Commit graph

117 commits

Author SHA1 Message Date
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
bfdab5b9e0 docs(D.2b): container-switching design spec
Brainstorm output for inventory container-switching. Key decision from
the brainstorm: the handoff conflated two orthogonal retail mechanisms —
the open-container TRIANGLE (0x06005D9C, UpdateOpenContainerIndicator) and
the selected-item SQUARE (0x06004D21, ItemList_SetSelectedItem). User
confirmed both are real (a bag is just an item, so it gets the square too)
and chose to ship both this phase, the square uniform across grid+bags and
visual-only (no selected-object-bar wiring yet).

Pins the ViewContents full-REPLACE (ACE writes entries OrderBy
PlacementPosition, no slot field -> ContainerSlot=index), the Use 0x0036 ->
ViewContents 0x0196 round-trip, and the 6 touched files.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 14:15:42 +02:00
Erik
660bcc2fcf docs(D.2b): design — faithful inventory empty-slot art via cell-template resolution
Brainstorm + decomp investigation for the OPEN issue "Inventory + equipment
slots show the wrong empty-slot background art". Verified against the named
decomp that retail's UIElement_ItemList::InternalCreateItem (004e3570) sources
each list's empty-cell sprite from attribute 0x1000000e on the list's own
ElementDesc -> catalog LayoutDesc 0x21000037 -> the prototype's ItemSlot_Empty
(0x1000001c) media. acdream hardcodes 0x060074CF (the generic toolbar square),
bypassing the per-list cell-template inheritance entirely.

Design ports the resolver: a new ItemListCellTemplate.ResolveEmptySprite helper
(mirrors the existing GameWindow 0x21000037 digit-array read), a
UiItemList.CellEmptySprite property, and InventoryController wiring for the
contents grid / side-bag / main-pack lists. Toolbar untouched (its 0x060074CF
is correct); paperdoll silhouettes stay Sub-phase C.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 10:31:38 +02:00
Erik
0fbb76b2e7 docs(D.2b): inventory window finish (Stage 1) spec
Stage 1 of the "full retail inventory" arc (Stage 2 = paperdoll, separate
spec). Grounded in the dat dumps: contents grid 0x100001C6 is 192x96 (6x3) +
scrollbar 0x100001C7 (16x96); backdrop 0x100001D0 is full-window 300x362
(so the "torn" look is the unclipped grid overflowing below the frame —
fixed by clipping); side-bag column 0x100001CA is 36x252 (7 slots).
Components: (A) UiItemList clip+scroll reusing UiScrollable + bind the gutter
scrollbar like ChatWindowController; (B) backdrop coverage — primary fix is A,
residual gated on the post-A screenshot; (C) side-bag column pads empty slots
up to capacity at 36px pitch. Paperdoll + B-Drag out of scope.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 20:07:10 +02:00
Erik
5737951a19 docs(D.2b-B): B-Wire spec — inventory wire layer
Design/spec for B-Wire (follows B-Controller c38f098). Root cause found:
the burden binding already reads wire EncumbranceVal (PropertyInt 5) but
the value never arrives — login PD parses the player's int table then
drops it, the live 0x02CD (PrivateUpdatePropertyInt, no guid) is unparsed,
and ObjectTableWiring gates all non-UiEffects ints out.

Scope (user chose the full wire pass): player-property delivery (login PD
bundle upsert + 0x02CD parse + loosen the apply gate, retiring AP-48/AP-49),
latent-bug fixes (0x0022 4th field, 0x00A0 error), new C→S builders
(DropItem 0x001B / GetAndWieldItem 0x001A / NoLongerViewingContents 0x0195),
new S→C parsers (ViewContents 0x0196 GameEvent; SetStackSize 0x0197 +
InventoryRemoveObject 0x0024 GameMessages), and WireAll registration.
Opcodes pinned against ACE GameMessageOpcode.cs / GameActionType.cs; every
format requires grep-named → cross-ref → pseudocode → port + conformance.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:25:58 +02:00
Erik
0e273ff2ac docs(D.2b-B): InventoryController (B-Controller) design spec
Read-only population of the gmInventoryUI tree: bind 0x21000023 by id,
fill the 'Contents of Backpack' grid + the right-strip pack-selector from
ClientObjectTable, drive the vertical burden meter, render the Type-0
captions. Faithful selector + full faithful burden meter (per brainstorm).

Ported AC algorithms with decomp anchors: CACQualities::InqLoad (0x0058f130),
EncumbranceSystem::EncumbranceCapacity (0x004fcc00) / Load (0x004fcc40),
gmBackpackUI::SetLoadLevel (0x004a6ea0), UIElement_Meter::DrawChildren
(0x0046fbd0) / Initialize (0x0046f7b0, m_eDirection from property 0x6f).
Key finding: BuildMeter's single-image sprite assignment is already correct
(meter-own=track, child=fill); only vertical fill is new.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 08:31:21 +02:00
Erik
aa60615912 docs(D.2b-B): B-Grid design spec — inventory sub-window mount + grid mode
First step of Sub-phase B (inventory window). Dumped LayoutDesc 0x21000023:
the three nested panels (paperdoll/backpack/3D-items) are Type-0 pure-
container leaves that nest via the EXISTING BaseElement+BaseLayoutId
inheritance path (BaseLayoutId → 0x21000024/22/21), NOT game-class Types as
the research agent claimed. ElementReader.Merge drops base children, so they
import empty today. Mount = a surgical ~4-line LayoutImporter.Resolve change:
a childless, media-less inheritor attaches its base's resolved subtree
(predicate ShouldMountBaseChildren, unit-testable; inert for media-bearing
inheritors + childless style prototypes, so vitals/chat/toolbar are
unaffected). Plus UiItemList N-cell grid mode (single-cell toolbar preserved).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 22:25:50 +02:00
Erik
8f30585cb0 docs(D.2b-A): window manager + F12 inventory toggle design spec
Sub-phase A of the window-manager → inventory → paperdoll arc. A named-
window registry on UiRoot (Show/Hide/Toggle/BringToFront) + raise-on-click
+ wiring the EXISTING InputAction.ToggleInventoryPanel (already F12-bound,
retail-faithful) through OnInputAction, toggling a throwaway placeholder
inventory window that Sub-phase B replaces with the real gmInventoryUI.

Cross-check correction vs the handoff: retail's inventory key is F12, not
I (I = Laugh emote per retail-default.keymap.txt:246). Reuses the existing
action, so no new keybind — rebindable via the Settings panel.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 21:21:29 +02:00
Erik
e58be3f030 docs(D.2b): toolbar collapse-to-one-row design spec
User request: the toolbar frame resizes vertically between one row (row 2
hidden, minimum) and two rows (shown), SNAPPING between the two stops; default
expanded. Small toolkit feature: UiElement.MaxHeight + a ResizableEdges mask
(bottom-edge-only) + a UiCollapsibleFrame (snaps height to the nearer stop and
ties row-2 visibility to it in OnTick) + the GameWindow mount (compute the two
heights from the layout, top-anchor the content so row 1 never reflows). Retail's
real mechanism is keystone.dll (no decomp) + the dat stacks both rows always —
so this is a toolkit UX from the user's retail observation; amends IA-17.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 18:25:46 +02:00
Erik
19f1b8b614 docs(D.5.3/B.2): toolbar shortcut drag interactivity design spec
From the user's visual-gate feedback + a retail decomp trace this session.
Retail's model is remove-on-lift / place-on-drop / no-restore (confirmed:
RecvNotice_ItemListBeginDrag 0x004bd930 → RemoveShortcut 0x004bd450 at lift;
HandleDropRelease 0x004be7c0 places + bumps displaced → source; off-bar drop
leaves it removed). This unifies the user's points 3/4/5 into one mechanism.

Verified the drop sprite against client_portal.dat: 0x060011F9 = green RING
(inventory), 0x060011FA = green CROSS (toolbar) — user was right.

Scope (toolbar-internal; drag-from-inventory is Stream C): spine extensions
(lift hook on IItemListDragHandler; ghost snapshotted at BeginDrag at full
opacity so it survives the source emptying; FinishDrag delivers a drop only on
a real hit, off-bar = nothing); a mutable 18-slot ShortcutStore; ToolbarController
as the live handler (OnDragLift removes; HandleDropRelease places + bumps); the
AddShortcut 0x019C / RemoveShortcut 0x019D wire (fix the BuildAddShortcut param
names; SendAddShortcut/SendRemoveShortcut on WorldSession); green-cross overlay.
Amends AP-47 (ghost now full opacity), retires TS-33 (real wire replaces the stub).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 14:57:31 +02:00
Erik
2de9cc1c19 docs(D.5.3/B.1): drag-drop spine design spec
Stream B.1 of the 2026-06-18 handoff — the shared widget-level drag-drop
infra that both shortcut-drag (B) and the inventory window (C) sit on.

Four design decisions confirmed with the user this session:
1. Payload = typed ItemDragPayload record snapshotted at drag-begin
   (ObjId/SourceKind/SourceSlot/SourceCell); SourceContainer derived at
   drop from ClientObjectTable (single source of truth).
2. Cursor ghost painted by UiRoot via a generic UiElement.GetDragGhost()
   hook — keeps UiRoot item-agnostic; floats above all windows.
3. Cell (UiItemSlot) is the drop-target hit unit + accept/reject overlay
   owner, delegating the decision + dispatch UP to its parent UiItemList's
   registered IItemListDragHandler (faithful to retail cell->ItemList_DragOver
   ->m_dragHandler; scales to the inventory N-cell grid).
4. PR ships infra + a visible toolbar STUB handler (logs, no wire) so the
   ghost/overlay/dispatch are confirmable this session; AddShortcut/Remove
   wire is Stream B.2.

Retail-grounded: InqDropIconInfo flags (&0xE==0 fresh / &4 reorder, reject
state 0x10000040) confirmed live at gmToolbarUI 0x004bd162; the cell
begin-drag/CatchDroppedItem/RegisterItemListDragHandler chain at decomp
229344/229744/230461. Planned register rows: AP-47 (ghost reuses full icon
at reduced alpha vs retail m_pDragIcon) + TS-33 (toolbar drop stub pending
B.2). No new wire format in the spine itself.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 12:23:44 +02:00
Erik
31d7ffd253 merge: bring main (A7 lighting Fix A–D + UN-7 + #140 Fix D) into the D.5 branch
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>
2026-06-20 12:01:20 +02:00
Erik
c83fd02642 merge: bring main (UN-7, #140 filing, D.2b UI rows) into A7 Fix D round-2 branch
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>
2026-06-20 09:29:53 +02:00
Erik
6636e50c2a feat(D.5.3a): selected-object meter — Health bar + name on the action bar
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>
2026-06-18 22:47:24 +02:00
Erik
e8562fc4e2 docs(D.5.3a): spec + plan — selected-object meter (Stream A)
Brainstormed design for the action bar's bottom strip: name + Health meter
on selection (mana deferred #140). Decisions: SelectionChanged via property
setter; send QueryHealth(0x01BF) on select. Grounded in retail
gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198635) —
clear-then-populate, overlay state 0x1000000b, health gate
IsPlayer||pet||attackable. Render-bug fix is BuildMeter-only (single-image
back+fill meter; UiMeter already renders it).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 22:19:14 +02:00
Erik
c407104ab9 docs(lighting): A7 Fix D investigation RESOLVED + implementation spec (#140)
Resolve the Fix D contradiction with decomp (workflow wf_f660eb88 + adversarial
verify) + 4 live cdb captures. The D3D-FF model was the WRONG oracle: retail has
TWO light systems — STATIC torches BAKE into wall vertices (calc_point_light,
triple-clamped: range gate + per-channel min(scale*color,color) + per-vertex
[0,1] from black), DYNAMIC lights go D3D hardware. The captured intensity=100 is
the purple PORTAL (magenta, dynamic), not a wall torch. Ground truth: 38 static
warm torches (orange (1,0.588,0.314)/cream, intensity=100, falloff 3-5) + 2 dynamic.

acdream over-brightness = two confirmed bugs: D-1 mesh_modern.vert folds
ambient+sun+torches into one UNCLAMPED accumulator (single frag clamp) -> warm
blowout; D-2 EnvCellRenderer never binds SSBO 4/5 so the cell shell reads a leaked
light set. Spec: D-1 in-shader clamp-split (clamp the torch sum on its own before
ambient/sun); D-2 bind the shell's own per-cell light set (mirror WbDrawDispatcher);
LightBake.cs is the C# conformance oracle. Adds the 4 reusable cdb capture scripts.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:08:27 +02:00
Erik
969e55350b docs(D.5.4): client object/item data model design (brainstorm spec)
Two guid-keyed tables (retail shape), CreateObject = canonical merge-upsert
for the data table (ACCWeenieObject-equivalent holding ALL server objects),
container membership index, retire _liveEntityInfoByGuid + EnrichItem. Settles
the handoff crux against the named decomp: retail is TWO tables, not one, so
acdream's WorldEntity + item-table split is already faithful — fix ingestion,
don't unify.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:06:00 +02:00
Erik
52306d9268 docs(D.5.2): implementation plan (9 TDD tasks) + spec wiring fix
Bite-sized TDD plan for the stateful item-icon system. Corrects spec 5.8:
the live 0x02CE event binds in GameWindow (next to VitalUpdated), not
GameEventWiring (which only handles the 0xF7B0 GameEvent dispatcher).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:19:26 +02:00
Erik
419c3ac40c docs(D.5.2): stateful item-icon spec + RESOLVED research
Research basis (clean Ghidra decompile via MCP + live-dat probe + ACE oracle)
overturns two handoff hypotheses:
  - Appraise carries NO icon/UiEffects data (Icon/IconOverlay/IconUnderlay +
    PropertyInt.UiEffects all lack [AssessmentProperty]); every icon input is
    CreateObject-only. The "wire appraise -> enrichment" item is a no-op.
  - The effect overlay (enum 0x10000005) is a ReplaceColor tint SOURCE, not a
    blit layer (RenderIcons 0x0058d180 + ReplaceColor 0x00441530); effect tiles
    are 32x32 fully-opaque colored squares.

Design (user-approved): capture UiEffects (weenieFlags 0x80, currently discarded)
-> ItemInstance.Effects; faithful 2-stage IconComposer recolor (white pixels ->
effect hue); live PublicUpdatePropertyInt(0x02CE) wire-up so the icon updates as
state changes ("item with mana vs out of mana"). Drops the appraise no-op.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:12:45 +02:00
Erik
44fabd350e docs(D.5.1): toolbar phase-1 implementation plan (+ spec wiring-delta note)
12-task TDD plan: register D.5.1 -> CreateObject IconId capture -> ItemRepository.EnrichItem -> spawn-event icon wiring -> persist shortcuts -> IconComposer (CPU composite) -> UiItemSlot -> UiItemList + factory branch -> ToolbarController -> GameWindow mount -> visual gate -> bookkeeping. Concrete call sites pinned (WorldSession.cs:701 EntitySpawned, GameEventWiring.WireAll, GameWindow Items@598, BuildUse 0x0036). Synced the spec's CreateObject section with the wider-than-expected wiring found during planning.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 21:27:49 +02:00
Erik
0b5e849325 docs(D.5.1): toolbar phase-1 design spec
First D.5 sub-phase: ship gmToolbarUI as the first data-driven game panel (18 slots from LayoutDesc 0x21000016, populated from the persisted PlayerDescription shortcuts, real composited icons, click-to-use). Minimal scope; faithful CPU icon pre-composite (IconData::RenderIcons port). Five bounded units: UiItemSlot, UiItemList, IconComposer, CreateObject IconId extension, ToolbarController. Roadmap registration of D.5.1 is plan step 0.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 21:05:04 +02:00
Erik
83076cdbb6 docs(D.2b): spec correction — input is Variant B, Type 3 not registered
Record the two execution-time corrections to the design's registration
assumptions: the editable input resolves to Type 12 (Variant B, controller-placed
UiField), and Type 3 is NOT factory-registered (acdream's Type-3 elements are
chrome/containers, kept on the UiDatElement fallback).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 17:54:52 +02:00
Erik
56f5bc7aa1 docs(D.2b): add strategic-purpose section to widget-generalization design
Capture the 'why beyond chat' the user articulated: chat is the proving ground;
the real payoff is inventory/spell-bar/vendor/character-sheet/trade becoming
data-driven assembly + thin controller. Notes what carries forward (the generic
widget toolkit + the find-by-id controller pattern) vs what those windows still
need (ListBox/Panel + Field drag-drop, the window-manager half of Plan 2, and
per-domain item/container data).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 16:33:14 +02:00
Erik
b7f7e2b4ef docs(D.2b): widget-generalization design (Plan 2 widget piece)
Design for refactoring the hand-named chat widgets + Send/MaxMin click-wiring
into generic, Type-registered widgets built by DatWidgetFactory, collapsing
ChatWindowController (and, gated-last, VitalsController) to a thin retail
gm*UI::PostInit-style find-by-id binder.

Key finding that reframes the pass: the importer's base-chain Type resolution
is already retail-faithful, and Type 12 is UIElement_Text (a real behavioral
class), not a style prototype to skip — verified against
acclient_2013_pseudo_c.txt:115655. The generalization is therefore a
registration task (register Types 1/3/6/11/12 -> generic widgets, delete the
Type-12 skip), not a new mechanism.

Approved scope: full registry (bounded to the Types chat+vitals use; rest stays
UiDatElement fallback), chat-first, vitals rewire as the final separately-gated
step. 7-step one-widget-per-commit migration; new chat_21000006.json golden
fixture; vitals fixture stays frozen through steps 1-6.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 16:26:32 +02:00
Erik
26cb34f126 @
docs(D.2b): chat-window re-drive design spec + list-ui-layouts research tool

Plan-2 chat piece of the LayoutDesc importer. Identifies the chat window as
LayoutDesc 0x21000006 (gmMainChatUI, element class 0x10000041) and grounds a
faithful, data-driven re-drive in the named retail decomp (ChatInterface +
gmMainChatUI + UIElement_Text/_Scrollable/_Scrollbar/_Menu) plus a user-provided
retail screenshot.

Design (full-faithful scope, user-approved):
- transcript = UIElement_Text 0x10000011 (dat font, bottom-pinned, 10k behead cap,
  pixel scroll, 1 line/wheel-notch)
- scrollbar = right-side track 0x10000012 + thumb 0x1000048c + up/down
- input = editable UIElement_Text 0x10000016 (caret, 100-entry history, Enter/Send)
- channel menu = UIElement_Menu 0x10000014 ("Chat" selector -> active channel)
- shared ChatCommandRouter extracted from ChatPanel
- screenshot correction: the four 0x10000522-525 left-edge elements are the
  numbered CHAT TABS (1-4), not scroll buttons (a research-agent inference the
  retail screenshot refutes)
- deferred (need non-UI plumbing, each gets a divergence row): tab switching/
  filtering, squelch, clickable name-tags, in-element word-wrap, styled runs,
  font config, opacity transition

Tooling: AcDream.Cli `list-ui-layouts <datdir> [0xRootType]` — read-only index of
every UI LayoutDesc by root element class + size + element-Type histogram; how the
chat layout was located (root type 0x10000041). Reusable for future panel re-drives.

Spec: docs/superpowers/specs/2026-06-15-chat-window-redrive-design.md

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
2026-06-15 19:38:27 +02:00
Erik
5ac9d8c19c merge: bring main into claude/hopeful-maxwell-214a12 (LayoutDesc importer branch)
main was 65 commits ahead of this branch's fork point. Only conflict was the
divergence register: both sides appended an 'AP-32' row. Resolved by keeping
main's AP-32..AP-36 (cell-shell lift, look-in cells, alpha deferral, dungeon
streaming, point lights) and renumbering the importer's row to AP-37; AP header
count -> 37. GameWindow.cs auto-merged cleanly. Verified: AcDream.App builds
0/0; AcDream.App.Tests 354 passed / 1 skipped / 0 failed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 16:19:15 +02:00
Erik
64146bfc2a docs(D.2b): LayoutDesc importer design spec (data-driven retail windows) 2026-06-15 12:38:34 +02:00
Erik
b18403da02 feat(D.2b): wire UiHost + live retail Vitals panel (render-only); retire TS-30
Wires the dormant AcDream.App/UI retained-mode tree into GameWindow under
ACDREAM_RETAIL_UI=1: an 8-piece dat-sprite UiNineSlicePanel framing three
UiMeter vital bars bound to the existing VitalsVM. Render-only (UiHost input not
yet bridged to the InputDispatcher — next sub-phase). Coexists with the ImGui
devtools path; no regression there.

Visually verified against a live retail client: the bars match retail's vitals
structure (three stacked horizontal bars, current/max numbers centered) — so the
earlier "orbs" assumption was wrong (retail vitals ARE bars), and stamina is GOLD
not cyan (the #10F0F0 research note was wrong). UiMeter gains a centered numeric
Label (stub debug font for now). Spec §8 + the markup example corrected to match.

Bookkeeping: retired divergence row TS-30 (flat-rect panels -> real dat chrome)
and added IA-15 (our UiHost/markup engine vs keystone.dll's LayoutDesc tree).

Remaining polish (filed, §15): glassy gradient bar fill sprite + the retail dat
font for the numbers.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 16:56:57 +02:00
Erik
d50023f6d9 docs(D.2b): re-ground spec onto existing AcDream.App/UI scaffold
A direct read of src/AcDream.App/UI/ found a complete (dormant) retained-mode
toolkit the grounding workflow missed: UiRoot (input routing, focus, capture,
drag-drop, tooltip, click detection, world fall-through), UiElement,
UiPanel/UiLabel/UiButton, UiHost (Tick/Draw + WireMouse/WireKeyboard),
UiRenderContext, retail-faithful UiEvent codes. It's never wired into GameWindow,
and UiPanel.cs is the exact file divergence row TS-30 cites.

So the retail UI is this existing UiRoot tree — NOT an IPanelHost/IPanelRenderer
backend. Rewrote the architecture sections: Spec 1 now WIRES the dormant UiHost
and adds only the gaps (DrawSprite + frag uUseTexture=2, UiNineSlicePanel,
UiMeter, MarkupDocument that builds a UiElement subtree, ControlsIni). Input
machinery already exists in UiRoot; deferring it is now about integrating two
input consumers, not a missing contract. Plugin contract becomes a UiElement/
markup subtree added to UiRoot (IUiRegistry on IPluginHost), not IPanel.

Net: strictly less new code, more faithful, retires TS-30 by subclassing the
file it cites. Added §0 documenting the correction + the process lesson
(subsystem-discovery must glob by directory, not by the parent's framing).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 14:13:30 +02:00
Erik
de9229eed5 docs(D.2b): design spec — retail panel frame + live Vitals (Approach C)
Brainstormed design for the D.2b retail-look UI backend: our own KSML-style
markup + controls.ini stylesheet + retained-mode toolkit on Silk.NET (no
embedded browser, zero external deps — Approach C, chosen over Ultralight/CEF
and RmlUi for memory/dep-weight/faithfulness).

Spec 1 scope: an 8-piece dat-sprite window frame + live Vitals bars bound to
the existing VitalsVM, gated behind ACDREAM_RETAIL_UI=1, rendered via a reused
TextRenderer batch. Render-only (input/hit-test, AcFont glyphs, anchor solver,
LayoutDesc importer all deferred).

Grounded by a read-only research workflow (7 readers + gap-critic). The critic
corrected several stale memory/plan-doc facts now baked into the spec's
do-not-trust list: VitalsVM is a sealed class (not the old record); chrome
sprite IDs are unverified (Step-0 dat prove-out resolves them empirically);
controls.ini exists and #FFDBD6A8 is editbox text not a bg; DatCollection reads
are thread-safe; KSML is rich-text not the layout language (we mirror
ElementDesc).

Phase D.2b / Milestone M5 (parallelizable with M3/M4 — opened as a parallel
track while M1.5 stays the active critical-path milestone). Retires divergence
row TS-30 + adds one IA row when the chrome ships.

Also gitignores the /.superpowers/ visual-companion scratch dir.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 14:00:14 +02:00
Erik
70c559c1ba docs(G.3): gate correction — G.3a core landed; #95 CONFIRMED LIVE (not superseded)
The G.3a visual gate ran a real PlayerTeleport into the 0x0007 dungeon. The core
hold+place worked (grounded on the dungeon floor, no ocean) and Bug A (landblock-
prefix mis-stamp) is fixed (2ce5e5c). But the gate proved #95 (portal-graph
visibility blowup, ~9.1M instances/frame) is LIVE under the current pipeline — my
plan's "likely superseded / conditional G.3b" premise was wrong. Spec §2.5/§3.2 +
ISSUES #133/#95 updated: G.3b (grab_visible_cells stab_list bounding) is REQUIRED,
needs its own grounding/brainstorm. Also noted: the render-only hydration decouple
was reverted (e7058ca) for making the player invisible at Holtburg.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-13 18:30:43 +02:00
Erik
c9650bd3bd plan(G.3a): core teleport-into-dungeon implementation plan (#133)
TDD plan for the gated G.3a core: a pure TeleportArrivalController state machine
(hold-until-hydration + force-snap on impossible/timeout) + its GameWindow wiring
(replace the unconditional arrival snap with recenter + deferred BeginArrival;
per-frame Tick; readiness predicate reusing the #107 login triplet) + the EnvCell
physics/visibility hydration decouple + the visual acceptance gate. G.3b/c/d get
their own plans after the gate.

Also syncs the spec: the readiness predicate reuses SampleTerrainZ + IsSpawnCellReady
+ IsSpawnClaimUnhydratable (the validated #107 login gate) rather than a new
IsLandblockApplied query — strictly more faithful, less new surface.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-13 17:02:03 +02:00
Erik
6680fd42b2 spec: G.3 dungeon support design (M1.5 exit-gate) — phased, retail-faithful
Brainstorm outcome for #133/G.3. Grounds the corrected root cause (dungeon
landblock = flat terrain + EnvCells, streams via the existing pipeline; the
blocker is the teleport-arrival snap firing BEFORE the dest landblock hydrates)
against the current code (5 verified seams) and lays out Approach C:

  G.3a  core teleport-into-dungeon: hold-until-hydration on the arrival path
        (reuse #107 IsSpawnCellReady + IsSpawnClaimUnhydratable) + #111
        validated-claim EnvCell placement + dest-ready streaming query +
        dest-coord validation + timeout safety + decouple EnvCell
        physics/visibility hydration from the render-mesh guard.  -> VISUAL GATE
  G.3b  #95 stab_list bounding — CONDITIONAL on the gate showing the blowup
        (its repro is stale, from the T4-deleted WB path; the current flood is
        landblock-confined + enqueue-once, so #95 is likely superseded).
  G.3c  faithful TeleportAnimState portal-tunnel FSM (decomp 004d6300 /
        219405-219774); the TAS_TUNNEL hold-exit gates on G.3a's same readiness
        predicate (the tunnel IS the hold's visual form).
  G.3d  recall game-actions (/ls etc.) — same arrival flow; doubles as the test
        lever.

Supersedes the §12 port-plan of r09 (most of it already shipped); r09 stays the
wire/format/recall contract reference. Resolves the handoff's 4 open questions.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-13 16:43:39 +02:00
Erik
7b8a490da9 docs(render): R-A2b plan — back-portal side-cull (Option B), verify-first B1/B2 pin
Reading retail InitCell (:432896) side test during writing-plans showed retail's flood is acyclic (the back portal fails the side test, so 0171<->0173 can't cycle). Our flood traverses the back portal -> the cycle -> the churn. Option B (user-chosen): cull the back portal like retail, keep the forward-portal void rescue, remove the dead cap. Phase 1 pins WHY the back portal is traversed (B1 eyeInsideOpening bypass vs B2 CameraOnInteriorSide convention) before the fix; spec REVISION updated A->B.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-09 10:25:28 +02:00
Erik
3fd71a123c docs(render): R-A2b spec — revive bounded-propagation, churn confirmed at flap-time
The indoor doorway flap is the portal flood's re-enqueue churn (0171<->0173 mutual re-contribution; drifted near-duplicate regions AddRegion won't dedup -> grew -> re-enqueue, capped at MaxReprocessPerCell=16 -> eye-sensitive flood depth -> grey flash). Confirmed live: launch-churn-confirm.log shows maxPop=16 on 44% of frames during a doorway walk-through. The 2026-06-08 'maxPop=1, churn refuted' verdict was a camera-turn-at-rest capture (wrong reproduction); its DO-NOT is overturned.

Fix (Option A, user-approved): contributions already covered by the neighbour's accumulated view don't grow it (no re-enqueue); only the uncovered remainder propagates -- retail's 'redundant -> empty before copy_view' (copy_view confirmed to just append). Remove MaxReprocessPerCell; keep re-processing of genuinely-new slices. Scope: PortalVisibilityBuilder only. Revives 2026-06-08 spec+plan (banners redirected).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-09 09:48:53 +02:00
Erik
6996e5645c docs(render): mark bounded-propagation plan + spec SUPERSEDED (churn refuted by measurement)
Point both at the Option-A full-retail-port handoff so a fresh session can't follow the dead plan.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 16:20:24 +02:00
Erik
ab6ed905f1 docs(render): correct flap spec — enqueue-once REFUTED, bounded-propagation port
The writing-plans decomp pass read FixCellList (433407) -> AdjustCellView (433741)
-> ClipPortals(update_count) + AddViewToPortals, proving retail RE-PROCESSES a
grown-after-drawn cell. So the approved "enqueue-once / no re-process" approach is
wrong (it would break Build_ViewGrowthAfterDoneCell for the right reason — that test
is actually retail-faithful).

Corrected approach (user chose the faithful moderate port over an epsilon-dedup
band-aid): KEEP re-processing on growth, but BOUND it the way retail does — each
view slice processed once (monotonic update_count watermark) and redundant
reciprocal back-contributions clip to EMPTY (OtherPortalClip -> no copy_view -> no
new slice), so the reciprocal/drift loop can't churn. acdream churns because its
reciprocal yields a drifted non-empty sliver, bounded only by the
MaxReprocessPerCell=16 hack. Remove the cap; bound structurally.

Scope unchanged: PortalVisibilityBuilder only; no rooting/camera/clip-math-rewrite/
seal change. One open precision (exact line where acdream's sliver becomes
non-empty — float-drift-dependent on real geometry) deferred to the plan's first
task: instrument PortalVisibilityBuilder (per-pop re-pop count + reciprocal-clip
in/out + grew), capture at the doorway, pin it, THEN fix.

Spec updated in place with a REVISION banner; superseded enqueue-once body retained
for the audit trail.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 12:33:06 +02:00
Erik
6c3a96b26e diag(render): flap re-diagnosed as portal-flood re-clip DRIFT; physics + camera REFUTED
The 2026-06-08 AM "physics rest micro-jitter" diagnosis is refuted with primary
evidence (door-recheck 216K standstill records: 0 position re-snaps; player
byte-stable during the flap). Two adversarial verification sub-agents confirmed:

- Retail roots the render at the camera viewer_cell (swept from the player via
  SmartBox::update_viewer 0x453ce0; DrawInside(viewer_cell) 0x453aa0) and toggles
  DrawInside / LScape::draw -- so acdream's eye-cell rooting + inside/outside
  toggle are RETAIL-FAITHFUL. The locked-design "root at player cell" is wrong.
- The flap is render membership instability, eye-motion-driven: the visible-cell
  set oscillates (8<->3) as the eye sweeps monotonically. Root = the
  re-enqueue-on-growth DRIFT (PortalVisibilityBuilder.cs:322, MaxReprocessPerCell
  =16) re-clipping each grown cell every round -> sub-cm eye jitter flips membership.

Fix (spec, not yet implemented): verbatim port of retail's enqueue-once flood
(ConstructView + AddViewToPortals): enqueue once on first discovery, clip each
cell's portals once, union late growth in place (AddToCell) + draw-reorder
(FixCellList), never re-enqueue. Kills the drift; rooting/camera/seal untouched.

This commit lands VERIFIED GROUNDWORK + design only:
- spec: docs/superpowers/specs/2026-06-08-portal-flood-enqueue-once-port-design.md
- findings: docs/research/2026-06-08-flap-physics-diagnosis-REFUTED-its-render-membership.md
- [pv-input] probe gains rawPlayer + yaw (disambiguates the varying input)
- 4 GREEN physics rest-stability tests (prove rest is bit-stable -> flap not physics)
- apparatus: launch-flap-capture.ps1, analyze_flap_live.py, find_burst.py
- captured fixtures: tests/.../Fixtures/flap-doorway/0xA9B4017{0..5}.json

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 11:21:46 +02:00
Erik
d6aa526dd3 diag(render/physics): flap root-caused to physics rest µm-jitter; refute prior diagnoses
Apparatus + handoff for the indoor flap. Confirmed (primary evidence): the flap is the
portal-flood clip being µm-sensitive at the threshold, driven by a ~1-8µm jitter in the
player RenderPosition (physics resting position not bit-stable; Lerp surfaces it). REFUTES
the 2026-06-07 see-through/EnvCell/outdoor-node diagnosis (ModelId GfxObj 0x01000A2B IS the
solid exterior) AND an enqueue-once attempt (retail propagates late slices via AddToCell;
the existing PropagatesNewSlicesToExit test caught it; reverted). Adds: Build determinism
test, A8CellAudit gfxobj dump, [pv-input] 6dp probe + [render-sig] outRoot/bshell fields.
No functional fix shipped. Next: higher-precision physics rest trace -> port retail
kill_velocity/contact rest-stability. Canonical: docs/research/2026-06-08-flap-rootcause-physics-rest-handoff.md

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 09:16:12 +02:00
Erik
d0b65c4170 docs(render): re-scope flap fix to retail enqueue-once traversal port (not an overlap band-aid)
Per senior-eng direction: the retail-faithful fix is to stop diverging from PView::
AddViewToPortals (first-discovery enqueue + AddToCell/FixCellList in-place growth, no
re-enqueue/re-clip), removing acdream's MaxReprocessPerCell re-enqueue fixpoint and its
documented per-round ProjectToClip drift. Drops the overlap-predicate approach. Viewpoint
bit-stability (the ~1-8um player RenderPosition jitter) is the contingency next step only
if a residual flap survives the visual gate.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 08:51:51 +02:00
Erik
d9d69394bb docs(render): spec — portal-flood membership stability (indoor flap root-cause fix)
Confirmed root cause via primary evidence (determinism test + 6dp jitter probe + retail
grounding): the flap is portal-flood set-membership flipping because the drift-prone
ClipToRegion vertex count gates membership while the player RenderPosition micro-jitters
(~1-8um) into a grazing portal's knife-edge clip. Design: gate membership on a stable
side-test + view-region overlap, not the vertex count. Refutes the 2026-06-07 see-through/
EnvCell/outdoor-node handoff (ModelId GfxObj 0x01000A2B is the solid exterior; outside is
stable; root is stable 0170).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-08 08:23:34 +02:00
Erik
bb64a674fc docs: spec — render unification (outdoor-as-a-cell, single DrawInside path)
Brainstormed design to collapse acdream's two render paths (OutdoorRoot vs
RetailPViewInside) into one, matching retail SmartBox::RenderNormalMode ->
DrawInside(viewer_cell). Roots the FLAP as the two-branch split toggling on the
viewer cell crossing the indoor/outdoor boundary (pinned 2026-06-07 via live
render-sig); the 2026-06-05 viewer-cell-stability plan (boom + dead-zone + w-clip)
is exhausted. Models the outdoor world as a flood-graph cell node whose shell is
the landscape, so one flood + one draw handle indoor and outdoor uniformly.
Clean cutover, 4-phase plan (phases 1-2 additive, phase 3 the visual-gated cutover).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-07 18:07:33 +02:00
Erik
eb7b1fa67c docs: spec — verbatim retail indoor render port (DrawInside/DrawCells)
Design for replacing the indoor render approximation layer with a verbatim
port of retail PView::DrawCells (0x5a4840). Locates the grey/bleed in the
ClipFrameAssembler slot-pool + drawableCells filter (RetailPViewRenderer.cs:52/237):
visible cells without a clip-slot are dropped (grey) and the per-cell trim was
globally disabled (bleed). Plan: draw EVERY OrderedVisibleCells cell, trim shells
per-slice via ClipPlaneSet gl_ClipDistance, draw objects membership+depth gated
(no hard clip → no half-character). Scope A+B (DrawInside + look-in DrawPortal);
keeps the faithful PortalVisibilityBuilder + ProjectToClip/ClipToRegion ported
this session. Local commit only (not pushed).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-06 21:28:27 +02:00
Erik
02837ad5dc docs(A): wrap Render Residual A — handoff + roadmap for the core inside render
Residual A (camera collision = verbatim SmartBox::update_viewer) is SHIPPED +
user-kept (0ffc3f5/5177b54/9e70031). Wrap it and hand off to the render session:

- New canonical handoff (docs/research/2026-06-05-render-residual-a-shipped-core-
  inside-render-handoff.md): what A shipped, what A EXPOSED (the render roots at the
  viewer cell — clipRoot=CameraCell, GameWindow.cs:7322 — and A made that cell
  accurate, so the PVS flood from the viewer cell doesn't reach the player's cell →
  cellar floor drops), the reframing (the user's "step C" = the CORE inside render /
  R1 completion, NOT R2 outside-looking-in), the evidence-first job, KEEP/DON'T, the
  kickoff prompt.
- CLAUDE.md banner: A SHIPPED; next = core inside render (R1 completion).
- Render redesign spec: 2026-06-05 sync note (A shipped; R1 is actually incomplete —
  the bleed + cellar-floor drop are the unfinished flood/seal; next is R1, not R2).

The visible problems (bleed + the floor A exposed) are the same family: the inside
path still draws the whole outdoor world instead of retail's "inside → DrawInside
only". A faithful DrawInside seals them by construction (render spec 2026-06-02 §2).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-05 11:49:31 +02:00
Erik
0ffc3f5be9 docs(A): spec — verbatim SmartBox::update_viewer completion (Render Residual A)
Live ACDREAM_PROBE_FLAP capture (Holtburg cottage/cellar) proved the V1 camera
spring-arm already contains the eye (eyeInRoot=Y 99.75%, viewerCell never 0,
indoor collide 97.6% in 0174). The dominant inside-cottage bluish void is the
render-sealing residual C (DrawPortal), NOT the camera.

This spec scopes the FAITHFUL completion of Residual A: port the two missing
update_viewer pieces verbatim — the indoor start-cell seated at the pivot via
CPhysicsObj::AdjustPosition (pc:280009) → CEnvCell::find_visible_child_cell
(pc:311397), plus the two AdjustPosition/snap-to-player fallbacks — and land
FindVisibleChildCell (which residual C also needs).

Faithful layering (mirrors retail SmartBox→CPhysicsObj): primitives in Core
(PhysicsEngine.AdjustPosition + CellTransit.FindVisibleChildCell + ResolveResult.Ok),
orchestration in App PhysicsCameraCollisionProbe.SweepEye. Deterministic crux test
(start-cell resolution) in Core.Tests with the cottage fixtures; SweepEye glue in
App.Tests. Visible payoff is narrow (the cellar-corner, point 3); the cottage-room
void stays for residual C.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-05 10:44:04 +02:00
Erik
82045805fd docs(p2): session wrap — P1 done, P2 (Path 5 step-up) localized; handoff + plan/CLAUDE.md update
P1 membership is DONE (proven to already match retail; the 0/11 was a cdb capture artifact;
merged + pushed). P2 root cause localized to BSP Path 5 grounded step-up: the Path 5 wrappers
(DoStepUp=retail step_up, DoStepDown=retail step_down) are verified faithful + reached; the
divergence is in the step-up CLIMB (find_walkable/step_sphere_down up-adjust when sp.StepUp=true).

- docs/research/2026-06-03-p2-door-stepup-handoff.md: canonical P2 pickup + fresh-session prompt +
  DO-NOT-RETRY (the wrappers) + the tooling note (xunit swallows Console.WriteLine).
- master-plan §3: P1 marked DONE + the (a)-(d) deletes/unifications re-scoped to approval-gated
  refactors of working code; P2 localization recorded.
- CLAUDE.md M1.5: dated 2026-06-03 pointer (P1 done, P2 active, render seam in P3/P4, pickup doc).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-04 08:52:56 +02:00
Erik
a859116d5f docs(spatial): master plan — VERBATIM port of the retail spatial pipeline (no hybrids)
The doorway saga (void -> transparent walls -> flaps) proved patching the hybrid is hopeless:
retail does membership + collision + camera + render as ONE coupled pipeline; acdream
reimplemented pieces with mismatched criteria at the seams. Master plan to port ALL of it
verbatim: A membership (find_cell_list/find_transit_cells/find_building_transit_cells intrinsic,
no bridge), B uniform collision (no indoor/outdoor fork) + door collision, C camera
(update_viewer + find_visible_child_cell), D the full PView render (ConstructView/InitCell/
ClipPortals/GetClip/DrawCells/DrawPortal + the update_count watermark). KEEP/REPLACE/DELETE
lists, decomp anchors per function, P0-P6 sequence (apparatus-first, foundation-up, visual gate
each), and the kickoff prompt. Supersedes the render-only redesign's scope.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-03 13:57:25 +02:00
Erik
b3fe54a5f4 docs(render): spec — single-viewpoint render (retail viewer, no split)
The inside/outside render currently splits viewpoints: the player cell roots
visibility + the portal side-test, the eye only projects. Retail uses ONE
viewpoint — the collided camera (viewer) — for the mode decision, indoor root,
side-test, AND projection (RenderNormalMode -> DrawInside(viewer_cell) @92675;
InitCell side-test vs viewer.viewpoint @432991; viewer_cell = sphere_path.curr_cell
@92871). The split makes the render mode follow the player while the screen comes
from the camera -> doorway-straddle void + see-through transition (user evidence
2026-06-03). Spec unifies on the viewer: V1 un-split (robust viewer cell from the
camera sweep, no AABB/grace -> no U.4c flap; lighting stays on the player cell),
V2 DrawPortal (outside-looking-in), V3 floor seal. Supersedes residual-A; merges
A+C. Keeps the blue-hole fix (CurrCell player-only).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-03 12:24:42 +02:00
Erik
a1b49f9b24 docs: wrap session — doorway flap FIXED (membership + blue-hole); A/B/C render residuals next
Canonical handoff: docs/research/2026-06-03-membership-and-bluehole-shipped-handoff.md
(what shipped: membership Stage 1 ordered-CELLARRAY port + the blue-hole render-root
clobbering fix; the full remaining-issues list — A camera-collision, B R1b particles,
C R2 outside-looking-in, Stage 2 membership, #7 stairs, the 5-test baseline; KEEP/
DON'T-REDO; key files + decomp anchors; copy-paste pickup prompt for next session).

- ISSUES.md: recorded the cottage doorway flap DONE (both causes) in Recently closed.
- render design spec §7: R1 + flap marked DONE; A/B/C mapped to the next render phases.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-03 11:09:57 +02:00
Erik
7aca79f8eb docs(render): Phase R0 — lock the render-redesign design spec (brainstorm outcome)
Resolves the plan §3 open questions with the user this session:
- object/entity/particle draw = LITERAL PER-CELL LOOP (retail DrawCells),
  not a global MDI batch with per-instance clip. Fidelity > perf > blast-radius.
- sequencing = HOLISTIC: build the per-cell DrawInside directly; no intermediate
  global-pass gate-fix. First visual gate = sealed cottage interior, no bleed.
- terrain in the seal = FAITHFUL: drawn only through the exit-portal clip, never
  as a floor under the interior. Inventory's 'relax Skip' suggestion REJECTED as a
  non-retail workaround; grey-floor = a sealing bug (verify cell mesh in R1).
- WB mesh pipeline KEPT (per-cell draws from the global buffers, batched within a
  cell); two-camera invariant preserved (eye projects, player cell roots visibility).

Phases (holistic): R1 unified per-cell DrawInside (the core) -> R2 outside-looking-in
(DrawPortal) -> R3 dungeons -> R4 polish+cleanup. Each ends GREEN + a user visual gate.
Retail anchors cited throughout (RenderNormalMode 0x453aa0, DrawCells 0x5a4840, etc).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 19:18:59 +02:00