- Split the two hermetic RetailMarkupIconResolver memoization tests (and
their counting fakes) out of the Lane=InstalledDat class into a new
untagged RetailMarkupIconResolverMemoizationTests.cs so CI's portable
filter (Lane!=InstalledDat) actually runs them.
- PluginSidePanel: move the entry button's Anchors = AnchorEdges.None from
the Add() call site into PluginShelfButton's own constructor (same
comment carried over) so a second construction path cannot miss it.
- UiRectOutlinePainterOrderTests: assert the back panel's border segment
carries exactly 4 quads (24 vertices, FloatsPerVertex each) so a partial
outline cannot pass the painter-order check.
- RetailMarkupIconResolver: document the type as UI-thread-only (every
caller is a draw-time icon source) and bound the MISS cache to 256
entries with FIFO eviction — HIT entries stay unbounded (bounded by the
DAT's own surface count already). New test proves the 257th distinct
miss evicts the first (re-probe count rises); verified failing first
against the un-bounded code (Expected 258, Actual 257) before restoring
the fix.
- docs/plugin-ui-markup.md: split the icon-binding row's failure mode into
Build-time (missing property only — the binder never checks CLR type)
vs. draw-time (a resolved value that cannot convert to a number throws
from the draw, not from Build).
- docs/ISSUES.md: filed #486 (credits picture scroll frozen by the
per-draw anchor pass) and #487 (radar compass tokens candidate, same
mechanism, unconfirmed); corrected #461's causality — the graceful
logout/reveal-cancel log lines are printed by LiveSessionController.Tick's
catch -> StopAfterFailure -> StopCore AFTER the motion-update exception,
then it rethrows, so the logout is a consequence of the crash, not its
cause; real chain is the #462 stalled login-reveal materialization
leaving PlayerMovementController in RuntimeOwnedDormant outside its
SetPosition ground phase when an inbound 0xF74C arrives.
- Plan doc: recorded the three fix-round commits' verdicts (all PASS) and
the Smoke-plugin cleanup commit SHA in the Review ledger, plus a pointer
to the two newly filed issues.
Verified: dotnet build AcDream.slnx -c Release (0/0), targeted filter
85/0/0, full App suite 7364 passed / 97 skipped / 36 failed (36 pre-existing
InstalledDat/Manual/Linux-only failures, unchanged by name from baseline;
net +1 passed test from the new eviction test).
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Project the original Run failure with loaded build, cached GPU and cell context before unwind. Preserve crash status and rethrow; contain report failures and omit arbitrary messages, source paths and session data.
Focused 19/19, narrow production/privacy review and default Release 17044/0/0 pass. Preserve the wrong-package smoke failure and real emitted report; corrected recipe10 smoke exits gracefully with two provisional PNG passes. AMD initiating cause and G4 remain open; FPS deferred. No new retail behavior deviation.
Native-boundary injection: old code 9 pass / 6 expected Assert.Throws failures. Separate acquire and present sabotage each fail their 3 fatal cases; restored focused gate 82/82. One independent API/production review PASS. Lead locked Release 0W0E; literal-hermetic 17051/0/0, manifest32/32. No retirement, recovery, normal result policy or retail behavior changes. This is first-failure evidence preservation, not an AMD reset fix; extended reproduction and G4 remain open.
Retain building and object collision for available neighboring landcells when the terrain polygon does not cover the sphere center. Verified against named and paired retail dispatch. Add prepared-flat regressions and installed cathedral repro with sabotage proof. Full Release gate 17036/0/0 and graphical wall blocking, overlap correction and escape pass provisionally. Owner accepts functional collision; exact retail settle coordinates are not claimed. Retire UN-10; keep AP159, AMD stability and final G4 open.
Keep screenshot repair separate from the active #475 retirement chunk. Record independently verified source ordering, invalid first-resize PNG, provenance limits and required next proof; no production change or gate PASS.
Record retail/behavior review pass 1/10: renderer behavior is correct, but the physical-device witness cannot live in the portable Release lane. Bind fix round 1 to an explicit Vulkan lane owned by the existing lavapipe job and current-machine proof.
Bind S5 packet section 27 for issue 470. The contract preserves the shared absolute transform index while making every live per-submission sidecar local, requires a nonzero-prefix production recording and offscreen pixel witness, and keeps receiver selection plus issue 469 out of scope.
The 'empty plane under fog' frame the S4-c1 capture-pose self-gates produced
at frame 15 is the terrain seen from below by a falling player, not a draw
change: the camera probe holds playerCell=0xA9B4013F at (134.07,17.36) while
z drops 96 -> -20 m after materialization. The S3-state run had seated the
same request outdoors in 0xA9B40029 and stood. Placement is not the campaign's
domain; the gate pose is moved so the G3 frame is deterministic and the
original pose is kept in the issue as the reproduction. #462 recurrence on
the pre-S4 control build noted.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Retail admits exactly acdream's cells and building-portal groups in the
same order; its alpha-depth frame punches each portal polygon to far depth
right before that group's cells and seals the exit views last. The
capture becomes S4-c1's fifth transcript pose.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The frame is saved as logs/464-owner-tilted-frame.walk.txt. Narrowed to
the building shell versus interior-cell order/clip at the stairwell's open
face in the outside pass (S4), with a possible building-portal admission
component only the cathedral-stair-arch retail capture can settle.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>