Formalize Phase L.2 as the active holistic movement/collision program, align the roadmap and architecture docs, file tactical physics follow-ups, and refresh collision memory away from rewrite-from-zero guidance.
Co-authored-by: OpenAI Codex <codex@openai.com>
21 commits porting retail's MoveToManager-equivalent client-side
behavior for server-controlled creature locomotion and combat
engagement. Shipped as MVP after live visual verification across
multiple iteration rounds with the user.
Highlights:
- 186a584 — initial Phase L.1c port: extracts Origin / target guid /
MovementParameters block from MoveTo packets (movementType 6/7),
adds RemoteMoveToDriver per-tick body-orientation steering with
±20° aux-turn-equivalent snap tolerance.
- d247aef — corrected arrival predicate semantics + 1.5 s
stale-destination timeout for entities leaving the streaming view.
- f794832 — root-caused "creature won't stop to attack" via two
research subagents converging on retail
CMotionInterp::move_to_interpreted_state's unconditional
forward_command bulk-copy. Lifted ServerMoveToActive flag clearing
+ InterpretedState bulk-copy out of substate-only branch so
Action-class swing UMs (mt=0 ForwardCommand=AttackHigh1) clear
stale MoveTo state and zero forward velocity.
- ff6d3d0 — RemoteMoveToDriver.ClampApproachVelocity caps horizontal
velocity at the final-approach tick so body lands EXACTLY at
DistanceToObject instead of overshooting through the player.
- 37de771 — bulk-copy ForwardCommand for MoveTo packets too (closed
the regression where MoveTo creatures stayed at default
ForwardCommand=Ready in InterpretedState and only translated via
UpdatePosition snaps).
- 34d7f4d + e71ed73 — AnimationSequencer.HasCycle query +
fallback chain (requested → WalkForward → Ready → no-op) at BOTH
the OnLiveMotionUpdated path AND the spawn handler. Prevents
ClearCyclicTail from wiping the body's cyclic tail when ACE
CreateObject carries CurrentMotionState.ForwardCommand pointing
to an Action-class motion (e.g. AttackHigh1 from a mid-swing
creature) which has no cyclic-table entry — was the "torso on
the ground" symptom for monsters seen in combat by a fresh
observer.
Cross-references: docs/research/named-retail/acclient_2013_pseudo_c.txt
(MoveToManager 0x00529680 + 0x0052a240 + 0x00529d80,
CMotionInterp::move_to_interpreted_state 0x00528xxx,
MovementParameters::UnPackNet 0x0052ac50), references/ACE/Source/
ACE.Server/Physics/Animation/MoveToManager.cs (port aid),
references/holtburger/ (cross-check on snapshot-only client
behavior), docs/research/2026-04-28-remote-moveto-pseudocode.md
(the Phase L.1c pseudocode doc).
Tests: 1404 → 1422 (parser type-7 path retention, type-6 target
guid retention, driver arrival semantics, retail-faithful
chase/flee branches, approach-velocity clamp scenarios,
HasCycle present/missing, AttackHigh1 wire layout).
Pending follow-ups (filed for future): target-guid live resolution
for type 6 packets (residual chase lag), StickToObject sticky-target
guid trailing field, full MoveToManager state machine port
(CheckProgressMade stall detector, Sticky/StickTo, use_final_heading,
pending_actions queue).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds the Phase C.1 row to the "Phases already shipped" table and
flags the C.1 bullet in the "Phases ahead — Phase C — Polish / visuals"
section as ✓ SHIPPED. Retains C.1 entity-emitter wiring (portal swirls,
chimney smoke, fireplace flames) as a Phase C.1.5 follow-up — the data
layer is ready, only the wiring of entity-attached emitters to retail
effect IDs is deferred.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
K shipped previously (commit f42c164) but never got a row in the
"Phases already shipped" table — only the per-sub-piece K.3 callout
in the Phase K section. Adding the K row here for completeness.
L.0 — full retail-style Settings interface — shipped this session.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase K final commit. Settings panel with click-to-rebind UX on top of
the K.1+K.2 input architecture, plus the roadmap / ISSUES / memory
updates that retire Phase K.
InputDispatcher gains BeginCapture / CancelCapture / IsCapturing /
SetBindings — modal capture suppresses normal action firing for the
next chord. Esc cancels (returns sentinel default chord); modifier-only
keys don't complete capture; non-modifier key down with current
modifier mask completes.
IPanelRenderer + ImGuiPanelRenderer + FakePanelRenderer gain
BeginMainMenuBar / EndMainMenuBar / BeginMenu / EndMenu / MenuItem
primitives.
SettingsVM owns a draft copy of KeyBindings with explicit Save /
Cancel / Reset semantics. Click-to-rebind enters dispatcher capture
mode; on chord captured, conflict-detect against draft (excluding the
action being rebound itself); surface a ConflictPrompt when the chord
collides; ResolveConflict(replace=true|false) commits or reverts.
ResetActionToDefault restores a single action to RetailDefaults();
ResetAllToDefaults rebuilds the entire draft. Save invokes the
onSave callback (which writes JSON + swaps the live dispatcher's
bindings).
SettingsPanel renders 8 retail-keymap-categorized CollapsingHeader
sections (Movement, Postures, Camera, Combat, UI panels, Chat,
Hotbar, Emotes). Per action: name + current binding(s) summary +
"Rebind"/"Reset" buttons. Conflict prompt at the top when pending.
Save / Cancel / "Reset all to retail defaults" at the top.
GameWindow registers SettingsPanel + wires F11 →
ToggleOptionsPanel → IsVisible toggle, plus a top-of-frame ImGui
MainMenuBar with View → Settings/Vitals/Chat/Debug entries (calls
ImGui directly — the abstraction methods exist for backend
portability but the host doesn't own a menu-bar surface).
Tests: +37 across InputDispatcherCaptureTests (7),
IPanelRendererMainMenuBarTests (9), SettingsVMTests (13),
SettingsPanelTests (8). Solution total 1220 green.
Roadmap (docs/plans/2026-04-11-roadmap.md) appends Phase K shipped
section after Phase J with K.1a–K.3 commit SHAs. ISSUES.md files
Phase L deferred work as #L.1–#L.8 (hotbar UI, spellbook favorites,
combat-mode dispatch, F-key panels, floating chat windows, UI layout
save/load, joystick bindings, plugin input subscription) and adds
#21–#25 to Recently closed. project_input_pipeline.md updated to
shipped state. CLAUDE.md gets an input-pipeline reference.
Closes Phase K.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wraps Phase I — UI consolidation + complete chat system. All 7 prior
commits (I.1 through I.7 + I.2) are now reflected in the canonical
sources of truth.
- docs/plans/2026-04-11-roadmap.md: new "Phase I — UI consolidation +
complete chat system" section between H and J. 8 sub-pieces all
marked SHIPPED 2026-04-25 with their actual commit SHAs:
I.1 b131514, I.2 56037a4, I.3 8e6e5a0, I.4 f14296c, I.5 ff5ed9e,
I.6 ca968fc, I.7 3d26c8e, I.8 (this commit).
Plus Phase H.1 entry annotated to credit I.4 + I.7 for chat input
+ combat translation. D.5 / D.6 entries cross-link to the new I
surface where relevant. Three Q&A rows added to "When will my
specific complaint be fixed?".
- docs/ISSUES.md: 7 issues filed and closed in the same session
(#14 IPanelRenderer widgets, #15 DebugPanel migration, #16
LiveCommandBus, #17 ChatPanel input, #18 holtburger inbound
parity, #19 TurbineChat, #20 CombatChatTranslator). All in
Recently closed with real commit SHAs.
- CLAUDE.md: surgical update to the UI strategy paragraph (~line 35).
ImGui now hosts ALL dev/debug UI (Vitals + Chat + Debug);
StbTrueTypeSharp DebugOverlay deleted in I.2; TextRenderer +
BitmapFont retained for the future HUD-in-world (D.6); custom
retail-look toolkit (D.2b) remains the long-term retail-look
path while ImGui is the pragmatic D.2a default.
- memory/project_chat_pipeline.md (auto-loaded; in user's claude
project memory tree): new evergreen crib documenting the
ChatLog -> ChatVM -> ChatPanel + LiveCommandBus -> WorldSession
pipeline with the slash-command set + opcode coverage.
- memory/MEMORY.md: indexed line for project_chat_pipeline.
Solution state at end of Phase I:
989 tests green (107 + 639 + 243), 0 warnings, 0 errors.
+124 tests across the phase.
Closes Phase I in roadmap.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
CLAUDE.md edits (6 surgical ranges):
- Goal section: introduce named-retail/ as primary; old chunks
remain as fallback for chunk-by-chunk address-range navigation.
- Workflow renamed to "grep named -> decompile -> verify -> port"
with a new STEP 0 GREP NAMED FIRST. Decompile demoted to a
fallback (Step 1) for the rare obfuscated/packed minority that
pseudo-C lacks.
- Function-map citation updated to point at symbols.json + the
cross-port hand-curated table.
- "Do not guess" rule strengthened: PDB has the answer for almost
everything; guessing is now negligence.
- Phase completion checklist accepts named symbols + addresses.
- Reference hierarchy table gets a new top row pointing at
docs/research/named-retail/ as the primary oracle for any
AC-specific algorithm — beats every other reference.
memory/project_named_decompilation.md (new): evergreen crib-sheet
with file inventory, grep examples, hard rules. Pattern matches
project_ui_architecture.md.
memory/project_retail_research_index.md: updated preamble to point
named-retail/ as first stop; older slices remain useful for
pseudocode + C# port sketches.
memory/project_collision_port.md: rewrote the "Decompiled ground
truth" section to put named-retail/ first, chunks second. The
"DECOMPILE FIRST" mandate becomes "GREP NAMED FIRST, then DECOMPILE
FALLBACK".
docs/architecture/acdream-architecture.md: Guiding Principle text
updated to introduce named-retail as the primary decomp source.
docs/plans/2026-04-11-roadmap.md: new Phase R block — Retail
research infrastructure. R.1 (corpus, shipped a9a01d8), R.2
(pdb-extract, shipped 69d884a), R.3 (actestclient vendored,
shipped a9a01d8). All marked SHIPPED 2026-04-25.
Auto-loaded MEMORY.md index updated with a new entry pointing at
project_named_decompilation.md so post-compaction sessions inherit
the workflow change automatically.
Acceptance verified:
- grep -c "named-retail" CLAUDE.md = 9 (>= 3 required)
- grep -c "named-retail" MEMORY.md = 1
- dotnet build green (docs-only commit, but verified)
Foundation phases A + B + C all landed. Next: Phase D files
ISSUES #8/#9/#11 + closes#10 (KillerNotification orphan parser).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes Phase D.2a. Launch with ACDREAM_DEVTOOLS=1 now shows a live
ImGui "Vitals" window whose HP bar reads CombatState.GetHealthPercent
for the local player. Without the env var the branches are dead code,
no ImGui context is created, and behaviour is identical to before.
GameWindow hunks:
- fields: _imguiBootstrap / _panelHost / _vitalsVm + DevToolsEnabled
- init (OnLoad): construct bootstrap + host, register VitalsPanel
- GUID push: _vitalsVm?.SetLocalPlayerGuid(chosen.Id) at live-connect
- frame begin: _imguiBootstrap.BeginFrame(dt) after GL clear
- frame end: _panelHost.RenderAll(ctx) + _imguiBootstrap.Render() after debug overlay
- input gating: skip WASD when ImGui.GetIO().WantCaptureKeyboard
Backend pivot: Hexa.NET.ImGui → ImGui.NET + Silk.NET.OpenGL.Extensions.ImGui.
First-light integration with the Hexa backend crashed 0xC0000005 inside
Hexa.NET.ImGui.Backends.OpenGL3.ImGuiImplOpenGL3.InitNative. Root cause:
Hexa's native OpenGL3 backend resolves GL function pointers via GLFW or
SDL internally; with Silk.NET (which uses neither) the pointers are null
and the native code crashes on first use. The mitigation path was
already planned — the design doc's Risk section called a pivot to
ImGui.NET a "one-morning operation" — and that's exactly what happened.
- Packages: Hexa.NET.ImGui 2.2.9 + Hexa.NET.ImGui.Backends 1.0.18
→ ImGui.NET 1.91.6.1 + Silk.NET.OpenGL.Extensions.ImGui 2.23.0
- ImGuiBootstrapper: was static Initialize(gl)+Shutdown() wrapping
Hexa's OpenGL3 init; now an IDisposable wrapping Silk.NET's
ImGuiController instance which handles GL backend init + input
subscription in one go.
- SilkInputBridge.cs deleted (~190 LOC): ImGuiController subscribes
IKeyboard / IMouse events itself, we don't need a bespoke bridge.
- ImGuiPanelRenderer: ImGuiNET.ImGui.* calls instead of
Hexa.NET.ImGui.ImGui.*. Widget surface unchanged.
Boundary discipline is preserved — no panel imports ImGuiNET; only
ImGuiPanelRenderer does. The D.2b custom toolkit will implement the
same IPanelRenderer contract without touching panel code.
Out of scope (tracked for follow-up):
- Stam/Mana currently return float? null (VitalsVM). Absolute values
need LocalPlayerState + PlayerDescription (0x0013) parsing to be
stored rather than discarded — filed as a post-D.2a issue.
- Mouse-capture gating (WorldMouseFallThrough-style click-through
tests) — not needed until we add clickable inventory items.
Roadmap + memory + architecture doc + UI framework plan updated in the
same commit per CLAUDE.md roadmap-discipline rules. 753 tests pass
(550 Core + 192 Core.Net + 11 new UI.Abstractions), 0 build warnings.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Landed the UI framework design in 2026-04-24-ui-framework.md yesterday;
this commit propagates the decisions across the documents that future
sessions touch first, so the three-layer pattern is discoverable without
re-reading the full plan.
Changes:
* NEW memory/project_ui_architecture.md — evergreen crib-sheet:
three-layer diagram, AcDream.UI.Abstractions contract, D.2a/D.2b
split, module layout, hard rules, why staged not pure-custom.
* CLAUDE.md: new paragraph describing the three-layer UI split, naming
AcDream.UI.Abstractions as the plugin-facing contract, pointing at
the full plan + memory crib.
* docs/architecture/acdream-architecture.md: new "UI Architecture"
companion-stack diagram after Layer 0-5 (doesn't renumber the main
stack), plus step 6a "UI tick" in Per-Frame Update Order.
* docs/plans/2026-04-11-roadmap.md Phase D tightened:
- D.2 split explicitly into D.2a (Hexa.NET.ImGui scaffold + abstraction
layer) and D.2b (custom retail-look backend, implements same contracts).
- D.3 AcFont / D.4 dat sprites / D.7 cursor flagged as D.2b dependencies.
- D.5 core panels / D.6 HUD flagged as abstraction-layer deliverables
— ship with D.2a, reskinned by D.2b.
- D.8 Sound marked superseded (shipped as Phase E.2).
- F.5 core panels + H.1 chat-window cross-references updated to say
they target AcDream.UI.Abstractions, unblocked by D.2a.
- Shipped-phases table untouched.
* docs/research/retail-ui/00-master-synthesis.md: scope note at top
clarifies the Keystone research is the D.2b (custom backend)
foundation, NOT where D.2a starts.
* ~/.claude/.../memory/MEMORY.md: one-line index entry pointing at the
new project_ui_architecture.md (so session auto-load surfaces it).
Zero code changes; doc-only. dotnet build stays green. All verification
greps pass (see plan file for exact checks).
Two-stage rollout, one stable abstraction layer:
1. Short-term: Hexa.NET.ImGui as the backend. Wire up in days, iterate
game logic (chat, inventory, vitals) in weeks. Looks like a debugger,
acceptable while we prove the interaction logic end-to-end.
2. `AcDream.UI.Abstractions` — ViewModels + Commands + `IPanel` /
`IPanelRenderer` interfaces. Backend-agnostic. Plugin API targets
this layer; plugins never see ImGui.
3. Long-term: custom retail-look backend using dat assets. Swap panel
by panel. ImGui stays forever as the `ACDREAM_DEVTOOLS=1` overlay.
The new doc (`2026-04-24-ui-framework.md`) captures:
- Full design of the three-layer split
- Why Hexa.NET.ImGui over ImGui.NET + Silk.NET.OpenGL.Extensions.ImGui
(AOT readiness, tracks upstream ImGui faster, cleaner native-lib
bundling)
- Alternatives considered and ruled out (Myra, Avalonia, NoesisGUI,
RmlUi, pure custom from day one)
- Implementation order (Sprint 1 vitals HUD → Sprint 2 interaction
panels → Sprint 3 plugin API → Sprint 4+ more panels → later
custom retail-look)
- Risks + mitigations and open questions deferred to implementation
Roadmap Phase D updated with a pointer to the new plan so future
sessions start from the latest strategy, not the original
all-custom-from-day-one Phase D description.
No code changes yet. Ready to start Sprint 1 when approved.
Update the roadmap's 'shipped' table with the G.1+ entry covering the
end-to-end visual integration (sky renderer, weather system, particle
renderer, UBO-backed shader lighting, server time sync) — not just the
data-plumbing layer that went out yesterday.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
All Foundation sub-pieces now shipped:
A.1 ✓ Streaming landblock loader
A.2 ✓ Frustum culling (~160fps)
A.3 ✓ Background net receive thread
A.4 Folded into A.1 (deferred — DatCollection not thread-safe)
Phase A (Foundation) is complete. Next: Phase B (Gameplay).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
~160fps uncapped at 5×5 radius with per-landblock AABB culling.
Perf overlay in window title shows visible/total landblock ratio
so the culling impact is visible at a glance.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Move A.1 from "ahead" to "shipped" per the roadmap discipline rule.
The shipped row notes that the loader currently runs synchronously
(the original async-worker design hit DatCollection's lack of thread
safety) and that the Channel-based outbox API is preserved so async
loading can return cleanly when Phase A.3 lands a thread-safe dat
wrapper. Pending-spawn list in GpuWorldState handles live spawn /
streaming races without dropping data.
Quick-lookup table updated:
- "Can't walk past the loaded 3×3 window" → A.1 FIXED ✓
- "Frame hitch crossing landblock boundary" → Phase A.3
(synchronous loader for now; async returns when DatCollection is
thread-safe)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Output of a brainstorming session after Phase 6/7.1/9.1/9.2 shipped
and the lifestone crystal bug was isolated. Two documents:
1. docs/plans/2026-04-11-roadmap.md — strategic roadmap replacing
the stale post-Phase-5 version. Reflects what's actually shipped,
reorganizes upcoming work into Phases A (Foundation), B (Gameplay),
C (Polish — includes VFX/particles, dynamic lights, palette tuning,
double-sided translucents), D (UI + Sound), and E (long-tail).
Updates the "when will my complaint be fixed" quick-lookup with
the correct phase for portals (VFX, not shader tricks as previously
claimed), smoke, fireplace fire, and everything we fixed this
session. Phase ordering: A → B → (C/D in parallel) → E.
2. docs/superpowers/specs/2026-04-11-foundation-phase-design.md —
detailed implementation spec for Phase A only. Covers the four
sub-pieces (streaming landblock loader, frustum culling, net I/O
thread, async dat decoding folded into the streaming worker),
their components, data flow, error handling, testing strategy,
and commit-point ordering. Includes non-goals to prevent scope
creep.
No code changes yet. The spec goes to user review next, then into
the writing-plans skill for a detailed implementation plan.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Captures all the "this looks wrong" findings from the Phase 5 visual
verification and assigns each to a future phase. Top-of-document is
phases done, then phases ahead in suggested order, then a quick
lookup table that maps user complaints to their owning phase.
Phases ahead:
6 Animation system (creature poses, walk/attack motions, breathe-idle)
7 Multi-floor interiors + dungeons (second floors, foundry interior,
subterranean rooms)
8 Player input → server (movement, interact, ack pump, combat)
9 Visual polish (portals, mesh-origin offsets, exact palette ranges,
lighting/shadows)
10 UI / HUD (chat, inventory, character panel, spellbook, minimap)
11 Sound (SoundTable, audio engine, 3D positional audio)
12 Streaming + perf (chunked landblock loading, frustum culling, LOD,
background net thread)
Each phase entry has: what it owns, what it requires, references in the
existing references/ tree, and rough effort estimate.
Document is intentionally a living roadmap — updated whenever a phase
lands or when a new defect is observed that doesn't fit the existing
buckets.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>