Commit graph

187 commits

Author SHA1 Message Date
Erik
9aced6e3c4 tools(selfgate): #464 look-up route (CameraRotateDown lowers the eye through the landing floor)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 21:33:43 +02:00
Erik
2018027322 tools(selfgate): #464 zoom-out route (held CameraZoomOut / CameraRotateUp / CameraMoveAway at the top stair pose)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 21:31:45 +02:00
Erik
590fbb66c3 tools(selfgate): #464 running-descent route (held MovementForward, ten frames at 150 ms)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 21:19:29 +02:00
Erik
ad6b0599cc docs(render): S4 packet — the ±12 reject's quantifier corrected to retail's (ALL vertices on ONE bounding plane); #464 stair-ladder route
The S4-c1 retail lens caught the lead's paraphrase inverting retail's
predicate (any vertex on any plane vs every vertex on the same plane);
the contract and T2 now state the decomp's four per-plane predicates.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 21:07:38 +02:00
Erik
7fa83c7397 docs(render): ledger — G3 self-gate part A: 12 of 13 poses PASS provisional, Nanto incomplete; part-C route
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 16:41:30 +02:00
Erik
1ad9f4766f tools(selfgate): G3 route part B — the four retail capture poses
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 16:21:21 +02:00
Erik
37e42aafc4 docs(render): resolve #458 — the a9c9 doorway admission is a 0.5 % edge-plane precision boundary (AD-118)
Two live cdb captures on the paired 2013 client at the Holtburg doorway:
the blockset template (every Render::block_check call of one frame — 2,601
resident blocks x 2 exit views) proves retail tests a9c9 at ring slot
25,46 and returns PARTIALLY then OUTSIDE; the blockcheck template dumps
its four corner interval vectors (0 0 0 0 300.4|310.2 and 0 0 0 1001 ...,
slab 75..330). acdream's replay at the same P pose reproduces the sentinel
pattern, the four edge planes and both verdicts, drawing a9c9 once, with
clip heights 298.8/308.5 m — a 0.5 % plane difference (about 0.35 px of
projected door-vertex position). At the fixture pose that margin is what
flips the south-west corner from inside to outside on the fourth edge
plane, so retail's four-corner unanimity test says OUTSIDE where ours
says PartiallyInside. Not fixable bit-exactly short of D3D's x87
transform; the KnownFailure row stays with its comment rewritten, the
register carries AD-118, and the first filtered capture's silent miss
(cdb sign-extends poi() inside .if; use dwo()) is noted in the template.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 14:43:14 +02:00
Erik
157b327a0b tools(walk-oracle): block_check capture template for #458 (one block's corner intervals, z slab and verdict)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 12:39:14 +02:00
Erik
0f1628dc04 tools(selfgate): G3 route — the §10 scene matrix plus the owner-gated poses
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 12:33:11 +02:00
Erik
4c364412f0 tools(selfgate): add the Holtburg terrain-leak pose (owner-supplied) to the route
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 07:55:00 +02:00
Erik
7969c2e6ad tools(walk-oracle): parts capture guards null part-array slots (cdb aborted the PD/DM action on a null gfxobj)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 06:40:35 +02:00
Erik
b62dbf035c tools(walk-oracle): capture the per-land-cell draw order (LC/SC lines) for S3 chunk 3
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 06:31:54 +02:00
Erik
2d20ee917b checkpoint(render): portal-haze root cause — emitters need own-cell membership (S2 chunk 6 contract)
Instrumented arrivals show the Hidden-state cloud's emitters spawn in the
arrival cell, become view-eligible when the world appears, and are never
drawn: the walk draws an owner's emitters only through the owner's registry
rows, and a hidden owner's shadow is suspended. Retail's
CPhysicsObj::add_particle_shadow_to_cell (0x00514a70) gives an emitter one
shadow in its own cell, drawn at that cell's turn regardless of the parent's
hidden state. S2 chunk 6 (packet §10) ports that: per-cell emitter draw
membership, owner-union particle path deleted. Route timing fixed so the
arrival screenshots anchor on the reveal.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 05:49:45 +02:00
Erik
7ec72765d7 checkpoint(render): G2 owner findings — terrain punch assigned to S4, portal-haze probe
Owner G2 check at 4b0b29e4: Facility Hub PASS, Holtburg house PASS,
cathedral leak unchanged (S3/S4). Two new findings:
- doorway-sized fragments of houses on the terrace below show through
  the hill in Holtburg: PortalDepthMaskRenderer draws every visited cell's
  exit-portal fan with depth compare Always + write, so a doorway behind
  terrain still punches far depth through it. Pre-existing; S4 owns the
  punch (ledger row updated).
- the purple UnHide haze (script type 0x75, played on the retail
  Hidden->visible physics-state edge) no longer shows on the local player
  after a portal. Under investigation: temporary print-only traces
  [pes-spawn]/[pes-vis] under ACDREAM_DUMP_PLAYSCRIPT=1 (launch-options row
  amended; both die with the investigation) and a timed arrival route
  tools/overhaul-selfgate/route-portal-haze.txt.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 05:32:18 +02:00
Erik
ea546f381b tools(render): self-gate - list screenshots recursively, no plugins in gate sessions
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 23:16:31 +02:00
Erik
2b40c0bb38 tools(render): self-gate kit - session config, teleport route, runner
Lead-run visual gate: direct character login through a session config,
the owner-supplied /teleloc poses (cathedral floating stairs, Facility Hub
stairs, Holtburg house), one screenshot per pose into the automation
artifact directory, graceful close-client. The runner refuses to start
while any AcDream.App process exists and never hard-kills a client.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 22:08:56 +02:00
Erik
14d8fe6478 tools(render): fix printf newline escapes in the OH alpha-depth template
The AM and PM breakpoint actions carried a single-backslash newline; cdb
needs the doubled form inside a quoted bp action, as the other lines use.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 18:19:35 +02:00
Erik
ebaa41df1a tools(render): OH retail capture scripts for the S3/S4 answer key
Recon script, three capture templates (walk / parts / alpha-depth),
runner, and operator README under tools/walk-oracle/oh/. FW0 line formats
are kept byte-identical; new EC/OC/PD/DM/AM/FL/PM/PC line kinds are
documented. Auto-detach uses the fall-through + top-level qd recipe; qd
never appears inside a breakpoint action. Lead-resolved: DBObj::m_DID is
+0x28 (header layout, first base of CGfxObj and CObjCell, matches the
proven FW0 cell reads); the three D3DPolyRender alpha functions are static
cdecl with stack arguments, uint8 arguments read with by().

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 18:09:11 +02:00
Erik
b3b7d922f1 checkpoint(render): preserve pre-overhaul investigation state 2026-09-01 18:04:24 +02:00
Erik
77f5342b62 feat(render) Campaign FW1: doorway-still conformant - deg_mul is dynamic
Render::deg_mul is auto-tuned by frame load and SWUNG between oracle
captures: doorway-still ran right after the heavy terrace-edge capture
with the multiplier depressed (mul <= 0 puts thresholds at/below ideal,
so 001e/0026/002f select the portless level 1 - retail's zero look-in
floods, reproduced exactly at mul = 0), while every other fixture pins
~ +0.99 (thresholds at max). The recon session's "-0.99" live dump was
real - taken under the same cdb load. RetailFrameWalk now exposes the
multiplier; the doorway test pins 0, the rest use the default.

foundry-entry: frames 1-66 reproduce exactly; the F67-F79 standing
segment diverges ONLY in building 0036's intra-building DC order
(retail 116,118,11d vs replay 11d,116,118). The BSP-traversal microscope
pins the flip to 0036's ROOT plane (N=(0,0,-1) D=2.8): replay eye z
2.33 (d=+0.47, NEG-first) vs retail behaving as d<0 (POS-first) - a
structural ~0.5 m frame question (positionPush(2)/part-scale), only
adjudicable live. Turnkey probe:
tools/walk-oracle/fw1-f67-viewpoint-probe.cdb.

Fixture status: nine of ten fully conformant; foundry-entry exact
through F66 with the 13-frame order segment parked on the probe.
Suites: Walk 127/1 skip; hermetic 6,687/0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 11:49:27 +02:00
Erik
e8df809c40 feat(render) Campaign FW1: pin the exact retail projection in the replay context
Live-dumped from the capture client (Render::bw/bh 1024x720,
xinvscale/yinvscale 0.00025, tx 0.127875, ty 0.089875, vdst 0.1330767):
the replay context now uses retail unproject formula verbatim for the
ray caster and the exact frustum (fovY = 2*atan(ty/vdst), aspect =
tx/ty) for projection - no guessed camera constants remain.
foundry-deep conformance stays green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 10:27:38 +02:00
Erik
4a72600b45 docs(plans) Campaign FW: FW0 complete; pose-stamped re-capture prepared
FW0 ledger entry records the fixtures, replay helper, pseudocode model,
and the reshaping findings. The pose gap (first captures lack camera
pose; exact replay needs it) is documented with a ready template for a
short owner session when FW1 gates.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 09:30:20 +02:00
Erik
71b11817ad research(render) Campaign FW0: retail walk-oracle harness + 10 live trace fixtures
cdb capture harness (recon offsets + per-pose scripts; .gitignore gains a
negation so the walk-oracle scripts are tracked despite the global *.cdb
ignore) and the FW1 conformance fixtures: terrace center/edge, cathedral
arrival, doorway still, cottage walkout, street porch-cam/outdoor, town
walkabout, foundry entry, foundry deep. Binding findings in the README:
the frame roots at the CAMERA cell; outdoor root draws the #456 far
building every frame and hides it by depth cover, never omission;
interior root gates through the exit-view chain; look-ins punch at the
owning building turn; transitions are one-frame flips.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 09:10:07 +02:00
Erik
f7aa8e0eb7 fix: complete retail parity stability pass
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2026-08-28 20:01:39 +02:00
Erik
0dd966f3a0 Optimize prepared asset package v2 2026-08-27 20:09:09 +02:00
Erik
c4608b1127 Merge origin/main into MossTank automation work
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# Conflicts:
#	docs/ISSUES.md
2026-08-27 19:01:26 +02:00
Erik
4e6e9bc9d9 feat(mosstank): add VTank-style automation PoC 2026-08-27 18:57:21 +02:00
Erik
f6fe0f2a4f fix(client): restore retail interaction parity
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Harden keyboard and camera routing, inventory and vendor interactions, chat/emotes, relog portal flow, and paperdoll rendering. Add retail research, connected gate coverage, and release-gate validation.
2026-08-26 20:45:11 +02:00
Erik
6f47740af0 docs(ace-mods): SetTime loads via @mod find, no ACE restart needed 2026-08-23 14:34:43 +02:00
Erik
13f685ee94 tools(ace-mods): add @settime ACE mod for same-clock retail/acdream sky comparisons
Sky and weather gates need retail and acdream looking at the SAME Dereth
hour and the SAME authored day group; until now the only lever was
acdream's ACDREAM_WORLD_TIME/ACDREAM_DAY_GROUP pins, which retail cannot
follow, so the user could never judge night-sky differences (aurora,
dome edge) side by side.

@settime <hour|fraction> [Sunny|Rainy|Clear|Cloudy|<index>] jumps ACE's
Timers.PortalYearTicks FORWARD to the next matching instant. Every
TimeSync header carries that value, so both clients re-sync within
seconds. Forward-only because DelayActions compare against the same
clock (a backward jump would stall them). The calendar and day-group
roll duplicate acdream's retail ports (DerethCalendar shift 3600,
SkyDayGroupSelector LCG from SkyDesc::CalcPresentDayGroup @0x00500E10)
and the 20-entry name table was dumped from the installed Region DAT.

Install: copy SetTime.dll + Meta.json to C:\ACE\Mods\SetTime and run
@mod find (or restart ACE). Dev servers only.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 14:34:37 +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
fe56b6cf32 tools(i422): parameterised debug-heap loop + plain rate loop; #422 re-characterised after it fired on the retail matrix row
The fault is pack-independent (fired on the retail preset, 1080p, 45 s,
first launch after a build), ~1 in 57 offline runs today, never under a
debugger (46 runs), no WER/event trace on this machine. The pre-campaign
binary cannot be measured with this gate (no in-process close verb).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 05:19:18 +02:00
Erik
99d5b2a62f tools(i422): correct the debug-heap loop's cdb script path
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 04:32:57 +02:00
Erik
c69029bf58 tools(gate): -ExeOverride and -DebuggerScript for the offline pixel gate; #422 characterised over 40 instrumented runs (Campaign VM VM7)
-ExeOverride runs another AcDream.App.exe through the SAME isolated
settings/scene/capture path so two binaries compare without mixing tool
versions (VM0's recorded fieldOfView trap). -DebuggerScript launches the
client under cdb so ntdll's debug heap validates every free and a heap
corruption breaks at the corrupting site with a stack.

#422 (1-in-8 STATUS_HEAP_CORRUPTION exit after a pack-on offline capture):
16 runs attached + 24 runs under the debug heap on 1f151242, all clean
(P ~ 0.5 % at the filed rate). Recorded as not reproducible on the current
binary, carried as a watch item for the owner's VM7 matrix with the loop as
the first step if it recurs; no longer a merge blocker. Evidence under
docs/research/evidence/vm7 alongside the final pack-off-vs-base+normals
robust diff (5-10 px, lifestone band only).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-23 04:32:27 +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
30e72a2af8 research(vm0): Campaign AR's pack-off path IS the pre-campaign renderer - PASS
Exact-pixel and production-perf comparison of 6c79d35c (+ only the A2
normal files, so no terrain mask is needed) against c51b07ef with no pack:
connected as +Acdream, visible window, one isolated config clone per
variant, pinned clocks. Open field: the only differences are idle pose,
mana digits and a passing flyer. Holtburg: same-binary-twice defines the
dynamic mask (9.8%); in the static 90% both self-diffs have ZERO pixels
with |d|>=8 while base+normals vs HEAD-off has 841/729 - all streaks inside
the animated lifestone. Buildings, ground, trees, sky and UI are clean.

Perf (uncapped Release, no automation observer, ACDREAM_FRAME_PROF=1):
Holtburg CPU p50 4.7 -> 4.1 ms, Arwic 6.0 -> 5.2 ms, GPU unchanged,
alloc/frame 574 KB -> 21 KB. No regression; F5b's '27.8 ms retail CPU' was
the observer.

Three false alarms recorded so nobody repeats them: the isolated gate
settings lack fieldOfView (90 vs the real 86.33 -> a 0.952 zoom); the real
%APPDATA% settings still selected acdream.atmospheric/low (pack ON); a
minimized GLFW window is throttled and never settles.

Tools: tools/vm0/capture-visible.ps1 (pre-campaign gate + -Exe/-Live/
-ConfigDir/-CharacterName/-PreCaptureCommand), tools/vm0/perf-run.sh,
and -BuildingDetailTextures on run-offline-pixel-gate.ps1. Baseline
patches under docs/research/evidence/vm0/.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-22 21:40:40 +02:00
Erik
fe085cadaa research(vm2): retail runs SINGLE-PASS detail texturing - the #226 port targets the fallback
Live cdb read on the PDB-paired retail client (owner's AMD GPU):
  m_caps.bCanDoSinglePassDetailing = 1, trysinglepass = 1,
  MaxSimultaneousTextures = 8, bTexOpDotProduct3 = 1,
  LandscapeDetailTextures = 0, EnvironmentDetailTextures = 1,
  landscape/object detail surfaces null, building/environment non-null,
  tiling 4 everywhere.

So retail's detail combine on modern hardware is the texture-stage path in
D3DPolyRender::SetSurface (stage0 alpha PREMODULATE, stage1 colour
BLENDCURRENTALPHA): lerp(base*diffuse, detail.rgb, detail.a*diffuse.a) -
a mild DARKENING (~-10% mid-tones with 0x06006D58), not the
DSTCOLOR+INVSRCALPHA brightening that Campaign AR ported and that the
2026-08-21 findings doc + AR review both analysed. Those described the
fallback for adapters without D3DTEXOPCAPS_PREMODULATE; the reviewer's
guess that consumer drivers rarely advertised it was wrong.

VM1 now carries the re-port (SRCALPHA+INVSRCALPHA, detail.rgb /
detail.a*diffuseAlpha, neutral at a==0) together with the fade removal.
No distance fade exists on either path. Scripts are read-only attaches
with no breakpoints.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-22 18:23:27 +02:00
Erik
c51b07ef95 test(gates): sequence the two-client remote-shadow gate with harness signals
Imported from the codex worktree's uncommitted work
(C:/Users/erikn/.codex/worktrees/bd98/acdream on
codex/atmospheric-rendering-campaign), on top of its 8b7b601b.

The remote-player shadow gate ran two clients on fixed sleeps, so the
observer could move before the primary had taken its 'before' screenshot,
or the primary could take its 'after' shot before the observer had moved.
Now the harness publishes named signal files into each client's artifact
directory and the routes block on them:

- IRetailUiAutomationRuntime.TryIsAutomationSignalPublished, implemented
  by WorldLifecycleAutomationController over <artifactDir>/signals/
  <name>.signal (names validated by AutomationArtifactName, so no path
  escape).
- 'wait signal <name> [timeoutMs]' in RetailUiAutomationScriptRunner.
- run-connected-render-pack-remote-player-gate.ps1 publishes
  'primary-before' to the observer after the primary's before-shot
  completes, then 'observer-moved' to the primary after the observer's
  remote-observer-moved checkpoint.
- Both routes teleport with an explicit heading and wait 12 s to settle.

Build green; the three touched App test classes pass 58/58 including the
two new signal tests.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-22 17:44:13 +02:00
Erik
fa3e7978ec fix(gates): require secret-safe observer credentials 2026-08-22 14:20:14 +02:00
Erik
a7b18364cd fix(gates): support a second account for remote shadows 2026-08-22 14:06:57 +02:00
Erik
a861510a37 test(render): add connected remote-player shadow gate 2026-08-22 14:03:50 +02:00
Erik
f92479ac3e test(render): add connected package lifecycle gate 2026-08-22 13:53:29 +02:00
Erik
1f75ce0505 fix(gates): initialize connected soak artifacts before isolation 2026-08-22 13:34:36 +02:00
Erik
0b6c6557a8 fix(gates): select a character in connected graphical runs 2026-08-22 13:24:39 +02:00
Erik
7a5f96ede5 feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
Erik
73a04244e7 fix(ui): button property 0x0D was never "disabled", and it killed every Journal button
Reported symptom: Abandon, New, Record, Start, First and Last all unclickable.
That Abandon was in the list is what identified it — Abandon is deliberately
unwired, so if it behaved the same as the others the cause could not be wiring.

UiButton read authored property 0x0D as "starts disabled" (Enabled = !0x0D).
It was the one property read in that file with no citation, and it was wrong.
Every button on the Journal panel authors 0x0D, so every one built disabled:
visible, because drawing never consults Enabled, and unclickable, because
UiElement.HitTest skips disabled elements. Exactly the reported shape.

The evidence is a sweep of every installed layout (LayoutDump gained --ghosted
for it): 85 elements author 0x0D and ALL 85 author it TRUE — not one False
anywhere in the client — and no panel ever clears it, the only four
SetAttribute_Bool(.., 0xd, ..) sites in the binary being chargen appearance,
the keymap option and the barber. A flag that is only ever true, never cleared,
and sits on New, Record, Start, Delete and Reset cannot mean "dead button";
under the old reading 85 elements were permanently dead in a shipping game.

It is not a pure ghosted LOOK either, which is why this ignores it rather than
moving it to appearance: the same 85 mix live buttons with inert column headers
("Contract", "Status", "Title", "Timer", "Label", "#"), and one appearance
cannot be right for both. Registered as QJ-2 with the measurement, so the open
question is recorded rather than quietly decided.

The test that asserted the old behaviour carried no citation either — it
encoded the same assumption. It now asserts the evidenced behaviour, with a
companion test proving the state machine's own Ghosted transition still
suppresses a click: that mechanism is separate and did not change.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 15:58:03 +02:00
Erik
ec6eeb120d feat(quest): QT5/QT6 — the Journal panel, and the button that was already there
The quest log is on screen. Rows come from the live tracker joined to the
authored catalog, the Status column runs QT4's port of FillProgressString, and
the detail pane shows contact, locations, description and the other timer.

Two things measured rather than assumed, each now pinned by an installed-DAT
test rather than left to the commit message:

The tab pairing is read from the authored 0x2E table, not inferred from
x-order — the FA campaign had to correct exactly that mistake, and Contracts
turns out to be the authored DEFAULT tab (0x32 = True), so opening on the
wrong one would have looked like an empty panel.

The open path needed no keybind at all. Toolbar button 0x1000055A authors
0x10000029 = 0x19 and has been sitting in ToolbarController.PanelButtonIds
since the toolbar was ported — it just had no panel behind it, so clicking it
did nothing. Registering slot 25 finished a wiring that was already
three-quarters present.

The list rebuild is revision-gated while the repeat countdown is not: nothing
on the wire changes as a cooldown runs down, so a rebuild-gated timer would
freeze on screen, and a per-frame rebuild would reset the player's scroll under
them. Both directions have a test.

Deliberately inert: the Abandon button (retail's abandon path is a
contract-registry command this campaign did not port — authored and visible,
but wiring a no-op handler would look responsive and lie), and the Journal
notes and Page List tabs, which are their own feature.

Campaign QT slices 5 and 6 of 6 — code-complete, connected gate owed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 15:12:05 +02:00
Erik
fac2dc7248 docs(quest): QT5 is specified — and it is the Journal panel, not a contract one
Measuring the host layout rather than assuming changed what this slice is.
gmContractsUI is not a panel of its own: it is tab 1 of a THREE-tab "Journal"
panel at gmPanelUI slot 25, beside a notes page and a page list. Building it as
a standalone window would have produced something retail does not have, and
the mistake would only have surfaced at a visual gate.

The other two tabs are out of scope, so the expected intermediate state is a
panel with two dead tabs — recorded here so it is not filed as a defect.

Everything else the page needs is now measured out of the dats: every authored
label, the per-row child ids RefreshContractListbox writes, and the list's
scrollbar link. The list is a UiTemplateListBox, the widget OP2 already built,
so the page is binding work rather than new widget work.

LayoutDump --props now resolves StringInfo through DatStringResolver instead of
printing the type name, which is how the labels were read at all.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 14:56:46 +02:00
Erik
ef6b7310c5 feat(quest): QT2/QT4 — the contract catalog, and retail's progress column
The wire carries an id, a stage and two timers. Every word the player reads
lives in portal.dat's ContractTable, which nothing in the tree had ever
opened — the only reference counted its entries in a CLI diagnostic. Chorizite
does decode it (322 contracts installed), which was a real question given it
declares TabooTable without decoding it.

FillProgressString @0x00498DE0 is the one real algorithm in this panel, and it
is now ported whole. Its x87 compares are the usual fcom/sahf pattern, so the
(status & 0x41) tests decode as "<= 0" rather than "< 0" — the difference
between a cooldown that expires and one that never does.

Three readings recorded as tests because each looks like a mistake:
TimeWhenDone is on the wire and is never read; an EMPTY QuestflagRepeatTime is
the entire difference between "Done" and "Available"; and DescriptionProgress
is a printf format taking stage-4, not a literal — rendering it verbatim shows
the player "%d/20 Tuskers".

DeltaTimeToString @0x00565E10 emits every part with a trailing space and then
overwrites the last one. That truncation is invisible in the decompiler output
(the instruction reads as pointer noise), so it was settled by decoding the
bytes: mov byte ptr [esp+eax+0x1b], cl with cl == 0 and eax == strlen writes
the terminator over buffer[len-1]. Guessing either way was a coin flip that
decides whether every repeat timer reads "Done (1h 30s  to Repeat)".

The single-%d substitution is a MEASUREMENT, not a convenience: 89 of the 322
installed contracts author a progress format and every one uses exactly one
specifier. An installed-DAT test asserts that, so a future dat that ships two
fails there rather than silently rendering a raw specifier.

LayoutDump gained --contracts, which is how all of the above was measured.

Campaign QT slices 2 and 4 of 6.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 14:53:21 +02:00
Erik
730662f819 docs(quest): plan Campaign QT, and add the layout search that found the panel
H.3's roadmap line ("122 EmoteType x 39 Trigger mini-VM") describes the
SERVER's job. The retail client never stores a quest flag, never evaluates an
emote, and is never told a flag changed — so most of H.3 was never client work
at all. Measuring what we already have narrows the remaining scope to one
thing: the contract tracker, the only structured view of quest state a client
ever gets. The user confirmed NPC dialogue works live.

LayoutDump could only dump a layout you already knew the id of, but the decomp
hands you a CLASS id with no layout attached (UIElement::RegisterElementClass),
so the gap between the two was crossed by guessing. --find closes it, and it
searches the element's TYPE as well as its id because registration keys on
Type — searching only the id finds a real element with the same number and
quietly answers the wrong question, which is exactly what it did on the first
run here.

The plan records the wire layout, the panel's authored children, and
FillProgressString in full, including the three things a reimplementation
would get wrong: TimeWhenDone is never read, the countdown anchor is not on
the wire, and DescriptionProgress is a printf format rather than a string.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 14:36:04 +02:00