Ports retail's MotionTableManager (0x0051bxxx; r2-motiontable-decomp.md
§11) above the Q2 CMotionTable: add_to_queue 0x0051bfe0 (append +
immediate collapse), remove_redundant_links 0x0051bf20 (TAIL-ANCHORED
single scan, NOT ACE's restructured loop — cycle-tail block mask
0xb0000000 = STYLE|MODIFIER|ACTION, style-tail 0x70000000 =
CYCLE|MODIFIER|ACTION; the decomp's prose gloss of those masks was
imprecise, the literal constants are ported), truncate_animation_list
0x0051bca0 (zero NumAnims IN PLACE from the tail through the matched
node's successor + CSequence.RemoveLinkAnimations), AnimationDone
0x0051bce0 (counter-driven countdown chain: one call can pop MULTIPLE
entries; action-class pops MotionState's action FIFO; drained-list
counter reset), CheckForCompletedMotions 0x0051be00 / UseTime (zero-tick
sweep, success hardcoded true), initialize_state 0x0051c030 (0x41000003
sentinel), HandleEnterWorld/HandleExitWorld drains (MotionDone
success:false; enter also strips link anims), PerformMovement 0x0051c0b0
(error codes 7 / 0x43 / 0; StopCompletely queues the Ready sentinel
UNCONDITIONALLY).
IMotionDoneSink is the R2 seam standing in for CPhysicsObj::MotionDone —
R3 binds MotionInterpreter.MotionDone (r2-port-plan.md §4 contract).
This queue + remove_redundant_links IS the retail mechanism our old
'Fix B' rapid-motion collapse approximated — Q4 deletes Fix B and routes
SetCycle/PlayAction through PerformMovement.
47 conformance tests: countdown-chain tables, truncate blocked/allowed
matrices for both masks, zero-tick vs counter sweep, world drains, the
walk-run-walk-run collapse trace, the 2026-05-03 walk-to-run golden
(both nodes queued, truncate not firing), PerformMovement error matrix.
Register: AD-34 extended (pending_animations managed LinkedList);
AD-35 added (NotHandled sentinel vs retail's dead-code pointer-leak
default case).
Implemented by a dedicated agent against the committed Q3 spec; diff
scope, mask semantics, truncation range, counter reset, and
PerformMovement paths independently verified against the decomp raw
text before commit. Build + full suite green (3,447 passed).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
CSequence (Core/Physics/Motion): anim-node list with retail's exact
cursor semantics —
- append_animation (0x00525510): first_cyclic slides to the JUST-
APPENDED node on EVERY call (the cyclic tail is always the last
appended node); curr_anim seeds to head + get_starting_frame only
when null; unresolvable anims discarded (G10);
- remove_cyclic_anims (0x00524e40): removed curr_anim snaps BACK to
prev at get_ending_frame (or 0.0); first_cyclic = new tail;
- remove_link_animations/remove_all_link_animations (0x00524be0/
0x00524ca0): removed curr_anim snaps FORWARD to first_cyclic at
get_starting_frame (G11);
- apricot (0x00524b40, PDB-verified retail name): consumed-head trim
bounded by curr_anim AND first_cyclic;
- clear (0x005255b0) resets placement fields too — raw body is
authority over the gap map's G20 note;
- sequence-level velocity/omega with set/combine/subtract (G12);
- multiply_cyclic_animation_fr touches framerates ONLY (G13 —
velocity rescale belongs to R2's change_cycle_speed composite);
- placement frame family + floored accessors (G14).
Register: AD-33 (double vs x87 long double frame_number, G15),
AD-34 (managed LinkedList vs intrusive DLList).
17 list-surgery state-table tests; 39 total R1 tests green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
OnLiveMotionUpdated's remote branch (368 lines of bulk-copy + cycle
picker + per-axis DoInterpretedMotion + command-list router) collapses
to: build InboundInterpretedState from the wire (retail UnPack defaults;
MoveTo packets feed the PlanMoveToStart seed as the forward command) ->
MotionInterpreter.MoveToInterpretedState(ims, RemoteMotionSink) ->
sink.Commit().
RemoteMotionSink (new, App): receives the funnel's gate-passed
dispatches in retail order; the axis-priority pick (fwd > side > turn),
Run->Walk->Ready missing-cycle fallback, overlay routing, ObservedOmega
seeding, and diag lines are MOVED VERBATIM from the pre-S2 block.
Register row AP-73 documents the single-cycle composition approximation
(retail blends modifiers via re_modify — DEV-9, retires with S3/S6).
Retail-verbatim behavior changes:
- Absent stance now defaults to NonCombat 0x8000003D (retail UnPack
default, S0-trace-verified) instead of keep-current.
- Remote command lists flow through the funnel's 15-bit action-stamp
gate — retail's actual mechanism for ACE's re-bundled stale entries;
the old skip-SubState router workaround is now local-player-only.
- Airborne cycle preservation is the funnel's contact_allows_move gate
(K-fix17's guard semantics, now from the retail mechanism).
- Stops ride the same path: empty UM -> flat copy -> Ready dispatch ->
get_state_velocity 0 (DEV-3 core; the 300ms stop-detection fallback
stays until S6 verifies NPC unification).
Full suite green (3290). Live smoke next.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Port retail's three-stamp inbound gate for 0xF74C UpdateMotion:
- MotionSequenceGate (Core/Physics): CPhysicsObj::is_newer (0x00451ad0)
wraparound u16 compare, verbatim per ACE PhysicsObj.is_newer (the BN
pseudo-C setcc returns are garbled; ACE + branch structure are the
oracle). Gates: INSTANCE_TS at dispatch (stale incarnation drops
before any stamp is touched), MOVEMENT_TS strictly-newer (stamped
BEFORE the server-control check, per CPhysics::SetObjectMovement
0x00509690), SERVER_CONTROLLED_MOVE_TS drop-when-stored-newer.
- Seed from CreateObject's PhysicsDesc timestamp block (index 1 =
ObjectMovement now parsed; ACE WorldObject_Networking.cs:411-420
order) — without seeding, entities whose movement sequence is past
0x8000 at spawn would drop every UM against a zero stamp.
Adopt-on-first / advance-only-after, so the #138 rehydrate replay of
retained spawns cannot regress live stamps.
- UpdateMotion + EntitySpawn now carry instance/movement/serverControl
sequences + isAutonomous (was parsed-past; isAutonomous feeds the
S2 funnel's last_move_was_autonomous). Gate wired at the top of
OnLiveMotionUpdated before any state mutation; [UM_STALE] diag under
ACDREAM_DUMP_MOTION / ACDREAM_REMOTE_VEL_DIAG; gate dropped with the
entity on DeleteObject.
Register: AD-32 added (adopt-newer-incarnation instead of retail's
QueueBlobForObject); TS-26 updated (UM side closed, UP side open).
Deviation map: docs/research/2026-07-02-inbound-motion-deviation-map.md.
19 new gate tests + parser coverage; full suite 3276 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ports retail's raw->interpreted motion normalization and routes the local
player's velocity through it, so backward/strafe come from the retail source
instead of hand-mirrored controller code (retires register TS-22 + UN-5).
MotionInterpreter (decomp-verbatim, Ghidra/ACE-cross-checked):
- adjust_motion (0x00528010): WalkBackward->WalkForward (x-0.649999976),
TurnLeft->TurnRight (x-1), SideStepLeft->SideStepRight (x-1), sidestep scale
0.5*(WalkAnimSpeed/SidestepAnimSpeed), RunForward early-return, per-channel
holdkey fallback to CurrentHoldKey.
- apply_run_to_command (0x00527be0): WalkForward->RunForward when speed>0 +
UNCONDITIONAL *runRate; TurnRight *1.5; SideStepRight *runRate clamp +/-3.0.
- apply_raw_movement (0x005287e0): copy raw->interpreted, adjust the 3 channels
with per-channel hold keys.
- WalkAnimSpeed unified to the retail-exact 3.11999989f (was 3.12f).
PlayerMovementController: build ONE RawMotionState from MovementInput at
forward_speed=1.0 (apply_run_to_command applies the run rate — a pre-scaled
speed would double-scale), run apply_raw_movement, then take grounded + jump
velocity straight from get_state_velocity (now correct for all directions) and
drive the keyboard turn omega from the interpreted turn_speed (BaseTurnRate x
turn_speed = the same pi/2 formula the remote path uses; numerically identical
to the old TurnRateFor). Deleted the hand-mirrored backward(x-0.65) /
strafe(x+-1.25) formulas in both the grounded and jump blocks. Mouse turn and
the auto-walk path are untouched.
Retail-faithful behavior changes (confirm in smoke): strafe is now
1.25 * ~1.248 * runRate = ~1.56*runRate, clamped via SideStepSpeed<=3.0 so
|v.X|<=3.75 (was 1.25*runRate, no scale/clamp); backward is unchanged
(3.12*0.65*runRate); backward/strafe-left velocity now comes from the pipeline
instead of returning zero. Forward run pace unchanged (4.0*runRate).
Tests: MotionNormalizationTests (17, adjust_motion/apply_run_to_command) +
MotionVelocityPipelineTests (10, apply_raw_movement->get_state_velocity golden
velocities incl. the strafe clamp + turn speeds). Full suite green (3255).
Register: TS-22 + UN-5 deleted (retired); TS-34 added (adjust_motion creature
guard is a no-op — IWeenieObject has no IsCreature; correct for the only caller,
the player). Pseudocode: docs/research/2026-07-01-d6-motion-interp-pseudocode.md.
NEXT D6.2b: the echo-gated wire forward_speed=1.0 question (evidence suggests
ACE relays rather than recomputes; verified via the smoke echo).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Ports the three retail outbound-movement packers verbatim (decomp-derived
golden bytes, confirmed via the Ghidra bridge, cross-checked vs holtburger):
- D1 — RawMotionState::Pack (0x0051ed10): new AcDream.Core.Physics.RawMotionState
data type (11 fields + actions, retail defaults) + RawMotionStatePacker that
sets a flag bit only when the field DIFFERS from its default. MoveToState.Build
now takes a RawMotionState instead of presence-based nullable params, so the
over-sent forwardSpeed=1.0 / currentHoldKey=None / default per-axis holdkeys are
no longer emitted. num_actions packs into bits 11-15 (not "bits 11-31").
- D3 — MoveToStatePack::Pack (0x005168f0) trailing byte =
(standingLongjump ? 0x02 : 0) | (contact ? 0x01 : 0); explicit contact/
standingLongjump params (standingLongjump=false honestly until the feature lands).
- D4 — JumpAction rewritten to retail JumpPack::Pack (0x00516d10): extent,
velocity, full Position, four u16 timestamps, align. Removed the spurious
objectGuid/spellId u32s; Position is now packed (it was absent). Body 56 bytes.
- Position::Pack (0x005a9640) / Frame::Pack (0x00535130) verified already-correct
(cellId, origin xyz, quaternion wxyz); locked with a golden test, no change.
GameWindow callers adapted minimally: build the RawMotionState from the existing
MovementResult values (behavior preserved except the intended D1 omissions) and
pass cellId/position/rotation to the Jump send. Pre-existing MotionInterpreter
placeholder struct RawMotionState renamed LegacyRawMotionState (D6/Phase-2 scope,
pure rename) to free the name for the retail-faithful type.
D5 audit: confirmed a real divergence — retail SendMovementEvent (0x006b4680)
stamps only last_sent_position_time after an MTS while SendPositionEvent
(0x006b4770) stamps all three; acdream's NotePositionSent stamps all three on
both paths. Left unchanged (comments added at both call sites), recorded as
register TS-33, deferred to a dedicated cadence-port slice.
Tests: RawMotionStatePackTests / MoveToStateGoldenTests / JumpActionTests /
PositionPackTests + updated MoveToStateTests / AutonomousPositionTests. Full
suite green (Core.Net.Tests 372, full solution 3228 passed / 4 pre-existing skips).
Register: TS-24/TS-25 refreshed (packer now supports actions/style; runtime
emission still deferred), TS-33 added. Roadmap L.2b shipped note added.
Spec: docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md (2-6)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
UI Studio (preview panels through the production renderer), importer dat-fidelity (Fix A/B/C/4/5:
the importer carries dat font/justification/color; boundary look=importer / state=runtime), and the
Character window Attributes tab (reads as retail). 3062 tests green.
Handoff: docs/research/2026-06-26-mockup-stage-handoff.md.
# Conflicts:
# docs/ISSUES.md
# docs/architecture/retail-divergence-register.md
Roadmap: extend D.5-remaining ledger with three new shipped entries (UI Studio,
importer Fix A/B/C, Character window 0x2100002E). Milestone M5: update D.2b
status paragraph to name all shipped sub-phases including the studio, importer
boundary discovery (look=importer / state=runtime), and Character window with
deferred polish pointer (#151).
ISSUES: add #151 (Character window deferred polish — LOW, filed 2026-06-26;
user accepted Attributes tab as good-enough, polish items to be enumerated later).
Issues #149 (studio inventory all-black) and #150 (GameWindow font resolver) were
already present.
Divergence register: add AP-69 (per-element dat-font resolver is studio-only;
GameWindow passes null to the four Import sites until #150 lands). No row for
Fix-4 UIState-group activation (runtime-faithful, not a deviation) or for the
tab-sprite injection / footer-state hiding (same).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The paperdoll doll now matches retail: correct held pose, framing, and
facing. Three decomp-sourced fixes closed the visual gate.
Pose: cdb-confirmed m_didAnimation = 0x030003C0 (gmPaperDollUI), played
once + HELD (set_sequence_animation framerate=0, RedressCreature
0x004a3c22). Dumping the dat showed the 29-frame anim has only two
distinct keyframes — frame 0 (transitional, bent arm) and frames 1..28
(byte-identical: the settled stance, arms down + leg back) — so
ApplyPaperdollPose applies the LAST frame statically (no looping).
Camera: ported verbatim from UIElement_Viewport::SetCamera (decomp
0x004a5a39). position (0.12,-2.4,0.88); direction (0,0,0) => IDENTITY
view frame => look straight down +Y, ZERO yaw; FOV pi/4 (CreatureMode
ctor default 0x004543cf); ambient 0.3. The prior hand-tune aimed the
camera at mid-body, adding a ~2deg yaw that turned the doll's face away
— full-body framing comes from eye-height + FOV, not aiming.
Heading: retail Frame::set_heading(h) (0x00535e40) builds facing
(sin h, cos h); System.Numerics CreateFromAxisAngle(+Z, +h) rotates the
body's default +Y forward to (-sin h, cos h) — the X-lean was MIRRORED
(~22deg), the real cause of the turned-away face. Negate the angle to
land on retail's facing.
Wrap-up: stripped the temporary O/P pose-frame stepper + Slice2
diagnostics; divergence register AP-66 reworded, AP-67 (RTT doll render
vs in-cell CreatureMode::Render) + AP-68 (per-race UpdateForRace
unimpl) added; DollCameraTests pinned to the retail values + a zero-yaw
guard. tools/cdb/paperdoll-pose.cdb = the pose-DID capture script.
Build + full suite green (Core 1579 / Core.Net 343 / App 597 / UI 425).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Brings the 134 D.2b UI commits onto the physics/collision development line so
main can fast-forward. Today's #149 (BSP-less static collision) + #150 (open
doors fully passable) + the full collision/streaming/dense-town-FPS arc meet
the paperdoll/inventory work.
# Conflicts:
# docs/ISSUES.md
# docs/architecture/retail-divergence-register.md
Part A (D4): CObjCell::check_entry_restrictions (pc:309576) gate is omitted from
FindEnvCollisions. Investigation confirmed the gate requires restriction_obj (per-cell
access-lock entity id) + weenie-object-table dispatch (CanMoveInto / CanBypassMoveRestrictions)
— neither exist in acdream. CellPhysics has no restriction_obj field; DatReaderWriter
models no per-cell access locks. Gap is inert in all dev content (ACE starter area has
no access-locked env cells). Documented as AP-50 in the retail divergence register.
Part B (W1): Replace the hardcoded-false smell in BspOnlyDispatch with named internal
helpers PvpExempt() and MissileIgnore() that return false with retail oracle citations
(pc:276808-276841 and pc:274385 respectively). BspOnlyDispatch now folds all three
terms in retail's exact predicate structure. Behavior is byte-identical in M1.5 scope
(both stubs false ⇒ reduces to HAS_PHYSICS_BSP_PS check alone, same as before).
A6.P7 door dispatch unchanged.
Tests: 3 new guard tests in A6P7DispatchRulesTests — W1_PvpExempt_ReturnsFalseInM15Scope,
W1_MissileIgnore_ReturnsFalseInM15Scope, W1_BspOnlyDispatch_DoorStateStillDispatchesBspOnly.
Suite: 1590 pass / 0 fail / 2 skip (was 1587 + 3 = 1590).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retail CPhysicsObj::FindObjCollisions (0x0050f050) only instant-skips when
BOTH ETHEREAL_PS (0x4) AND IGNORE_COLLISIONS_PS (0x10) are set (pc:276782).
ETHEREAL-alone sets sphere_path.obstruction_ethereal=1 (pc:276806) and
continues to the shape dispatch. BSPTREE::find_collisions (0x0053a496) routes
Path 1 (sphere_intersects_solid) when the flag is set (pc:323742): the open
door has no solid leaf at the doorway, so the test returns OK → player passes
through. CEnvCell::find_env_collisions (0x0052c144) clears the flag first so
ENV walls are never weakened (pc:309580, "D5 clear").
Changes:
- CollisionExemption.ShouldSkip: require BOTH bits for Gate-1 early-out
(previously ETHEREAL alone returned true — the AD-7 shim). Divergence
register row AD-7 deleted.
- SpherePath: add ObstructionEthereal field (mirrors retail
SPHEREPATH.obstruction_ethereal).
- FindObjCollisionsInternal loop: set sp.ObstructionEthereal=(target&0x4)!=0
before shape dispatch; clear it after (per-object clear pc:276989).
Also clear at the null-BSP continue site to keep flag clean.
- FindEnvCollisions: clear sp.ObstructionEthereal=false at top (D5 clear
pc:309580) — ENV cell walls are always solid.
- BSPQuery.FindCollisions Path 1: change `obj.Ethereal` (ObjectInfo.Ethereal,
always false — dead code) to `path.ObstructionEthereal`. Gate now correctly
mirrors retail pc:323742: PLACEMENT_INSERT || obstruction_ethereal.
Consume site change (BSPQuery.cs before/after):
BEFORE: if (path.InsertType == InsertType.Placement || obj.Ethereal)
AFTER: if (path.InsertType == InsertType.Placement || path.ObstructionEthereal)
Mirrors retail pc:323742 exactly. obj.Ethereal was dead code (ObjectInfo.Ethereal
is never set true anywhere); the correct flag is SpherePath.ObstructionEthereal.
Tests: 1580 pass / 0 fail / 2 skip (was 1576/0/2 + 4 new in ObstructionEtherealTests.
CellarUp, CornerFlood, DoorCollision, HouseExitWalk all green — no wall regressions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retail oracle: CPartArray::InitParts@0x00517F40, CGfxObj::Serialize@0x00534970 (physics_bsp
gated on serialized-flags bit-0), CPhysicsPart::find_obj_collisions@0x0050D8D0 (returns OK /
passable when physics_bsp==null). Render-mesh bounds never enter collision.
Changes:
- GameWindow.cs: delete the ~200-line VISUAL mesh-bounds collision block (the
isPhantomSetup / isPhantomGfxObj locals + the if-block computing worldMin/worldMax
AABB + the ShadowObjects.Register call that capped and registered the synthetic
cylinder). Also removes dead counter variables scHaveBounds/scRegistered/scNoBounds/
scTooThin; trims the ProbeBuildingEnabled summary line accordingly.
- PhysicsDataCache.cs: delete IsPhantomGfxObjSource (the predicate that only existed
to fence the mesh-AABB synthesis; the "phantom" concept is now the default — no DAT
shape means no registration, verbatim with retail).
- PhysicsDataCachePhantomSourceTests.cs: deleted (tested the removed method).
- ShadowShapeBuilderShapeSourceTests.cs: new guard test — a Setup with parts but
hasPhysicsBsp=false and no CylSpheres/Spheres yields an empty shape list, locking
the DAT-only rule in the builder.
- retail-divergence-register.md: AP-2 row deleted (divergence retired).
Objects with no DAT physics shape (no CylSpheres, no Spheres, no part with a
PhysicsBSP) now register no collision shape and are passable, verbatim with retail.
Objects with real DAT shapes (BSP parts, CylSpheres) are unaffected.
dotnet build green, 22/22 tests passing (ShadowShapeBuilderShapeSourceTests +
CellarUpTrajectoryReplay + CornerFlood + Issue147ArwicBuildings replay harnesses).
Visual gate pending: walk Holtburg + open world; objects that become passable must
match retail (DAT has no physics shape — trees with real CylSpheres still solid).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Divergence AP-66: Slice-1 empty-slot frame vs the Slice-2 doll-backed
transparent look (retired when the doll viewport lands).
- Paperdoll handoff: prominent top note correcting the WRONG "transparent /
per-slot silhouettes" framing — the figure IS the live 3D doll; the
Slots toggle + doll = Slice 2. Points to the project memory's Slice 1
entry for the full DO-NOT-RETRY.
(The detailed shipped-log + corrected model live in the auto-loaded
claude-memory/project_d2b_retail_ui.md, updated this session.)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
PickupEvent (0xF74A) and DeleteObject (0xF747) are semantically distinct:
- 0xF747 = weenie DESTROYED → evict from ClientObjectTable (weenie_object_table)
- 0xF74A = object LEFT THE 3D WORLD VIEW (moved into a container) → remove
the 3D WorldEntity, but the weenie persists in ClientObjectTable
Before this fix, both paths fired EntityDeleted identically, causing
ObjectTableWiring to evict the weenie from ClientObjectTable. The follow-up
InventoryPutObjInContainer (0x0022) then tried MoveItem on an unknown guid
and no-op'd, so the unwielded item simply vanished.
Fix: add `bool FromPickup` (default false) to DeleteObject.Parsed. WorldSession
sets it true on the PickupEvent path and false on the DeleteObject path.
ObjectTableWiring.Wire's EntityDeleted handler skips table.Remove when
FromPickup is true, preserving the weenie for the container-move echo.
GameWindow.OnLiveEntityDeleted (3D entity removal) is untouched — it fires
for both pickups and destroys, as intended.
Divergence register: AP-65 added (data ghosts for other-player pickups until
teleport/relog clear; harmless — no UI queries ContainerId 0).
Tests: +5 (DeleteObject FromPickup parser regression; wiring retain/evict
semantics; Parsed default/explicit FromPickup). 343/343 pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Faithful port of retail UIElement_UIItem::UpdateCapacityDisplay (0x004e16e0):
each container cell (side bags + main pack) shows a vertical UIElement_Meter
(element 0x10000347, back 0x06004D22 / fill 0x06004D23) filled to
GetNumContainedItems / ItemsCapacity, clamped [0,1]; hidden for non-containers
(CapacityFill=-1). Drawn procedurally on UiItemSlot like the triangle/square
overlays (back full + front clipped bottom-up). Right-anchored flush to the cell
edge (visual gate: the dat X=26 sat ~5px off the right edge). Visually confirmed
2026-06-22. Divergence AP-59; polish deferred to ISSUES #146 (exact rect/anchor,
fill direction vs m_eDirection 0x6f, closed-bag lazy-load).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
acdream accumulated every CreateObject from every town visited and never pruned by
distance/time (only on server DeleteObject / respawn de-dup), so the entity tables +
the O(N^2) TickAnimations scan grew with each hop and sank FPS (confirmed in Release).
Faithful port of holtburger liveness.rs (ACE_DESTRUCTION_TIMEOUT_SECS=25,
CONSERVATIVE_VISIBILITY_DISTANCE_M=384): a world entity is evicted only after being
>384m AND outside the 3x3 landblock neighborhood for 25s continuous (arm-on-leave /
clear-on-return). Logic in a pure, unit-tested EntityVisibilityCuller; GameWindow
wires a 1Hz tick that snapshots the world entities + player and tears each evicted
guid down through the existing pruner. Player + held/equipped/contained items are
excluded (player by guid; inventory items never carry a world position so they never
enter the culled map). A re-created object starts fresh (deadline cleared on remove).
Skipped during a teleport hold (frozen player position). AD-32 registered.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The prior commit pinned 0x060011F4 from a research dat-dump of
GetDIDByEnum(0x10000004,7) — it rendered as a GREEN TILE (green slot, no
pack) at the visual gate. Dat-exported the candidates (AcDream.Cli
dump-sprite-sheet / export-ui-sprite): 0x0600127E is the 32x32 brown
backpack (user-hinted, PNG-confirmed). Swap the pinned literal; the
test + AP-51 register row updated to the visually-verified id. Container
type-underlay (green) + backpack base still composited via _iconIds.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The m_topContainer cell (0x100001C9) rendered blank (tex=0). Retail's
IconData::RenderIcons (0x0058d1ee) has an IsThePlayer() branch that draws a
CONSTANT backpack — m_idIcon = GetDIDByEnum(0x10000004, 7) = 0x060011F4,
m_itemType = TYPE_CONTAINER — NOT the player's body icon (the original AP-51
"equipped-pack weenie icon" premise was wrong). Compose that base over the
Container type-underlay via the existing _iconIds delegate. Verified vs decomp
(407546-407549) + IconComposer.GetIcon (base=arg2, type drives underlay) + a
live dat dump (map 0x25000008 index 7 = 0x060011F4). Test locks type+literal.
AP-51 reworded to the residual hardcoded-vs-runtime-resolve nuance (cf. AP-55).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wires the dormant TeleportAnimSequencer as the transit driver: on PlayerTeleport
the player holds in PortalSpace behind a full-screen fade (FadeOverlay) until the
destination terrain is resident (TeleportWorldReady, gated on the priority-applied
landblock), then materializes (Place), and after the world fades back in regains
control + acks the server (FireLoginComplete). No movement resolves against the
empty world, so the outbound cell frame can't corrupt. Outdoor changes from
place-immediately back to hold-until-resident (now fast, not a band-aid).
- FadeOverlay: fullscreen NDC black quad, alpha = ShowTunnel ? 1 : FadeAlpha.
- Retires TeleportArrivalController + its 2 tests (TAS subsumes the driver role).
- Divergence register: AD-2 updated to the new mechanism; AD-31 (fade vs swirl).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
BuildCellSetAndPickContaining discarded the bool from TryGetTerrainOrigin — when
the current landblock's terrain hadn't been applied yet (priority-apply in flight
after a teleport or dungeon exit), blockOrigin was silently set to (0,0,0). The
AdjustToOutside/GetOutsideLcoord math treated world-frame sphere coordinates as
block-local and marched the cell one landblock per tick in the direction of movement
until lbX or lbY underflowed to 0x00. ACE rejected every subsequent move as a
failed transition.
Fix: honor the bool return. When terrain is unregistered for an OUTDOOR seed
(low < 0x0100), return currentCellId verbatim — "no block-local frame →
preserve". This mirrors the NO-LANDBLOCK verbatim contract in PhysicsEngine.Resolve
and is correct: the cell stays last-known-correct until terrain registers.
Indoor seeds are explicitly excluded (blockOrigin is never consumed by the indoor
pick path; outdoorPickAllowed=false for indoor seeds).
Reproduce + verify via CellMarchLandblockPreservationTests (two new FAILING-before
tests: WestEdge and SouthEdge with empty cache, no anchor → lbX/lbY preserved).
TeleportFarTownRunawayTests updated: no-anchor path now also preserves (pre-fix it
marched south to 0x59; post-fix returns currentCell unchanged).
CellTransitFindCellSetTests, Issue112MembershipTests, PhysicsEngineTests: added
RegisterTerrain for the streaming-center block (in production it is always resident
before outdoor resolves run; tests that used blockOrigin=(0,0,0) as an implicit
fallback now register the block explicitly). All 1567 tests pass.
Divergence AD-30 added to retail-divergence-register.md.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Visual gate (2026-06-22) showed the side-bag/main-pack empty cells drawing yellow
triangles. Root cause: the frame-first heuristic grabbed the 36x36 container
prototype's DirectState child 0x06005D9C — which is the open/SELECTED-container
triangle indicator, NOT a background frame — and stamped it onto every empty cell.
Fix: drop frame-first; FindIconEmpty resolves the inner m_elem_Icon ItemSlot_Empty
THROUGH BaseElement inheritance (0x1000033F -> 0x10000340 -> base 0x1000033E ->
0x1000033B -> 0x06000F6E), so containers get the dark slot background matching the
inventory. Pin test now asserts exact ids (0x06004D20 contents / 0x06000F6E
containers) — the old structural-only assertion let the wrong-but-valid 0x06005D9C
pass (Opus review Minor 2, now vindicated). The triangle + green/yellow selection
square is deferred to container-switching (AP-56 reworded). Full suite green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
AP-49: TeleportAnimSequencer.ComputeFadeAlpha uses smoothstep in place of
retail's unrecovered 1024-entry GetAnimLevel lookup table
(gmSmartBoxUI::UseTime 0x004d6e30). Retire when the table contents are
extracted via cdb (spec §8).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Reword AP-48 (burden) and AP-49 (carry-aug) to fallback/default-only: B-Wire
ports the retail wire read (login PD-bundle UpsertProperties + live 0x02CD;
ObjectTableWiring applies all ints), so SumCarriedBurden / aug=0 are now
defensive only. Confirm the server sends EncumbranceVal/0xE6 at the visual
gate, then delete the rows. Add the D.2b-B B-Wire SHIPPED entry to ISSUES.
(Memory digest project_d2b_retail_ui.md + MEMORY.md updated out-of-tree.)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Opus phase-boundary review findings:
- I1 (faithfulness): LoadToPercent now computes from the CLAMPED fill
(floor(LoadToFill(load)*300)), so the burden % SATURATES at 300% like retail
(decomp 176544-176576 clamps arg2 to [0,1] BEFORE the *300). The old
floor(load*100) over-read to 400% at 4x capacity. Golden test corrected.
- I2 (partition): exclude equipped items (CurrentlyEquippedLocation != None) from
the contents grid + selector — a mid-session self-wield routes them through
MoveItem(item, WielderGuid=player) into GetContents(player); retail's gm3DItemsUI
shows pack contents only. New conformance test.
- N1: drop dead 'using System.Collections.Generic' (left after the 383e8b7 cleanup).
- N3: AP-48 risk wording (drift can be low OR high vs server EncumbranceVal).
Build green; BurdenMath 17, InventoryController/UiMeter 10 tests pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Doors/NPCs/portals vanished after a portal OUT of the 0x0007 dungeon back
to Holtburg. Root cause confirmed via ACE + holtburger cross-reference:
the dungeon collapse drops a landblock's render entities for FPS, and ACE
will NOT re-broadcast objects whose guid is still in its per-player
KnownObjects set (never cleared on a normal teleport — ACE relies on the
client retaining its object table and culling stale objects itself). So
nothing restored them on the way back.
Retail-faithful fix: a real client keeps its weenie_object_table and
re-renders the world from it (holtburger keeps the table across a
teleport; only suspends physics bodies). acdream's _lastSpawnByGuid (the
parsed CreateObject records — position + Setup + appearance) IS that
table and survives the collapse (the collapse path never calls
RemoveLiveEntityByServerGuid, the only thing that prunes it). On landblock
(re)load, replay OnLiveEntitySpawnedLocked for retained spawns whose
render entity is absent — independent of any ACE re-send.
- LandblockEntityRehydrator: pure selection (landblock match; skip
already-present, the player, and mesh-less spawns), unit-tested (7).
- StreamingController: onLandblockLoaded callback after AddLandblock
(Loaded = dungeon-exit expand) and AddEntitiesToExistingLandblock
(Promoted = Far->Near).
- GameWindow.RehydrateServerEntitiesForLandblock: present-gate keys on
GpuWorldState (NOT _entitiesByServerGuid, which holds collapse
orphans), replay under _datLock; the replay's own
RemoveLiveEntityByServerGuid de-dup scrubs the orphan state.
Corrects the handoff: ClientObjectTable is inventory-only (no world
position/Setup) and cannot rebuild a render entity; _lastSpawnByGuid is
the world-object table. Register row AP-48 (no retail 25s visibility
cull). dotnet build + 1518 Core tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Portals only worked once per session: teleporting OUT of a dungeon
mis-rooted the player into the SOURCE dungeon's coordinate frame, so every
move was sent dungeon-framed and ACE rejected it ("failed transition") —
the player couldn't move, never reached a portal, and the world wouldn't
re-render (only skybox).
Root cause: acdream's streaming-relative frame recenters on teleport, but
resident physics landblocks keep their load-time world-offset. After
recentering onto the outdoor destination, the collapsed source dungeon
(offset 0,0 as the prior center) and the destination (offset 0,0 as the
new center) overlap, and the Z-agnostic outdoor cell-snap returns the
dungeon for both the arrival placement and every per-frame resolve.
Fix (server-authoritative teleport placement):
- Drop the stale source center landblock from physics at the teleport
recenter (GameWindow.OnLivePositionUpdated) so the resolve falls through
to the server position (Resolve NO-LANDBLOCK verbatim) until the
destination streams in.
- Place outdoor teleports immediately (TeleportArrivalRules) — holding is
futile because streaming does not progress during a PortalSpace hold.
- Clear a dangling CellGraph.CurrCell when its landblock is removed
(PhysicsEngine.RemoveLandblock) — otherwise the dungeon-streaming gate
keeps streaming collapsed onto the gone dungeon (only skybox renders).
Keeps DungeonStreamingGate (gate suppression during the hold). Indoor
(dungeon-entry) placement is unchanged (cell-keyed, IsSpawnCellReady).
User-verified: in->out->re-enter works repeatedly, no ACE errors, world
renders. Remaining facets (server objects + own avatar not rendering after
a teleport-out) are entity render/lifecycle — split to #138.
Registers AP-36 + AD-2 updated. New: DungeonStreamingGate (+4 tests),
TeleportArrivalRules (+4 tests). Build + 2727 tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The UiRoot window manager (RegisterWindow/Show/Hide/Toggle/BringToFront)
is more of the same IA-12 toolkit-reimplementation of keystone semantics,
so per the dedup convention it joins IA-12's Where as a secondary site
rather than getting a redundant row. F12 inventory toggle is retail-
faithful (no divergence).
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>
The final B.2 review found the TS header undercounted: there are 32 contiguous
rows (TS-1..TS-32) but the header read "31". The base already undercounted (said
"32" with 33 rows TS-1..TS-33); deleting TS-33 with a literal 32→31 decrement
preserved the off-by-one. Set the header to the verified actual count.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The whole "indoor interiors read dark/flat vs retail" saga was ONE root-cause
bug: EnvCellRenderer.GetCellLightSet derived the landblock key as
`cellId & 0xFFFF0000` (0xXXYY0000), but landblocks are keyed by the streaming
id 0xXXYYFFFF. The lookup missed for EVERY cell, so SelectForObject never ran
and every EnvCell wall received ZERO point lights — torches, lanterns, the
viewer light, all of it. Confirmed by a [cell-light] probe: inBounds=False
selected=0 across 1M+ cell draws; after the fix inBounds=True selected=3-4.
User-confirmed the interiors now look like retail.
Three faithful additions that were blocked by the key bug (and only show now):
- Viewer light (LightManager.UpdateViewerLight): retail's SmartBox::set_viewer
(0x00452c40) adds a white fill light at the player every frame via
add_dynamic_light — the dominant interior fill (no sun indoors). acdream had
NO dynamic lights at all. Params from the cdb capture: intensity 2.25,
falloff 10, white, offset (0,0,2). Indoor-only via the AP-43 gate.
- Weenie fixture lights (OnLiveEntitySpawnedLocked): server-spawned lanterns/
braziers carry Setup.Lights but the dat-static registration never saw
CreateObject entities. Register on spawn; unregister on despawn
(UnregisterOwner made unconditional). Register row AP-44.
- IndoorObjectReceivesTorches now excludes the 0xFFFF landblock marker (it is
not an EnvCell) — fixes WbDrawDispatcherIndoorFlagTests.LandblockId_OutdoorFlag0
(a #142 verification miss).
Divergence register: AP-44 (weenie light spawn-position, no movement tracking),
AP-47 (acdream's 128-light/camera-independent cap keeps interiors always-lit vs
retail's 40-nearest-to-player budget that pops in on approach — intentional,
user-preferred).
Investigation: docs/research/2026-06-20-indoor-torch-lantern-lighting-investigation.md
Core 1505 / App 476 green. Visual gate: user-confirmed "looks like retail now."
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>
Implements Task 4 of the drag-drop spine: ToolbarController now satisfies
IItemListDragHandler. The ctor loop wires RegisterDragHandler(this) on every
slot list and stamps Cell.SlotIndex + Cell.SourceKind=ShortcutBar, matching
retail's gmToolbarUI::PostInit/RegisterItemListDragHandler pattern. OnDragOver
accepts any non-empty payload (TS-33 stub; eligibility gate is Stream B.2).
HandleDropRelease logs and returns (no AddShortcut 0x019C / RemoveShortcut
0x019D wire yet). Three new B.1 xUnit tests cover handler registration, accept,
and inert-stub semantics. All 490 app tests pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Standing inside (or looking into) a windowed building like the Agent of
Arcanum, interior objects (furniture, NPCs, the player) were lit by the
directional sun because acdream's sun gate was per-FRAME (keyed on the
player being in a sealed cell), not per-DRAW as retail does it.
Retail's PView::DrawCells (0x005a4840) runs two stages per frame:
outdoor stage → useSunlightSet(1) (0x005a485a): sun ON
interior stage → useSunlightSet(0) (0x005a49f3): sun OFF
DrawMeshInternal (0x0059f398) then calls minimize_object_lighting only
when useSunlight==0, so indoor objects ALWAYS skip the sun regardless of
whether the player's cell is windowed or sealed.
Fix: add a per-instance uint SSBO (binding=6 instanceIndoor[]) whose value
is IndoorObjectReceivesTorches(ParentCellId) — the same predicate AP-43
already uses for the torch gate. In mesh_modern.vert, nest the sun loop
inside an additional `if (instanceIndoor[instanceIndex] == 0u)` check
inside the existing `if (uLightingMode == 0)` block. Indoor objects get
torches (unchanged) but now skip the sun; outdoor objects keep the sun and
still get no torches. The ambient regime (UpdateSunFromSky: 0.2 sealed /
sky otherwise) is untouched — it was already correct.
Mechanically: _currentEntityIndoor set once per entity in
ComputeEntityLightSet; appended to InstanceGroup.IndoorFlags in
AppendCurrentLightSet; grown/packed/uploaded in the same cursor loop as
_clipSlotData and _lightSetData; deleted in Dispose. Mode-1 draws
(EnvCellRenderer) never read binding=6 — the sun loop is inside the
uLightingMode==0 uniform-control-flow branch.
AP-43 divergence register updated: the sun half is now per-draw (no
longer a residual). Residual narrowed to the unaudited ebp_2 test in
CellManager::ChangePosition (no observed impact).
Tests: WbDrawDispatcherIndoorFlagTests pins IndoorObjectReceivesTorches
for the spec §5 representative ids: 0xA9B40172 (Agent of Arcanum EnvCell)
→ 1; 0xA9B40031 (land sub-cell) → 0; 0xA9B4FFFF (landblock) → 0; null
(outdoor shell) → 0; plus the boundary cases 0x0100/0x00FF.
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>
AP-35: the "numerically equivalent" claim was false. Residual is now two
parts: (a) per-frame GPU evaluate vs retail's bake-once (architecture/perf
difference only; formula matches), and (b) SelectForObject 8-cap means a
surface reached by >8 point lights is dimmer than retail's uncapped bake.
Cross-references AP-16 for the cap ownership.
AP-16: the old "global nearest-8 viewer-distance into UBO" description was
stale — the UBO point-light path is now vestigial (mesh_modern.vert skips
posAndKind.w!=0 entries; point lights come exclusively from the per-object
SSBO binding 5). Retargeted to the current SelectForObject per-object/cell
8-cap mechanism with correct file:line (LightManager.cs:234), both call
sites (ComputeEntityLightSet + GetCellLightSet), and the retail oracle
distinction (hardware cap 0x0054d480 faithful; bake 0x0059cfe0 not).
Preserved the UBO-directional-only note inline rather than losing it.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Fix A (aa94ced) moved point lighting to per-vertex Gouraud and ported the
half-Lambert wrap + norm distance attenuation. Fix D D-1 added the separate
point-light accumulator clamped to [0,1] matching retail's
SetStaticLightingVertexColors bake clamp.
AP-35 previously stated the path was per-pixel (mesh_modern.frag:52) and
that wrap + normalization factor were "neither ported" — both wrong. Rewrite
to reflect current state: per-vertex in mesh_modern.vert (pointContribution),
wrap + norm ported, point sum clamped. Residual is architecture-only (per-
frame GPU evaluate vs retail bake-once), not a visual divergence.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>