Commit graph

845 commits

Author SHA1 Message Date
Erik
974fe88ade docs(CT): record the CT7 gate PASS in the ledger
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 07:44:54 +02:00
Erik
9e85d82325 docs(CT): CT-GF1 review-closed
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 07:17:12 +02:00
Erik
025108a8aa fix(CT-GF1): review fix round — literal DrawHere clip shape, empty-clip cull, popup input routing
Applies all 11 items from the Opus dual-lens review of 989f6652 (0
blockers, 7 SHOULD-FIX, 4 NOTE):

- S2: UiElement.DrawSelfAndChildren now pushes the ambient clip right
  after PushAlpha and wraps OnDraw + the children walk +
  OnDrawAfterChildren in ONE block — the literal UIRegion::DrawHere
  @0x0069FA30 shape, which clips an element's OWN DrawSelf too, not
  just its children (UIElement_Text::DrawSelf @0x00467AA0 locks glyph
  blits to its own clipped surface rect; UIRegion::DrawSelf
  @0x0069F1A0 blits per clip rect). Deleted the two now-redundant
  ad-hoc self-clips this supersedes: UiText.DrawText and
  UiField.DrawMultiLine both pushed their own (0,0,Width,Height) —
  exactly what the new ambient clip already provides one level up.
  Kept UiButton.DrawBlockLabel's clip: it clips to LabelBox/ValueBox,
  an authored INNER sub-rect that can be smaller than and offset from
  the button's own full rect — a genuine narrower viewport, not a
  redundant duplicate.
- S3: deleted UiItemList's `ClipsChildren => CellWidth > 0f` override
  — correct under the old opt-in-false default, inverted under the
  new default-true (an unconfigured list would stop clipping instead
  of clipping like everything else).
- S4: pinned the escaped-popup input path end to end. New
  UiAncestorClipTests test mounts a menu inside a short window on a
  real UiRoot, opens it, and proves a click in the escaped popup
  region reaches the menu through UiRoot.PopupHit (a plain top-down
  walk is proven to reject the same point first). UiRoot.WantsMouse
  now also checks PopupHit — it previously only checked Captured/
  HitTestTopDown, so a game action could fire underneath an open
  dropdown's escaped region. OnMouseDown/OnScroll already routed
  through PopupHit first (#374); unchanged.
- S5: strengthened the Titles-divider regression test's positive
  half. The old assertion only checked SOME quad's Y fell in a band —
  vacuously true given other same-band content. Now asserts the
  divider's exact rect (X and Y), then diffs against the same rect
  with the divider hidden (Visible=false) to prove the quad was
  actually attributable to it.
- S1: added UiWindowDrawCaptureSweepTests — Character/Chat/Vendor/
  Options mounted through their real production Bind entry points
  with a non-zero sprite resolver, drawn via RecordingGpuDevice,
  asserting a per-window vertex floor (~40-45% of this session's
  observed baseline: Character 588, Chat 162, Vendor 54, Options 240)
  plus one key sprite id read LIVE off the bound controller/element
  (never hardcoded). Character's key sprite (RetailChromeSprites.
  TopEdge) specifically exercises OnDrawAfterChildren, the exact path
  S2's caution note flagged. Inventory/Paperdoll/social/map-house
  skipped — no single fixture-driven top-level Bind entry point.
- S6: added the CT-GF1 subsection to the campaign plan's ledger
  (989f6652 + this fix round; CT7 re-gate still owed).
- S7: UiRenderContext.PushClipUnbounded now resets to the CANVAS rect
  (0,0,ScreenSize), not null — retail's own popup region is
  SCREEN-clipped (UIElement_Menu::MakePopup spawns a top-level region
  bounded by the screen), not truly unbounded. AD-113 amended.
- N1: UiRoot overrides ClipsChildren => false — the root's own region
  IS the screen (the viewport already scissors it), so this is a
  safety net against a momentarily zero-sized root silently blanking
  the whole UI tree under the new ancestor-clip default.
- N2: added the empty-clip subtree cull (retail's var_24 gate
  @0x0069FB8E) to DrawSelfAndChildren only — DrawOverlays is a wholly
  separate traversal untouched by this change. New test proves a menu
  inside a fully-clipped (zero-width) window still draws its open
  popup via the overlay pass while the main pass draws nothing.
- N3: CT7 script §5 now names the collapsed-toolbar check and the
  four highest-overflow windows (combat/vitals bar, Options
  bottom-button row, map/house page, floaty chat) as explicit
  eyeball items for the re-gate.
- N4: verification below covers both the working tree and the clean
  committed tree.

Decomp anchors: UIRegion::DrawHere @0x0069FA30 (var_24 gate
@0x0069FB8E); UIElement_Text::DrawSelf @0x00467AA0 (self-clip);
UIRegion::DrawSelf @0x0069F1A0; UIElement_Menu::MakePopup (screen-
clipped popup region).

Verification (both runs green, --filter "Lane!=InstalledDat&
Lane!=PreparedPackage&Lane!=Live&Lane!=Manual&Lane!=Timing&
Lane!=Windows&Lane!=Linux&Lane!=SystemFont&Purpose!=Diagnostic&
Status!=KnownFailure"): full Release solution build green; working
tree 14,900+ tests across every project (one LandblockPresentation
PipelineTests flake reproduced ONLY under full-solution parallel
load, passes standalone and on rerun — unrelated to this change,
streaming domain); InstalledDat lane green (ACDREAM_RUN_INSTALLED_DAT
_TESTS=1, Status!=KnownFailure, 205+34+3+172 App/Content/Bake/Core
tests). Clean committed tree (git stash push -u the uncommitted
owner probe + docs files, rerun, stash pop) reported in the session
summary.

src/AcDream.App/UI/UiRoot.cs carries an unrelated, pre-existing
uncommitted owner probe (ACDREAM_PROBE_UI_HOVER) — staged selectively
(git add -p) so only this commit's own two hunks (ClipsChildren
override, WantsMouse) landed; the probe hunk is untouched and stays
uncommitted, same as before this fix round.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 07:11:42 +02:00
Erik
6561d08fa8 docs(CT): CT6 review-closed — campaign implementation complete, CT7 gate awaiting owner
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 02:54:56 +02:00
Erik
996cd73675 fix(CT6): fix round — chrome-inclusive host clamp (BLOCKER B1) + 372px mount default
Opus dual-lens review of CT6 (ec50455a) found 1 blocker, 4 should-fix, 5
notes. All applied:

BLOCKER B1 — the shared gmPanelUI host (0x100005FE) IS retail's own
outer window frame, not a content element: its authored 310/372/310/1000
already include the 5px bevel on every side. RetailWindowFrame.Mount was
adding the NineSlice wrapper's OWN 10px chrome inset on top of that
already-chrome-inclusive source, clamping MinWidth to 320 while the
window's actual mounted outer width stayed 310 — silently below its own
minimum until RetailWindowManager.ResizeTo forcibly widened it despite
ResizeX=false. Fixed with a new
RetailWindowFrame.Options.DatConstraintSourceIsOuterFrame opt-out
(chrome inset = 0 for constraint resolution only, value stays
DAT-sourced); MountCharacter sets it true. Mounted clamp is now exactly
the host's four raw values: width fixed 310, height 372..1000. Added a
mount-time invariant (throws if the mounted outer extent falls outside
its own just-computed clamp) that would have caught this at the first
test run.

S4 (campaign-lead ruling) — the window must MOUNT at retail's authored
default, outer 372 (content 362, matching the host's own content parent
0x10000180), not 0x2100002E's own 300x600 content-authoring canvas
(which produced a stale 610px default pre-fix: 600 + 10 chrome inset).
372 is exactly the host's own authored MinHeight — retail opens at its
resize floor and can only be dragged taller. MountCharacter now sets
ContentHeight=362f explicitly. At this default the 9 attribute/vital
rows (180px) overflow the 160px list immediately — retail-correct, not
a regression.

S2 — 0x1000023E and 0x10000533 both author property 0x79
(HideWhenDisabled) TRUE (fixture-verified: BoolValue=true on both). A
fitting list HIDES the scrollbar entirely; it does not draw a full-track
"disabled" thumb. The code was already correct; four wrong descriptions
(plan ledger, CharacterStatController comment, CT7 script, test comment)
are corrected, plus a new IsPresentationVisible assertion pair in the
resize test.

S3 — CharacterTitlesController's `if (listBox.LayoutPolicy is null)`
Anchors fallback was unreachable on both the real DAT and the fixture
(0x10000532/0x10000539 both author HasOriginalParentSize=true, so
LayoutPolicy is always assigned). Deleted; added an InstalledDatFact pin
guarding the deletion against DAT drift.

N4 — renamed NineSlice_ChatShapedConstraints_... to
NineSlice_ContentShapedConstraints_InsetArithmeticClampsProgrammaticResize
(it tested inset arithmetic on a content-shaped source, not chat's real
contract) and added a true chat-contract pin mounting Chrome=Imported
with chat's real 300/100/2000/2000 constraints, asserting no inset
applies.

N5 — corrected the "nothing inferred, no register row" sentences in the
ground-truth doc and plan ledger: they were false pre-fix (the mounted
clamp WAS an inferred double-counted composition); true now that B1
removes the composition.

CT7 script §4 rewritten with exact clamps (no "≈"), the corrected
default-overflow scrollbar behavior, and an absolute starting-height
statement.

Verified: full hermetic solution suite green (15,441 tests, Release,
Lane exclusions per the release gate), InstalledDat lane green across
the whole solution (414 tests, ACDREAM_RUN_INSTALLED_DAT_TESTS=1,
Status!=KnownFailure) including two new pins
(TitlesListAndPage_AuthorHasOriginalParentSize,
Imported_ChatContract_ClampsAtAuthoredBoundsWithNoChromeInset).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 02:53:57 +02:00
Erik
ec50455a63 feat(CT6): character window Y-resize clamped at retail's authored host minimum + shrink-and-scroll list contract
CT6 (Campaign CT slice 6): the resize clamp source is the SHARED
gmPanelUI host (0x100005FE in LayoutDesc 0x2100006E), not 0x2100002E's
own root and not the Character/Skills slot 0x1000018E either — live
probe confirmed the host authors MinWidth=MaxWidth=310 (fixed — no
horizontal Resizebar authored), MinHeight=372, MaxHeight=1000, and that
the bottom Resizebar (0x10000660) and top Dragbar (0x1000065C) are
direct children of the host, not the content parent. Decomp chain:
UIElement_Resizebar::StartMouseResizing @0x0046B7E0 calls
UIElement::StartResizing(this->GetParent(), ...), stashing drag state on
that parent; UIElement::MouseResizeElement @0x00461130 then reads
GetAttribute_Int(this, 0x3C..0x3F) off that same element every
mouse-move.

RetailUiRuntime.MountCharacter now imports the host element and passes
it as RetailWindowFrame.Options.DatConstraintSource, matching the
existing MountSideVitals pattern.

CharacterStatController.RebuildActiveList now wraps BOTH the Attributes
and Skills tabs' rows in the same UiScrollablePanel viewport (previously
only Skills got one; Attributes rows had no clipping/scrolling and the
shared scrollbar was force-hidden — owner report item 2). The shared
scrollbar is now always bound + visible; UiScrollbar's own
IsPresentationVisible/IsModelDisabled already draw the correct
full-track "disabled" thumb when content fits. This surfaced and fixed
a real #372/#412-class anchor-baseline bug: the viewport's
Left|Top|Bottom anchor was capturing its baseline margins lazily on its
own first ApplyAnchor call, which happens AFTER the ListBox has already
grown from its raw DAT height to its mounted height, permanently
capping the viewport short on every later resize. Fixed with an eager
CaptureCurrentAnchorBaseline() call, mirroring UiTemplateListBox
.Viewport's own lazy getter.

CharacterTitlesController.Bind gained the same defensive
Anchors = Left|Top|Bottom fallback for the Titles ListBox that
CharacterStatController already had (a no-op on the real DAT — both the
Titles page and its ListBox already carry a real authored LayoutPolicy
that stretches correctly).

Standardization audit: UiElement.MinWidth/MinHeight/MaxWidth/MaxHeight,
set once at RetailWindowFrame.Mount, are the ONLY clamp fields — read
identically by interactive drag, RetailWindowManager.ResizeTo, and
RetailWindowLayoutPersistence's restore clamp. No gaps found; no
register row (every number is a live-probed authored DAT value or a
structural correctness fix, nothing inferred).

Tests: CharacterStatControllerTests
.CharacterWindow_ResizesYWithinAuthoredHostClamp_AndReflowsListAndScrollbar,
CharacterTitlesControllerTests
.TitlesList_ReflowsWithWindowResize_AndScrollbarOverflowFlips,
RetailWindowFrameTests
.NineSlice_ChatShapedConstraints_ClampProgrammaticResizeAtAuthoredBounds
(shared-mechanism regression pin), CharacterPanelLiveDatTests
.PanelHost_AuthorsFixedWidthAndBottomOnlyResizeContract (InstalledDat
pin). Existing attribute-row tests updated from list.Children to
Descendants(list) for the new nested-viewport shape (the pattern skill
rows already needed).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 02:21:56 +02:00
Erik
4cbbdaf4bf docs(CT): CT5 review-closed (fix round 0a37a28e)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 01:48:08 +02:00
Erik
01e44a7018 docs(CT): CT4 review-closed (fix round e7e32409)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 00:56:33 +02:00
Erik
e7e32409c2 fix(ui): Campaign CT4 fix round — luminance text, verbatim title, PK PWD bits
Opus dual-lens review of ed652ed8 found 2 blockers + 5 should-fix. All applied.

BLOCKERS:
- Bind the luminance pair (0x100005C5/0x100005C6): caption "Luminance:"
  (UTF-16, PE-byte-decoded from the gmStatManagementUI vftable-adjacent
  data at @0x007c3dd4) and value "<available> / <maximum>" (narrow
  "%s / %s" @0x007c3dcc) — both literals independently re-derived from the
  raw acclient.exe bytes and confirmed byte-exact against the review's
  claim. Numbers format through a new shared FormatXp helper
  (.ToString("N0", InvariantCulture) — retail's ExperienceSystem::XPToString
  equivalent), also now used by Total XP / XP-to-next-level (previously an
  un-invariant bare "N0"). Hide path switched from Visible=false to
  retail's own UIElement_Text::ClearAllText mechanism
  (@0x004f0e31/@0x004f0e3c — empty LinesProvider, leave layout); each
  LinesProvider re-reads data() on every draw, so no separate refresh call
  is needed.
- CharacterIdentityText.StripLeadingArticle deleted: retail AppendText's
  the resolved title VERBATIM (@0x004f0990); 26 real ACE CharacterTitle
  entries begin with "The" and were being mangled. The dead
  CharacterSheet.Race fallback is deleted alongside it — retail's
  InqGenderHeritageDisplay creature-type argument is a hardcoded literal 0
  (@0x004f08db), no producer exists.

SHOULD-FIX:
- PK line re-sourced: classifies off the live ClientObject.PublicWeenieBitfield
  PWD bits (0x20 IsPK / 0x02000000 IsPKLite — ACCWeenieObject::IsPK/IsPKLite
  @0x0058c8b0/@0x0058c8a0) instead of a bitwise test against raw
  PropertyInt 134, which carries ACE's own PlayerKillerStatus enum bit
  layout, not the PWD layout. PropertyInt 134 already drives the correct
  bits via the existing PlayerKillerStatusBitfield.Apply; this is a
  re-source, not new wiring. Deleted the 0x4|0x8 combined-flag test case,
  which asserted a non-retail answer.
- Register AP-109 row: restores CT3's Titles-page narrowing paragraph
  (CT4's edit had compressed it to a bare pointer phrase), corrects the
  rank-prefix source to PropertyInt 0x1E (AllegianceRank) read live off
  the qualities bundle — not RuntimeAllegianceState, which is a different
  UI's (SocialAllegiancePageController) own documented substitute —
  corrects the title-table size from an estimated 22 functions/~200
  strings to the actual 17 functions/~170 strings (AllegianceSystem::GetTitle's
  dispatch switch read directly), and downgrades the evidence claim.
  Filed AP-235 for the gender/heritage hardcoded-table-vs-live-EnumMapper
  mechanism divergence, pointing at the ALREADY-EXISTING
  RetailDataIdResolver.Resolve helper as CT5's unification seam.
- CharacterPanelLiveDatTests.HeaderElements_AuthorExpectedFontsAndColors
  extended with the luminance pair's own occurrence-count + font/color
  pins, matching every other header id's pattern.

Also landed: an InstalledDat pin
(GenderHeritageDisplayNameTables_MatchTheRetailEnumMapperChain) proving
CharacterIdentityText.GenderDisplayName/HeritageGroupDisplayName match the
live retail EnumMapper chain (master map category 1 ->
ClientEnumToID[0x10000001]/[0x10000002] -> EnumMapper DIDs
0x2200000A/0x2200000B) byte-exact, including the two entries the review
flagged as unverified guesses (10 "Penumbraen", 12 "Olthoi" — both
correct). CharacterSheetProvider.BuildSheet's level read switched from a
GetInt+ContainsKey double lookup to one TryGetValue. Plan ledger's
test-provenance sentence corrected (Bind_HeaderElements_... predates CT4,
extended to cover PkStatusId).

Tests: CharacterStatControllerTests (verbatim title incl. "The Noob",
luminance content/gate, luminance text binding, extended
Bind_HeaderElements_... covering PkStatusId), CharacterSheetProviderTests
(PK status driven through ClientObjectTable.UpdateIntProperty instead of
a raw property write), CharacterPanelLiveDatTests (luminance pin, gender/
heritage EnumMapper pin). Full hermetic solution suite green under Release
(0 failures, 15 projects); InstalledDat pins green (197/197, excluding one
confirmed pre-existing unrelated failure — TowerAscentReplayTests, verified
to fail identically with these changes stashed out).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 00:54:33 +02:00
Erik
ed652ed8ad feat(ui): Campaign CT slice CT4 — header identity block retail-exact
Retires the rest of AP-109's UI half: the character panel's Name/Heritage/
PkStatus/Level header identity block is now live and DAT-faithful on both
Attributes and Skills pages (verified: CharacterStatController.Bind already
scopes Label/LabelAuthoredColor to the ONE physically-visible page container,
so both tabs share the same bound widgets).

- Name/Heritage/PkStatus/Level switch from hand-picked Body/Gold runtime
  colors to the widget's own authored DefaultColor (LabelAuthoredColor) —
  CT1's live-DAT pin (HeaderElements_AuthorExpectedFontsAndColors) confirmed
  all four already carry the correct FontColor (white/white/white/pale-gold
  with Outline); the former "runtime color, dat carries none" comment was
  false.
- PkStatus resolves through StringTable 0x23000001 by key
  (ID_StatManagement_Header_PKStatus_PK/_PKL/_NPK) with a bitwise
  IsPK/IsPKLite test (gmStatManagementUI::UpdatePKStatus @0x004F00A0) instead
  of the prior exact-equality switch, which silently dropped combined-flag
  PlayerKillerStatus values. Live-DAT-verified strings: "Player Killer" /
  "Player Killer Lite" / "Non-Player Killer" (new InstalledDat pin
  PkStatusKeys_ResolveExpectedAuthoredStrings).
- Level shows "%d"-formatted InqInt(0x19) or the PE-recovered literal "???"
  when absent (CharacterSheet.Level is now int?).
- Heritage line appends CT2/CT3's resolved RuntimeCharacterTitleState
  display title through CharacterTitleResolver, refreshing live on both
  TableReplaced (0x0029) and DisplayTitleChanged (0x002B) —
  CharacterSheetProvider's ChangeBinding now subscribes to both.
- Name-line ruling: ships the PLAIN-NAME case only. Retail's allegiance
  rank-title prefix (AllegianceData::GetFullName @0x005B6950 ->
  AllegianceSystem::GetTitle @0x005B8DD0) needs a ~200-string, 22-function
  heritage x gender table (verbatim decomp literals, e.g.
  GetAluvianMaleTitle @0x005B7BC0's Yeoman/Baronet/.../High King) judged out
  of reasonable size for this slice. RuntimeAllegianceState already carries
  the local player's own rank; only the string table is missing. Registered,
  not silently omitted.
- Luminance pair (0x100005C5/0x100005C6): CharacterSheet.AvailableLuminance/
  MaximumLuminance (PropertyInt64 6/7) already flow generically through both
  the PlayerDescription snapshot and the live 0x02CF private-update parsers
  (no wiring gap). The retail show/hide gate (Level >= 200 &&
  MaximumLuminance != 0, UpdateExperience @0x004F0A70) is wired and toggles
  Visible on both elements every sheet refresh; the exact caption/value text
  could not be recovered this slice (retail's SetText source resolves
  through a Binary-Ninja-mislabeled data pointer, not a StringTable key — a
  DAT string-table sweep found no match), so content stays unbound rather
  than guessed.
- AP-109 narrowed accordingly (register row amended in the same commit).

Tests: CharacterStatControllerTests (heritage composition + live title
update, name stays plain, level int/"???" with authored — not constant —
color across 3 cases, PK line shows resolved text in authored color across
3 statuses, luminance visibility across 5 level/luminance combinations) and
CharacterSheetProviderTests (PK key-by-status resolution including a
combined-flag case, no-resolver leaves PkStatus null, Level null-vs-present,
title resolution + live refresh on both title events + unsubscribe-on-
dispose, luminance Int64 read-through). Full hermetic solution suite green
under Release (0 failures across all 14 test projects); InstalledDat pins
green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-25 00:02:11 +02:00
Erik
aa8106d57a docs(CT): CT3 review-closed (fix round 4cc9448b)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 23:30:27 +02:00
Erik
4cc9448b0a fix(CT): CT3 fix round — port Refresh's unconditional selection clear, drop unresolvable-id rows
Opus dual-lens review of CT3 (03e073b7) found 1 BLOCKER + 2 SHOULD-FIX + notes.

BLOCKER: CharacterTitlesController never ported Refresh @0x0049abc0's own
SetSelectedItem(nullptr, 1) (@0x0049ac5a) — retail clears the current
title selection UNCONDITIONALLY on every Refresh() call, regardless of
whether the previously-selected id is still earned. OnTableReplaced
(0x0029) and OnDisplayTitleChanged (the display half of 0x002B) are
retail's two Refresh() call sites, so both now clear _selectedTitleId
before rebuilding/re-highlighting. OnTitleAdded (0x002B's add half) is a
DIFFERENT retail method — RecvNotice_AddCharacterTitle @0x0049a990 splices
one row without ever touching m_pSelectedItem — so it deliberately still
preserves selection. Net effect: after the user sets a display title and
ACE echoes 0x002B, the previously-highlighted row now goes dark and the
Set-as-Display button re-ghosts, matching retail; earning a new title
while a row is selected still leaves that selection alone.

SHOULD-FIX: ported AddTitleToList @0x0049A840's early-outs
(@0x0049a873/@0x0049a914) — an id of 0, or an id CharacterTitleResolver
fails to resolve, now produces NO row at all. The "Unknown" fallback
literal belongs only to the display-title text (Refresh @0x0049abc0's
other half), never a row — this was previously ported backwards.

SHOULD-FIX: rows and the display text now use their UiText's own authored
DefaultColor instead of a hardcoded Vector4.One, and each LinesProvider
now returns a cached UiText.Line[] built once per text change instead of
allocating a fresh array literal every draw call (pattern:
CharacterCreationSkillsPage.cs:829).

Notes (all ruled in): corrected two CharacterStatController comments that
falsely claimed the Titles page authors its own copies of the raise
buttons (verified against the fixture — it does not; the hide loop that
comment guarded is a defensive no-op given Visible's draw/click cascade,
kept only for the contentPage-not-found fallback); switched the row sort
from List.Sort to a stable OrderBy/ThenBy (ties broken by title id) so
equal-text rows keep retail's insert-after-equals order; wrapped the
title-resolver delegate in RetailUiRuntime.MountCharacter with the same
DatLock the row-template resolver already takes (DatCollection is
documented not thread-safe); set the list box's authored 24px row height
so wheel/line scroll lands row-aligned; kept the bind-time display-text
refresh with a comment explaining why the pre-notice "Unknown" frame is
unreachable in live play (ACE always sends 0x0029 before this panel can
open).

Tests: inverted TableReplaced_SelectedTitleStillEarned_KeepsSelectionHighlighted
into TableReplaced_ClearsSelection_EvenWhenTheSelectedIdIsStillEarned (cites
@0x0049ac5a), added its DisplayTitleChanged twin, and added
TitleAdded_PreservesSelection (the case most at risk from the blocker fix).
Inverted Rows_UnresolvedTitle_ShowsRetailUnknownLiteral into
Rows_UnresolvedTitle_ProducesNoRow (cites @0x0049a873/@0x0049a914) and added
Rows_TitleIdZero_ProducesNoRow for the other early-out. Extended
ClickingSetDisplay_..._AndMutatesNothingLocally to assert the row set and
selection are untouched by the click. Added
Fixture_PageCaptions_ResolveToNonEmptyText, which rebuilds the committed
character_2100002E.json fixture with a stub string resolver to pin this
class's own claim that the two page captions (0x1000052E/0x10000531) carry
a resolvable authored StringInfo.

Verified pre-existing/unrelated: the full hermetic suite run surfaced 2
failures in AcDream.App.Tests (LiveEntityNetworkBranchRoutingTests IL-shape
assertion, GameWindowRenderLeafCompositionTests IL-shape assertion) that
also fail with these five files stashed back to their pre-fix-round state —
confirmed unrelated to this change.

Build green. CharacterTitlesControllerTests: 24/24 (was 21, +3 net after
one invert-and-split and two new facts). Full hermetic solution suite
(Lane!=InstalledDat/PreparedPackage/Live/Manual/Timing/Windows/Linux/
SystemFont, Purpose!=Diagnostic, Status!=KnownFailure): only the two
pre-existing IL-shape failures above; every other project green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 23:28:28 +02:00
Erik
4ea946257d docs(CT): CT4 literals PE-recovered — separators ' ', level '%d' / '???'
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 23:01:06 +02:00
Erik
b5d36f5211 docs(CT): CT2 review-closed (fix round 544f8cb2)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 22:28:01 +02:00
Erik
544f8cb2d7 fix(CT): CT2 fix round — dedupe client-side title add, drop retail-inexact send guard
Opus dual-lens review of CT2 (bcfddc97) found 4 SHOULD-FIX + notes; this
applies the campaign lead's rulings.

F1 (the important one): retail's client-side table add is DEDUPED —
gmCharacterTitleUI::RecvNotice_AddCharacterTitle @0x0049a990 walks
mTitleList and returns without effect when the id is already present,
only inserting on a miss. The server-side SendNotice_AddCharacterTitle
broadcast is unconditional, but RuntimeCharacterTitleState.ApplyUpdateTitle
models the CLIENT receive side, so TitleAdded now fires only on a genuine
new membership. Inverted the pin:
ApplyUpdateTitle_AlreadyEarnedId_DoesNotFireTitleAddedOrBumpRevision.

F3: removed the send-side titleId==0 rejection from both command
adapters. Retail's own send path (Event_SetDisplayCharacterTitle
@0x006a5720) packs whatever id it is handed, and ACE accepts id 0
(CharacterTitle.Invalid is a defined enum value) — retail's real
protection is the UI ghost-when-current gate (CT3's job), not a
send-side rejection. No register row: this makes acdream MORE
retail-exact.

A2: ResetSession now publishes TableReplaced unconditionally and
DisplayTitleChanged when the display id was non-zero before the clear,
matching the LocalPlayerState.Clear() precedent (publish every category
even when Clear is repeated, so a failed reset can converge on retry).

A3: RuntimeCharacterState.CaptureOwnership reads the new non-allocating
Titles.Count instead of EarnedTitleIds.Count; EarnedTitleIds now carries
an XML warning that every read allocates.

A4/A5: ReplaceTable/ApplyUpdateTitle now mutate under one _gate hold with
change flags computed inside the lock and events raised after release;
every revision bump is gated on an actual state change (a no-op wire
resend produces zero revision edges), matching the change-gated
RuntimeMovementSkillState precedent. TableReplaced itself still fires
unconditionally per retail's own Refresh() dispatch on 0x0029.

A1/A6/A7/A8: CharacterTitleResolverLiveDatTests honors ACDREAM_DAT_DIR
first (CT1 fix-round pattern); documented the EmitResult
primaryObjectId-as-title-id precedent inline; corrected the "third
consumer" comment (CT1 §5 already records gmAttributeUI::PostInit's
icon-DID lookup — CT5 factors the shared GetDIDByEnum helper); added a
titleId -> resolved-string memo to CharacterTitleResolver, the DAT-static
equivalent of retail's lazy-hash cache on the string buffer.

Appended a "CT3 anchors from the CT2 review" list to the plan doc's CT2
ledger entry for CT3 to consume.

Build green. Runtime (102), Core.Net (12), and App (27 + 3 InstalledDat
pins under ACDREAM_RUN_INSTALLED_DAT_TESTS=1) title-scoped tests pass.
Full hermetic solution suite (Lane exclusions per the release gate) is
green: 0 failures across all 15 test projects.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 22:27:07 +02:00
Erik
bcfddc97e7 feat(CT): CT2 — Runtime character-title ownership + wire
Campaign CT slice CT2: the client now learns the character's earned
titles and current display title from the server, owns that state in
Runtime, and can send a display-title change. No UI (CT3/CT4).

Wire (Core.Net):
- GameEvents.ParseCharacterTitleTable (0x0029 CharacterTitle): retail
  CharacterTitleTable::UnPack @0x005c6e90 skips a leading u32 into no
  field — its own Pack @0x005c6e40 always writes the literal 1 there,
  matching ACE's unconditional Writer.Write(1u) — then reads
  displayTitleId, then a count-prefixed PList<uint> of earned ids.
- GameEvents.ParseUpdateTitle (0x002B UpdateTitle): titleId +
  setAsDisplay, per CM_Social::DispatchUI_AddOrSetCharacterTitle
  @0x006a54c0 -> Handle_Social__AddOrSetCharacterTitle @0x00564260,
  which ALWAYS adds (SendNotice_AddCharacterTitle, unconditional) and
  additionally sets display only when setAsDisplay != 0
  (SendNotice_SetDisplayCharacterTitle, gated).
- SocialActions.BuildTitleSet / WorldSession.SendSetTitle: outbound
  TitleSet (0x002C), u32 titleId, matching ACE's GameActionSetTitle.
- GameEventWiring gains onCharacterTitleTable/onUpdateTitle delegate
  holes (Core.Net cannot reference AcDream.Runtime directly).

Runtime:
- New RuntimeCharacterTitleState (RuntimeCharacterState.Titles): earned
  title id set + display title id, TableReplaced/TitleAdded/
  DisplayTitleChanged events matching retail's unconditional-add /
  gated-display-set contract, clears at generation reset.
  RuntimeCharacterOwnershipSnapshot/CaptureOwnership/IsConverged and
  RuntimeCharacterSnapshot extended (trailing optional fields, no
  existing call site broken).
- IRuntimeCharacterCommands.SetTitle: generation-gated, sends
  TitleSet only — NO optimistic local mutation. Verified against
  retail's own CM_Social::Event_SetDisplayCharacterTitle @0x006a5720,
  which sends the wire message and touches no local field; the display
  title updates only from the server's own echo (the CA-campaign
  lesson: never re-add an optimistic write). Implemented on both hosts
  (DirectGameRuntimeCommandAdapter direct-send;
  CurrentGameRuntimeCommandAdapter via LiveCommandBus /
  LiveSessionCommandRouter's new SetTitleRuntimeCmd).
- LiveSessionEventRouter wires the two inbound events unconditionally
  (RuntimeCharacterState.Titles is a required child, not an optional
  sibling like Fellowship/Allegiance).

App (non-UI plumbing + resolver):
- CharacterTitleResolver (src/AcDream.App/UI/Layout/): ports
  CharacterTitleTable::GetCharacterTitleFromID @0x005c6ed0 — titleId ->
  EnumMapper(0x22000041) canonical key -> compute_str_hash ->
  StringTable(0x2300000E) localized text. Runtime stays id-only; CT3/
  CT4 consume this for display. DIDs hardcoded per the RetailKeyNames
  precedent (CT1 verified them end-to-end).

Register: no new row. Retail's send path is non-optimistic and so is
ours — no deviation to record for this slice.

Tests: wire conformance (byte-exact + truncation) in
CharacterTitleEventsTests.cs + SocialActionsTests.cs; Runtime owner
unit tests in RuntimeCharacterTitleStateTests.cs plus integration in
RuntimeCharacterStateTests.cs; a no-local-mutation command test in
DirectGameRuntimeCommandAdapterTests.cs; an InstalledDat pin
(CharacterTitleResolverLiveDatTests.cs, ids 0/1/2/3/5/13/14, run green
with ACDREAM_RUN_INSTALLED_DAT_TESTS=1). Full solution build green;
hermetic filtered suite green (15,380 passed / 0 failed).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 22:03:22 +02:00
Erik
d38f71cb28 docs(CT): CT1 review-closed (fix round e264d839)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 21:58:56 +02:00
Erik
e264d8392f docs(CT): CT1 fix round — sealed RowHighlightSprite verdict, verified resize mechanism, strengthened pins
Applies the Opus dual-lens review corrections to CT1's DAT ground-truth
research (docs/research/2026-08-24-campaign-ct-dat-ground-truth.md):

- Window constraints (BLOCKER): replaced the "likely a hardcoded
  ResizeTo/SetMinSize" guess with the verified mechanism —
  UIElement::ResizeTo clamps only via element attributes 0x3C-0x3F,
  nothing writes them at runtime, and retail resizes the SHARED
  gmPanelUI host (LayoutDesc 0x2100006E, slot 0x1000018E) rather than
  0x2100002E's own content root. Flags the unresolved 300x600-vs-300x362
  size tension for CT3/CT6 and marks the host elements NOT PROBED by
  CT1.
- RowHighlightSprite upgraded from a flagged hedge to a SEALED VERDICT:
  the stat row's selected-state media is 0x06000F93
  (gmAttributeUI::UpdateSelection -> InfoRegion::SetState on template
  0x10000248), not 0x06001397 (which is legitimately the spellbook
  row's separate selected-overlay mechanism). Falsifies the matching
  comment in CharacterStatController.cs and dated-corrects the older
  2026-06-26 doc at the spot that originated the wrong sprite id.
- Replaced the "18px gutter + 7px = 25px" derived story with the bare
  authored rectangles (the numbers don't compose cleanly: 300-281=19,
  and the 282px row overlaps the 281px scrollbar band by 1px) — CT5
  must implement the authored numbers directly, never a derived
  listWidth-18 formula.
- Plan doc: corrected the UpdateButtons ghost rule (no selection ->
  Ghosted, not "ghosts when selected == current") and added the
  AddTitleToList row-write contract for CT3.
- Pins: CharacterPanelLiveDatTests now honors ACDREAM_DAT_DIR first
  (matching InstalledDatFactAttribute and its sibling live-DAT test
  classes), hoists five vacuous bare-foreach assertions to counted
  .ToList() pins, and adds the stat ListBox + scrollbar rect pins that
  CT5/CT6 depend on.
- Doc hygiene: marked several probe-session observations (header
  geometry "identical" claim, 0x06004CC2 characterization, the
  master-map/category-map dump) as unpinned inference vs. committed
  fact, corrected the 0x1000052D "throwaway container" mislabel, and
  stated the header table's parent-relative coordinate frame.
- Recorded the CT5 gold this round found: InfoRegion::InfoRegion's
  icon-DID lookup (a third GetDIDByEnum consumer, category
  0x10000002) and gmSkillUI::RebuildSkillList's section-header order
  confirmation, plus the RowHeight=22-vs-authored-20 divergence for
  attribute rows.

Verified: ACDREAM_RUN_INSTALLED_DAT_TESTS=1 CharacterPanelLiveDatTests
filter 9/9 green; hermetic App suite filter (CI's Lane exclusion list)
6111/6111 green. No production code changed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 21:58:27 +02:00
Erik
d3877f1c0e docs(CT): CT6 research lead — clamp source is the generic resize path; probe panel-host 0x2100006E slots
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 21:33:58 +02:00
Erik
c73e8c0539 docs(CT): CT1 landed — ledger + three binding corrections
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 21:32:19 +02:00
Erik
45e276d380 docs(CT): name-line contract closed — AllegianceData::GetFullName @0x005B6950 read verbatim
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 21:08:45 +02:00
Erik
872b227209 docs(CT): CT4 header contract read verbatim — UpdateCharacterInfo @0x004F0770 + UpdatePKStatus @0x004F00A0
Name via AllegianceData::GetFullName, heritage line composed with the
display title, level fallback literal, PK line from StringTable
0x23000001 ID_StatManagement_Header_PKStatus_* keys (the chat-label
mechanism).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 21:08:05 +02:00
Erik
1cd4dfc92a docs: Campaign CT plan — character-panel parity (Titles page, header identity, resize/scrollbar, row alignment)
Owner-reported 2026-08-24 batch, recon-verified against gmCharacterTitleUI
@0x0049A610 / gmStatManagementUI::PostInit @0x004EFD90 / ACE's
CharacterTitle-UpdateTitle-TitleSet wire trio. Retires AP-109 when CT3/CT4
land. Fable plans, Sonnet implements, Opus dual-lens reviews; no push
until the owner directs.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 21:05:19 +02:00
Erik
51a7c99b94 docs: CA5 ledger — first drive partial results and the fix round
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 16:52:17 +02:00
Erik
bd943849b1 docs: Campaign CA CA5 connected gate script — awaiting the owner drive
The user-driven verification matrix for the whole advancement chain on a
scratch character: live run-speed change under a Quickness raise, the
Endurance single-record stamina fan-out, the deliberate raise-10 failure
probe that resolves the narrowed AP-73 ghost question, skill raise/train,
gem-driven specialize/lower with the confirmation dialog, and a
regression sweep. CA1-CA4 are committed and pushed; this script is the
campaign's remaining gate.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 13:57:51 +02:00
Erik
08b77e20a9 feat(ui) Campaign CA CA4 #431: server-authoritative raises — the optimistic layer is deleted
Some checks failed
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Retail sends a raise and WAITS: one request in flight, the raise
controls ghost, and displayed state changes only when the authoritative
quality-change record lands (gmStatManagementUI @ 0x004F03F0 family,
pinned in docs/research/2026-07-10-retail-panel-behavior-pseudocode.md
§5, whose own conclusion names ApplyLocalRaise as the thing to remove).
The optimistic layer predates the inbound parsers — it existed so the
panel showed anything at all — and with CA2 delivering server truth it
became strictly harmful: against ACE, a wrong TrainSkill cost fails
SILENTLY, so the optimistic promote-and-debit could show a trained
skill the server refused with nothing to ever correct it.

Deleted: CharacterSheetProvider.ApplyLocalRaise + both spend helpers,
and LocalPlayerState's six optimistic mutators (ApplyAttributeRaise,
ApplyVitalRaise, ApplySkillRaise, ApplySkillTraining, DebitIntProperty,
DebitInt64Property) with their tests. Added: the one-in-flight latch in
HandleRaiseRequest, CharacterSheet.AwaitingRaise ghosting all raise
controls, and gate release on every authoritative quality signal
(attribute/character/player-property events unconditionally; vital
events only release-and-refresh while a raise is in flight, so regen
ticks stay out of the sheet-rebuild path). Panel unmount resets the
gate — retail's awaiting flag lives on the panel instance.

AP-73 NARROWS rather than retires: retail's release on a rejection that
produces NO quality change is statically unverifiable, and ACE sends
chat-only (Raise*) or nothing (RaiseSkill/TrainSkill) on failure; until
the CA5 live check, a silently-rejected request leaves the controls
ghosted until panel reopen — recorded with its observable symptom.

Also verified for CA4: the train button sends the DAT-exact TrainedCost
(ACE's silent exact-match rule), and there is correctly NO panel
specialize send — retail/ACE specialize only via the SkillAlterationDevice
item-use + confirmation round-trip, whose client seams
(SendConfirmationResponse 0x0275, the 0x028B WeenieErrorWithString chat
routing) already exist. Provider tests now pin the retail contract:
send-without-mutation, one-in-flight, release-on-record, release-on-
unmount, and the regen-tick rebuild guard. Full hermetic suite 15,327
passed / 0 failed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 13:56:31 +02:00
Erik
5781895977 feat(runtime) Campaign CA CA3 #431: live derived-stat recompute — a raise is visible without a relog
Some checks are pending
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CI / linux-portable (push) Successful in 3m28s
The recompute half of #431, on the CA1 verdict that retail computes
derived values LIVE at inquiry (Set* writes raw; InqSkillBaseLevel
0x00592140 -> SkillFormula::Calculate 0x00591960 re-derive per call;
InqRunRate 0x00592800 runs every motion tick; UI notifications carry no
value and widgets re-pull):

- LocalPlayerState gains the SkillTable formula resolver — the same
  delegate shape (and App-side implementation, RetailSkillFormula over
  the loaded SkillTable) the PlayerDescription path already uses. An
  attribute write re-derives every skill snapshot's cached formula
  contribution; recomputing at the only write that changes the inputs
  yields values identical to retail's compute-on-read at every read. A
  freshly TRAINED skill unseen at login derives its contribution live
  instead of defaulting to zero forever.
- The router pushes movement-skill totals down the SAME seam
  PlayerDescription uses (UpdateMovementSkillBase -> vitae/enchantment
  recompute -> OnSkillsUpdated -> the App stats applier) after an
  attribute update, and after a skill update for Run (24) / Jump (22)
  only. This is what turns a Quickness raise into visible run speed
  mid-session; the server's own movement-packet echo
  (HandleRunRateUpdate -> ApplyServerRunRate) remains the correcting
  authority.
- Vitals maxima needed no new plumbing: GetMaxApprox reads attribute
  currents live and the vitals window binds getter lambdas re-read per
  frame, so CA2's attribute fan-out completes that path. The character
  panel already subscribes to AttributeChanged/CharacterChanged.

Tests: router behavior test drives the real WorldSession events through
the real router and asserts the full chain (state write, live 160/2=80
re-derivation, movement push totals, and that a non-movement skill does
NOT push); the subscription-count contract now includes the two new
events; Core tests cover the fresh-train resolver derivation. Full
hermetic suite 15,335 passed / 0 failed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 13:46:00 +02:00
Erik
1fc64984c9 research: Campaign CA slice CA1 — advancement wire + retail recompute oracle
Two parallel research passes assembled with a hand-verification ledger on
every load-bearing claim.

Wire (ACE + Chorizite + holtburger, field-for-field agreement on all six
inbound layouts): PrivateUpdateAttribute 0x02E3, PrivateUpdateVital 0x02E7
(always Max-family vital ids 1/3/5), PrivateUpdateAttribute2ndLevel 0x02E9
(always current-family ids 2/4/6 — a parser must NOT treat the two as one
id space), PrivateUpdateSkill 0x02DD (ushort ranks + the hardcoded
adjustPP=1 pair, f64 lastUsedTime), PrivateUpdatePropertyInt 0x02CD
(AvailableSkillCredits=24) and Int64 0x02CF (AvailableExperience=2).
Ordered action->response chains for all four raise/train actions,
including the retail quirk that an Endurance raise pushes only a HEALTH
full-vital record and the client is expected to refresh stamina from it
too. Specialize/untrain/reset have NO dedicated opcode — item-Use plus a
confirmation round-trip reusing the same update messages. 0x02DF has no
ACE producer (verified); CA2 skips it.

Recompute (named-retail + live Ghidra): retail computes skills, vitals
maxima and run rate LIVE at inquiry time — Set* are raw-storage writes,
InqSkill re-derives from the attribute formula every call (verified in
the decompile, including the z==0 early-out that IS the attribute-less
Salvaging handling and the +10 augmentation adds), InqRunRate runs every
motion tick, and UI refresh is a value-less observer notification.

Two corrections to our own tree surfaced: PropertyString.cs's comment
claims 0x02DD (it is 0x02D5 — doc-only, nothing dispatches on it), and
SkillSnapshot.FormulaBonus is frozen at PlayerDescription parse — the
stale-cache half of #431 that CA3 replaces with the live computation.
RetailSkillFormula.TryCalculate already ports 0x00591960 exactly, so CA3
reuses it rather than porting anew.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 13:30:33 +02:00
Erik
20721ddada docs: open Campaign CA — character advancement retail parity (promotes #431)
The owner widened #431 into the full advancement family: real-time
refresh of vitals maxima (attribute AND direct vital raises), derived
skills, run speed under Quickness, attribute-less skills like Salvaging,
and the untested train/specialize/respec flows. The promotion survey
pinned the root cause: every outbound raise action (0x0044-0x0047) is
wired — which is why the GUI 'works' — while the inbound private
attribute/skill update family is parsed nowhere (only the vitals pair
0x02E7/0x02E9 is), so the server's post-raise truth never reaches
LocalPlayerState and no recompute ever triggers. Plan doc carries the
oracle targets (message family from ACE/Chorizite/holtburger, retail's
recompute chain in named-retail, specialization/respec semantics) and
five slices ending in a user-driven connected gate. #430 tooltips are
explicitly sequenced after, on the #409 tooltip system.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 13:13:20 +02:00
Erik
2c2d57b25a docs: Campaign VM shipped — owner accepted #422 as carried and authorised the merge
Some checks failed
CI / linux-portable (push) Failing after 1m43s
CI / windows-gate (push) Failing after 7m6s
CI / release (push) Has been skipped
VM3 and VM6 user-accepted live at 2560x1440 (High); #424 and #425 fixed
during the gate. Roadmap entry flipped to shipped; plan ledger VM7 row
SHIPPED; #422 recorded as carried by owner decision.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 10:09:05 +02:00
Erik
06e64be72e docs(plan): VM3 linear-light gate user-accepted; VM3/VM6 closed (Campaign VM)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 10:04:41 +02:00
Erik
132395e6f7 fix #425: pack resident budget is a 1080p ceiling that scales with pixel count; an explicit Apply retries a failed selection
Live Holtburg at 2560x1440: the Low preset needed 67,368,164 resident bytes
(screen-sized HDR/depth/ray targets are 44 MB of that) against an absolute
64 MiB ceiling that had only been validated at 1080p, so Options -> Apply
fell back to the default path; every later Apply was then refused by the
controller's failure memo, which treated the user's deliberate choice like
automatic re-activation.

RenderPackResidentBudget.Effective scales the declared 1080p figure by the
viewport's pixel-count ratio (never below 1), still capped by the hardware
MaxPackResidentBytes; both pack graphs use it and the performance-matrix
tool judges its resident column by the same rule (contract test updated).
RenderPackController.Request gains explicitUserChoice, which clears the
memo for that selection; RenderPackSelectionBinding passes it on every
display edge (Apply, including resolution changes) and keeps the memo for
the startup request.

Tests: RenderPackResidentBudgetTests (1080p/720p keep the declared
ceiling, 1440p = 16/9x, 4K = 4x, hardware cap wins, zero extent rejected);
controller explicit-retry; the binding test now proves the user's next
Apply activates once the cause is gone. App hermetic lane 6,068/0 (Release).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 10:00:11 +02:00
Erik
b017391b98 docs(plan): VM6 wind gate user-accepted at Overcast (Campaign VM)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 09:45:24 +02:00
Erik
ba1c50c9c2 docs(plan): VM7 ledger row — automated rows passed, owner gates and merge owed (Campaign VM)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 05:26:04 +02:00
Erik
621a0edfc6 docs(render): VM7 automated closeout note + roadmap entry (Campaign VM)
Release gate 15,283/0/0; connected lifecycle/reconnect route PASS pack-off
and High; VM0 invariance on the final binary (robust 5-10 px, lifestone
band); #422 0/40 instrumented runs. Performance-matrix section to follow.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 04:46:04 +02:00
Erik
6ac3cc1070 docs(plan): VM6 ledger row names the round-5 nit commit (Campaign VM)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 04:19:33 +02:00
Erik
1f15124271 test(render): foliage-wind receiver fallback guard asserts branch shape; cascade-0 publish covered (Campaign VM VM6 review 5 nits)
Round-5 narrow re-review of 754d59d9: APPROVE (verified to the SPIR-V
disassembly; shadows-on path proven opcode-identical). Four
non-blocking nits.

N1 (test robustness): T3 (ReceiverVertexShadersFallBackToThePlainLightDirectionWhenTheShadowFlagIsClear)
was satisfied by comment prose -- round 5's own explanatory comments
quote the exact plain-pipeline direction substring
("-uLights[i].dirAndRange.xyz, ... matched bit-for-bit"), so the
substring-only assertion passed even with the code mutated. Fixed:
comment lines are now stripped (new StripLineComments helper) before
any assertion, and a new ordered regex per shader asserts the exact
branch SHAPE -- shadowGatedOff ? -uLights[...] : normalize(uShadow...)
-- not just substring presence. Mutation-tested locally against the
rewritten test: (1) swapping the ternary's true/false operands --
FAILED (previously passed); (2) deleting the fallback entirely,
collapsing to the pre-round-5 buggy expression -- FAILED (previously
passed). Original file restored and reverified passing after each
mutation.

N2 (doc accuracy): "numerically the plain pipeline" overstated the
round-5 fix in three places (plan doc, mesh_atmospheric.vert,
terrain_atmospheric.vert). The direction expression is bit-for-bit;
the SUM is not, because the atmospheric shaders' split ambient+point
vs directional accumulation (and terrain's two varyings vs the plain
pipeline's one) reassociates float summation order by ~1 ulp -- which
is exactly the measured mean |Delta| 0.007 the coordinator's own
pixel-proof evidence already recorded (well under the 65 px noise
floor). All three rewritten to say the receiver "matches the plain
pipeline to within float summation-order rounding (measured mean
|Delta| 0.007 on the offline scene)."

N3 (coverage): RenderPrepared's own cascadeCount == 0 exit (the F2
fix) had no direct test even though RenderPrepared already has 8
direct call sites in this file. Added one: ResidentMaximumReachMeters
at/below CameraNearMeters, passed straight to RenderPrepared with an
otherwise-fully-valid environment (so the fitter, not the environment
gate, is what returns zero cascades), asserting IsBindableFor true /
IsValidFor false.

N4 (latent): RenderPrepared's OWN "if (!environment.ShouldRender)"
exit is a fourth bufferless-disabled path -- unreachable via Render
(whose own gate already validates ShouldRender first) but the same
shape, and RenderPrepared is called directly by tests and any future
caller. Took the preferred fix: publishes the disabled binding there
too, via the same helper, so every exit on a frame that draws the
world publishes when the pack's AtmosphericFrame is bound. Also made
EvaluateGateAndPublishDisabledBinding self-contained: it now resets
_currentFrameBinding to Disabled on its own entry instead of relying
on Render having done so first (idempotent with Render's own reset).

Regenerated SPIR-V: mesh_atmospheric.vert and terrain_atmospheric.vert
are comment-only changes (N2), so only the manifest's source hashes
changed -- compiled .spv bytes are unchanged, consistent with round 3's
precedent for comment-only shader edits.

Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,055/0 failed. Full hermetic-filtered solution: 15,283/0 failed
across 15 projects.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-23 04:19:05 +02:00
Erik
26adf75079 docs(render): VM6 code-complete — foliage-wind pixel proof, repeat-floor apparatus, ledger (Campaign VM)
Closes the automated half of slice VM6 at 754d59d9 and records how it was
proven. The first pixel method (clock pin 0 s vs 3 s, wind-off pair as the
control) is recorded as confounded: the treeline silhouette carries a
bimodal 0-or-~280 px rasterisation churn between runs of the same binary,
and two conclusions drawn from it were retracted. The replacement
apparatus (same pin, wind on vs off, two captures per arm, robust mask =
AND of the four cross pairs minus both repeat pairs, shadows off so only
geometry can move) found the round-4 defect (wind welded to the shadow
gate: 1 m wind = 49-65 px vs a 22 px floor while the CPU state was
correct) and, after round 5, gives 14,993 robust wind pixels vs a 65 px
floor, every one on a treeline tree, hillside tree or shoreline bush, with
the wind-off frame matching the pre-round-4 plain pipeline at mean |d|
0.007 (round 4's eec95535: 1.77, the overhead-sun regression the narrow
review caught).

tools/vm6/wind-pixel-proof.py is the analysis command the closeout names;
evidence overlays under docs/research/evidence/vm6. Plan: VM6 ledger row
CODE-COMPLETE 2026-08-23, owner visual gate owed (section VM6 Acceptance).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 04:01:18 +02:00
Erik
754d59d949 fix(render): shadow-gated-off receiver frames light from the authored sun again (Campaign VM VM6 review 5)
Round 4 (eec95535) fixed wind but introduced a new lighting bug: the
receiver VERTEX shaders source the sun direction from the shadow block,
not only the shadow visibility term. mesh_atmospheric.vert's
accumulateLights read uShadowLightDirectionAndSource unconditionally for
every directional light; terrain_atmospheric.vert did the same for its
single sun term. Round 4's PublishDisabledReceiverBinding writes
direction (0,0,1) into that block on every shadow-gated-off frame (user
sun-shadow-strength 0 in daylight, indoor/portal cover, night), so every
such frame was lighting outdoor terrain and objects from straight
overhead instead of the authored sun. Publishing the environment's real
direction would not have restored parity either -- the celestial shadow
source direction (sun/moon disc) is not the authored light direction.

F1 (BLOCKER): fixed in the shaders themselves, exact parity with the
plain pipeline. Both receiver verts now branch on the same flag bit
acdreamDirectionalShadowVisibility already reads
((uShadowTextureAndFlags.w & 1u) == 0u) and, when clear, use the EXACT
plain-pipeline expression instead of the shadow block's direction:
-uLights[i].dirAndRange.xyz in mesh_atmospheric.vert (matching
mesh_modern.vert, hoisted out of the light loop as a uniform branch);
-uLights[0].dirAndRange.xyz in terrain_atmospheric.vert (matching
terrain_modern.vert's sunDir/-sunDir form). The (0,0,1) word in the
disabled block stays as the documented normalize()-cannot-NaN guard; its
comment now says so explicitly since it is no longer read as a light
direction when the flag is clear.

F2: RenderPrepared's cascadeCount == 0 return is a third bufferless-
disabled path reachable from a frame that already passed Render's own
two gates (the cascade fitter can still find zero usable cascades) --
publishes the same disabled binding now, via the same
PublishDisabledReceiverBinding helper (re-signatured to take a bare
AtmosphericFrameBufferBinding so all three call sites -- Render's two
early-outs plus this one -- share it).

F3: removed a stray duplicated " -- Closeout and merge" fragment under
the plan's VM7 heading.

F4: corrected the false "the flag bit makes it numerically the plain
lighting sum" claim in the plan's round-4 paragraph and in
WbDrawDispatcher.DirectionalShadowReceivers.cs -- the flag bit alone
only fixed the shadow VISIBILITY term (already correct before round 4);
it took both that AND round 5's light-DIRECTION fallback to actually
match the plain pipeline.

T1: extracted Render's gate prologue (environment evaluate -> two
early-outs -> PublishDisabledReceiverBinding) into internal
EvaluateGateAndPublishDisabledBinding(frame, in input, out environment,
out environmentGateTicks), behaviour-preserving, called by Render before
it touches world/terrain -- the ArgumentNullException.ThrowIfNull(world)/
ThrowIfNull(terrain) calls keep their exact position relative to the
gate. No test in this suite constructs a real WbDrawDispatcher +
TerrainModernRenderer pair (still true), so this extraction is what
makes the gate itself testable; two new tests drive it directly with
PlayerInsideCell: true and with ResidentMaximumReachMeters <=
CameraNearMeters, asserting TryGetCurrentFrameBinding true / IsValidFor
false for both.

T2: proves the actual composition WbDrawDispatcher.PipelinesFor and
TerrainModernRenderer both use -- TryGetCurrentFrameBinding feeding
ShouldSelectReceiverPipeline -- selects the receiver pipeline for the
atmospheric world pass once a disabled binding is published, and still
refuses a non-atmospheric pass name.

T3: shader-source guard (same style as AtmosphericPostProcessGraphTests'
existing shader-text tests) pinning that both receiver verts contain the
flag-gated fallback and reference the same uLights expression the plain
verts use, so a future edit that drops the fallback fails this test
instead of only showing up in a pixel capture.

T4: the (0,0,1) test's doc comment and an inline assertion comment now
say the value is a NaN guard, not a light direction.

Regenerated SPIR-V: mesh_atmospheric.vert and terrain_atmospheric.vert
recompiled to different bytes this time (a real code change, not a
comment); manifest updated to match.

Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,054/0 failed. Core.Tests 4,695/0 failed. RenderPackValidator 30/30.
Full hermetic-filtered solution: 15,282/0 failed across 15 projects.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-23 03:58:41 +02:00
Erik
eec9553582 fix(render): foliage wind no longer depends on the directional-shadow gate (Campaign VM VM6 review 4)
The reviewer's offline pixel apparatus found a real design defect, not a
test artefact: foliage wind was welded to "directional shadows rendered
this frame." Evidence: offline High preset, sun-shadow-strength=0,
wind-strength 2 + lean/branch 1 m — wind-on vs wind-off at the same
pinned clock differed by only 49-65 px, inside the apparatus's own 22 px
run-to-run noise floor (no measurable motion). A CPU probe independently
confirmed ResolveFoliageWind was correct (first advance snaps to Clear
0.25/0.15, gate 1, one graph) — the correct uniform never reached the
world pass.

Root cause: DirectionalSunShadowRenderer.Render's two early-out paths
(!environment.ShouldRender, ResidentWindowUnavailable) left
_currentFrameBinding at its pure Disabled (no-buffer) default.
WbDrawDispatcher.PipelinesFor and TerrainModernRenderer's matching
selection logic only choose the atmospheric receiver pipeline
(mesh_atmospheric, the only pipeline that #includes foliage_wind.glsl)
when TryGetCurrentFrameBinding returns true; with no buffer it always
returned false, so the world pass silently fell back to the plain
mesh_modern pipeline, which has no wind code at all. Because the shadow
gate is ActiveDayGroupMultiplier = dayGroupPolicy x elevationResponse x
strength, this killed wind every night (elevation response -> 0), at
user sun-shadow-strength 0, and under the portal/login cover.

Fix (decouple, not patch): DirectionalShadowFrameBinding gained
IsBindableFor ("a real current-frame allocation exists") separate from
IsValidFor ("...and it is Enabled with real shadow content" -- kept
exactly as VolumetricShaftRenderer's own gate needs it).
TryGetCurrentFrameBinding now returns IsBindableFor. When the built-in
pack supplies an AtmosphericFrame binding (declared packs never do, so
their receiver shaders -- which never declare set 3 binding 5 -- are
unaffected), Render's two early-out paths call a new
PublishDisabledReceiverBinding: it allocates one real ring slice and
writes a DISABLED DirectionalShadowUniforms block -- every matrix
Identity, every control/bias term zero, TextureAndFlags all zero (bit 0
clear is exactly what directional_shadow_receiver.glsl's
acdreamDirectionalShadowVisibility already reads as "no shadow, full
visibility" via its existing early return 1.0), and a unit light
direction (0,0,1) so a fragment shader's normalize() can never produce
NaN. BindDirectionalShadowReceiver and TerrainModernRenderer's
shadow-buffer bind now check Buffer is not null instead of Enabled, so
the disabled block actually gets bound once it is selected.

PublishDisabledReceiverBinding is internal (not private) specifically so
it is testable without standing up a real WbDrawDispatcher/
TerrainModernRenderer pair -- no test in this suite constructs either.
New tests: (a)/(b) PublishDisabledReceiverBinding is bindable-not-valid
with a bound AtmosphericFrame and a genuine no-op with an unbound one;
(c) BindDirectionalShadowReceiver emits both UniformDirectionalShadow and
UniformAtmosphericFrame binds for a disabled binding; (d)
VolumetricShaftRenderer's gate still reports NoCurrentDirectionalShadow
for a disabled binding. ShouldSelectReceiverPipeline itself is untouched
and its existing tests (parametrized directly on bindingValid) remain
valid; no existing test asserted the old "disabled shadows -> plain
pipeline / no binding" behaviour in a way this fix invalidates -- every
existing caller either bypasses Render (calls RenderPrepared directly)
or uses a stale-serial binding IsBindableFor still correctly rejects.

Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,050/0 failed. Core.Tests 4,695/0 failed. Full hermetic-filtered
solution: 15,278/0 failed across 15 projects.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-23 03:29:57 +02:00
Erik
fccba8390d refactor(render): one group-creation seam, required foliage key field, first-frame wind snap (Campaign VM VM6 review 3)
Narrow re-review of a82959f1: APPROVE, with follow-ups. All items landed.

N2 (structural): (a) extracted the ONE shared InstanceGroup-from-key
construction seam, WbDrawDispatcher.CreateGroupFromKey(key, registration,
frame) — before this there were two near-identical `new InstanceGroup
{ ... }` initializers (GetOrCreateInstanceGroup and GetOrCreatePackedGroup)
that had already drifted once (the round-2 F1 bug). Both routes call it now;
CreateGroupFromKey's own `new()` is the only production InstanceGroup
construction site repo-wide, same precedent as AppendPackedInstance. (b)
GroupKey.FoliageFlags lost its `= 0u` default and moved before CullMode in
the declaration (CullMode keeps its default, C# requires optional params to
trail required ones), so a `new GroupKey(...)` that omits it is a compile
error. Fixed every real construction site the reorder/requirement touched:
the 2 production sites, ToKey (a reconstruction from InstanceGroup the
review didn't count but the reorder broke), and 5 test sites (one more than
the review's "4" — InstanceGroupClearTests had a second, implicit
target-typed `MakeKey` factory the original count missed). Verified by a
full solution build.

N1: added CreateGroupFromKey_CopiesFoliageFlagsFromTheKey
(InstanceGroupClearTests) — a key carrying FoliageFlags 0x2 in, the created
group's FoliageFlags 0x2 out. That test plus N2b's required field are what
actually guard the round-2 F1 blocker; reworded PackedDispatcherOracleTests'
existing test comment to say what IT proves (the classification-to-
BuildIndirectArrays-to-BatchData.flags path), not that it guards the
classifier.

N3: corrected the plan's round-2 paragraph — folding FoliageFlags into the
G2/G3 digest is correct and symmetric, but CompareClassifiedOutput only
runs from RenderScenePViewFrameProductController.BuildAndCompare, which has
no production caller anywhere in src/AcDream.App/, and both of
RenderScenePViewFrameProductTests's own callers construct the controller
without the optional dispatcher argument — so the fold catches nothing
until that oracle is wired to an actual caller.

N4: the plan's F6 note now names both classification caches — the classic
route's EntityClassificationCache.EntityCacheEntry (self-heals per entity
on its own next eviction) and the packed route's
PackedProjectionClassificationEntry/PackedClassifiedBatch.Key
(PackedProjectionClassificationCache.BeginFrame clears its entire cache in
one shot on a RenderSceneGeneration change) — and notes neither mechanism
is keyed to a pack switch specifically.

N5: deleted the now-unused single-generic ComputeEntityHasCutoutSubset<T>
overload; its 4 test call sites now use the two-generic, zero-alloc
overload with an unused int context and a static (_, value) => value
lambda, so there is exactly one ComputeEntityHasCutoutSubset to keep
correct.

A6 (reviewer-filed): ResolveFoliageWind's _windMean/_windGust started at 0
and always eased toward the weather target by clock delta, with no
distinction for a graph's first-ever advance. A pinned clock
(ACDREAM_SKY_PHASE_SECONDS, the offline pixel gate's determinism pin) never
advances between calls, so the wind reached only whatever fraction the
first (1-second-clamped) step produced and sat there forever; live, the
first 10 s after a graph is constructed (pack selection / login) spun up
from dead calm even though the weather already IS what it is. Fixed at the
root: the first advance (_windFrameSerial == -1, the constructor sentinel)
now snaps _windMean/_windGust straight to the target; every later advance
eases over WeatherSystem.TransitionSeconds exactly as before. Added a
SetWindClockSecondsOverrideForTesting seam (_windClockSecondsOverride is no
longer readonly) so a hermetic test can advance the pinned clock by an
exact amount between two resolves without a real-time Thread.Sleep; two new
tests prove the first-advance snap is exact and a second advance still
eases at the normal rate. The three existing indoor/wind-disabled/amplitude
gate tests pass unchanged.

Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,046/0 failed. Core.Tests 4,695/0 failed. Full hermetic-filtered solution:
15,274/0 failed across 15 projects.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-23 03:03:56 +02:00
Erik
a82959f1b7 fix(render): production packed classifier carries the foliage flags; deferred-alpha replay keeps them (Campaign VM VM6 review 2)
Narrow re-review of 43e3abed found every A1-A5/A7/A8 item resolved but
one new blocker in the production packed classifier.

F1 (BLOCKER): RetailPViewPassExecutor.DrawPackedProductionRoute — the
route production world geometry actually draws from — never computed
FoliageFlags at all. WbDrawDispatcher.PackedOracle.cs's
ClassifyPackedBatches built its GroupKey with the field defaulting to
0u, and GetOrCreatePackedGroup never copied it onto the created
InstanceGroup, so production BatchData.flags bits 1/2 were always zero
for every scenery entity: the world geometry never swayed even though
the independently-classified shadow caster did, so shadows visibly
swayed under rigid trees. Both classifier call sites now compute
FoliageFlags via the identical FoliageWindClassification.Classify call
and entity-scoped HasCutoutSubset OR the classic (non-packed) path
uses, and GetOrCreatePackedGroup copies it exactly like
GetOrCreateInstanceGroup always has. The G2/G3 classified-output
digest (AddOpaqueSubmissionGroup/BuildTransparentSubmissionDigest) now
also folds GroupKey.FoliageFlags into its hash — present in the key
since round 1 but never actually read by either digest function, so a
content-level (not just group-count-level) classic-vs-packed
divergence is now caught.

F2 (medium): the delayed-alpha replay path (PrepareDeferredAlphaDraws)
hardcoded Flags = 1, dropping bits 1/2 for any group replayed through
it — a trunk instance promoted into the alpha-blend group mid-fade
(the #188 translucency-promotion case) would stop swaying for the
duration of its fade. Now 1u | key.FoliageFlags.

F3 (nit): ComputeEntityHasCutoutSubset's three call sites (classic,
caster, and the newly-fixed packed classifier) each allocated a
closure over _meshAdapter per Setup entity per frame. A new
context-taking overload passes the mesh adapter as an explicit
argument to a static lambda instead, letting the compiler cache one
delegate for the method's lifetime rather than allocating fresh ones.

A3 test gap: WbDrawDispatcher.BindDirectionalShadowReceiver is now
internal so DirectionalShadowGpuTests can drive it directly with a
bare RecordingGpuDevice pass encoder, proving it emits
UniformAtmosphericFrame with the exact buffer/offset/size a
DirectionalShadowFrameBinding carries — paired with the existing test
proving that binding carries the caster's real bind forward untouched.

F1's missing test: PackedDispatcherOracleTests chains
FoliageWindClassification.Classify (called with the packed
classifier's exact argument shape) for a real 0x8... scenery entity id
through BuildIndirectArrays — the same shared, already-tested
production step both classic and packed group lists feed into BatchData —
proving the resulting flags word carries bit 0x2. Driving
ClassifyPackedBatches/GetOrCreatePackedGroup directly was not a "cheap
test": both are private instance methods reachable only through the
full RetailPViewPassExecutor route, which needs a real IGpuDevice,
world-pass scope, mesh manager, and compiled pipelines to construct —
no test anywhere in the App test project stands one up.

Nits: F4 corrects foliage_wind.glsl's header comment from "bit 31" to
the top-nibble test; F5 documents at the receiver bind site that the
caster's own AtmosphericFrameBufferBinding has its seven ABI v1
members zero/Identity by construction (only the two v2 wind members
are valid) — safe today because mesh_atmospheric.vert reads that
binding solely for wind displacement, flagged as a footgun for a
future v1-reading addition to that shader; F6 notes in the plan
(rather than fixes) that EntityCacheEntry does not proactively
invalidate when FoliageWindExclusions changes on a pack switch —
harmless with the pack off, self-heals on the entry's next natural
eviction.

foliage_wind.glsl's F4 comment-only change updated the SPIR-V
manifest's source hashes for the five includers (mesh_atmospheric.vert
+ four directional_shadow_world_* casters); the compiled .spv bytes
are byte-identical since comments do not affect bytecode.

Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,043/0 failed. Core.Tests 4,695/0 failed. RenderPackValidator 30/30.
Full hermetic-filtered solution: 15,271/0 failed across 15 projects.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-23 02:28:17 +02:00
Erik
43e3abed4d fix(render): correct foliage-wind classification, receiver/caster desync, and frame binding (Campaign VM VM6 review)
Opus dual-lens review of the three VM6 commits (0930c35d, 39e8408c,
6cc5e183) found two blockers and two should-fix issues; all landed here
along with the review's nits and documentation corrections.

Blockers:
- A1: the procedural-scenery classifier tested bit 31 alone instead of
  the full top nibble (0xF000_0000 == 0x8000_0000), so it also matched
  LandblockStaticEntityIdAllocator's 0xC... namespace (fences/gates/
  building shells with a cutout subset), the 0xDA11_D0xx paperdoll id,
  and the 0xFFFF_FF01 portal-tunnel id as procedural scenery — all
  three would have swayed. ProceduralSceneryIdAllocator.IsInNamespace
  now does the exact top-nibble test; FoliageWindClassification
  delegates to it.
- A2: GroupKey (the receiver's instance-batching key) did not carry
  FoliageFlags while the caster's dedup key already did, so a scenery
  instance and a non-scenery instance sharing a mesh subset coalesced
  into one receiver InstanceGroup whose flags were last-writer-wins —
  disagreeing with the correctly-keyed caster. GroupKey now carries
  FoliageFlags, computed before key construction and set exactly once
  at group creation; the imperative re-stamp is gone, and CachedBatch's
  now-redundant FoliageFlags field is removed.

Should-fix:
- A3: the world receiver pass bound UniformAtmosphericFrame only by
  accident (leftover from the caster pass, which runs first each
  frame, since Vulkan binding state isn't reset between passes).
  DirectionalShadowFrameBinding now carries the caster's exact
  AtmosphericFrameBufferBinding and BindDirectionalShadowReceiver binds
  it explicitly.
- A4: a Setup-composed tree's opaque trunk part never got the trunk
  flag because HasCutoutSubset is cached per GfxObj part, not per
  entity. FoliageWindClassification.ComputeEntityHasCutoutSubset now
  ORs HasCutoutSubset across an entity's resolved sibling parts once
  per entity, threaded into ClassifyBatches/AddDirectionalShadowBatches
  via a new optional override parameter.

Nits: A5 hashes the per-vertex flutter seed relative to the instance
origin instead of absolute world XY (fp32 sin() precision loss at far
landblock corners), mirrored in both foliage_wind.glsl and
FoliageWindModel; A7 documents the max(maxHeight, 0.5) divide-guard as
a deliberate pseudocode divergence; A8 switches FoliageWindExclusions'
construction to ToFrozenSet() and softens the "never stale" doc
comment to "no slower than one frame behind."

Tests added: top-nibble classification (0xFFFFFFFFu now correctly
false), GroupKey inequality across entity-driven scenery/landblock-
static classification, a caster-batch test proving the same pairing
never coalesces, ComputeEntityHasCutoutSubset unit + end-to-end
two-part-Setup tests, the caster→receiver AtmosphericFrame binding
carry-through, flutter-hash translation invariance relative to
instance origin, and a Storm-wind mid-height displacement floor
guarding against a "no motion" regression.

Docs: plan VM6 body corrected to the five-row WeatherKind table, "bits
1 and 2", "all four" caster shaders, and top-nibble wording throughout;
the owner gate checklist's Rain/Storm step; the stale v1-only shader-
interface compatibility entry; semantic-bindings-v1.md's v2 members
folded into the main 192-byte block; the IA-25 register row's top-
nibble wording; AtmosphericFrameInputs.cs's ABI size reference.

foliage_wind.glsl's A5 change recompiled exactly the five shaders that
include it (mesh_atmospheric.vert, the four directional_shadow_world_*
casters) plus the manifest; no other .spv changed.

Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,041/0 failed (no environment-specific failures this run).
RenderPackValidator 30/30. Full hermetic-filtered solution: 15,269/0
failed across 15 projects.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-23 01:54:36 +02:00
Erik
6cc5e183b9 fix(render): foliage wind keys on the DAT-classified WeatherKind, not the day-group index (Campaign VM VM6)
FoliageWindByDayGroup / FoliageWindDayGroupPoint(int ActiveDayGroup, ...)
becomes FoliageWindByWeather / FoliageWindWeatherPoint(string WeatherKind,
...) in AtmospherePolicyDeclaration (Plugin.Abstractions is BCL-only, so
the key is the exact member name of AcDream.Core.World.WeatherKind rather
than the enum itself). The raw activeDayGroup index carries no weather
meaning by itself; WeatherState.cs already classifies each day group's
authored DAT name into one of five real weather kinds, and that fact was
already threaded through AtmosphericFrameInputs.Weather / uAtmosphereWeather.x
— this reuses it instead of guessing an index-to-category mapping.

Built-in table (BuiltInAtmosphericRenderPack.AtmospherePolicy()): Clear
0.25/0.15, Overcast 0.60/0.35, Rain 0.85/0.60, Snow 0.35/0.20, Storm
1.00/0.75 — all five WeatherKind members declared, the invented "Cloudy"
row dropped. RenderPackAtmospherePolicyEvaluation.FoliageWind now takes a
WeatherKind and matches by weather.ToString() (ordinal) against each
declared point's name; a kind absent from the table falls back to the
declared Clear row, then to (0,0) if Clear itself is undeclared. The
delta-seconds EMA interpolation (EaseTowardTarget) is unchanged.
AtmosphericPostProcessGraph.ResolveFoliageWind and its two callers
(RenderPostProcess via inputs.Weather; RenderDirectionalShadows via
foundation.Atmosphere.Kind) now pass WeatherKind instead of the day-group
int.

RenderPackValidation.ValidateAtmosphere (runs for every pack declaring an
AtmospherePolicy, not gated to Tier2/shadow packs) now rejects an unknown
or non-exact-case weather-kind name and a repeated kind, mirroring the
existing ActiveDayGroupMultiplier duplicate-key check.

Tests: RenderPackAtmospherePolicyEvaluationTests rewritten for the
kind-keyed API (all five kinds resolve to their declared row, an unlisted
kind falls back to Clear, ordinal exact-case matching, null-table
handling); RenderPackSpirvValidatorTests gains four descriptor-validation
cases (unknown name, wrong case, duplicate kind, the five-kind table
accepted); AtmosphericPostProcessGraphTests' three foliage-wind cases now
select WeatherKind.Storm via `with` instead of an assumed day-group index.

Spot-check (per the coordinator's ask, not changed here): yes —
ActiveDayGroupMultiplier / EvaluateDayGroupPolicy (pre-existing, Campaign
AR/VM3-era — BuiltInAtmosphericRenderPack.AtmospherePolicy()'s three rows
`new ActiveDayGroupMultiplier(0, 1.0), (1, 0.35), (2, 0.20)`) key the
sun-ray/shadow/volumetric day-group strength multiplier by the same raw
activeDayGroup index with an undocumented assumed meaning (0=brightest ...
2=dimmest), the identical class of issue this commit fixes for foliage
wind. Left unchanged per instruction; flagging for the coordinator to file.

Full solution Debug and Release builds green. App hermetic filter
6024/6026 — the same 2 pre-existing failures as VM6a/VM6b. Both were
re-run in isolation per the verification ask: both still fail alone (not
a load-flake in this environment) — confirmed via git stash earlier this
session that both already fail on the unmodified pre-VM6 baseline, so
they are pre-existing and unrelated to this change. Core.Tests hermetic
4697/4697. RenderPackValidator.Tests 30/30. No shader/spv changes in this
commit (pure C#/docs fix).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-23 01:07:54 +02:00
Erik
39e8408c7d feat(render): weather-driven foliage wind for procedural scenery, shadows follow (Campaign VM VM6b)
Procedural-scenery foliage (trees/bushes — entity ids in the
ProceduralSceneryIdAllocator's 0x8XXYYIII namespace) sways with weather in
mesh_atmospheric.vert and all four directional_shadow_world_* caster vertex
shaders, both calling the identical new foliage_wind.glsl include so the
shadow moves with the leaf by construction.

Classification (FoliageWindClassification, AcDream.App.Rendering.Wb): two
new BatchData.flags bits, computed once per (entity, subset) from four
inputs — entity id (bit 31 for procedural scenery), the pack's declared
FoliageExclusions membership, the subset's TranslucencyKind, and
ObjectRenderData.HasCutoutSubset (computed once per mesh at build time, not
per frame). Bit 1 marks an alpha-cutout leaf subset; bit 2 marks an opaque
trunk subset (only when its own mesh also owns a cutout subset, so rocks
stay still). WbDrawDispatcher.ClassifyBatches (world receiver) and
AddDirectionalShadowBatches (caster) call this with the same four inputs, so
casters and receivers classify identically without needing to share state.
Retail's mesh_modern/terrain_modern/mesh_detail pipelines never read these
bits, so pack-off output is unaffected.

Motion model (foliage_wind.glsl, mirrored bit-for-bit in the new
FoliageWindModel for hermetic CPU tests): height-squared-scaled slow lean
for every foliage subset, plus branch swing and per-vertex-hash-decorrelated
flutter for cutout subsets only. AtmosphericPostProcessGraph.ResolveFoliageWind
resolves the wind block once per frame.Serial — advanced by whichever of
RenderDirectionalShadows (which runs first) or RenderPostProcess is called
first that frame, with the second reading the already-advanced state, which
is what keeps the caster and receiver reading byte-identical clock/strength
values. The per-day-group mean/gust target (AtmospherePolicyDeclaration.
FoliageWindByDayGroup, keyed by the same day-group index convention
ActiveDayGroupMultipliers already established: Clear/Cloudy/Overcast/Rainy)
eases toward its target over WeatherSystem.TransitionSeconds (10s) so a
weather change never snaps; wind-enabled off or indoor instead gates the
OUTPUT to an exact zero (not an asymptotic approach) so a settings toggle or
cell transition is immediate. The wind clock is a Stopwatch started at graph
construction (monotonic, session-relative magnitude for GPU sin() accuracy),
overridable by the same ACDREAM_SKY_PHASE_SECONDS pin SkyRenderer already
uses, for deterministic offline gates.

New settings: wind-enabled, wind-strength, wind-direction-degrees (225°
default — no authored retail wind direction exists to read),
wind-lean-metres, wind-branch-metres, wind-flutter-metres (0 on Low),
wind-canopy-height-metres.

Register row IA-25 files this as an intentional, strictly opt-in divergence:
retail applies no per-vertex wind displacement to any geometry. Known,
accepted limitation: classification is per mesh-subset (one BatchData.flags
word per indirect-draw batch), not per entity instance, so the rare case of
one mesh subset being reachable from both a procedural-scenery and a
non-scenery placement would classify all of that subset's instances alike.

Tests: FoliageWindClassificationTests (the full classification matrix),
FoliageWindModelTests (identity on non-foliage/calm-wind/base-vertex,
canopy-top displacement bound, z-never-increases, trunk has no flutter
term), RenderPackAtmospherePolicyEvaluationTests (exact day-group lookup,
no interpolation across day-group ids, easing convergence without overshoot
or discontinuity), AtmosphericShaderAbiTests (each of the five shaders calls
acdreamFoliageDisplace exactly once; mesh_modern/terrain/mesh_detail call it
never), and four AtmosphericPostProcessGraphTests additions (indoor/disabled
exact-zero gating, settings-to-UBO wiring, same-frame-Serial idempotency —
the last proxies the caster/receiver agreement invariant without needing
this hermetic harness's WbDrawDispatcher/TerrainModernRenderer dependency
chain to exercise RenderDirectionalShadows directly).

App hermetic filter: 6015/6017 (the same 2 pre-existing failures as VM6a,
confirmed unrelated). Core.Tests hermetic: 4697/4697. RenderPackValidator.Tests:
30/30. Full solution Debug and Release builds green. Shader recompile
touched exactly the 5 edited files' .spv (plus manifest); the retail oracle
set and every other pack shader are byte-identical.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-23 00:56:34 +02:00
Erik
a0157693ec docs(vm3): closeout - owner gate brief with the measured curve table; #422 filed; tests pin the shipped defaults
Opus narrow re-review of 51178f7c: APPROVE. Residuals closed: the AR plan
no longer says '<=1 LSB' unqualified (99.99% of pixels; 95 foliage-
silhouette pixels up to 73 LSB, 58 isolated); the campaign doc says the
same; AtmosphericColorPipelineTests now read the SHIPPED exposure/vignette
defaults from BuiltInAtmosphericRenderPack.Descriptor and the graph's named
DefaultVignetteStrengthFallback instead of literals.

Measured for the gate (offline Holtburg hillside, High defaults vs pack
off): mean luminance -17% noon, -44% dusk, p95 unchanged, clip 0.06% both;
neutral High vs pack off: 110,561 px at |d|=1, 95 at >=5 (foliage edges).
Evidence images under docs/research/evidence/vm3/.

#422 filed: one High-default offline capture exited with
STATUS_HEAP_CORRUPTION after a clean managed shutdown; 1 in 8 runs, never
under validation layers. VM7 gate item.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-22 23:53:26 +02:00
Erik
51178f7c77 fix(render): VM3 review fixes - pin the filmic decodes, re-derive vignette for linear, name the authored sun colour
Fix round from Opus review of 87677f9c (APPROVE WITH FIXES):

1. (A1/A3) Hardened the atmospheric_filmic.frag / atmospheric_bloom_
   downsample.frag shader-source pinning test: asserts the exact decode
   call count (6 - three in lowFusedScene, three in main's non-fused
   branch), that the 2.2 display-gamma exponent and 1/2.2 inverse in
   atmospheric_common.glsl are formatted FROM AtmosphericColorPipeline
   .DisplayGamma (so shader literal and CPU-tested value cannot drift),
   that the 0.18 contrast pivot in atmospheric_filmic.frag is formatted
   from AtmosphericColorPipeline.LinearMidGrey, and pins
   AtmosphericPostProcessGraph.BloomKneeLinear/BloomThresholdLinear as
   exact literals (0.73f / 1f). Also removed a stray trailing "()" from
   an existing comment in atmospheric_filmic.frag that was inflating the
   decode-call count to 7.

2. (B1) Re-derived the "vignette-strength" default for the linear-light
   post stack. The vignette multiply now happens on linear colour before
   the final encode, so a corner factor of (1 - strength) displays as
   (1 - strength)^(1/2.2), not (1 - strength) directly. The accepted
   look was strength 0.12 under the OLD gamma-space pipeline: a 12%
   on-screen corner darkening. Under strength 0.12 in the new linear
   pipeline that same 0.88 corner multiplier would only display as
   0.88^(1/2.2) ~= 0.9435 (5.6% darkening - visibly weaker). Solving
   (1 - strength)^(1/2.2) = 0.88 gives strength = 1 - 0.88^2.2 ~= 0.245,
   which reproduces the accepted 12% corner darkening. Since
   RenderPackSettingValueCodec requires every declared default to be
   step-aligned from the minimum and 0.245 is not a multiple of the old
   0.01 step, the step also moves to 0.005 (a finer slider, not
   coarser) so the exact derived default is a valid grid point -
   verified by running the ExternalTierTwoPackCanRenameEveryOwnedId
   AndShaderAsset validation test, which failed with "invalid default
   value" before this correction. Also updated the matching fallback in
   AtmosphericPostProcessGraph.FromDescriptor (0.12f -> 0.245f) for
   consistency, and added
   AtmosphericColorPipelineTests.VignetteDefaultReproducesTheAccepted
   TwelvePercentCornerDarkening pinning encode(1-0.245) ~= 0.88.

3. (A4) Renamed VolumetricShaftFrameParameters.LinearSunColor ->
   AuthoredSunColor in VolumetricShaftQuality.cs (internal, 2 references,
   both in that file - safe). Left LightSource.ColorLinear unrenamed:
   grep shows 13 files depend on it (GlobalLightPacker, SceneLightingUbo,
   LightBake, LightManager, EnvCellRenderer, RenderingDiagnostics, and
   several Core tests) across the shared retail default-path lighting
   UBO pipeline - renaming it is out of VM3's pack-only scope and would
   touch the mandatory-unchanged default path. Added a pointer comment
   on the field in LightSource.cs (and a one-line note at its
   WorldRenderFrameBuilder.cs call site) documenting the same
   display-space-not-linear fact and explaining why the rename is
   deferred to its own default-path colour-space pass.

4. (B4) Added a citation beside acesFitted in both atmospheric_filmic
   .frag and its C# mirror (AtmosphericColorPipeline.AcesFitted):
   Krzysztof Narkowicz, "ACES Filmic Tone Mapping Curve" (2016). The fit
   takes linear scene light in and returns linear display light in
   [0,1] - it does not itself gamma-encode. Evidence: acesFitted(0.80 *
   decode(0.46)) = 0.2064 un-encoded versus the accepted 0.51 on screen.

5. (B2) Rewrote the VM3 section of docs/plans/2026-08-22-visualmaster-
   campaign.md with the shipped truth in place of the pre-implementation
   guess: exposure stays 0.80 (at exposure 1.0 the linear pipeline maps
   gamma-0.5 to 0.6017, essentially the same 0.6163 the owner called too
   bright), bloom threshold stays 1.0 (a fixed point of both exponents),
   knee moves 0.45 -> 0.73, vignette-strength moves 0.12 -> 0.245. Added
   the old-vs-new curve table at exposure 0.80 across ten gamma inputs.
   Replaced the acceptance criteria's "new automated test on the
   recording RHI" with the CPU mirror + shader-source pins actually
   used, and recorded that the real-frame masked capture WAS run
   (retail vs High-with-every-effect-neutral, artifacts/vm3):
   independently re-verified by re-running the pixel diff against the
   checked-in screenshots - 110,561 px at |delta|=1 and exactly 95
   pixels at |delta|>=5, confined to foliage-canopy silhouette edges
   against sky with nothing on any ground/building/water surface. Noted
   the Stage-1 luminance table re-capture is still owed at the owner
   gate.

6. (B3) Corrected docs/plans/2026-08-21-atmospheric-rendering.md's VM3
   summary sentence: the bloom intermediate is already linear after
   extraction (no separate "bloom read" decode), and the neutral-preset
   claim is now phrased as a measured numerical identity (<=1 LSB on a
   real frame) rather than an unqualified "is" statement.

7. (A5) Corrected toolchain attribution: tools/compile-shaders.ps1 used
   the managed Silk.NET.Shaderc path (shaderc_shared.dll) to compile in
   both this round and the original VM3 commit - a Vulkan SDK glslc was
   detected and its path recorded, but the managed compiler is what
   actually ran. Regenerating this round only changed the atmospheric_
   filmic frag stage's manifest hash (comment-only edits); the compiled
   .spv bytes are unchanged, and every retail-oracle shader
   (mesh_modern, terrain_modern, mesh_detail, etc.) remains untouched.

8. Replaced an invented motive in the atmospheric_filmic.frag contrast-
   pivot comment ("rounded up for a stronger gamma-space contrast
   feel") with the actual reason: the previous 0.5 was simply the [0,1]
   midpoint of the standard contrast formula, not a deliberately chosen
   value; in linear the perceptual mid-grey is 0.18.

Verify: Release build 0 warnings / 0 errors. App hermetic-filter tests:
5970 passed / 0 failed / 0 skipped. VulkanShaderManifestTests: 7/7 pass
(retail-oracle SPIR-V byte-identical; only the atmospheric_filmic frag
manifest hash changed, no .spv bytes changed).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-22 23:40:48 +02:00
Erik
87677f9c4f feat(render): Atmospheric post stack runs in linear light; neutral preset is numerically the pack-off image (Campaign VM VM3)
Closes review finding F4 (docs/research/2026-08-22-campaign-ar-review.md):
retail's main-world colour, sun rays and volumetric shafts are all
gamma-encoded display-space values (the 2013 client has no linear
lighting pipeline), but bloom thresholding, ACES (Narkowicz fit),
Rec.709 luma saturation, the contrast pivot and the vignette were all
operating directly on those gamma values, then writing the result to
the UNORM swapchain without re-encoding.

- atmospheric_common.glsl gains acdreamDecodeDisplay/acdreamEncodeDisplay
  (pow(c, 2.2) / pow(c, 1/2.2)). 2.2 is the retail-era CRT/early-LCD
  display-gamma assumption, deliberately not the sRGB piecewise curve,
  which would claim a precision retail's authoring pipeline never had.
  uAtmosphereSunColor's comment is corrected from "authored linear rgb"
  to "authored display-space rgb (retail has no linear pipeline)".
- atmospheric_bloom_downsample.frag, atmospheric_filmic.frag (both the
  fused-Low and non-fused paths) decode every world/ray/volumetric read
  before summing/thresholding; atmospheric_bloom_blur.frag is unchanged
  (it already reads the now-linear bloom buffer); atmospheric_sun_rays.frag
  and atmospheric_volumetric.frag are documented as writing display-space
  colour that the consumers decode.
- The contrast pivot moves from 0.5 (a gamma-space midpoint) to 0.18
  (linear mid-grey, the standard 18%-grey-card exposure convention).
  The final filmic output is clamped in linear, then re-encoded before
  the UNORM write.
- Bloom threshold/knee are re-derived for linear light: the pre-VM3
  gamma-space pair was threshold 1.0 / knee 0.45, i.e. a soft range of
  [0.55, 1.0] in gamma. Decoding both ends with the same 2.2 assumption
  gives decode(1.0) = 1.0 (threshold unchanged) and
  decode(0.55) = 0.55^2.2 ~= 0.27, so linear knee = 1.0 - 0.27 ~= 0.73.
  Replaced the inline 0.45f literals with named constants
  BloomThresholdLinear = 1f / BloomKneeLinear = 0.73f on
  AtmosphericPostProcessGraph. bloom-strength's 0.65 default is
  untouched.
- Exposure stays at its accepted 0.80 default: in linear,
  encode(acesFitted(0.80 * decode(0.46))) ~= 0.50, reproducing the same
  accepted midtone the old gamma-space pipeline produced as 0.51 for the
  same 0.46 input (0.46 * 0.80 fed straight into acesFitted, no
  decode/encode). Highlights now retain more (gamma 0.9 input moves from
  ~0.74 to ~0.85 through the full pipeline) and blacks deepen slightly
  (gamma 0.1 moves from ~0.09 to ~0.05) — the owner's visual gate judges.
- Added AtmosphericColorPipeline, a CPU mirror of the GLSL decode/encode/
  ACES/grade/filmic math (line-for-line, with a header comment requiring
  it stay mirrored), and AtmosphericColorPipelineTests: neutral-preset
  identity within half an 8-bit step for a 0..255 grey sweep (proving the
  neutral preset is numerically the pack-off image), decode/encode
  round-trip within 1e-6, monotonic-in-exposure, the pinned midtone/
  highlight/shadow numbers above, and the bloom-knee derivation.
- Added a shader-source pinning test so a future edit cannot silently
  drop the colour-space conversions: atmospheric_filmic.frag must
  contain exactly one acdreamEncodeDisplay( call in main()'s output,
  atmospheric_bloom_downsample.frag must contain at least three
  acdreamDecodeDisplay( calls.
- Regenerated SPIR-V (tools/compile-shaders.ps1, glslc from the
  installed Vulkan SDK). Only atmospheric_bloom_downsample.frag.spv and
  atmospheric_filmic.frag.spv changed in bytes; every other pack shader
  that includes atmospheric_common.glsl recompiled to a byte-identical
  binary (the new decode/encode helpers are unreferenced dead code for
  them). VulkanShaderManifestTests' retail-oracle SHA-256 set
  (mesh_modern, terrain_modern, mesh_detail, etc.) is untouched and
  still passes — the retail default path did not change.
- Docs: noted the linear-light move in the AR plan's Slice 1 section,
  and added a "Colour space" section to the render-pack ABI doc
  (docs/render-packs/semantic-bindings-v1.md) naming which inputs are
  display-space and pointing at atmospheric_common.glsl as the
  reference implementation. No ABI version bump — the binding layout
  is unchanged.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-22 23:10:57 +02:00
Erik
b1e9912535 fix(render): jitter the volumetric march per pixel (IGN); file #421 for the shadow transform buffer (Campaign VM VM5)
Fixed step-count volumetric ray marches (Low/Medium presets, e.g. 40 steps)
sample the same t values at every pixel, so a shadow-cascade edge crossing
lands at the same march step across a whole neighbourhood of pixels and
reads as visible concentric banding around light shafts. Offset each
pixel's march phase with interleaved gradient noise (Jimenez 2014,
fract(52.9829189 * fract(dot(gl_FragCoord.xy, vec2(0.06711056,
0.00583715))))) instead of the fixed 0.5 sub-step center: t = (step + ign)
/ steps. This decorrelates the step boundaries across pixels, turning the
banding into fine per-pixel noise that the existing quarter/half-res
upsample already averages away. Pack-on only — atmospheric_volumetric is
never used on the retail default path; extinction, colour, and early-outs
are unchanged.

Regenerated SPIR-V via tools/compile-shaders.ps1: only
atmospheric_volumetric.frag.spv and shaders.manifest.json's source hash
for that stage changed.

Also files #421 (docs/ISSUES.md) for Campaign AR review finding F7: the
directional-shadow pass's DirectionalShadowTransformBufferSet duplicates
the main pass's N.5 instance SSBO instead of binding it, to be resolved
once the planned GPU-culling step for shadow cascades lands. Updates the
VM5 ledger row and outcome note in
docs/plans/2026-08-22-visualmaster-campaign.md.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-22 22:56:03 +02:00
Erik
6e76314b08 docs(vm4): every Campaign AR document says what its evidence shows
Dated 'VM4 correction' notes, not silent rewrites:
- AR plan: NoOpRenderPackProductionIntegrationTests is a 2x2 recording-
  device fixture, not a production pin; the real invariance is VM0's.
  Both '14,928/14,928 zero skips' totals qualified: hermetic lane filter.
- Stage-2 connected report: the dense-town CPU figures ran under the
  automation observer (9.8 MB/frame alloc) and say nothing about the
  owner's hitch on the product; clean numbers are VM0's.
- Track A report + findings doc: TerrainUtils.GetNormal only orients
  scenery; the render normals were already smooth; A2 replaced central
  differences with retail's incident-face average (the reviewer's own
  premise error).
- Findings doc: 'retail brightens' is the fallback path only; real
  hardware runs the single-pass lerp (VM2). LandscapeDetailTextures = 0
  answers the landscape open question. VM0 production table added as the
  baseline.
- Completion audit retail-path row and the review's F1/F2/F3/F5 headers
  annotated with their closures.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-22 22:51:59 +02:00