SoundId was not a subset of retail's table, the way its comment claimed.
It was an invention: 23 acdream-local names on acdream-local values, and
the values were wrong in the way that matters. FootstepDefault = 0x02 is
retail's Random. SwingSword = 0x10 is retail's Death2. Death = 0x60 is
retail's Explode. Anyone who reached for one of those names to compare
against a wire or dat value would have got a different sound.
Nothing referenced any of them by name -- grep for `SoundId.` across src
and tests returns nothing -- so this was a trap rather than a live defect,
the same shape the enum campaign found in DamageType. All 22 invented names
are deleted and retail's 205 replace them.
Three oracles agree exactly, on every name and every value: retail
acclient.h:4569 enum SoundType, ACE's Sound, and DatReaderWriter's Sound.
The third matters most. AudioHookSink already resolves SoundTable lookups
through DatReaderWriter.Enums.Sound, so that is the enum acdream actually
reads at runtime; our catalog now agrees with the values already flowing
through the dat path, and a conformance test pins the two so they cannot
drift apart.
On the "206 sounds" figure: retail's block holds 207 entries, being 205
sounds followed by NUM_SOUND_TYPES = 0xCD and FORCE_SoundType_32_BIT. The
first is a count and the second a width pin. Counting the former is where
206 came from. Neither is a member here, matching how the campaign treated
NUM_ATTACK_HEIGHTS and Num_HoldKeys -- a count is not a value the wire can
carry.
Behaviour is unchanged and could not be otherwise: the enum had no
consumers. IAudioEngine's three SoundId overloads are no-op stubs and the
live path takes wave ids and DatReaderWriter values.
The user's separate report that sound is "not working that good" is a
triggering, selection and attenuation question rather than a catalog one,
and is filed as its own Bucket B row in the post-Vulkan intake.
Also in this commit, by user decision: AC2D is retired as a reference. Its
clone and directory are gone and it must not be re-cloned. Everything we
took from it still stands and is written down -- the FSplitNESW terrain
split constants, the 0xF61C movement packet layout, the finding that a
client need not compute terrain Z itself -- so CLAUDE.md's reference list,
its hierarchy table, and the architecture doc's protocol row now point at
docs/research/2026-04-12-movement-deep-dive.md rather than erasing the
history. The reference count drops from six to five.
Core tests 3907 passed / 2 skipped.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
acdream carried 16 status codes, curated by hand out of the CMotionInterp
and MoveToManager decompilation passes. The other 362 were unnamed, which
made every one of them a cast site waiting to happen. This slice takes the
whole table: 372 values under 378 names.
The oracle set is finally complete. All six vendored reference repos were
empty when the 2026-07-29 enum campaign ran, which is why it deferred this
decision; they are re-cloned now, so ACE's WeenieError could be read
directly instead of leaning on the UtilityBelt catalog alone.
The two agree without a single conflict. ACE has 369 members, no internal
value collisions. The catalog has 372, shares all 369 ACE names, and
disagrees on none of their values. Its three extras -- IsNowOpenFellowship
(0x050B), IsNowClosedFellowship (0x050C), LockedFellowshipCannotRecruit
(0x0518) -- each turn up in ACE's separate WeenieErrorWithString enum with
a `_` marking the interpolated name, so the catalog is just the less-split
view of the same client enum. All three are adopted on agreement between
two oracles, not on one.
Retail cannot arbitrate any of this. acclient.h has no counterpart enum;
its charError (26) is character-creation only. Recorded, not guessed
around.
Six values keep two names. acdream's NotGrounded, CrouchInCombatStance,
SitInCombatStance, SleepInCombatStance, ChatEmoteOutsideNonCombat and
ActionDepthExceeded are each anchored to a retail decompilation site, where
ACE's names for those values are server-side coinages. Rather than pick,
both are declared, acdream's first so ToString() is untouched.
Behaviour is unchanged, and there is no way for it not to be: nothing in
the tree branches on a WeenieError member. MotionInterpreter's switch is on
a motion type and merely returns one of these; WeenieErrorText.For switches
on a raw uint; the chat translation table WeenieErrorMessages is keyed on
uint throughout, so naming a code does not make it render. The one site
that moved is RemoteTeleportHook, where the (WeenieError)0x3Cu cast becomes
the now-named WeenieError.ITeleported at the same value.
Register row AP-15 is narrowed rather than retired. Its code-catalog caveat
is superseded -- an unnamed code is no longer a way for it to bite -- but
the sentences are still ACE's doc comments rather than retail's
string_table.bin, and that part stands.
The enum moved out of MotionInterpreter.cs into its own file at the same
namespace. At 372 members it does not belong inside a physics class file.
Core tests 3903 passed / 2 skipped.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Retires the GL framing from the documents that described a two-backend,
two-UI-stack client, and files what the deletion left behind.
Divergence register:
* AD-46 (anisotropic tap pattern in dense alpha scenery) is REFRAMED rather
than retired. Its substance survives -- distant foliage may read denser
than retail's -- but it was measured GL-vs-Vulkan, and with GL gone it is
a Vulkan-vs-retail question against the D3D oracle it already cited. The
measurement is kept as the evidence that the residual is a driver tap
pattern; the row now records that it is no longer falsifiable by
self-differential, which is a real loss the deletion causes.
* AD-47 and AD-48 are NEW, and the campaign's own risk register scheduled
them here: MSAA sample positions (measured at 8.83% of the frame at 4x,
which is why every strict gate runs MSAA off -- and therefore why a
regression confined to the multisample path would not be caught) and
present pacing (#235 is the live instance).
* AD-17's justification moves from a GL clip-plane citation to Vulkan's
maxClipDistances floor, which is the same 8, so the divergence is
unchanged and only its authority moves.
* AP-92 keeps IUiViewportRenderer.TextureIsBottomUp rather than folding it
flat, because it is what let the origin question be answered by data.
Architecture and code structure: the layer diagram, the frame order, the
residency vocabulary and the reference table all said OpenGL. The UI section
said two stacks. Rule 3's rationale is rewritten around what actually
happened -- ImGui was deleted and not one panel, ViewModel or command had to
change, because none of them had ever imported ImGuiNET. That is the rule
paying for itself, so it is recorded as evidence rather than removed as
obsolete.
Issues: #258 files the dev-panel host as a decision rather than an accident,
and #255 is REOPENED. Its TaskCreationOptions.LongRunning fix asks the
scheduler for a thread but does not promise two callbacks overlap; under nine
concurrent test assemblies it still failed 2 of 5 whole-suite runs. The
earlier evidence tested a narrower pool, not a contended one. The fix it
needs is a rendezvous inside the read stub -- not a weakened assertion.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
THIS CUTOVER AWAITS THE USER'S VISUAL SIGN-OFF. It is not complete. Section 7
of the campaign plan names the V10 sign-off as the only required user stop
besides gate failures, and it has not been given. This commit flips the default
and runs the battery so that the sign-off has evidence in front of it.
ROLLBACK, one line: `git revert` of this commit. It restores the GL default,
the pre-V10 escape-hatch polarity and the gate scripts' inherited backend
together; nothing else has to move with it.
An unset, empty or unrecognised ACDREAM_RENDER_BACKEND now yields
RenderBackendKind.Vulkan. Only `gl` or `opengl`, case-insensitive, selects
OpenGL. The polarity of the typo case flipped with the default and on purpose:
before V10 an unrecognised token had to land on GL because Vulkan was dark and a
typo must never silently start a backend that cannot draw; after V10 it has to
land on Vulkan for the same reason read the other way, because GL is the backend
V11 deletes. `opengl` is honoured beside `gl` because an escape hatch exists to
be found.
Three gate scripts follow the flip. run-offline-pixel-gate.ps1 gains -Backend
(default vulkan) and now FORCES all four determinism levers — backend, day
group, world day fraction, sky phase — plus ACDREAM_MSAA_SAMPLES=0, instead of
inheriting any of them. run-repeat-connected-gate.ps1 and
run-connected-world-lifecycle-gate.ps1 CLEAR ACDREAM_RENDER_BACKEND rather than
setting it, so what they exercise is the process default and an ambient override
in a caller's shell cannot make a GL run wear the default's report.
TEST PIN UPDATED, flagged as required: RenderBackend_DefaultsToGl becomes
RenderBackend_DefaultsToVulkan, and RenderBackend_AnythingElseStaysOnGl splits
into RenderBackend_SelectsGlOnlyForTheEscapeHatchTokens and
RenderBackend_AnythingElseStaysOnVulkan. Five cases replace two. No other test
is touched, weakened or deleted.
AD-46's divergence-register row moves from "dormant until the V10 cutover" to
live, in this commit, per the same-commit register rule.
Battery, all on the new default:
complete Release suite 9,222 passed / 5 skipped / 0 failed (9 projects)
+5 against the pre-flip 9,217; the +5 are this
slice's own escape-hatch cases
#250 family, singly 4/4 pass (none failed in the whole-suite run)
repeat connected gate PASS 3/3 on both columns
world-lifecycle route PASS, 0 failures, both sessions graceful at exit 0
validation layer inserted at instance AND device level by the loader,
zero errors and zero warnings, real frame captured
GL escape hatch verified by two offline launches: 4.3.0 Core Profile
Context, bindless present, exit 0
Every connected launch in the battery reached Vulkan with no environment
variable set, which is the flip itself under test rather than an assertion
about it.
THE PIXEL GATE IS NOT MET, AND WAS NOT RELAXED. Vulkan against a GL-era capture
taken at this commit through the escape hatch, MSAA off and both clocks pinned:
1.099e-03 masked / 3.764e-02 whole-frame, against a 0.001 threshold. 97.9% of
the difference is in the treeline band, and the masked residual of 619 px — set
against a same-backend control of 10 px — sits entirely on the silhouettes of
distant alpha-blended scenery. That is AD-46's registered population; section
5.5.19 measured the same quantity at 497 px / 8.8e-04. Below the band the two
backends are photometrically identical: mean luminance differs by 0.01 of 255.
No baseline was regenerated and no mask or tolerance was widened.
Two instrument findings are recorded in section 5.5.23. The offline gate's sky
mask is still load-bearing — this slice tried retiring it on the reasoning that
V7's clock pins had made it obsolete, and the control refuted that: two launches
of the same binary still differ by 1,011 px on GL and 482 px on Vulkan, almost
all of it in the band. The default went back to 280 with the measurement written
into the script's help. And the repeat gate's desktop witness needs an
uncontested primary monitor: a first attempt reported 1/3, and the two failing
grabs turn out to be a web browser and Discord composited over the client rect,
not a blank frame — the client's Vulkan capture rendered in all six runs.
Nothing GL, ImGui or Studio is deleted. That is V11's scope and it is untouched.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Plan section 5.5.19, the V7 slice row, two rows in the section 5.1 uncovered
table, and one divergence-register row. No product code changes.
WHAT V7 TURNED OUT TO BE. Three of V6m's four numbers were taken through an
instrument that was not holding the world still. The route pinned the Dereth
clock by pressing AcdreamCycleTimeOfDay, whose mechanism is the transient
/time override that SyncFromServer clears -- so ACE un-pinned it seconds into
every run this campaign has taken. Two captures 45 s apart at ONE stop on ONE
backend differ in 22.3% of the frame because the sun keeps moving. Pinning it
(commit 2) took the interior stop from 12.16% to 0.78% on its own.
THE THREE LEADS, ANSWERED.
Lead 3 was WRONG and the section says so. V6m recorded the interior stop as a
route defect on the theory that the indoor spring-arm camera settles to different
distances in two runs. It does not. The interior was lit differently because the
sun had moved. With the sun held still the stop drops by a factor of fifteen and
its entire remaining difference map is the player character -- the EnvCell's
walls, floor, doorway and per-cell ambient are black. EnvCellRenderer's Vulkan arm
has its numeric pair, V6m's defect-list item 2 is discharged, and no route change
was needed or made.
Lead 2 is closed by pinning the cloud phase rather than masking the band, so the
gate keeps the sky under strict comparison.
Lead 1 is half fix, half finding. The residual was predominantly the anisotropy
gap (commit 1). What survives is one population -- dense alpha-blended distant
scenery -- and isolating it needed a better instrument than the connected route.
THE INSTRUMENT V7 RECOMMENDS FORWARD. An offline GL-versus-Vulkan pair, which is
just the two existing capture scripts run with ACDREAM_WORLD_TIME and
ACDREAM_SKY_PHASE_SECONDS set in the invoking shell. No session, no server, no
entities, no camera settle, no wandering NPCs, and unattended:
GL vs GL same commit (control) 1,966 px 2.13e-03
VK vs VK same commit (control) 1,039 px 1.13e-03
GL vs VK whole frame 28,807 px 3.13e-02
GL vs VK everything below the tree band (rows 280+) 497 px 8.82e-04
Terrain, blending, roads, the water edge, fog, statics, scenery below the horizon
and the entire retained UI are at parity, inside the campaign's 0.001 threshold.
AD-46, FILED WITH ITS REFUTATIONS RATHER THAN ITS THEORY. The treeline band is an
anisotropic tap-pattern divergence between AMD's GL and Vulkan drivers. Three
competing explanations were tested and refuted, and section 4.7's predicted class
is one of them:
- not a sub-pixel offset -- an integer shift search finds (0, 0);
- not sharpness or LOD scale -- high-frequency energy matches within 5%;
- NOT DEPTH PRECISION. Forcing the Vulkan viewport's window-depth range to
[0.5, 1.0], which reproduces GL's compressed mapping exactly, moved the
whole-frame number by 3% (28,807 -> 27,852). The experiment was reverted. The
one pre-approved divergence class is not what this is, and the row says so
rather than borrowing its approval.
- It IS anisotropy, and there is no knob left: 41,509 differing pixels in the
band at anisotropy 1, 22,266 at 16, which is GL's value and retail's.
THE VERDICT TABLE. Full route, both backends, tolerance 2, MSAA off, day group 0,
world time 0.5, sky phase 0 (artifacts/v7-diff-c2):
holtburg_town 26,330 px 2.86e-02 EXCEPTION -- phase + AD-46
facility_hub_interior 7,176 px 7.79e-03 EXCEPTION -- phase
aerlinthe_island 62,892 px 6.82e-02 EXCEPTION -- AD-46 + dark floor
No stop passes and none of the three exceptions is a renderer defect; each is
named individually in the section, because "phase" is not an excuse unless it is
specific. Aerlinthe's is partly the instrument rather than either renderer: the
scene's mean luminance is 28/255 and half its differing pixels are exactly delta
3, one step over a tolerance that is absolute rather than relative. Changing that
tolerance is not V7's call.
CARRIED FORWARD, recorded in the section 5.1 table and the V7 row: a passing
connected stop needs authored per-stop masks that the gate script does not have
(it still has only the global -MaskTopPixels, deliberately defaulted to 0); the
portal depth mask has now gone three slices without drawing a pixel in an
automated run, and HouseExitWalkReplayTests names the cheapest target for it
(the Holtburg corner building, cell 0xA9B40170); whether AD-46 is visible to a
human is a user-stop question nobody has asked yet; and the R6 soak and RenderDoc
capture on Vulkan were not run.
Gates for this commit: docs only, so the code gates of commits 1 and 2 stand.
Complete Release suite 9,195 passed / 5 skipped with zero failures, and the GL
connected repeat gate at 3/3 RENDERED on both the desktop witness and the client
capture, both taken at this tree.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Section 5.5.17 records the slice: the instanced-vertex-input amendment and
particles (b1ad1d48), the stencil dimension and the portal mask (eced67d0), and
the offscreen viewports (2e8b8b91). The V4e row is no longer blocked and the V4g
row is no longer half-landed; the slice table gains a V6l row and section 5.1's
accumulated-debt table gains one for the two connected captures the offline gate
cannot reach.
Four defects are recorded as found by RUNNING rather than by validation, which
is the pattern this campaign keeps paying for: the standalone particle texture
cache and the entity-appearance composite cache were both bindless-only, so the
Vulkan arm could draw neither a textured particle nor any entity with a palette
override; a pipeline bakes one depth/stencil format, so an offscreen target's
depth had to take the device's; and the paperdoll rendered upside down because a
GL framebuffer's origin is bottom-left and a Vulkan image's is not.
The V7 list is rewritten. Nothing on it is blocked on a contract decision any
more. What is left is one absent renderer (PortalTunnelPresentation has no
Vulkan arm), EnvCellRenderer's arm narrowed from unproven to proven-by-one-frame
after a Marketplace interior rendered on Vulkan, the MSAA-off requirement, the
per-draw descriptor writes, the portal mask's two shader sources, and the
appraisal viewport's carried-forward half-discharge.
AP-92 is narrowed rather than retired: the private viewports are backend-neutral
targets on both arms and the blit's V origin is derived rather than assumed, so
the origin half of that row's risk column is closed. The rest of it - retail
renders each CreatureMode directly against a cloned CPhysicsObj - is unchanged.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Pin the tested Windows/Linux portability boundary, exact rollback, dependency audit, and synchronized architecture and roadmap state before starting the production single-session host.
Co-authored-by: Codex <noreply@openai.com>
Record the shared graphical/no-window reset architecture, deterministic lifecycle evidence, exact rollback point, and synchronized project guidance before beginning the Linux headless host.
Co-authored-by: Codex <noreply@openai.com>
Record J5.5 production SHA, complete Release baseline, exact-binary lifecycle/reconnect and nine-stop collision/movement evidence, and rollback. Synchronize architecture, roadmap, milestones, AGENTS/CLAUDE, and advance the active program to J5.6 projectile runtime.
Co-authored-by: Codex <noreply@openai.com>
Record the exact J5.4 automated, lifecycle/reconnect, and nine-stop movement evidence; advance the Modern Runtime program to J5.5; and synchronize architecture, roadmap, milestones, AGENTS/CLAUDE, rollback, and durable research pointers.
Co-authored-by: Codex <noreply@openai.com>
Move the canonical local movement controller, body/motion managers, object clock, movement wire data, and MTS/jump/AP sender into AcDream.Runtime. Replace process skill defaults with typed Runtime character options, make graphical and direct commands borrow one autorun owner, retain the construction-time PartArray seam, and include movement in terminal ownership convergence.
Preserve the accepted pre-inbound movement/jump and post-inbound autonomous-position order while moving the exact packet/cadence fixtures into Runtime tests. Add graphical/direct parity, two-instance isolation, teardown, allocation, architecture, and divergence-path coverage.
Co-authored-by: Codex <noreply@openai.com>
Record the exact J5.3 owner boundary, retail ordering, Release and connected evidence, rollback, and J5.4 handoff across architecture, roadmap, milestones, agent instructions, and durable memory.
Co-authored-by: Codex <noreply@openai.com>
Record the exact J5.2 owner boundary, retail ordering, Release and connected evidence, rollback, and J5.3 handoff across architecture, roadmap, milestones, agent instructions, and durable memory.
Co-authored-by: Codex <noreply@openai.com>
Record J5.1's exact Runtime selection, combat, and target-mode owner, its automated and connected acceptance evidence, rollback, and the J5.2 interaction-transaction boundary. Synchronize architecture, roadmap, milestones, issues, and agent handoff state.
Co-authored-by: Codex <codex@openai.com>
Record J4.5 canonical shortcut and spellbook command ownership, combined failure and graphical/headless parity evidence, the 8,544-test Release gate, exact-binary lifecycle and nine-stop acceptance, rollback instructions, and the J5 boundary.
Co-authored-by: Codex <noreply@openai.com>
Record the canonical entity/object delta cutover, full Release and exact-binary connected evidence, rollback, and the adversarial zero-owner J3.6 execution contract. Synchronize architecture, roadmap, milestones, and agent guidance.
Co-authored-by: Codex <codex@openai.com>
Record the canonical Runtime session/transport cutover, exact rollback, full Release evidence, and exact-binary lifecycle acceptance. Advance the active execution pointer and durable memory to J3 identity and object ownership.
Validated by the existing 79 Runtime tests, 3,776 App tests with three skips, 8,428 complete Release tests with five skips, and logs/connected-world-gate-20260725-193936/report.json.
Co-authored-by: Codex <codex@openai.com>
Record the exact-binary connected lifecycle/reconnect acceptance, synchronized active pointers, rollback, and durable evidence before session ownership moves in J2.
Record the accepted flat-authoritative collision cutover, production parsed-graph removal, exact rollbacks, zero-residency connected gates, and RDP measurement boundary. Reconcile architecture, milestones, roadmap, issue ledger, agent instructions, and the active Slice J handoff.
Validated by the existing zero-warning Release build, 8,413 passing Release tests with five pre-existing skips, 201 focused closeout tests, and both exact-binary connected routes.
Co-authored-by: Codex <codex@openai.com>
Create the dependency-only Runtime project before moving any gameplay owner, enforce its direct, transitive, source, and load-time closure, and pin coherent lifetime-group extraction plus retryable teardown ordering. No production behavior changes in J0.
Validated by the four focused Runtime boundary tests, a zero-error Release solution build, and 8,406 passing Release tests with five pre-existing skips.
Co-authored-by: Codex <codex@openai.com>
Carry one immutable prepared collision closure with each accepted near-tier generation and install graph plus flat views through the same retained publication receipt. Apply the same strict package-only rule to live entities, add exact sampled graph-authoritative comparison artifacts and lifecycle counters, and prove cancellation, demotion, rehydrate, revisit, teardown, reconnect, and the nine-stop route with 14,064 zero-mismatch samples.
Co-authored-by: OpenAI Codex <codex@openai.com>
Append strict collision/topology payloads to the existing prepared package so later physics cutover can drop parsed DAT graphs without adding a second mapping or changing traversal behavior. The full 2,232,170-key catalog is deterministic across worker counts, exact-byte aliased, corruption-isolated, and cancellation-safe.
Detach old-world spatial ownership atomically, prioritize destination retirement dependencies, and reveal the viewport at the retail transition edge. Give private paperdoll views independent mesh ownership and retain dormant ACE entities so portal revisits preserve server objects without extending active GPU lifetimes.
Record the exact physical-display evidence, ownership fixes, budget semantics, and performance deltas that close Slice E. Reconcile the architecture, roadmap, milestones, issues, documentation map, and session instructions before the explicit F/G approval gate.
Co-authored-by: Erik Nilsson <erikn@users.noreply.github.com>
Join destination scheduling to the canonical reveal generation, protect its share across every typed frame-budget dimension, and prevent stale work from clearing a replacement reservation. Remove forced incomplete materialization and project retail's centered portal wait cue while the authored tunnel remains active.
Tests: Release build clean; 91 focused reservation/reveal tests; full solution 8,158 passed, 5 skipped.
Co-authored-by: Codex <noreply@openai.com>
Publish the retail blocking-for-cells edge before deferred recenter work, freeze old-world presentation/simulation/audio, and advance full-window retirement from exact metered entity and owner cursors. This removes synchronous portal teardown without allowing retained owners to remain observable.