crossing artifacts per the milestones-doc
discipline:
- Pinned M1.5 landing writeup + flipped header to ✅ LANDED; caveats explicit
(#145-residual far-town teleport-OUT + #116 slide-response carried as
post-M1.5 follow-ups, NOT blockers).
- Freeze list applied: all M1.5 phases (indoor render Option A, A6/A6.P4
physics, A7 lighting, full Phase G.3 dungeon support) now frozen per rule 2.
- M2 "Kill a drudge" flipped to ACTIVE; first ports = CombatMath.ComputeDamage
(F.3) + inventory panel (F.2) + combat anim (L.1c).
- CLAUDE.md "currently working toward" advanced to M2.
- #138 closed (user gate).
No demo video (per the user's standing preference).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
User re-confirmed the ENTER + NAVIGATE half of the dungeon round-trip works
(retail-UI session). The EXIT half (portal-out to outdoor, esp. far-town where
#145-residual lurks) wasn't exercised, so #138 stays open and M1.5 does not land
until the exit gate passes. Marks exactly where next session resumes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The milestones doc, roadmap, CLAUDE.md banner, and #138's ISSUES cross-ref had
drifted ~4 weeks behind shipped work — they still claimed "dungeons don't work
AT ALL / terrain-less landblocks unsupported (#133)", which sent this session
chasing a phantom door "regression" for an hour. Git reality (and tonight's live
dungeon session) refute it:
- #133 teleport-into-dungeon DONE (G.3a hold-until-hydrate FSM 7947d7a/2ce5e5c8/47ae237e);
the terrain-less premise was refuted at design time (90786c19: dungeon LandBlock
is flat-terrain, streams via the existing pipeline).
- #95 portal-graph visibility blowup RESOLVED (9.1M→~39k instances, a40c38e8).
- #137 dungeon collision CLOSED (0efa7ed2); doors #187/#188; A7 lighting #79/#93/#80/#154 CLOSED.
- #138 teleport-OUT ESSENTIALLY RESOLVED in code — the remaining M1.5 gap is one
RECORDED end-to-end round-trip user gate, not broken code.
Also fixes a numbering trap: #138's body cited "#146/#147" for its collision
residuals, but those numbers are D.2b inventory-polish issues in this worktree;
the real residuals are #152 (portal-in walls, DONE 49d743f) + #151 (far-town
walls, FIXED 9743537). Sole live residual now surfaced: far-town teleport-OUT
arrival cascade (#145-residual, REOPENED — capture-harness-first).
Historical working-notes annotated [SUPERSEDED] rather than deleted.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
"Looks good." Filed directly to Recently closed since the fix already
shipped and gated this session (fa9aedca).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
User-driven triage pass over ~60 open issues: 19 closed from the
user's own recollection, 8 more closed after this session's parallel
investigation confirmed the underlying bug/task no longer applies
(#96 accepted-divergence reclassification, #60/#68/#126/#4/#81/#33
fixed by commits that never cross-referenced their issue number, #87
superseded by Phase O + Phase A8). 9 issues investigated and confirmed
still genuinely open got a dated triage note appended in place
(#116/#104/#178/#29/#146/#147/#148/#156/#72); #41 got a user-note only.
Two investigated issues (#148, #156) turned up real completed fixes
sitting on an unmerged branch (claude/peaceful-visvesvaraya-e0a196,
11 commits, diverged from main 168 commits ago) — flagged in their
triage notes and separately to the user, not acted on here.
Verified before committing: header count unchanged (200 before/after,
no blocks lost or duplicated), spot-checked 6+ closures across every
category (user-closed, investigation-closed, stayed-open-with-note,
the #87 duplicate-heading edge case) for accuracy against the
underlying investigation evidence.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
"Number 80 is closed, I verified again." Moved #93 (the lighting
umbrella) and #80 (2nd-floor darkness) to Recently closed. #94
(held-item spotlight) is NOT folded into this closure and stays open —
user confirmed acdream doesn't support equipping hand-held items yet,
so it's currently untestable; marked BLOCKED rather than an active A7
target so it doesn't keep resurfacing as unfinished lighting work.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
"Fountain is back! We can close it." Root cause was #190 (entity-id
overflow), not the light-carrier hydration fix directly. Moved to
Recently closed with the mechanism summary; the candle-flame
identification sub-thread is noted as an unraised residual rather than
a new open issue, since the user didn't re-flag it.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>