Inventory contents grid / side-bag / main-pack cells now render the retail
pack-slot empty art (dat cell template via ItemListCellTemplate) instead of the
generic toolbar square. Divergence rows AP-55 (toolbar still hardcoded) + AP-56
(flat single-sprite cell vs retail''s layered prototype).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Drag the bottom edge to expand the inventory and see more of the pack
(ResizeX=false + ResizableEdges=Bottom blocks horizontal resize). The contents
grid + its gm3DItemsUI sub-window + scrollbar + the backdrop stretch vertically
(Left|Top|Bottom); the paperdoll + side-bag column stay pinned at the top
(Left|Top). The grid's ViewHeight grows → more rows + the scrollbar thumb ratio
(view/content) reflects how much is left to scroll. Min = dat default (expand
only for now); max = 560. Visually confirmed: scroll + resize work.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wrap the gmInventoryUI content in the universal 8-piece beveled chrome (same
UiNineSlicePanel as vitals/chat/toolbar), so the inventory has a proper window
frame like every other window. The frame is the draggable window + the F12-
toggled registered window; the dat content sits inside it offset by the border.
Reused as the base for the vertical-resize step next.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Pass () => _playerServerGuid to ObjectTableWiring.Wire and GameEventWiring.WireAll
so the new Batch 5/6 playerGuid parameters are populated. These were previously
left as null (default), meaning PD property upserts and PrivateUpdatePropertyInt
delivery would not route to the correct player object. Task 14 of the B-Wire plan.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds _inventoryController field (after _selectedObjectController) and calls
InventoryController.Bind in the existing inventory-init block, between
RegisterWindow and the Console.WriteLine. Uses Objects/iconComposer/
vitalsDatFont already in scope; strength lambda pattern-matches AttributeSnapshot
to int? (uint? has no implicit cast to int?).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Swap the Sub-phase A placeholder UiNineSlicePanel for LayoutImporter.Import
(0x21000023). The sub-window mount nests the paperdoll/backpack/3D-items
panels; the window starts hidden, registered under WindowNames.Inventory,
toggled by F12 via the window manager (unchanged).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
UiHost RegisterWindow/ToggleWindow forwarders to UiRoot. A default-hidden
placeholder inventory window mounts in the RetailUi block + registers as
WindowNames.Inventory. OnInputAction handles the existing F12-bound
ToggleInventoryPanel action -> _uiHost.ToggleWindow (no-op when retail UI
off; gated by WantsKeyboard so it can't fire while typing in chat).
Placeholder is throwaway scaffolding; Sub-phase B swaps in the real
gmInventoryUI (0x21000023) under the same registry name.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two bugs from the visual gate, same dump-confirmed cause: row 2 is an 11-element
band (left edge-piece 0x100006B6 + 9 slots 0x100006B7..BF + right edge-piece
0x100006C0, all at content-y 90), but SecondRow hid only the 9 slots — so the two
edge-pieces kept drawing as black pillars below the collapsed bar. And toolbarRoot
(ClickThrough=false, full height) still caught clicks below the collapsed frame →
walked up to the Draggable frame → phantom window-move.
Fix: SecondRow now hides the full band (B6..C0); toolbarRoot.ClickThrough=true so
its children (slots/indicators) still get hits children-first but its empty/below
regions fall through (no phantom drag) — same pattern as the chat content panel.
The slots are edge-flag 0 = Left|Top fixed, so nothing reflows. Build green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
UiElement.MaxHeight + ResizableEdges mask; UiCollapsibleFrame snaps height to the nearer
of {collapsed,expanded} and toggles row-2 visibility; GameWindow computes the two heights
from the layout + top-anchors the content. Amends IA-17. UiNineSlicePanel unsealed to
allow subclassing.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
ToolbarController is now the LIVE drag handler:
- OnDragLift: removes the source slot from ShortcutStore, sends
RemoveShortcut (0x019D) wire immediately (retail remove-on-lift model).
- HandleDropRelease: evicts occupant from target (RemoveShortcut),
places dragged item (AddShortcut 0x019C), bumps evicted item into
the vacated source slot if empty (swap path); off-bar release leaves
the lift's removal standing.
- Populate() now lazy-loads ShortcutStore from the PD shortcut list on
first call; store is authoritative thereafter.
- IsShortcutGuid() uses the store (O(18)) when loaded, falls back to
scanning _shortcuts() in the pre-PD window.
- All 18 slot cells now get DragAcceptSprite=0x060011FA (green cross,
distinct from the inventory ring 0x060011F9).
- GameWindow.Bind wired: sendAddShortcut + sendRemoveShortcut lambdas
forwarded to _liveSession?.Send*().
- Divergence register: AP-47 Divergence+Risk cells updated (opacity
corrected, underlay-backing framing improved). TS-33 row deleted
(stopgap retired). Section header 32→31 rows.
- Tests: HandleDropRelease_isInertStub removed; 5 new B.2 tests added
(lift removes + sends, swap sequence, empty-target place, self-drop
re-adds, green-cross sprite). 24/24 ToolbarController tests pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Integrates main's 19 commits (A7 outdoor/indoor torch lighting Fix A/B/C/D,
GlobalLightPacker, shader updates, UN-7) under the D.5 toolbar/item-model stack
(D.5.1/D.5.2/D.5.4/D.5.3a). Auto-merged cleanly except docs/ISSUES.md.
Conflict resolved: both lineages used #140 for different issues. Kept main's
#140 = "A7 Fix D" (resolved); renumbered the toolbar/selected-object issue to
#141 (note added; this branch's commits/spec still reference #140 — immutable).
The register auto-merged (AP-46 cites file:line, not #140; UN-7 keeps #140=Fix D).
Build + full suite green on the merged tree (2,713 passed / 4 skipped).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Visual gate against retail surfaced several fidelity gaps in the selected-object
strip; all fixed and user-confirmed. Faithful to gmToolbarUI::HandleSelectionChanged
(acclient_2013_pseudo_c.txt:198635) + RecvNotice_UpdateObjectHealth (:196213).
- UiMeter.DrawHBar: guard each slice on `id != 0` BEFORE resolve. resolve(0)
returns the 1x1 magenta placeholder with a non-zero GL handle, so the single-
image meter (caps id=0) was drawing 1px magenta caps at the bar's ends. The
3-slice vitals meter (all ids set) was unaffected. (the magenta-lines bug)
- SelectedObjectController: meter visibility is now UpdateHealth-driven (shown when
health is known for the selected guid — HasHealth at select or HealthChanged),
not shown-on-select; brief green selection flash via Tick revert; overlay floated
above the meter so the flash isn't hidden by the bar; name top-aligned into the
bar sprite's black band (NameBandHeight) with the bar below.
- GameWindow.IsHealthBarTarget: gate the health bar on the server PWD bits
BF_ATTACKABLE (0x10) | BF_PLAYER (0x8) — friendly/vendor NPCs and attackable
Doors (Misc type) are name-only; players/monsters get the bar. Replaces the
too-loose IsLiveCreatureTarget. Wired SelectedObjectController.Tick in OnUpdate.
- CombatState.HasHealth(guid): distinguishes a known health value from the 1.0
default, so a re-selected already-assessed target shows its bar immediately.
- TextureCache.GetOrUploadRenderSurface: resolve the surface's DefaultPaletteId
so paletted (P8/INDEX16) UI sprites decode instead of falling to magenta.
- ToolbarController.HiddenIds: also hide 0x100001A3 (stack-entry box) — retail
hides it in HandleSelectionChanged; it was rendering as a stray black box.
Divergence register: AP-47 (meter-visible timing) retired (now faithful); AP-46
rewritten to the BF_ATTACKABLE/BF_PLAYER gate approximation. Full suite green
(2,688 passed / 4 skipped). User-confirmed: name on top, NPC name-only, monster
bar on assess, green flash, no magenta.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Resolves the divergence-register conflict: kept the accurate per-VERTEX AP-35
(Fix A shipped per-vertex; main's row was the stale pre-Fix-A per-pixel text),
kept main's UI rows AP-37..AP-42, and renumbered this branch's torch-gate row
AP-37 -> AP-43 (AP-37 was taken by main's LayoutDesc row). AP count 41 -> 42.
Retargeted the AP-37 references in WbDrawDispatcher + the CHECKPOINT to AP-43.
Marked ISSUES #140 RESOLVED (b7d655b) with the corrected root cause.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Holtburg meeting-hall facade washed out warm/bright vs retail. The round-1
checkpoint blamed torch REACH (acdream Falloff 6×1.3=7.8m vs a supposed retail
Falloff 4). That theory is WRONG, and this commit fixes the real cause.
Empirical (HoltburgTorchFalloffProbeTests, headless dat dump via the production
LightInfoLoader): the orange entrance torch (setup 0x020005D8) is raw dat
Falloff 6 and acdream reads it FAITHFULLY — there is no Falloff-4 torch anywhere
in Holtburg. Both clients read the same dat float, so reach was never inflated.
Decomp (read verbatim + corroborated by an independent adversarial workflow):
retail's per-object torch binder minimize_object_lighting (0x0054d480) is gated
in RenderDeviceD3D::DrawMeshInternal (0x0059f398) by `if (Render::useSunlight == 0)`.
The outdoor landscape stage runs useSunlightSet(1) (PView::DrawCells 0x005a485a,
before LScape::draw), so the building EXTERIOR shell — drawn via
DrawBlock→DrawSortCell→DrawBuilding→CPhysicsPart::Draw→DrawMeshInternal — is lit
by SUN + ambient ONLY; torches are SKIPPED. The static bake
(SetStaticLightingVertexColors 0x0059cfe0) is EnvCell-only. So retail NEVER
torch-lights outdoor objects. This exactly explains the isolation test (object
point lights OFF → building matches retail).
Fix: WbDrawDispatcher.ComputeEntityLightSet gates per-object torch selection on
the object being INDOOR (ParentCellId is an EnvCell, (id&0xFFFF)>=0x0100) via the
pure predicate IndoorObjectReceivesTorches. Outdoor objects (building shells with
null ParentCellId, outdoor scenery, outdoor creatures) keep the all-(-1) light
set ⇒ sun + ambient only = retail. The indoor "no sun" half is already handled by
the global sun-kill when the player is inside a cell (UpdateSunFromSky). No
dungeon regression: EnvCell statics get ParentCellId set (keep torches).
Divergence register: AP-37 (residual: acdream keys sun/torch on the object's own
cell + a per-frame player-inside sun-kill, vs retail's per-draw-stage useSunlight;
only matters for through-doorway look-ins). The round-1 CHECKPOINT got a RESOLVED
banner correcting the reach theory.
Tests: WbDrawDispatcherTorchGateTests (7), HoltburgTorchFalloffProbeTests (dat
dump). App 280/1skip, Core 1486/2skip green. Held at the visual gate — not merged.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Port of gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198635).
When the player selects a world object the action bar's bottom strip shows the
object name + (for player/pet/attackable targets) a live Health meter; deselect
clears it. Mana (#140) + stack slider deferred.
- SelectedObjectController (new): clear-then-populate on selection change; sets
name (UiText child, VitalsController pattern), overlay state (ObjectSelected /
StackedItemSelected via UiDatElement.ActiveState), shows the health meter and
sends QueryHealth for health targets. Subscribes via a delegate seam (no
GameWindow coupling).
- GameWindow: _selectedGuid field -> SelectedGuid property + SelectionChanged
event (fires on actual change only); 3 write sites converted, reads untouched.
All selection-write paths (LMB pick, Tab/Q, despawn-clear via Tick()) run on
the render thread, so the event-driven UI mutation is single-threaded.
- WorldSession.SendQueryHealth (0x01BF) — wraps SocialActions.BuildQueryHealth.
- DatWidgetFactory.BuildMeter: handle the single-image toolbar meter shape
(back-track on the element's own DirectState, fill on one Type-3 child). The
sprites go in the TILE slot (DrawMode=Normal tiles to full bar geometry per
UIElement_Meter::DrawChildren) — a left-cap assignment would gap/clamp a
sub-140px sprite. Vitals 3-slice path unchanged.
- ToolbarController.HiddenIds: A1 (health) now owned by SelectedObjectController;
A2 (mana) + A4 (stack) stay hidden (deferred) so their dat back-tracks don't
render as stray empty bars.
Adversarial Opus review found + fixed: the mana-meter orphan (A2 left unhidden)
and the meter tile-vs-cap render bug (C1). Divergence rows AP-46 (health gate
approximation: IsLiveCreatureTarget vs IsPlayer||pet||attackable) + AP-47
(meter shown on select vs on UpdateHealth reply). Spec §5 corrected.
Build + full test suite green (2,684 passed / 4 skipped). Health meter render
fidelity (full-width fill + fraction mapping) pending the user's visual gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
mesh_modern unified all meshes into one calc_point_light path: it applied the
bake's half-Lambert wrap to objects (lighting character backs from a torch behind
them) and added the sun to EnvCell building shells (warm facade wash). Retail
splits these: objects = hardware plain Lambert max(0,N.L) + sun; EnvCell walls =
baked wrap, dynamics only, NO sun (minimize_envcell_lighting). Add a per-draw
uLightingMode (WbDrawDispatcher=0 object, EnvCellRenderer=1 envcell) selecting the
angular term (wrap vs plain Lambert) and gating the sun. Per-light cap + D-1 clamp
unchanged.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The cell shell read whatever light set (SSBO 4/5) WbDrawDispatcher last left
bound, lighting walls with a leaked set. EnvCellRenderer now uploads its own
binding=4 global lights (frame PointSnapshot via GlobalLightPacker) + a binding=5
per-instance set, computed per cell by LightManager.SelectForObject over the
cell's world bounds (mirrors _cellIdToSlot + WbDrawDispatcher.ComputeEntityLightSet).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
accumulateLights folded ambient+sun+torches into one accumulator clamped only
in the frag, so a few warm intensity-100 torches blew walls/objects to white.
Mirror retail SetStaticLightingVertexColors: sum point/spot into pointAcc, clamp
to [0,1] (the baked emissive), THEN add ambient+sun, frag final-clamps. Matches
LightBake.ComputeVertexColor (LightBakeConformanceTests). Per-light cap unchanged.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The one weenie table now holds every object's name+type, so the redundant
Name+ItemType dictionary is gone (retail: one weenie_object_table).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
CreateObject ingestion moves to Core.Net; GameWindow drops the EnrichItem call +
inline 0x02CE handler. Fixes the Coldeve blank-icon root cause: items with no PD
stub are now created, not dropped.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Broaden naming to the data side of every server object (retail weenie_object_table
shape). Pure rename; no behavior change.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Subscribe ObjectIntPropertyUpdated (added in Group C Task 4) in GameWindow
next to the existing VitalUpdated/VitalCurrentUpdated subscriptions. Routes
PublicUpdatePropertyInt(0x02CE) UiEffects (property 18) → ItemRepository.
UpdateIntProperty → ItemInstance.Effects → ItemPropertiesUpdated → UiItemSlot
re-composites the icon in real time. The end-to-end path is the visual-
verification acceptance test (live ACE server + a draining magical item).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Widen the cache key to (typeUnderlay, icon, underlay, overlay, effects).
GetIcon is now a 2-stage composite mirroring retail IconData::RenderIcons
(0x0058d180): Stage 1 builds the drag composite (base + overlay) and,
when effects != 0, ReplaceColorWhite tints it with the effect tile's
mean-opaque color (DR-1: tint SOURCE, not blit; DR-3: zero-effects
black path skipped). Stage 2 blits typeUnderlay + custom underlay +
drag into the final cached GL texture.
Both callers updated: ToolbarController Func arity widened to 6-arg
(passes item.Effects); GameWindow closure and OnLiveEntitySpawned
EnrichItem call pass spawn.UiEffects. Tree builds with 0 warnings.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Task 1: remove the [D.5.1 PROBE] bottom-right rect-dump block from the
toolbar mount in GameWindow.cs. The block iterated 7 element ids and
logged ScreenPosition/Width/Height/Type; it was marked temporary and is
now superseded by the chrome window-frame fix. The kept [D.5.1] startup
diagnostic Console.WriteLines (digit arrays, toolbar ready, window from
LayoutDesc) are untouched.
Task 2: add TryParse_HouseRestrictionsSkipped_ThenIconOverlayCaptured to
CreateObjectTests.cs. Exercises the variable-length RestrictionDB skip
(weenieFlags bit 0x04000000: 12-byte fixed header + 4-byte hash-table
header + count*8 entries) followed immediately by IconOverlay (0x40000000)
and IconUnderlay (weenieFlags2 0x01 via IncludesSecondHeader 0x04000000).
Proves the skip lands the cursor at the right position for both capture
fields. 301/301 tests pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The toolbar LayoutDesc (0x21000016, 300x122) was mounted bare — no window
chrome. This commit wraps it in a UiNineSlicePanel (the same 8-piece bevel +
gold grip chrome used by the vitals and chat windows), matching the pattern at
GameWindow.cs ~line 1885 verbatim.
- toolbarFrame is the top-level UiNineSlicePanel (Draggable=true, Anchors=None
per UiNineSlicePanel ctor defaults). Outer size = 310x132 (300+2*5 x 122+2*5).
- toolbarRoot sits inside at offset (5,5) — the border thickness — with all-edge
anchors so it reflows if the frame is resized. Draggable=false, Resizable=false
on the content (only the frame is the drag handle).
- The frame's right border (x=305..310 screen) covers the row-2 right cap
overhang (~2px past the content edge at x=300..302), since the border region
starts at content_right=300 and extends to frame_right=310.
- Probe block untouched: still calls toolbarLayout.FindElement for diagnostic ids.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The empty/background digit array (property 0x1000005e) lives under cell composite 0x10000341, not 0x10000346 where peace/war are read; reading it from the wrong composite returned 0 entries so empty top-row slots showed no number. Live dat probe confirmed: 0x10000341 element 0x1000034A property 0x1000005e = 0x060010FA..0x06001102 (digits 1-9) + 0x060074CF (bottom row). Now empty top-row slots show the faint background number, occupied show the dark-box peace/war digit (decomp UIElement_UIItem::SetShortcutNum:229481/229493).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The CreateObject optional-tail walker previously stopped at UseRadius (~20 fields
before IconOverlay). This left ItemInstance.IconOverlayId/IconUnderlayId always 0,
so IconComposer's underlay/overlay layers were never drawn on toolbar icons.
Exact field order verified against ACE WorldObject_Networking.cs:87-219 (the
serializer is the authority; acdream connects to a local ACE server):
UseRadius → TargetType(u32) → UiEffects(u32) → CombatUse(sbyte) →
Structure(u16) → MaxStructure(u16) → StackSize(u16) → MaxStackSize(u16) →
Container(u32) → Wielder(u32) → ValidLocations(u32) →
CurrentlyWieldedLocation(u32) → Priority(u32) → RadarBlipColor(u8) →
RadarBehavior(u8) → PScript(u16) → Workmanship(f32) → Burden(u16) →
Spell(u16) → HouseOwner(u32) → HouseRestrictions(variable RestrictionDB) →
HookItemTypes(u32) → Monarch(u32) → HookType(u16) →
IconOverlay(PackedDwordKnownType) ← CAPTURE →
IconUnderlay from weenieFlags2 bit 0x01 ← CAPTURE
RestrictionDB handled correctly: Version(u32) + OpenStatus(u32) + MonarchId(u32)
+ count(u16) + numBuckets(u16) + count×8 bytes entries. Length-aware skip, not a
fixed constant.
weenieFlags2 is now CAPTURED (not skipped) when IncludesSecondHeader
(objDescFlags bit 0x04000000) is set, so the IconUnderlay bit can be tested.
The entire extended walk is inside try/catch: truncated packets degrade to
IconOverlayId=0 / IconUnderlayId=0 (no overlay drawn), never corrupting.
Threading: CreateObject.Parsed → WorldSession.EntitySpawn → GameWindow
OnLiveEntitySpawned → Items.EnrichItem — both ids thread through all three
seams. EnrichItem extended with optional iconOverlayId + iconUnderlayId params
(defaulted 0, backward-compatible).
No change to IconComposer or ToolbarController (they already consume the ids).
Tests: 4 new CreateObject tests (IconOverlay only, overlay+underlay, no-overlay
regression, intermediate-fields cursor arithmetic). Full suite: 0 failures,
2636 passed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Port of UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465) and
gmToolbarUI::RecvNotice_SetCombatMode (196610-196621). The 9 top-row toolbar slots
show digit labels 1-9 at all times (even when empty — confirmed from the user''s
retail screenshot). The digit sprites are real 32x32 PFID_A8R8G8B8 RenderSurfaces
with glyphs baked into the top-left corner (rest alpha=0), drawn Alphablend over
the slot icon/empty sprite.
Digit DID arrays (peace: property 0x10000042, war: 0x10000043) are read at startup
from LayoutDesc 0x21000037 element 0x1000034A under composite 0x10000346 using the
same ArrayBaseProperty{DataIdBaseProperty} pattern as LayoutImporter.ReadState.
A cited-constant fallback (same confirmed dat ids) is used if the dat navigation
fails. The war glyph set (darker/golden glyphs) switches on any combat stance;
peace glyphs (lighter) restore on NonCombat — re-stamped by RestampShortcutNumbers()
called from both Populate() and SetCombatMode().
Changes:
- UiItemSlot: ShortcutNum/ShortcutPeace/PeaceDigits/WarDigits state; SetShortcutNum/
ClearShortcutNum; OnDraw restructured (no early return) so digit draws after icon.
- ToolbarController: _peaceDigits/_warDigits/_peace fields; Bind() gains peaceDigits/
warDigits optional params; RestampShortcutNumbers() helper; Populate() and
SetCombatMode() both call RestampShortcutNumbers().
- GameWindow: reads digit arrays under _datLock from LayoutDesc 0x21000037, passes to
Bind(); cited constants as fallback.
- Tests: 5 new UiItemSlotTests (SetShortcutNum/ClearShortcutNum state); 4 new
ToolbarControllerTests (top-row/bottom-row labels, peace/war switch, array injection).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retail IconData::RenderIcons (decomp 407524) builds the icon layer stack bottom→top:
type-default underlay (OPAQUE, Blit_Normal) first, then custom underlay, base icon,
custom overlay. acdream's IconComposer omitted the type-default underlay, leaving
filled toolbar slots with a transparent background.
Resolution via the two-level EnumIDMap chain that retail uses (DBCache::GetDIDFromEnum
0x413940): Portal.Header.MasterMapId (0x25000000) → master[0x10000004] → submap DID
(0x25000008) → submap[LSB(itemType)+1] → 0x06 RenderSurface underlay DID. Golden
values confirmed against the live dats: MeleeWeapon→0x060011CB, Armor→0x060011CF,
Clothing→0x060011F3, Jewelry→0x060011D5, None(fallback 0x21)→0x060011D4.
Changes:
- IconComposer: add ResolveUnderlayDid(ItemType)/EnsureUnderlaySubMap (memoised);
widen cache key from (uint,uint,uint)→(uint,uint,uint,uint); GetIcon gains ItemType
param and prepends the opaque underlay as layer 0 (Compose sizes to it → fully opaque)
- ToolbarController: widen _iconIds Func from 3-arg to 4-arg; Populate passes item.Type
- GameWindow: update toolbar mount lambda to 4-arg form
- Tests: update ToolbarController test stubs to (_,_,_,_); add
Compose_opaqueUnderlayFirst_resultIsFullyOpaque (dat-free) and
ResolveUnderlayDid_goldenValues_matchDat (dat-gated, skip when dats absent)
No divergence-register row existed for this omission; none added (fully ported now).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
D1 — Toolbar not movable: toolbarRoot.Anchors = AnchorEdges.None (was Left|Top)
so ApplyAnchor early-returns and doesn't re-pin the window every frame.
Matches the vitalsRoot idiom exactly.
D2 — Cannot grab toolbar by chrome: toolbarRoot.ClickThrough = false
so HitTest succeeds over the UiDatElement chrome and the drag starts.
UiDatElement ctor defaults ClickThrough=true; vitalsRoot already overrides it.
C1 — All four combat-mode indicators visible at once (war/flame stacked on
peace): ports gmToolbarUI::RecvNotice_SetCombatMode
(acclient_2013_pseudo_c.txt:196632-196669). CombatIndicatorIds[] maps
index 0-3 to NonCombat/Melee/Missile/Magic; SetCombatMode shows exactly one
and hides the other three. Default to NonCombat at bind (player always
spawns in peace). Wires CombatState.CombatModeChanged for live updates.
Tests: CombatIndicator_defaultNonCombat_onlyPeaceVisible,
CombatIndicator_setCombatModeMelee_onlyMeleeVisible,
CombatIndicator_liveSignal_updatesWhenCombatStateChanges.
V1 — Blue empty-slot square at top-left (prototype 0x100001B2 materialized):
ImportInfos now skips top-level elements that are (a) referenced as a
BaseElement by another element in the same layout AND (b) have no own state
media. The CollectBaseRefsInDesc walk covers nested children; HasNoOwnMedia
re-uses ToInfo's media extraction. The Resolve path reads BaseElement from the
raw dat via dats.Get<LayoutDesc> — it never depends on the prototype being in
the built widget tree — so the skip is safe. Conformance tests (vitals, chat)
are unaffected (they exercise Build, not ImportInfos).
Test: BuildFromInfos_PrototypeSkipped_DerivedPresent_PrototypeAbsent.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wire IconComposer + ToolbarController.Bind + the LayoutDesc 0x21000016
import into the if (_options.RetailUi) block in GameWindow, mirroring
the vitals/chat pattern. Add UseItemByGuid helper (direct send, no
proximity gate) near the B.4b use-item path.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two GL texture leaks plugged, both found in code review of 6e82807:
1. _handlesByRenderSurfaceId (pre-existing gap): populated by
GetOrUploadRenderSurface for UI sprites but absent from Dispose's
Phase 3 sweep. Added foreach/_gl.DeleteTexture/Clear in Dispose.
2. _adhocHandles (new): the public UploadRgba8(byte[],int,int,bool)
wrapper used by IconComposer stored composited icon handles nowhere,
so they leaked. Added _adhocHandles list; wrapper now appends the
returned GL name before returning. Dispose sweeps + clears the list.
Tracking is intentionally in the PUBLIC wrapper only — the private
UploadRgba8(DecodedTexture,bool) is shared by all keyed-cache paths
and tracking there would cause double-deletes.
No behavior change to icon rendering. No GL-context unit test added
(no context in test projects); correctness is by-inspection + green
suite (2598 passing).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds IconComposer (AcDream.App.UI) which mirrors retail IconData::RenderIcons
(decomp 407524): decodes each RenderSurface layer directly via SurfaceDecoder,
composites them bottom-to-top with Porter-Duff alpha-over, and uploads the
result to a GL texture via TextureCache. Composited handles are keyed by the
(iconId, underlayId, overlayId) tuple so each unique combo is uploaded once.
Adds a public TextureCache.UploadRgba8(byte[], int, int, bool) wrapper — a
thin shell around the existing private overload — so IconComposer can upload
its CPU-side composite without duplicating any GL state logic.
Pure Compose() path is covered by 2 unit tests (opaque top wins; transparent
top preserves bottom). Dat-decode + GL-upload exercised by the visual gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add optional `onShortcuts` callback to `GameEventWiring.WireAll`; invoke
it with `parsed.Shortcuts` after the inventory/equipped loops in the
PlayerDescription handler. `GameWindow` holds the list in a new
`Shortcuts` property (initialized to empty) so the toolbar (D.5.1 Task 5)
can read hotbar slots without keeping a parser reference. Existing callers
compile unchanged — the parameter defaults to null.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Added uint IconId = 0 (defaulted, last positional param) to the EntitySpawn
record so existing call sites outside WorldSession compile unchanged. The
WorldSession invoke now passes parsed.Value.IconId as the final arg.
OnLiveEntitySpawned calls Items.EnrichItem unconditionally — it's a no-op
for non-item spawns (players/NPCs/furniture aren't in the repo), so the call
is safe for every incoming CreateObject.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
In chat write mode the keyboard belongs to the input — typing "swd" must not
walk the character — but AUTORUN must keep going (the user can chat while
running).
- InputDispatcher.IsActionHeld now returns false while WantCaptureKeyboard is
set (a focused chat input), the polling-path twin of the existing gate on
Fired actions. This SUPERSEDES the old per-frame OnUpdate early-return, which
also killed autorun. Gating here instead lets the movement block keep running,
so autorun — a separate latched bool ORed into Forward at the call site, not a
polled key — survives. Test updated to encode the new contract.
- GameWindow: the movement suppress-guard reverts to ImGui-devtools-only (the
retail write mode no longer early-returns); wires DefaultTextInput = the chat
input (Tab/Enter activation) and Input.Keyboard for clipboard. Drops the
one-shot UI-scale diagnostic.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The retail-look render + focus primitives this chat pass builds on:
- TextRenderer: an OVERLAY layer (sprite/rect/text buckets flushed AFTER the
normal layer) so an open popup composites on top of everything incl. rect
panel backgrounds; a DrawFill primitive (solid quad via a 1x1 white texture)
routed through the SPRITE bucket so a panel background draws UNDER its text
instead of being washed by the later rect bucket; and the text pass now
disables SampleAlphaToCoverage + Multisample so glyph alpha edges aren't
dithered into MSAA coverage (the "fuzzy text") — self-contained GL state
per feedback_render_self_contained_gl_state.
- UiRenderContext.DrawStringDat: snap the line baseline to a whole pixel ONCE
then add the integer per-glyph offset (retail DrawCharacter takes an int
pen-Y + schar m_VerticalOffsetBefore) — fixes the "letters dip down" jitter
at a fractional line origin. Outline pass is now opt-in (retail gates it per
element via SetOutline; default off = crisp fill-only). Adds DrawFill +
Begin/EndOverlayLayer.
- UiElement: OnDrawOverlay + DrawOverlays (second traversal), FindRoot (blur
self), ResetAnchorCapture (re-baseline an anchored element after reflow).
- UiRoot: runs the overlay pass after the main tree; Tab/Enter focuses the
DefaultTextInput (write-mode activation); a left click on a non-edit target
blurs the focused input (exit write mode without submitting).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
fix(D.2b): point-sample the dat-font atlas so UI text is pixel-crisp
The font glyph atlas was uploaded with bilinear (Linear) min/mag filtering, which
softens the small dat-font glyphs (the menu/button text "blur"). Add a nearest-filter
path to UploadRgba8/GetOrUploadRenderSurface and use it for the font atlases only
(world + other UI surfaces keep bilinear). Combined with the existing per-glyph
pixel-snap, glyph texels now map 1:1 to screen pixels. Sharpens all dat-font text
(transcript, menu, Send/Chat buttons, vitals numbers).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
feat(D.2b): chat polish — typing fix, opacity, scrollbar 3-slice, retail channel menu
Visual-iteration batch (decomp-grounded), each fix verified against the retail screenshots:
- typing: UiElement.HitTest aborted on ClickThrough BEFORE walking children, so the
ClickThrough UiDatElement panels blocked hit-testing to the input/transcript inside
them. Check ClickThrough AFTER the child walk (it only gates whether THIS element
claims the hit). Restores input focus + typing.
- opacity: UiElement.Opacity + a UiRenderContext alpha stack applied to sprite/rect
draws (text bypasses it, stays sharp); chat frame Opacity=0.75 → translucent chat.
- brown sliver: grow the transcript panel up 9px to cover the dropped resize-bar strip.
- scrollbar: real 3-slice thumb (caps 0x06004C60/66 + tiled mid) + tiled track.
- max/min: shifted one button-width left of the scrollbar (dat right-anchors collide).
- system text now green (retail ChatMessageType 5; was yellow).
- word-wrap: transcript lines wrap to the panel width (greedy, ports GlyphList::Recalculate).
- channel menu reworked to retail gmMainChatUI::InitTalkFocusMenu: "Chat" button + a
TWO-COLUMN popup of the 14 talk-focus items (Squelch, Tell to Selected, Chat to All,
Tell to Fellows, ...) on a tan panel; channel items set the active outbound channel.
Build + 392 App tests green. Visual confirmation in progress.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
The live session + its LiveCommandBus are created after the retail-UI block in
OnLoad, so binding the bus by value captured NullCommandBus and silently dropped
outbound chat. Pass a Func<ICommandBus> resolved at submit time (mirrors how the
ImGui ChatPanel re-reads the bus each frame).
AP-41: scrollbar thumb drawn as single stretched tile (0x06004C63) instead of
retail's 3-slice top-cap/middle/bottom-cap — acknowledged in UiChatScrollbar.cs:37,
registered per the divergence-register rule.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replace the hand-authored chat block (UiNineSlicePanel + inline UiChatView
+ local BuildRetailChatLines/RetailChatColor statics) with
ChatWindowController.Bind(LayoutDesc 0x21000006) — the same LayoutImporter
path as the vitals window. The controller places UiChatView (transcript) +
UiChatInput (text entry, on-submit) + UiChatScrollbar + UiChannelMenu inside
the dat-authored chrome. The dead local statics are deleted.
Wired to _commandBus (same LiveCommandBus as the ImGui ChatPanel) so
type+Enter dispatches SendChatCmd server-ward. Transcript keyboard set from
_uiHost.Keyboard (set by WireKeyboard above the chat block) for Ctrl+C/Ctrl+A.
Divergence register: added AD-28 (two-widget split vs UIElement_Text),
AP-38 (no in-element word-wrap), AP-39 (per-line colour vs per-glyph runs),
AP-40 (no opacity fade / shared vitalsDatFont), TS-30 (tab buttons no-op),
TS-31 (no squelch); updated IA-15 to cover both vitals + chat importer paths.
Build: 0 errors/warnings. Tests: 392 passed, 1 skipped (expected).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Outdoor objects brightened as the camera approached: lighting selected the
nearest 8 lights to the VIEWER and fed that one global set to everything
(LightManager.Tick), so a building's wall torches only lit it once the camera
got close enough for them to win the global top-8. Probe confirmed the scale of
the problem: a single Holtburg view registers 129 point lights — the global cap
of 8 was hopeless.
Retail selects up to 8 lights PER OBJECT by the object's own position
(minimize_object_lighting 0x0054d480), so a torch always lights the wall it
sits on, camera-independent. Ported faithfully:
- LightManager.SelectForObject (pure, TDD, 8 new tests): candidacy
(light.pos − center)² < (Range + radius)², nearest-8 among those. Plus
BuildPointLightSnapshot for the per-frame stable-indexed light list.
- mesh_modern.vert: two SSBOs — binding=4 GLOBAL point-light array (the
snapshot), binding=5 per-instance light SET (8 int indices into it, -1 =
unused), parallel to the binding=0 instance buffer (mirrors the U.3 clip-slot
mechanism). accumulateLights keeps ambient + sun from the SceneLighting UBO
(cleared as faithful by the lighting audit) and loops THIS instance's point
lights. pointContribution factored out (same calc_point_light wrap+norm shape).
- WbDrawDispatcher: per-entity light set computed ONCE at the isNewEntity site
(constant across the entity's parts), by the entity's AABB sphere; threaded
into grp.LightSets parallel to grp.Matrices; global + per-instance buffers
uploaded in Phase 5. Camera-independent ⇒ stable for static buildings.
- GameWindow: BuildPointLightSnapshot + dispatcher.SetSceneLights each frame.
Tests: 17/17 LightManager + 36/36 dispatcher clip-slot/clip-frame green
(parallel-array lockstep preserved). Visually gated: the meeting hall now holds
steady as the camera approaches (was the popping symptom).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The torch/point-light look was wrong two ways, both now fixed against the
named retail decomp (calc_point_light 0x0059c8b0) via our verified
LightBake.PointContribution port:
1. Per-PIXEL → per-VERTEX. accumulateLights moved from mesh_modern.frag to
mesh_modern.vert so point lights Gouraud-interpolate across each triangle
the way retail's fixed-function T&L does. The per-pixel eval made a tight,
hard-edged "spotlight" pool on flat walls; per-vertex is a soft, broad
gradient. frag now just consumes the interpolated vLit (+ fog + flash).
2. Simplified ramp → faithful calc_point_light shape. The live point/spot
branch was max(0,N·L) × linear(1−d/range) × cap — missing two terms our
LightBake.cs port already has:
• half-Lambert WRAP (1/1.5)·(N·D + 0.5·d), D un-normalised — a face
angled away from a torch still catches light (retail's soft terminator)
instead of snapping to black.
• distance-cube NORM branch norm = distsq>1 ? distsq·d : d — inverse-
square-ish soft far halo + punchy near field, vs the flat linear ramp.
Per-channel no-blowout cap (min(scale·color, color)) retained.
The per-channel cap was also added to the legacy mesh.frag for consistency.
A read-only retail-vs-acdream lighting audit (11-agent workflow) confirmed
these two as the cause of the "better but a bit off" look and cleared the
ambient/sun/terrain/color-space chain as already faithful. Remaining
confirmed divergences (per-object light selection; dungeon static vertex
bake) are filed as the next fixes.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>