Commit graph

802 commits

Author SHA1 Message Date
Erik
e3de7f0dab feat(studio): dump LayoutSource — preview any retail window from the UI dump
Adds Task 4b: a second load path for the UI Studio that reads the committed
retail UI layout dump (docs/research/2026-06-25-retail-ui-layout-dump.json)
and renders any of the 26 retail windows as a static sprite hierarchy.

New files:
- src/AcDream.App/Studio/UiDumpModel.cs — POCOs + System.Text.Json parse of
  the dump (UiDump, DumpPanel, DumpNode, DumpRect, DumpStateSet, DumpImage,
  DumpState + UiDumpModel static helpers: Parse, ListSlugs, PickImageId).
- src/AcDream.App/Studio/DumpLayout.cs — DumpLayout.Load(path, slug, resolve,
  out err): parses the dump, finds the panel by slug, builds a UiElement tree.
  Internal DumpSpriteElement draws its sprite via DrawSprite (not reusing
  UiDatElement — avoids the ElementInfo/StateMedia dat-import dependency for
  this static mockup). DumpGroupElement is a transparent container for Group
  nodes. Rect basis is ABSOLUTE in the dump (verified: inventory root at
  absolute x=500 and its children also start at x≈500 — child offset from
  parent is 0–50px, not 500px); DumpLayout subtracts parent rect to produce
  parent-relative Left/Top for each child.
- tests/AcDream.App.Tests/Studio/DumpLayoutTests.cs — 5 tests covering:
  inventory load with 0x100001D5 check + >= 40 nodes, unknown slug → null+err,
  root at origin, children are parent-relative, all 26 slugs smoke-load.

Modified files:
- StudioOptions: adds DumpSlug + DumpFile fields; --dump <slug> and
  --dump-file <path> args; ResolveDumpFile() walks up to the solution root
  to find the default dump JSON (mirrors ConformanceDats.SolutionRoot()).
  --dump suppresses the default vitals layout so the two modes are exclusive.
- StudioWindow.OnLoad: when DumpSlug is set, loads via DumpLayout (no
  FixtureProvider, no controllers — static structure only); else falls
  through to the existing LayoutSource + FixtureProvider path.

Results: DumpLayoutTests 5/5 passed; full AcDream.App.Tests 609 passed, 2
skipped (same as before); dotnet build green, 0 warnings.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 16:25:23 +02:00
Erik
f55650fdcd docs(studio): implementation plan — acdream UI Studio (8 staged tasks)
Bite-sized, gated build order: (1) RenderBootstrap [new code, no GameWindow
edit → zero game-regression risk], (2) StudioWindow + LayoutSource + ui-studio
subcommand, (3) ImGui inspector (canvas FBO + tree + props + click-inspect),
(4) FixtureProvider sample data, (5) live 3-D doll, (6) markup + hot-reload,
(7) editable props + write-back, (8) doll-camera sliders. Pure-logic units
(LayoutSource/FixtureProvider/MarkupWriteBack) unit-tested; GL/window tasks
visual-gated. Spec: docs/superpowers/specs/2026-06-25-ui-studio-previewer-design.md.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 14:13:27 +02:00
Erik
d607b55e61 docs(studio): design spec — acdream UI Studio (live previewer + inspector)
A standalone dev tool that renders any acdream UI panel through the
PRODUCTION renderer (UiHost/LayoutImporter/dat-sprite path + the WB mesh
pipeline for the 3-D doll), with an ImGui click-to-inspect inspector,
sample-data fixtures, markup hot-reload + write-back, and render-config
sliders. Collapses the edit→build→login→F12→eyeball loop into edit→glance.

Full v1 scope (user pre-approved): both sources (dat LayoutDesc id +
markup file), full fixtures, editable inspector + doll-camera sliders,
live doll. Seven isolated units; the highest-risk step (extracting a
shared RenderBootstrap from GameWindow.OnLoad) is sequenced first behind
a "game still renders" gate, with a studio-local-duplicate fallback. The
drag-drop designer is deferred to phase 2.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 14:05:31 +02:00
Erik
4d65a683f4 docs(D.2b): roadmap — Sub-phase C (paperdoll doll + toggle) shipped
Bring the D.5 sub-phase ledger current: mark B-Wire, inventory window
finish, empty-slot art, container-switching, B-Drag, and Sub-phase C
(Slice 1 equip slots + Slice 2 3-D doll UiViewport + Slots toggle,
8fa66c2) as shipped. Remaining build order = finish the selected-object
bar + spell shortcuts + the selection wiring (AP-58).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 13:17:27 +02:00
Erik
8fa66c23d5 fix(D.2b): Slice 2 — retail-exact doll pose, camera + heading (visual gate)
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>
2026-06-25 13:16:27 +02:00
Erik
01594b4cfd merge: integrate main (D.2b paperdoll/inventory UI line) into the physics/collision branch
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
2026-06-25 12:57:46 +02:00
Erik
aa7c0b5c31 fix(physics): #150 — skip ethereal targets in the step-down pass (open doors fully passable)
An OPEN door (ETHEREAL_PS 0x4 set on Use) still stopped the player with a
residual threshold block after the collision sweep, despite swinging open
visually.

The resolver runs two collision passes per step: the main sweep and a
step-down (foot-sphere "is there floor?") sub-pass. acdream tested the
ethereal door in BOTH; the main pass cleared it (BSPQuery Path 1 + the
Layer-2 override) but the step-down pass had no escape, leaving a Collided
result at the sill -- the "can-sized cylinder on the ground threshold".

Retail's CPhysicsObj::FindObjCollisions (pc:276795-276806) SKIPS an ethereal
target when sphere_path.step_down != 0 -- it only tests it in the main pass.
So an open door is fully passable everywhere; the swung panel's position is
irrelevant (ethereal = no collision; the swing animation is purely visual).

Port that branch verbatim: an ethereal-for-this-test target (target state &
0x4, OR mover-ethereal vs a non-static target) is `continue`d when
sp.StepDown is set.

Live-verified (user confirmed): the door now blocks 0x while open (0x1000C),
still blocks while closed (0x10008); pre-fix it blocked 217x while open.
Core suite green (1595/0).

(An earlier "animate the door collision" theory was wrong and dropped -- if
collision tracked the swung panel you'd bump the panel in its open position,
which retail does not do. The user caught it.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 12:20:54 +02:00
Erik
2ac7ea776f fix(physics): #149 — collide BSP-less landblock statics via Setup cylsphere
Town props placed as landblock stabs whose ONLY collision is a Setup
CylSphere/Sphere (no physics BSP) registered ZERO collision shapes and were
walk-through -- torches, braziers, lamp-posts, candle-stands, posts.

Root: the ISSUES #83 / A1.6 gate `!_isLandblockStab` skipped Setup
cyl/sphere registration for ALL landblock stabs, on the false assumption
"landblock stabs collide via BSP only (retail CBuildingObj)." That
over-broadened -- it also killed collision for BSP-less stabs.

Retail's CPhysicsObj::FindObjCollisions (@0x0050f050) uses binary dispatch:
the object's physics BSP if it HAS one (HAS_PHYSICS_BSP_PS 0x10000), ELSE its
CSetup CylSpheres/Spheres -- never both. Confirmed via live retail cdb on the
Holtburg torch (Setup 0x020005D8 at world (105.99,17.17)): FindObjCollisions
target num_cylsphere=1, cyl h=2.2 -- a cylsphere, exact-matching the dat
(cylSphere r=0.2 h=2.2); the StabList confirms stab[95]=0x020005D8 there.

Fix: gate the Setup cyl/sphere registration on `entityBsp == 0` instead of
stab-ness. Preserves #83's anti-doubling (stab WITH a BSP -> BSP-only) while
restoring collision for BSP-less stabs. Other landblock entities on this path
(scenery -- tree-trunk cylspheres) are unaffected.

Live-verified: torch + candle/brazier family block now; ~115 cyl/sphere
Setups register across streamed landblocks. Core suite green (1595/0).

The earlier selection-sphere hypothesis was WRONG and is reverted -- the cdb's
r=0.48 sphere was the player/NPC body (every body sphere is ~0.48), not the
torch. The correct cdb method: capture the TARGET at FindObjCollisions (not
`this` in CSphere::intersects_sphere) and confirm by position + Setup-id.

(Issue numbered #149 to stay clear of main's #148; this worktree branched
before main's #145-148 were added.)

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 10:21:34 +02:00
Erik
6c7e3ef1ab feat(physics): D4+W1 — entry-restrictions register row + named PvP/missile dispatch terms
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>
2026-06-24 19:45:39 +02:00
Erik
dc1e927080 fix(physics): Task 3 follow-up — obstruction_ethereal consume for Cylinder+Sphere shapes
Retail oracle greps confirmed:
- CSphere::intersects_sphere @ 0x00537ae4 (pc:321692): the ethereal branch
  is `void __thiscall` — all paths return void (no COLLIDED). The function
  performs a proximity check only; no blocking result is produced.
- CCylSphere::intersects_sphere @ 0x0053b4a0 (pc:324573): same void-return
  pattern — ethereal branch calls collides_with_sphere (check only, no slide),
  all returns are void = passable.

Change: added `if (sp.ObstructionEthereal) return TransitionState.OK` at the
top of SphereCollision and CylinderCollision in TransitionTypes.cs, mirroring
the void-return semantics of both retail functions. The existing per-object
clear at pc:276989 (line 2837) still fires after the early OK return.

Before this fix: an ethereal-alone NPC/ghost with a Cylinder or Sphere shadow
shape would BLOCK the player (regression introduced when Task 3 made ETHEREAL-
alone fall through ShouldSkip instead of instant-skipping). After: all three
shape types — BSP (via BSPQuery Path 1), Sphere, and Cylinder — correctly pass
through when obstruction_ethereal is set.

Tests: added 4 tests to ObstructionEtherealTests.cs verifying:
- Ethereal Cylinder → passable (sweep passes through, no CollisionNormalValid)
- Ethereal Sphere → passable (same)
- Non-ethereal Cylinder → still blocks (regression guard)
- Non-ethereal Sphere → still blocks (regression guard)
Full Core suite: 1584 pass, 0 fail, 2 skip (pre-existing dat skips).

Pseudocode doc updated with confirmed cyl/sphere ethereal contracts and the
complete set/clear/consume flow summary.

Retail refs:
- CSphere::intersects_sphere @ 0x00537ae4 / acclient_2013_pseudo_c.txt:321692
- CCylSphere::intersects_sphere @ 0x0053b4a0 / acclient_2013_pseudo_c.txt:324573

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 19:30:59 +02:00
Erik
3361a8d776 fix(physics): #137 Task 3 — port obstruction_ethereal verbatim; retire AD-7 shim
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>
2026-06-24 19:20:02 +02:00
Erik
78e5758185 feat(physics): Task 2 — true sphere collision primitive (CSphere::intersects_sphere)
Setup.Spheres were previously coerced to short cylinders (CylHeight=2*r),
which is geometrically wrong: a cylinder has flat caps; a sphere does not.
This ported CSphere::intersects_sphere (0x00537A80) so sphere-typed shadow
entries are tested as spheres — 3-D distance, no height clamping.

Changes:
- ShadowObjectRegistry.cs: added ShadowCollisionType.Sphere (enum value 2).
  The BuildFloodSpheres anyCyl dedup at :232 is unaffected: only Cylinder
  sets anyCyl=true; Sphere shapes fall through to the BSP-fallback path
  (anyCyl=false → included), which is correct.
- ShadowShapeBuilder.cs: FromSetup now emits ShadowCollisionType.Sphere
  (CylHeight=0) for Setup.Spheres instead of a short Cylinder.
- CollisionPrimitives.cs: added SweptSphereHitsSphere — quadratic swept
  solve ported from ACE Sphere.cs::FindTimeOfCollision, which is a C# port
  of retail's CSphere::intersects_sphere @ 0x00537A80. Sign convention
  confirmed against the decomp: retail negates the root to produce a
  forward t ∈ (0,1].
- TransitionTypes.cs: added Sphere narrow-phase branch between BSP and
  Cylinder in FindObjCollisionsInCell; uses 3-D distance for overlap
  (not XY-only). Added SphereCollision() method implementing the 3-D
  wall-slide response. Updated diagnostic logging at :2734 to cover Sphere.
- Updated ShadowShapeBuilderTests for new Sphere type assertion.
- New SphereIntersectsSphereConformanceTests: 9 geometrically-anchored
  cases (head-on, tangent, perpendicular-miss, lateral-near-miss,
  sweep-away, beyond-step, degenerate-zero-sweep, already-overlapping,
  vertical-sweep).

Retail oracle: CSphere::intersects_sphere @ 0x00537A80 (named-retail);
ACE Sphere.cs::FindTimeOfCollision (C# port, cross-confirmed).
Build: 0 errors, 10 warnings (pre-existing).
Tests: 1576 pass / 0 fail / 2 skip (1578 total).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 19:08:53 +02:00
Erik
79dee342f2 fix(physics): Slice 1 — delete render-mesh-AABB synthetic collision; DAT-only shape authority
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>
2026-06-24 18:57:46 +02:00
Erik
4f26067755 docs(physics): implementation plan — unified verbatim-collision (5 slices)
Task-by-task plan for the unified collision-inclusion fix: D1 DAT-only shape
authority + delete mesh-AABB, D3 sphere primitive, D2+D5 obstruction_ethereal
port, D8 RemoveCellsForLandblock, D4+W1 entry-restrictions + dispatch wiring.
Each task: grep-named -> pseudocode -> port -> conformance-test, build+test
green, commit; visual gates batched to the end.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 18:51:01 +02:00
Erik
2d9e0cf424 docs(physics): collision-inclusion audit + unified verbatim-collision design
19-agent verified audit of how retail decides which objects collide vs
acdream's per-channel filters. Confirms the user's "1 fix for all collision"
intuition: acdream already has retail's two-layer shape (per-cell shadow
registration + query-time exemption); the divergences are now narrow and
enumerable, not a scattered filter mess.

Audit (docs/research/2026-06-24-collision-inclusion-audit.md): 6 confirmed
deviations (D1 mesh-AABB phantom HIGH, D2 ETHEREAL-alone, D3 no sphere
primitive, D4 entry-restrictions, D5 obstruction_ethereal absent, D8 cell-
transform stale cache) + 2 refuted by the adversarial pass (D6 placement-
insert present in BSPQuery; D7 terrain pass-through is the #135/#138
streaming-gap, retail does it too). Loader verified faithful: CacheGfxObj
reads PhysicsBSP gated on HasPhysics; the mesh-AABB is a pure additive
non-faithful layer.

Design (docs/superpowers/specs/2026-06-24-unified-collision-inclusion-design.md):
"1 fix" = one DAT-only shape authority (delete mesh-AABB), one query
predicate, four faithful channels kept distinct (retail keeps find_env/
find_building/find_obj separate), one per-apply rebase invariant. 5
independently-gated slices. Retires register rows AP-2 + AD-7.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 18:43:13 +02:00
Erik
bc4f71b932 docs(research): handoff — collision-object-detection vs retail deep-dive ("1 fix for all collision")
Next-session brief: build retail's collision-inclusion model (PhysicsState/
ETHEREAL/HAS_PHYSICS_BSP predicate + per-cell shadow-list registration + the
building-shell/terrain/EnvCell channels), map acdream's per-channel ad-hoc
filters against it, enumerate deviations, and design ONE unified retail-faithful
mechanism to replace them. Motivated by this session's #146/#147 — both were the
same shape (a per-channel filter diverging from retail). Brainstorm-gated,
report-first, no guess-patches. Includes the apparatus inventory + a paste-ready
prompt.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 16:34:13 +02:00
Erik
2b48310c2a docs(issues): #147 city/perimeter walls FIXED (9743537); correct premise + re-scope terrain residual
The "#145 far-town frame" premise was wrong: #146's bldOrigin probe proved
Arwic buildings are correctly framed. The walls were portal-less buildings
skipped by the collision cache; the terrain-3%-grounded sub-question is
re-scoped LOW (no fall-through observed; likely a contactPlaneValid nuance).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 16:25:23 +02:00
Erik
31612e99c3 docs(issues): #146 DONE — building collision re-base fix (49d743f) verified
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 13:33:29 +02:00
Erik
5b3e946b8b docs(issues): file #146/#147 (post-portal + far-town wall collision) + record #138-B avatar-vanish fix
Issue A ("no collision after death/portal") investigated capture-first and
confirmed to be TWO distinct bugs (user-corroborated + ACDREAM_CAPTURE_RESOLVE
data, 255,832 player resolves):

- #147 (HIGH) far-town (Arwic): grounded only 3% of resolves vs 100% at
  Holtburg/dungeon; city/perimeter walls never block even on a fresh login —
  the #145 streaming-relative-frame family. Scope as a brainstormed #145
  sub-phase, not a one-commit fix.
- #146 (MEDIUM) Holtburg: building/house-wall collision works on fresh login
  but is lost after portaling in. The [bldg-channel] probe fires post-portal
  (building is cached + reached) yet result=OK as the foot-sphere walks into
  the wall — the building WorldTransform is baked from _liveCenter at cache
  time and CacheBuilding is idempotent, so the recenter leaves a stale offset.

Also recorded against #138 that symptom B (avatar vanish) was root-caused and
fixed in afd5f2a (RelocateEntity-during-PortalSpace), not just the pending-
bucket rescue candidate.

No guess-patches applied to the collision code (DO-NOT-RETRY area).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 13:11:42 +02:00
Erik
57e79dc679 docs: handoff — two teleport-OUT issues (no-collision-after-death, char-missing)
Both observed 2026-06-24 after the FPS work; both are the known #135/#138 placed-
but-unstreamed streaming gap (NOT FPS-work regressions — those commits are render-
only). Handoff maps the symptoms to ISSUES, flags the delicate-area lessons (no
guess-patches, the reverted hold, fix-the-foundation, capture-first), and points
at the physics digest + streaming refs + capture apparatus.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 07:57:16 +02:00
Erik
02578ddb74 docs(perf): dense-town FPS — final outcome (75->165) + ISSUES record
Report: OUTCOME section (the two shipped fixes, the glFinish-artifact correction,
the deliberately-unpursued scenery-CPU/terrain-GPU headroom). ISSUES: recently-
closed entry with SHAs + pointers.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 00:13:32 +02:00
Erik
6491798edf docs(perf): dense-town FPS attribution (CPU-bound, GPU=0.5ms) + cellobject-batch spec
Attribution report: the handoff's "~12ms GPU" was a glFinish artifact; the clean
split measures GPU=0.5ms and a ~96% CPU-bound frame whose cost scales with visible
buildings. [CPU-PHASE] ranks it: cellobjects 3.5 / landscape 2.6 / partition 2 /
dynamics 1.2 ms; floods, punch-seal, clip-allocs, shells all <0.3ms (refuted).

Spec: iteration-1 fix = batch the per-cell WbDrawDispatcher.Draw calls in
DrawCellObjectLists into one cross-cell draw (the proven cells-shell pattern),
two-loop structure to keep particle-after-statics depth ordering. Target: dense
town solidly 144+.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 20:41:45 +02:00
Erik
1473e4dbf9 docs: handoff — dense-town FPS deep-dive (push past 75fps)
Cells batching shipped (29->75fps, 2.6x); remaining ~12ms is diffuse (particles
~3, punch/seal ~3, ~5.5 unattributed) + frame spikes. Next session: deep-dive
with RenderDoc to attribute + push higher. Distance-degrade theory is dead.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 18:23:53 +02:00
Erik
fd9354f69e docs: implementation plan — EnvCell shell batching
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 15:49:18 +02:00
Erik
fcf60d868a docs: spec — batch EnvCell shell draws (dense-town FPS root cause)
Live profiling found the dense-town (Arwic 29fps) bottleneck: EnvCellRenderer
.Render called ~94x/frame (per-cell x opaque+transparent) = 24.75ms = 75% of
the GPU frame. Render is a heavy per-frame method (state reset + SSBO upload +
MDI) invoked per-cell for far->near transparency order. Eliminated, with
evidence, every other suspect incl. the handoff's distance-degrade theory
(entities 0.22ms; resolution-independent => not fill; update 0.1ms).

Spec: batch the shell draws into one Render per pass. Opaque needs no order
(z-buffer) + lighting is per-instance (CellId-keyed SSBO) => safe to batch.
Transparent: skip opaque-only cells, preserve order for the rest.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 15:46:19 +02:00
Erik
d0dd3b17ad docs: handoff — dense-town FPS = missing distance-degrade (port next)
Session shipped the _datLock-contention fix (lockwait 88ms->0, kept). Remaining
FPS pain (sustained ~30 in Fort Tethana, view-direction-dependent) root-caused to
the absence of distance-based LOD/degrade: we draw every frustum-visible object at
full detail. Next: port retail UpdateViewerDistance/get_degrade. Full mechanism,
file:line map, apparatus state, and DO-NOT-RETRY lessons captured.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 10:05:21 +02:00
Erik
5ab5d3910e docs: datLock-contention FPS fix implementation plan
5-task TDD plan: PhysicsDatBundle on LoadedLandblock; worker pre-reads the
apply's six Get<T> sites into it; ApplyLoadedTerrainLocked reads from the
bundle; drop the apply's lock(_datLock); verify lockwait->0; strip probes.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 09:29:46 +02:00
Erik
c715e55937 docs: datLock-contention FPS fix design spec
The 30↔200 FPS swing is _datLock contention: the streaming worker holds
the global dat lock for the full per-landblock build (lockwait measured
24ms median / 88ms p95), stalling the update thread's ApplyLoadedTerrain.
Fix (A1): the worker pre-reads the apply's six Get<T> sites into a physics
dat bundle so ApplyLoadedTerrainLocked makes zero DatCollection calls and
its lock(_datLock) is removed. Approved design; implementation next.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 09:22:20 +02:00
Erik
1c7f20fd08 docs(D.2b): Slice 2 implementation plan — paperdoll doll + Slots toggle
8-task plan. Tasks 1-4 isolated/TDD (partition+toggle, DollCamera,
UiViewport+Type-0xD, DollEntityBuilder) -> safe for subagents. Tasks 5-7
GL/animation/GameWindow integration -> INLINE per the CLAUDE.md
"no integrate-via-subagent without full context" rule, static-doll-first
then animate, verified at build + visual gate. Task 8 wrap-up + gate.

Concrete API refs pinned this session: WbDrawDispatcher.Draw call site
(8756), animatedIds assembly (8369), SetCycle idle (3514-3571),
WorldEntity build template (3390-3431), SceneLightingUbo/Binding,
ManagedGLFramebuffer + GLStateScope, UiButton.OnClick, inventory frame
.Visible. Flagged the second-Draw-per-frame dispatcher caveat (951-959).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 08:53:12 +02:00
Erik
4f2ad98915 docs(D.2b): Slice 2 design — paperdoll doll viewport + Slots toggle (RTT)
Brainstorm-approved design for Sub-phase C Slice 2: the 3-D doll
UiViewport (dat Type 0xD) + the "Slots" toggle, extending the shipped
PaperdollController.

Key decisions settled in the brainstorm:
- Compositing = render-to-texture (reuse ManagedGLFramebuffer + GLStateScope):
  the doll renders to an off-screen buffer in a pre-UI hook, then the
  UiViewport widget blits it as a normal sprite -> correct painter order
  for free, fully sealed 3-D pass.
- The armor/non-armor partition is the decomp-exact 9-slot set that
  ListenToElementMessage (idMessage==1, 0x100005be) flips, not an
  EquipMask heuristic.
- Doll = a dedicated WorldEntity cloned from the local player's Setup +
  current ObjDesc (the player IS a WorldEntity -- corrects the handoff),
  re-dressed on ObjDescEvent 0xF625; reuses EntitySpawnAdapter/
  AnimatedEntityState.
- Seam IUiViewportRenderer lives in AcDream.App.UI (intra-App decoupling),
  not Core -- user-approved divergence from the handoff's "Core interface".

Recovered the corrupted light immediate ("ff&?" = 0x3f266666 ~= 0.65).
AP-66 reworded: empty-slot frame stays (slots ring the doll, no overlay).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 08:40:48 +02:00
Erik
c88bc5c8eb docs(D.2b): Slice 2 handoff — paperdoll 3D doll viewport + the Slots toggle
Carries the corrected paperdoll model forward (figure = live doll, NOT
silhouettes; the Slots button toggles doll-view vs armor-slot-view — REPLACE,
not overlay). Scopes Slice 2 = (A) the toggle (read ListenToElementMessage
idMessage==1) + (B) the UiViewport Type 0xD doll via a Core->App
IUiViewportRenderer seam reusing EntitySpawnAdapter. Includes the decomp
anchors, camera/light immediates to decode, open questions, and the
new-session prompt.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 07:56:54 +02:00
Erik
68971480a7 docs(D.2b): reconcile paperdoll docs to the corrected model (Slice 1 shipped)
- 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>
2026-06-23 00:09:52 +02:00
Erik
db0cac03c4 fix(D.2b): PickupEvent removes the 3D render, not the weenie — unwield lands in the pack
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>
2026-06-22 23:39:27 +02:00
Erik
3b8a39c49e fix(D.2b): PaperdollController review fixes — player-scope Concerns, loop clarity
Code-quality review on Task 5:
- I1: Concerns was unscoped (CurrentlyEquippedLocation != None) → an NPC's
  wielded item (which also carries that wire field) triggered spurious full
  repaints. Narrowed to (WielderId==p || ContainerId==p), matching
  InventoryController; OnObjectMoved's from/to-player backstop still catches
  unwield-into-a-side-bag. Populate's own scope already prevented wrong data;
  this kills the wasted repaints.
- I2: replaced the dual-`index++` (assign-vs-skip) with a for-i loop;
  SlotIndex = SlotMap position (= the drag payload's SourceSlot on unwield).
- M1/M2: comment that the cell's SpriteResolve + the discrete-slot accept/
  reject ring (0x060011F9/F8, not the grid insert-arrow) are factory-provided.
- Added two behavioral tests: a live player wield repaints the slot
  (ObjectMoved → Concerns → Populate); an NPC's wielded item never appears on
  the doll (player-scoping).
- Synced the stale spec §4b/§6c/§8 to the Task-3 Option-1 reality (the
  optimistic wield is ContainerId-based and does NOT write WielderId).

App suite 580 passed / 0 failed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 22:32:34 +02:00
Erik
9f187c3e31 feat(D.2b): PaperdollController — equip slots bind + wield drag handler (Slice 1)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 22:24:52 +02:00
Erik
c1a84cbe0c fix(D.2b): wield is ContainerId-based — drop the WielderId write (code review)
Code-quality review (needs-changes) on Task 3: WieldItemOptimistic wrote
item.WielderId directly, but RollbackMove (via MoveItem) never cleared it
→ a wield-rollback left a pack item with a stale WielderId=player.

Root-cause fix (vs the reviewer's snapshot-WielderId suggestion): acdream's
existing WieldObject 0x0023 confirm models a wielded item as ContainerId=
wielder + equip=mask and does NOT touch WielderId. So the optimistic path
must match — drop the WielderId write entirely. Optimistic state now equals
the confirmed state, rollback fully restores through MoveItem alone, and the
stale-state class is structurally eliminated. The paperdoll's
(WielderId==p || ContainerId==p) filter still matches optimistic wields via
ContainerId (login-equipped items match via WielderId from their CreateObject).

Also: + the wield+move outstanding-count combo test (spec §8), MoveItem doc
note that it doesn't manage WielderId, and the test pins WielderId==0 post-
optimistic-wield to document the model. Core 74/74 green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 22:15:18 +02:00
Erik
cf472bd8db docs(D.2b): paperdoll Slice 1 implementation plan
Six TDD tasks: (1) de-risk probe (equip slots resolve to UiItemList) →
(2) correct EquipMask to canonical retail INVENTORY_LOC + numeric-pin
test → (3) WieldItemOptimistic + equip-aware rollback snapshot →
(4) ConfirmMove on the WieldObject 0x0023 echo → (5) PaperdollController
+ tests + divergence rows → (6) GameWindow wiring + full-suite gate.
Then the user visual gate. Full no-placeholder code; all signatures
verified against source.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 21:50:04 +02:00
Erik
2d7ea7446d docs(D.2b): paperdoll Slice 1 (equip slots) design spec
Sub-phase C, Slice 1 — bind the ~25 paperdoll equip slots to live
equipped-item data + make them drag-drop wield/unwield targets. No 3D
doll (that's Slice 2).

Brainstorm findings baked in:
- The handoff's "build the wire gap" premise is STALE: BuildGetAndWieldItem
  + SendGetAndWieldItem already shipped in B-Wire. The whole optimistic-move
  machine + InventoryController:IItemListDragHandler already exist — Slice 1
  mirrors them. Unwield is free (the inventory grid handler already does it).
- Found a latent bug: acdream's EquipMask enum diverges from canonical AC
  (acclient.h:3193 INVENTORY_LOC) from bit 0x2000 up (phantom HandArmor/
  FootArmor). Correct it to the verbatim retail values + a numeric-pin test.
  Blast radius is safe (4 round-trip test refs).
- Empty equip slots are TRANSPARENT (EmptySprite=0), per the user — faithful,
  zero Slice-2 rework.

Real scope: correct EquipMask (Core) + WieldItemOptimistic & equip-aware
rollback snapshot (Core) + ConfirmMove on the WieldObject 0x0023 handler
(Core.Net) + PaperdollController (App) + GameWindow wiring. Element-id→mask
map verified dump ↔ deep-dive §3a ↔ acclient.h.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 21:38:24 +02:00
Erik
702058f7d4 docs(D.2b): paperdoll (Sub-phase C) handoff + new-session prompt
Detailed handoff for the next session. Key correction from the deep-dive:
retail empty equip slots are TRANSPARENT (the doll shows through), NOT
silhouettes — the current blue border is wrong. Decomposes into Slice 1
(equip slots: bind to CurrentlyEquippedLocation + drag-to-wield via the
GetAndWieldItem 0x001A wire gap) and Slice 2 (the heavy 3D doll UiViewport
Type 0xD + Core->App IUiViewportRenderer seam). Maps the reuse surface
(UiItemSlot, drag spine, optimistic-move, EntitySpawnAdapter) + open
questions + a paste-ready new-session prompt.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 21:03:44 +02:00
Erik
468da225d3 docs(D.2b): divergence rows AP-60 (lift no-op) + AP-61 (closed-bag advisory accept)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 19:56:19 +02:00
Erik
b657c82df5 docs(D.2b): inventory drag-drop implementation plan
7-task TDD plan: ClientObjectTable optimistic move + confirm/rollback ->
SendPutItemInContainer 0x0019 -> ConfirmMove(0x0022)/RollbackMove(0x00A0)
wiring -> InventoryController : IItemListDragHandler (no-op lift, accept/reject
overlay, optimistic drop + wire; green-arrow 0x060011F7 / red-circle 0x060011F8
export-confirmed) -> GameWindow wiring -> divergence AP-60/61 -> full-suite +
visual gate. Exact code per step.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 19:45:47 +02:00
Erik
3b66858893 docs(D.2b): inventory drag-drop (item moving) design spec
Brainstorm output for B-Drag. Drop an inventory item: empty grid slot ->
first empty; on an item -> insert before; on a side-bag cell -> into that
container. Green insert-arrow (valid) / red circle (full). Movement is
OPTIMISTIC/instant per the user — local MoveItem on drop + repaint, server
reconciles via 0x0022 echo, rolls back via 0x00A0 (the rollback the B-Wire
note reserved). InventoryController : IItemListDragHandler; pending-move
tracking in ClientObjectTable (Core, reachable from the Core.Net handlers);
SendPutItemInContainer wraps BuildPickUp 0x0019. Retail anchors: InqDropIconInfo
0x004e26f0 / ItemList_InsertItem / HandleDropRelease / ServerSaysMoveItem.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 19:28:05 +02:00
Erik
c937db11c7 docs: file ISSUES #147 (inventory scroll polish) + #148 (status-bar backpack toggles inventory)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 19:16:25 +02:00
Erik
8fbde99441 Revert "fix(world): AP-48 client-side visibility cull (FPS sink across portal-hops)"
This reverts commit e5b2d15b63.
2026-06-22 18:58:15 +02:00
Erik
a45c421bd1 feat(D.2b): per-container capacity bar on inventory cells
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>
2026-06-22 15:54:54 +02:00
Erik
e5b2d15b63 fix(world): AP-48 client-side visibility cull (FPS sink across portal-hops)
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>
2026-06-22 15:45:07 +02:00
Erik
077586a0f0 fix(D.2b): main-pack backpack icon is 0x0600127E, not 0x060011F4
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>
2026-06-22 15:33:58 +02:00
Erik
c71b32f73d feat(D.2b): main-pack cell draws the constant backpack icon (AP-51)
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>
2026-06-22 15:04:08 +02:00
Erik
895d8eed80 docs(D.2b): divergence register — retire AP-56, reword AP-53, add overlay/selection rows
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 14:33:53 +02:00
Erik
24a0b84162 docs(D.2b): container-switching implementation plan
8-task TDD plan: ReplaceContents (Core) -> ViewContents full-replace
wiring (Core.Net) -> SendUse wrapper -> UiItemSlot triangle/square
overlays -> InventoryController _openContainer/_selectedItem +
click roles + indicators -> GameWindow callback wiring -> divergence
register -> full-suite + visual gate. Exact code per step.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 14:22:39 +02:00