Commit graph

90 commits

Author SHA1 Message Date
Erik
b87726dc2c docs(R4-V6): register sweep + roadmap + plan trail - R4 SHIPPED
Register:
- Verified retired: AD-8/AD-9/AP-8/AP-9 (V4), TS-36/AD-26 (V5) - all gone.
- AD-34 widened: MoveToManager.pending_actions joins the managed-LinkedList
  row, with the MoveToNode rename note (retail MoveToManager::MovementNode,
  renamed to avoid colliding with R2's MotionNode) - V2 owed this note.
- NEW TS-39: MoveToManager.StickTo/Unstick are unbound no-op seams - a
  sticky MoveTo (wire bit 0x80) completes-and-stops instead of sticking;
  PositionManager/StickyManager bodies are R5 scope (call shapes only in
  the R4 extraction). Retires with R5.
- Re-anchored after the V5 controller deletion shifted lines: AD-25
  (:1212->:874), AP-24 (:170->:176), AP-30 (:1503->:1110), TS-21
  (:362->:311, stale-comment clause updated - V5 fixed the comment).
- AP-79 (widened in V5's commit) and the PlanFromVelocity row (V4)
  verified present.

Roadmap: Phase R entry - R4 SHIPPED 2026-07-03 (V0-V6 trail), R2+R3+R4
share the ONE pending user visual pass; next code stage R5 (MovementManager
facade + Sticky/Constraint/TargetManager).

Plan of record: R4 stage entry filled in with the full V0-V6 commit trail
+ expected-diffs for the visual pass (retail cylinder-distance stop, real
turn cycles during corrections, CanCharge walk/run legs).

Handoff doc: postscript - R4 complete, V4 smoke log analyzed clean and
deleted; memory index updated (animation deep-dive map: MoveToManager gap
CLOSED, the "three approximations" pattern retired).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 13:29:14 +02:00
Erik
778a2b5385 docs(R3-W7): register/roadmap/plan/memory sweep — R3 SHIPPED pending the shared visual pass
AP-78 retired (its condition — App seam bindings + K-fix18 deletion —
landed in W4); TS-21/TS-23/AP-30 anchors re-pinned to the post-W6
controller lines; roadmap + plan record the full W0-W7 trail; the
memory index notes the 2026-06-04 sequencer-deep-dive divergence map
CLOSED by Phase R1-R3. R2+R3 share ONE pending user visual pass; R4
(MoveToManager) is next.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 09:21:30 +02:00
Erik
220927d350 docs(R2-Q6): register/roadmap/plan sweep — R2 shipped pending the stage visual pass
Dead-reference sweep clean (no live IsLocomotionCycleLowByte / HasCycle /
RemoteMotionSink / SCFAST-SCFULL code refs — remaining mentions are
historical doc comments). Register reconciled incrementally through
Q3-Q5 (AP-73 + stale IA-4 deleted; AP-74/75/76 + AD-35/36 added; AD-34
extended). Roadmap Phase R entry records R1+R2 shipped + R3 prep;
memory index notes the 2026-06-04 sequencer-deep-dive divergences now
mostly closed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 21:56:46 +02:00
Erik
cae56afc82 docs(R): Phase R plan of record — retail motion+animation ground-up reconstruction
User mandate 2026-07-02: complete new movement + animation system,
verbatim retail equivalent, all entity classes, inbound + outbound, no
frozen code, no bandaids. Executed as a staged verbatim reconstruction
(R1 CSequence -> R8 cutover audit), each stage harness-gated with the
proven cdb-golden technique; legacy paths DELETED at each cutover.
Supersedes L.2g S3-S6; absorbs shipped S1/S2/S5 as components.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 19:21:28 +02:00
Erik
fb3ee0544a docs(L.2g): inbound motion deviation map + campaign registration
/investigate deliverable for the inbound (remote-entity) animation+position
retail-parity effort. 10 deviations (DEV-1..10) mapped and adversarially
verified against the named retail decomp + ACE port + current code (9
confirmed, 1 refuted-and-corrected).

Headline: the #39-era UP-pace->cycle inference layer's premise ('wire goes
silent on Shift toggle') is refuted at both oracles — retail sends a fresh
MoveToState on HoldRun toggle while moving (0x006b37a8) and ACE rebroadcasts
every MoveToState unconditionally (GameActionMoveToState.cs:36); retail has
NO pace->animation adaptation anywhere (position error is absorbed solely by
the InterpolationManager chase, already ported verbatim in L.3).

Registers sub-lane L.2g in the roadmap: port the CMotionInterp inbound funnel
verbatim for all remote entity classes, slices S0-S6.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 15:20:46 +02:00
Erik
d34721fa94 feat(D6.2b): send retail-faithful raw forward_speed=1.0 on the wire
The outbound MoveToState now sends the RAW forward_speed 1.0 (omitted by
default-difference packing) instead of the pre-computed runRate, matching what
retail's client sends.

Settled the open question with a live echo-test: acdream sends forward_speed=1.0,
ACE broadcasts back RunForward @ runRate (not 1.0), and a retail observer saw
+Acdream run at full pace. So ACE RECOMPUTES the broadcast run speed from the
character's run skill and auto-upgrades WalkForward+HoldKey.Run -> RunForward for
observers. The earlier PlayerMovementController comment citing ACE
MovementData.cs ("ACE relays the speed, so the wire must send run_rate") was
wrong; corrected.

Changes:
- PlayerMovementController section 6: forward wire command is WalkForward @ 1.0
  (+ HoldKey.Run when running); LocalAnimationCommand still carries RunForward for
  the local cycle. Backward already 1.0. The MotionStateChanged detection now
  keys the walk<->run toggle off HoldKey + LocalAnimationCommand (forward_speed is
  constant 1.0); the forward_speed comparison is retained but never fires.
- GameWindow: reverted the D6.2b echo-test one-liner; the wire RawMotionState
  takes forward_speed from result (now 1.0).

The wire and the D6.2a local velocity are now both raw-1.0. Threading them onto
one shared RawMotionState (removing section-6's duplicate build) is a
behavior-neutral cleanup follow-up.

Full suite green (3255). Docs: roadmap + pseudocode doc updated with the
echo-test finding.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 10:36:46 +02:00
Erik
4740750649 docs(D6.2a): record user smoke sign-off
Strafe-left moves + symmetric, backward outpaces strafe (retail-faithful at
high run skill), jump travels lateral, turn feel unchanged, no crash/rejection.
Closes the visual-verification acceptance for the D6.2a velocity/turn/jump
unification.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 10:15:47 +02:00
Erik
0f099bb652 feat(D6.2a): port CMotionInterp motion normalization + unify local velocity/turn/jump
Ports retail's raw->interpreted motion normalization and routes the local
player's velocity through it, so backward/strafe come from the retail source
instead of hand-mirrored controller code (retires register TS-22 + UN-5).

MotionInterpreter (decomp-verbatim, Ghidra/ACE-cross-checked):
- adjust_motion (0x00528010): WalkBackward->WalkForward (x-0.649999976),
  TurnLeft->TurnRight (x-1), SideStepLeft->SideStepRight (x-1), sidestep scale
  0.5*(WalkAnimSpeed/SidestepAnimSpeed), RunForward early-return, per-channel
  holdkey fallback to CurrentHoldKey.
- apply_run_to_command (0x00527be0): WalkForward->RunForward when speed>0 +
  UNCONDITIONAL *runRate; TurnRight *1.5; SideStepRight *runRate clamp +/-3.0.
- apply_raw_movement (0x005287e0): copy raw->interpreted, adjust the 3 channels
  with per-channel hold keys.
- WalkAnimSpeed unified to the retail-exact 3.11999989f (was 3.12f).

PlayerMovementController: build ONE RawMotionState from MovementInput at
forward_speed=1.0 (apply_run_to_command applies the run rate — a pre-scaled
speed would double-scale), run apply_raw_movement, then take grounded + jump
velocity straight from get_state_velocity (now correct for all directions) and
drive the keyboard turn omega from the interpreted turn_speed (BaseTurnRate x
turn_speed = the same pi/2 formula the remote path uses; numerically identical
to the old TurnRateFor). Deleted the hand-mirrored backward(x-0.65) /
strafe(x+-1.25) formulas in both the grounded and jump blocks. Mouse turn and
the auto-walk path are untouched.

Retail-faithful behavior changes (confirm in smoke): strafe is now
1.25 * ~1.248 * runRate = ~1.56*runRate, clamped via SideStepSpeed<=3.0 so
|v.X|<=3.75 (was 1.25*runRate, no scale/clamp); backward is unchanged
(3.12*0.65*runRate); backward/strafe-left velocity now comes from the pipeline
instead of returning zero. Forward run pace unchanged (4.0*runRate).

Tests: MotionNormalizationTests (17, adjust_motion/apply_run_to_command) +
MotionVelocityPipelineTests (10, apply_raw_movement->get_state_velocity golden
velocities incl. the strafe clamp + turn speeds). Full suite green (3255).

Register: TS-22 + UN-5 deleted (retired); TS-34 added (adjust_motion creature
guard is a no-op — IWeenieObject has no IsCreature; correct for the only caller,
the player). Pseudocode: docs/research/2026-07-01-d6-motion-interp-pseudocode.md.

NEXT D6.2b: the echo-gated wire forward_speed=1.0 question (evidence suggests
ACE relays rather than recomputes; verified via the smoke echo).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 08:57:17 +02:00
Erik
f271a49e6a docs(L.2b): record ACE smoke + user visual sign-off for the wire-parity slice
Login/run/turn/RunLock accepted by ACE (player motion echoed, no rejection),
NPCs animate including inbound MoveTo type-7 and TurnToHeading type-9 without
crash, graceful exit. Closes the visual-verification acceptance item for the
L.2b outbound wire-parity slice (D1/D3/D4).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 07:46:59 +02:00
Erik
78e163a41e feat(L.2b): outbound movement wire parity — RawMotionState default-difference, JumpPack, contact byte
Ports the three retail outbound-movement packers verbatim (decomp-derived
golden bytes, confirmed via the Ghidra bridge, cross-checked vs holtburger):

- D1 — RawMotionState::Pack (0x0051ed10): new AcDream.Core.Physics.RawMotionState
  data type (11 fields + actions, retail defaults) + RawMotionStatePacker that
  sets a flag bit only when the field DIFFERS from its default. MoveToState.Build
  now takes a RawMotionState instead of presence-based nullable params, so the
  over-sent forwardSpeed=1.0 / currentHoldKey=None / default per-axis holdkeys are
  no longer emitted. num_actions packs into bits 11-15 (not "bits 11-31").
- D3 — MoveToStatePack::Pack (0x005168f0) trailing byte =
  (standingLongjump ? 0x02 : 0) | (contact ? 0x01 : 0); explicit contact/
  standingLongjump params (standingLongjump=false honestly until the feature lands).
- D4 — JumpAction rewritten to retail JumpPack::Pack (0x00516d10): extent,
  velocity, full Position, four u16 timestamps, align. Removed the spurious
  objectGuid/spellId u32s; Position is now packed (it was absent). Body 56 bytes.
- Position::Pack (0x005a9640) / Frame::Pack (0x00535130) verified already-correct
  (cellId, origin xyz, quaternion wxyz); locked with a golden test, no change.

GameWindow callers adapted minimally: build the RawMotionState from the existing
MovementResult values (behavior preserved except the intended D1 omissions) and
pass cellId/position/rotation to the Jump send. Pre-existing MotionInterpreter
placeholder struct RawMotionState renamed LegacyRawMotionState (D6/Phase-2 scope,
pure rename) to free the name for the retail-faithful type.

D5 audit: confirmed a real divergence — retail SendMovementEvent (0x006b4680)
stamps only last_sent_position_time after an MTS while SendPositionEvent
(0x006b4770) stamps all three; acdream's NotePositionSent stamps all three on
both paths. Left unchanged (comments added at both call sites), recorded as
register TS-33, deferred to a dedicated cadence-port slice.

Tests: RawMotionStatePackTests / MoveToStateGoldenTests / JumpActionTests /
PositionPackTests + updated MoveToStateTests / AutonomousPositionTests. Full
suite green (Core.Net.Tests 372, full solution 3228 passed / 4 pre-existing skips).

Register: TS-24/TS-25 refreshed (packer now supports actions/style; runtime
emission still deferred), TS-33 added. Roadmap L.2b shipped note added.
Spec: docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md (2-6)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:30:01 +02:00
Erik
ca94b479bf Merge claude/hopeful-maxwell-214a12 — D.2b UI Studio + faithful importer + Character window
UI Studio (preview panels through the production renderer), importer dat-fidelity (Fix A/B/C/4/5:
the importer carries dat font/justification/color; boundary look=importer / state=runtime), and the
Character window Attributes tab (reads as retail). 3062 tests green.
Handoff: docs/research/2026-06-26-mockup-stage-handoff.md.

# Conflicts:
#	docs/ISSUES.md
#	docs/architecture/retail-divergence-register.md
2026-06-26 12:33:51 +02:00
Erik
ea42c6d303 docs: record D.2b UI Studio + importer dat-fidelity + Character window (shipped this session)
Roadmap: extend D.5-remaining ledger with three new shipped entries (UI Studio,
importer Fix A/B/C, Character window 0x2100002E). Milestone M5: update D.2b
status paragraph to name all shipped sub-phases including the studio, importer
boundary discovery (look=importer / state=runtime), and Character window with
deferred polish pointer (#151).

ISSUES: add #151 (Character window deferred polish — LOW, filed 2026-06-26;
user accepted Attributes tab as good-enough, polish items to be enumerated later).
Issues #149 (studio inventory all-black) and #150 (GameWindow font resolver) were
already present.

Divergence register: add AP-69 (per-element dat-font resolver is studio-only;
GameWindow passes null to the four Import sites until #150 lands). No row for
Fix-4 UIState-group activation (runtime-faithful, not a deviation) or for the
tab-sprite injection / footer-state hiding (same).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 12:18:03 +02:00
Erik
4d65a683f4 docs(D.2b): roadmap — Sub-phase C (paperdoll doll + toggle) shipped
Bring the D.5 sub-phase ledger current: mark B-Wire, inventory window
finish, empty-slot art, container-switching, B-Drag, and Sub-phase C
(Slice 1 equip slots + Slice 2 3-D doll UiViewport + Slots toggle,
8fa66c2) as shipped. Remaining build order = finish the selected-object
bar + spell shortcuts + the selection wiring (AP-58).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 13:17:27 +02:00
Erik
c38f098ec0 docs(D.2b-B): B-Controller visually confirmed; #145 continuation + overflow follow-up
- #145: the original fix was incomplete (mounted panels inherited ZLevel 1000 →
  behind the backdrop → washed out); continuation 417b137 closes it. Updated status.
- D.2b-B SHIPPED entry: visually confirmed; the two render bugs (backdrop wash-out
  + captions host-direct) documented.
- New OPEN issue: contents grid overflows (needs the gutter scrollbar wired; scroll
  was out-of-scope for B-Controller per the spec).
- Roadmap ledger: B-Controller visually confirmed + the render fix noted.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:01:38 +02:00
Erik
7bb4bd3ae8 docs(D.2b-B): divergence rows + issues/roadmap for inventory population
AP-48: client-side SumCarriedBurden fallback (EncumbranceVal not yet wired).
AP-49: aug capacity (PropertyInt 0xE6) not tracked → un-augmented Str×150.
AP-50: meter direction from geometry (m_eDirection/0x6f not read from LayoutDesc).
AP-51: main-pack cell placeholder icon (equip-pack DID deferred to Sub-phase C).

AP count: 43 → 47 rows. ISSUES: D.2b-B closed entry + remaining B-Wire/B-Drag/C
gaps noted. Roadmap: D.5 sub-phase ledger updated to reflect B-Controller shipped.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-21 09:15:05 +02:00
Erik
85a2371e11 docs(D.5.4): roadmap shipped + divergence register (event model + deferred parent pre-queue)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:03:28 +02:00
Erik
5b568d000a docs(D.5): sub-phase ledger + item-model cold-start prompt
Roadmap: refresh the D.5.2 entry to its final shipped state (per-pixel gradient
surface overload 0x004415b0; AP-43/AP-44 retired by visual verification; range
419c3ac..fb288ad). Add an explicit D.5 sub-phase ledger: D.5.4 client object/item
data model (foundation, NEXT) -> D.5.3 selected-object + spell shortcuts -> window
manager -> D.5.5+ core panels. Handoff doc gains a paste-ready new-session prompt.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 10:41:08 +02:00
Erik
73adc3768c docs(D.5.2): retire IA-16, add IA-18/AP-43..45, roadmap + memory
Divergence register:
- Retire IA-16 (item-icon composite PARTIAL — D.5.2 now complete).
- Add IA-18 (effect overlay = ReplaceColor tint SOURCE, faithful retail
  behavior; anti-regression guard — do NOT re-implement as a blit layer;
  cites IconData::RenderIcons 0x0058d180 + ReplaceColor 0x00441530).
- Add AP-43 (effect tint = mean-opaque color; exact retail byte
  decompiler-ambiguous, visual/cdb confirmation pending).
- Add AP-44 (effects==0 black-fallback recolor skipped; regression-risk
  avoidance, pending visual/cdb confirm).
- Add AP-45 (0x02CE sequence byte not honored, latest-wins).
Section header counts updated: IA 15→17, AP 41→44.

Roadmap: mark D.5.2 shipped (419c3ac..2f789da; appraise dropped as no-op;
effect recolor + live 0x02CE).

Tests: update ToolbarControllerTests iconIds lambda arity 4→5 to match the
D.5.2 GetIcon signature change (was caught by the build).

Memory: project_d2b_retail_ui.md updated with D.5.2 shipped entry
(via claude-memory symlink to ~/.claude/projects/.../memory/).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:52:15 +02:00
Erik
6770381fc3 docs(D.5.2): stateful icon-system handoff + roadmap (D.5.1 shipped, D.5.2/D.5.3 next)
Extensive handoff for the next session to build the full stateful item-icon system (the 5-layer IconData::RenderIcons composite + effect layer 0x10000005 + overlay ReplaceColor tint + appraise-driven enrichment/re-composition). D.5.1 toolbar flipped to SHIPPED; D.5.2 (icon system) + D.5.3 (toolbar interactivity / selected-object display) registered as next.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 17:24:03 +02:00
Erik
30b28c248a docs(D.5.1): register toolbar phase-1 in the roadmap 2026-06-16 21:40:46 +02:00
Erik
9e4faae9d2 docs(D.2b): roadmap — widget generalization (Plan 2) shipped
Record the D.2b widget-generalization landing: generic Type-registered widgets
built by DatWidgetFactory, thin find-by-id controllers, the ConsumesDatChildren
leaf rule, Type-3-not-registered decision, and the centered-UiText vitals numbers.
Both visual gates user-confirmed; 404 tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 18:55:06 +02:00
Erik
12ab9663d2 feat(D.2b): cut GameWindow over to the data-driven chat window
Replace the hand-authored chat block (UiNineSlicePanel + inline UiChatView
+ local BuildRetailChatLines/RetailChatColor statics) with
ChatWindowController.Bind(LayoutDesc 0x21000006) — the same LayoutImporter
path as the vitals window.  The controller places UiChatView (transcript) +
UiChatInput (text entry, on-submit) + UiChatScrollbar + UiChannelMenu inside
the dat-authored chrome.  The dead local statics are deleted.

Wired to _commandBus (same LiveCommandBus as the ImGui ChatPanel) so
type+Enter dispatches SendChatCmd server-ward.  Transcript keyboard set from
_uiHost.Keyboard (set by WireKeyboard above the chat block) for Ctrl+C/Ctrl+A.

Divergence register: added AD-28 (two-widget split vs UIElement_Text),
AP-38 (no in-element word-wrap), AP-39 (per-line colour vs per-glyph runs),
AP-40 (no opacity fade / shared vitalsDatFont), TS-30 (tab buttons no-op),
TS-31 (no squelch); updated IA-15 to cover both vitals + chat importer paths.

Build: 0 errors/warnings.  Tests: 392 passed, 1 skipped (expected).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 23:15:04 +02:00
Erik
0474feb6ca docs(D.2b): correct roadmap/plan — vitals window IS resizable (resize shipped 8aa643f)
The earlier 'not resizable / fixed-size' note was wrong (inverted edge-flag
reading). Resize shipped: dat edge-anchors reflow per UIElement::UpdateForParentSizeChange.
Noted the two number-render fixes (submission-order + glyph pixel-snap).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 18:35:29 +02:00
Erik
c1004847a2 docs(D.2b): record vitals default-flip shipped (importer is now the default vitals)
Roadmap: update D.2b LayoutDesc importer entry to record that the default
flip shipped 2026-06-15 (bf77a23) — importer is the default at
ACDREAM_RETAIL_UI=1; vitals.xml + ACDREAM_RETAIL_UI_IMPORTER flag retired;
window movable, resize deferred to Plan 2 (WindowManager).

Plan: update "After Plan 1" to mark the flip DONE, clean up the Plan 2
description now that vitals.xml is gone.

Register:
- AP-37 "Why" cell: replace "Gated opt-in (ACDREAM_RETAIL_UI_IMPORTER)"
  with "Now the default vitals path (the hand-authored markup vitals was
  retired)" — the flag is gone.
- IA-15: add row (was missing from this branch) — D.2b retail UI design
  stance, updated to note that the vitals window is now rendered by the
  LayoutDesc importer (dat chrome elements), not UiNineSlicePanel;
  UiNineSlicePanel/RetailChromeSprites now back only chat window + plugin
  panels. IA count header 14 → 15.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 16:36:47 +02:00
Erik
07cf120939 docs(D.2b): mark LayoutDesc importer Plan 1 shipped; defer default-flip to Plan 2 (drag/resize)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 15:03:31 +02:00
Erik
2f4520ee12 docs(D.2b): mark D.2b + D.4 shipped (Spec 1 — markup engine + retail vitals)
Roadmap: D.2b (custom retail-look backend) and D.4 (dat sprites + 9-slice +
DrawSprite) both shipped this session via the Spec-1 work — the UiHost-based
markup engine (MarkupDocument + ControlsIni + IUiRegistry) rendering a
markup-driven retail Vitals panel (8-piece dat chrome + red/gold/blue bars).
Records the direct-RenderSurface decode finding + the confirmed chrome sprite
ids. Remaining D.2b polish (gradient bar sprite, AcFont/D.3, input integration,
LayoutDesc importer, D.5 panels) noted inline.

Full suite green (2413 passed / 0 failed / 3 pre-existing skips).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 17:50:42 +02:00
Erik
3622a658fd docs(render): Phase W — W2a shipped+verified + baseline handoff
W2a (render reads physics CurrCell) visually verified: indoor world-from-below fixed (cellar/stairs seal). Baseline scopes the residuals: W2b (doorway ping-pong 0170<->0031, confirmed) + W3 (one-gate seal: roof, entity bleed, openings) + the EnvCellRenderer GL_BLEND fix (transparent walls). Membership (W2) done.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 10:55:21 +02:00
Erik
07e68e0aff docs(roadmap): register Phase W — Unified Cell Graph (UCG); W1 shipped
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 10:05:34 +02:00
Erik
75b1df9cc3 docs: abandon two-pipe render approach; scope Phase U (unified retail-faithful pipeline)
Decision (2026-05-30, with user): the WB-inherited two-pipe (inside/outside) render
split is the root cause of the indoor seam bugs (flap, missing/transparent walls,
terrain bleed) and cannot be seamless. Abandon A8/A8.F (#103); build ONE unified
pipeline driven by retail's PView portal visibility — seamless by construction. The
2026-05-30 camera-collision + physics viewer-cap work is kept (retail-faithful, but a
detour from the seam fix). New Phase U scoped; #103 superseded; CLAUDE.md / roadmap /
milestones updated; full decision + scope + next-session pickup prompt in
docs/research/2026-05-30-unified-render-pipeline-decision-and-handoff.md.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-30 11:35:41 +02:00
Erik
ceeb06be7d ship(phys): A6.P3 slice 3 — cell-resolver ping-pong CLOSED + #98 re-diagnosed
Slice 3 v2 (3e140cf) added point-in cell-stickiness in
ResolveCellId's indoor branch. User verification + slice3v2 capture
confirms: cell-resolver ping-pong is FULLY CLOSED.

Data:
- scen2_v2 capture (pre-slice-3): 20+ cell-transit events with
  rampant ping-pong (0xA9B4014B ↔ 0xA9B4014A ↔ 0xA9B4013F at the
  cellar boundary, Z stable ~96.4 — same tick re-classification)
- slice3v2 capture (post-fix): 1 cell-transit event (login teleport
  only) — ping-pong fully eliminated

Findings:
- A6.P2 Finding 3 (cell-resolver sling-out family) CLOSED.
- Issue #90 (sphere-overlap stickiness workaround in same function)
  now redundant; can be removed in A6.P4 after broader visual
  verification.
- Issue #97 (phantom collisions + fall-through on 2nd floor) hypothesis
  pending: same instability family, likely closed as side-effect of
  this fix. Re-test on next happy-test session.
- Issue #98 (cellar-up stuck) PERSISTS but with NEW DIAGNOSIS.
  Originally filed as cell-resolver ping-pong (which was true and now
  fixed), but user verification shows the cellar-up symptom remains
  with a DIFFERENT root cause: BSP step-physics at the cellar stair
  TOP. Push-back trace from slice3v2 capture:
    n=(0, -0.719, 0.695) sloped face (walkable per FloorZ=0.664)
    delta=(0, 0, 0.75) step-down probe lifts sphere by 0.75m
    winterp=1.0->0.0 entire walk-interp consumed per tick
  Player progresses up most of the stairs but blocks at top step
  where the cellar transitions to the cottage main floor. #98 issue
  updated with this re-diagnosis.

Includes:
- scen4_cottage_cellar_slice3 acdream.log (slice 3 v1 evidence;
  ping-pong already closed by v1's sphere-overlap stickiness, but
  v1 over-corrected by holding player in cellar during legitimate
  transitions)
- scen4_cottage_cellar_slice3v2 acdream.log (slice 3 v2 evidence;
  point-in stickiness fixes the over-correction; cellar-up reveals
  the deeper BSP step-physics bug)

Docs updated:
- ISSUES.md — #98 re-diagnosed
- docs/plans/2026-04-11-roadmap.md — A6.P3 slice 3 marked SHIPPED;
  slice 4 (or A6.P4) scoped for #98 step-physics investigation
- CLAUDE.md — Currently-working-toward block updated

Test suite: 1148 pass + 8 pre-existing fail (baseline maintained).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 12:11:56 +02:00
Erik
d868946537 ship(phys): A6.P3 slice 2 — L622 seed investigation + #98 filed
Slice 2 v1 (`892019b`) attempted to close issue #96 by removing the
PhysicsEngine.cs L622 per-tick CP seed. v1 build/test green, CP-write
count dropped 91% in scen3 re-capture, BUT user happy-test surfaced
a regression: BSP step_up at the last step of stairs failed because
sub-step 1's AdjustOffset had no ContactPlane to compute the lift
direction.

Slice 2 v2 (`f8d669b`) reverted the seed removal + added a no-op-if-
unchanged guard inside CollisionInfo.SetContactPlane. The guard
early-returns when called with values matching current ci state.

Outcome:
- #96 PARTIALLY ADDRESSED, scope updated in ISSUES.md to "accepted as
  documented retail divergence." The seed is load-bearing for step_up;
  closing #96 fully would require deeper refactor (AdjustOffset
  fallback to body.ContactPlane). Guard is benign improvement.
- Slice 2 v2 verification capture (scen3_inn_2nd_floor_slice2v2/
  acdream.log) committed as evidence — 226,464 cp-writes from L624
  seed confirms guard doesn't trigger for fresh-ci-per-tick pattern.
- Slice 2 v1 verification capture (scen3_inn_2nd_floor_slice2/
  acdream.log) also committed — confirms v1 actually reduced cp-writes
  (2,690 total) but the step_up regression made it unshippable.

NEW M1.5 BLOCKER FILED — issue #98: cellar ascent stuck at last step.
Evidence in slice2v2 capture's cell-transit chain:
  0xA9B4014B → 0xA9B4014A → 0xA9B4013F → 0xA9B4014A → 0xA9B4014B → ...
  (Z stable ~96.4; CellId ping-pongs every tick)
This is Finding 3 family (cell-resolver hysteresis missing) — same
root cause as #90 workaround + scen4 sling-out. Retail oracle:
CObjCell::find_cell_list Position-variant at
acclient_2013_pseudo_c.txt:308742-308783.

NEXT — A6.P3 slice 3:
- Port retail's cell-array hysteresis into ResolveCellId +
  CheckBuildingTransit.
- Closes #98 (cellar-up), possibly #97 (phantom collisions same
  instability family), enables #90 workaround removal.

Documents updated:
- ISSUES.md — #96 scope updated, #98 filed
- docs/plans/2026-04-11-roadmap.md — A6.P3 slice 2 marked SHIPPED,
  slice 3 scope added
- CLAUDE.md — Currently-working-toward block updated to slice 3

Test suite: 1148 pass + 8 pre-existing fail (baseline maintained).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 11:58:05 +02:00
Erik
f04ea90050 ship(phys): A6.P3 slice 1 — Indoor ContactPlane retention COMPLETE
Slice 1 ships the strip-synthesis + Mechanism B (LKCP restore) fix
addressing A6.P2 Finding 2. Includes:

  - scen3_inn_2nd_floor_postfix paired capture (retail.log + decoded
    + acdream.log) as verification artifact. acdream cp-write count
    dropped from 86,748 to 25,082; per-unit-of-activity rate dropped
    63x (164.61 -> 2.60 cp-writes per cell-cache event).

  - Findings doc (docs/research/2026-05-21-a6-cdb-capture-findings.md)
    appended with slice 1 SHIPPED section: commit map, scen2/scen3
    pre/post comparison tables, user happy-test results, status of
    each A6.P2 finding (Finding 1 CLOSED as side-effect, Finding 2
    PARTIALLY CLOSED with remaining 99.3% from L622 seed flagged
    as #96, Finding 3 + #95 still open), slice 2 recommendation.

  - Issue #96 filed: "Per-tick PhysicsEngine.ResolveWithTransition CP
    seed contributes 99.3% of post-slice-1 CP writes." Slice 2 target.
    Sketch options: remove entirely / gate by change-detection / no-op
    guard inside SetContactPlane.

  - Issue #97 filed: "Phantom collisions + occasional fall-through on
    indoor 2nd floor." User-reported during happy-testing. HYPOTHESIS:
    side-effect of #96; falsifiable by re-testing post-slice-2.

  - CLAUDE.md updated: Currently-working-toward block now points at
    A6.P3 slice 2 (#96) as the active phase. M1.5 building/cellar
    demo half is ACHIEVABLE NOW (slice 1 unblocked the physics).

  - Roadmap updated: A6.P3 broken into 3 slices, slice 1 marked
    SHIPPED with commit history.

KEY USER-VISIBLE OUTCOME: stairs + cellar descent now WORK in acdream
(user happy-test confirmed walking up/down inn stairs multiple times,
walking down to cellar). A6.P2 Finding 1 (dispatcher entry frequency
mismatch) confirmed as secondary effect of Finding 2 — closed without
explicit Finding 1 work, as A6.P2 hypothesized.

REMAINING CONCERNS for slice 2 + future:
  - L622 per-tick seed (#96) still firing 24,906 times in scen3 postfix
  - Phantom collisions + fall-through on 2nd floor (#97)
  - See-through-walls indoors (#95, separate scope)
  - Indoor lighting broken (A7 scope)

Test suite: 1148 pass + 8 pre-existing fail (baseline maintained;
T3 IndoorContactPlaneRetentionTests adds the +1).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 10:11:44 +02:00
Erik
90fbdc02df docs(roadmap+milestones): mark A6.P1/A6.P2 shipped; update M1.5 demo
A6.P1 (cdb probe spike) + A6.P2 (analysis report) both SHIPPED this
session. Updated:

  docs/plans/2026-04-11-roadmap.md — M1.5 phase block now shows A6.P1
  + A6.P2 SHIPPED with commit refs; A6.P3 entry expanded with the
  Finding-2-first sequencing recommendation from A6.P2; A6.P4 entry
  notes the original "Holtburg Sewer end-to-end" acceptance walk is
  unreachable (sewer doesn't exist).

  docs/plans/2026-05-12-milestones.md — M1.5 demo scenario split into
  building/cellar half (achievable post-A6.P3) + dungeon half (blocked
  on issue #95 visibility blowup; promote to post-M1.5 if #95 isn't
  fixed in scope). Issue list updated: added #95 + indoor sling-out
  (new from scen4); marked stairs/2nd-floor/cellar as characterized by
  A6.P2 Finding 2 family.

  CLAUDE.md — Currently-working-toward block now points at A6.P3 as
  the active phase. A6.P1 + A6.P2 ship noted with the findings doc
  pointer. Demo-scenario note updated to reflect the sewer + #95
  reality. Issues-in-scope updated.

Also includes a 1-line trailing-prompt addition to scen3 + scen4
retail.log files (cdb wrote one more `0:000>` after the kill that
landed after the original capture commits).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 21:17:21 +02:00
Erik
2256006cb7 ship(O): Phase O — DatPath Unification — SHIPPED
ONE thing touches the DATs. WB code lives in our repo:
- src/AcDream.Core/Rendering/Wb/ — pure helpers (5 files, ~782 LOC)
- src/AcDream.App/Rendering/Wb/ — GL infra + mesh pipeline (~27 files, ~7K LOC)

Project references to WorldBuilder.Shared + Chorizite.OpenGLSDLBackend
dropped from AcDream.App.csproj and AcDream.Core.csproj.
references/WorldBuilder/ remains in-tree as read-reference only.

DefaultDatReaderWriter eliminated; DatCollection is the only dat reader.
WbMeshAdapter consumes our DatCollection via DatCollectionAdapter
(O-D7 fallback adapter; ObjectMeshManager has 26 _dats.X call sites,
exceeding the 20 refactor threshold).

Visual side-by-side passed: Holtburg town, inn interior, dungeon all
render identically to pre-O.

Doc updates:
- CLAUDE.md: rewrote WB integration cribs to point at extracted code.
  Code Structure Rules rule 2 updated to remove stale seam names.
  "Currently working toward" flipped from Phase O to M1.5 resumption.
- docs/architecture/worldbuilder-inventory.md: Phase O banner added.
  Status/integration model updated to post-O ownership. Workflow
  section updated to reference our extracted tree, not WB project ref.
- docs/plans/2026-04-11-roadmap.md: Phase O moved to shipped table.
  Phase O "ahead" block collapsed to SHIPPED note. M1.5 block updated
  to ACTIVE (Phase O shipped; resuming from 2026-05-20 baseline).
- docs/plans/2026-05-12-milestones.md: M1.5 heading updated to ACTIVE;
  Phase O ship writeup prepended to the M1.5 block.

Phase O ship closes Tasks O-T1..O-T7 shipped across this session.
Specs + audit + plan: docs/superpowers/{specs,plans}/2026-05-21-phase-o-*

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 17:41:15 +02:00
Erik
0d85fe1f10 plan(O): Phase O — DatPath Unification — filed + active (pre-empts M1.5)
Phase O extracts the WB pieces we actually use (mesh pipeline, texture
decode, GL state, scenery, terrain blending, EnvCell/portal decode —
roughly 3-5K LOC) into src/AcDream.Core/Rendering/Wb/, swaps their
dat dependency from DefaultDatReaderWriter to our DatCollection, and
drops the WorldBuilder.Shared + Chorizite.OpenGLSDLBackend project
references. WB stays in references/ as a read reference, not as a
project dependency. MIT attribution in NOTICE.md.

Tagline: ONE thing touches the DATs.

Discipline: verbatim copy first, no "improvements" while extracting.
Refactors land in follow-up phases. Out of scope: re-porting from
retail decomp; perf optimization; API cleanup.

User direction 2026-05-21: pre-empts M1.5. M1.5 paused at its
2026-05-20 baseline; A6/A7 don't touch dat infrastructure so no
rework needed when it resumes.

Files:
- docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md (new, full spec)
- docs/plans/2026-04-11-roadmap.md (Phase O block inserted before M1.5; M1.5 marked PAUSED)
- CLAUDE.md (Currently-working-toward line updated; M1.5 block marked paused)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 13:59:33 +02:00
Erik
6d18d879a2 docs(milestones): promote indoor work to M1.5 — primary focus
Continued indoor testing through 2026-05-20 surfaced a deep family
of physics + lighting bugs that span buildings AND dungeons. Today's
session shipped 5 surgical fixes (A4 + #89 + #90 + #91 + #92) that
close the user-visible "walls walk through at Holtburg inn" symptom,
but #90 specifically is a CLAUDE.md-rules workaround (sphere-overlap
stickiness on top of point-only cell containment) added without prior
approval. The underlying issue (BSP push-back distance probably
diverges from retail) hasn't been measured. Plus the umbrella #83
(indoor multi-Z walking) has been open since 2026-05-19 with multiple
aborted fix attempts; plus indoor lighting (#80 + #81 + new #93 +
#94) has been deferred as "M7 polish" but is actually part of the
same indoor-experience problem.

Promoting to a milestone of its own forces the work to be central,
retail-anchored, and complete — not another whack-a-mole patch.

Milestone M1.5 — "Indoor world feels right":
  Demo: enter Holtburg Sewer through the in-town portal, navigate
  through 5-7 rooms with stairs + a multi-Z chamber, exit back to
  town. Walls block. Stairs work. Items block. Lighting reads
  correctly. Cell transitions smooth.

  Phases:
    A6 — Indoor physics fidelity (cdb-driven)
    A7 — Indoor lighting fidelity (RenderDoc + retail-decomp driven)

  Issues in scope: #80, #81, #83, #88, #90 (workaround removal),
  #93 (new lighting umbrella), #94 (held-item spotlight),
  + TryFindIndoorWalkablePlane synthesis removal.

M2 ("Kill a drudge") deferred until M1.5 lands.

This commit updates:
  - docs/plans/2026-05-12-milestones.md (M1.5 block inserted, M2 moved
    to deferred status)
  - docs/plans/2026-04-11-roadmap.md (A6 + A7 sub-pieces detailed)
  - CLAUDE.md (Currently working toward updated to M1.5, M2 paragraph
    marked deferred, M1.5 baseline shipped paragraph added)
  - docs/ISSUES.md (#80, #81, #83, #88, #90 tagged M1.5 scope;
    new #93 indoor lighting umbrella + #94 held-item spotlight filed)
  - docs/research/2026-05-21-open-items-pickup-prompt.md (landscape
    table reorganized around M1.5 phases)

A6 + A7 specs to be drafted in the next session(s).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 10:32:24 +02:00
Erik
1534990102 docs(roadmap): A4 shipped + #90 cell-tracking ping-pong filed
Phase A4 (multi-cell BSP iteration) ships in three commits (e6369e2,
493c5e5, 691493e — with revert 3add110 + reapply during visual
verification that proved A4 is not the cause of the issue surfaced).
1139 + 8 baseline maintained. 10 new unit tests pass. Wires retail's
CTransition::check_other_cells (acclient_2013_pseudo_c.txt:272717-272798)
into Transition.FindEnvCollisions.

Visual verification at the Holtburg inn vestibule surfaced a separate,
pre-existing M2 blocker (filed as #90): CellId ping-pongs between
outdoor 0xA9B40022 and indoor 0xA9B40164 on every wall push-back
because the push-back exits the indoor CellBSP volume, causing the
resolver to flip back to outdoor and bypass walls on outdoor ticks.
Indoor BSP results (Collided/Adjusted/Slid all firing) prove walls ARE
detected when the player is indoor; the aggregate "walls walk through"
appearance comes from CellId classification instability, not from
collision detection.

Bug reproduces fully with A4 reverted (launch-revert2.log captured 18
cell-id flips between 0xA9B40022 ↔ 0xA9B40164, 11 inside=True
building-transit events, 61 indoor-bsp queries firing the full
result distribution). A4 is correct and tested but dormant in
practice until #90 is fixed.

Updates:
  - docs/research/2026-05-20-phase-a4-shipped-cell-pingpong-finding.md (new)
  - docs/plans/2026-04-11-roadmap.md (A4 shipped row added)
  - CLAUDE.md (Indoor walking Phase A4 paragraph + next-step pointer
    to #90 with retail oracle anchor at acclient_2013_pseudo_c.txt:308742-308783)
  - docs/ISSUES.md (#90 filed, HIGH severity, M2-blocker)
  - docs/research/2026-05-21-open-items-pickup-prompt.md (landscape
    table updated — A4 closed, #90 promoted to top blocker)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 20:10:29 +02:00
Erik
c6b3fd6ebf docs: indoor walkable-plane BSP port partial-ship handoff
Foundation work (6 commits ff548b9..f845b22) landed but visual
verification 2026-05-19 FAILED to fix the user-reported indoor bugs.
Documenting the deeper diagnosis + the next phase target without
reverting the foundation work.

What landed (kept):
- BSPQuery.FindWalkableInternal gained ref ushort hitPolyId (Task 1).
- New public BSPQuery.FindWalkableSphere wrapper over the existing
  retail-faithful walkable finder (Task 2).
- Transition.TryFindIndoorWalkablePlane refactored through it,
  PointInPolygonXY deleted (Task 3).
- [indoor-walkable] runtime-toggleable probe (Task 4).
- 5 new tests + 9 updated existing tests, all green; build clean.

What didn't fix: cellar descent FAIL, 2nd-floor walking FAIL
(intermittent falling-stuck), single-floor cottage REGRESSION (was
stable, now intermittent falling-stuck), phantom collisions PERSIST.

Probe evidence: 1443 MISS / 2 HIT over 1445 calls. Smoking gun:
foot-sphere-tangent-to-floor case fails PolygonHitsSpherePrecise's
|dist| > radius - epsilon check by ~0.0002. The BSP walker is
correct; the caller (TryFindIndoorWalkablePlane) is misusing it.

Root cause (deeper than originally diagnosed): TryFindIndoorWalkablePlane
exists only as a Phase 2 commit eb0f772 stop-gap. Retail doesn't
synthesize a ContactPlane per frame — retail RETAINS the previous
frame's plane when the BSP says no collision. Retail's find_walkable
only runs inside step_sphere_down (a sweep), never as a standing-still
query.

Next phase target: port retail's ContactPlane retention so the
resolver retains state across frames. Likely eliminates the per-frame
TryFindIndoorWalkablePlane call entirely. Foundation work (BSP walker
+ probe + tests) remains useful regardless.

ISSUES #83 remains OPEN with the deeper diagnosis.
Roadmap header updated to reflect partial-ship status.
Handoff at docs/research/2026-05-19-indoor-walkable-plane-bsp-port-shipped-handoff.md.

Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-walkable-plane-bsp-port.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 07:03:14 +02:00
Erik
a9c74d153a docs(phase): Indoor walking Phase 2 — Portal-based cell tracking shipped
Closes ISSUES.md #87 + #85 + the remaining wall-pass-through portion of
#84 (fully closes #84). Portal-graph cell traversal replaces Phase D's
AABB containment. Walking through doors promotes/demotes CellId correctly
via portal traversal; walls block from inside indoor cells; indoor walkable
plane is synthesized from the cell's floor poly so the resolver tracks
walkability correctly during indoor movement.

Files two new issues: #88 (indoor static objects vibrate — pre-existing,
spotted during Phase 2 testing) and #89 (BSPQuery.SphereIntersectsCellBsp
— follow-up to make CheckBuildingTransit retail-faithful; currently uses
radius-less PointInsideCellBsp as a documented approximation).

ISSUES.md: #87, #85, #84 moved to DONE. #88 + #89 filed.
Roadmap: Indoor walking Phase 2 added to shipped table.
CLAUDE.md: recent-phase paragraph updated to reflect Phase 2 shipped.
New handoff: docs/research/2026-05-19-indoor-walking-phase2-shipped-handoff.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 19:31:22 +02:00
Erik
f0900ebe12 docs(phase): Cluster A — partial ship + handoff
Cluster A's investigation pinned #86 (picker) as structural and closed
it (Phase B). #84 and #85 both pinned on missing indoor cell tracking;
Phase D promoted CellId via AABB containment which un-stuck the
spawn-in-building case (closes #84 partially) but proved too tight for
threshold/doorway cells to keep CellId indoor during normal walking.
The proper fix is retail's portal-based cell traversal; filed as a
new ISSUES.md issue (see body) for the follow-up phase. Phase E
diagnostic infrastructure ([cell-cache] + extended [indoor-bsp]) stays
in place as scaffolding for that work.

ISSUES.md: #86 → Recently closed. #84 status updated to PARTIAL with
resolution paragraph. #85 status update note added. New issue #87 filed
for portal-based indoor cell tracking.

Roadmap: Cluster A added to Recently shipped with partial-ship note.
Forward entry added for the portal-traversal follow-up under Phase G.

CLAUDE.md: current-phase paragraph updated to reflect Cluster A partial
ship. Next phase deferred to Claude's choice in a future session.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 16:12:24 +02:00
Erik
98977b8f66 docs: roadmap + ISSUES.md — Phase 2 indoor cell rendering closure
- Roadmap shipped-table: two new rows for Phase 1 (diagnostics) +
  Phase 2 (fix). Header status block updated to 2026-05-19 with the
  Phase 2 cause + fix one-liner and pointer to the 9 surfaced issues.
- ISSUES.md: filed nine new issues (#78-#86) covering the indoor
  bugs the user observed once the floor rendered. Grouped under an
  "Indoor walking issue cluster" header. Cross-references the Phase 1
  + Phase 2 work that surfaced them. Hypotheses + suspected root
  causes documented for each.

The 9 issues split into two probable shared-cause groups:
- Cell BSP / portal cull (#78, #84, #85, #86) — likely fixable in
  one phase.
- Indoor lighting plumbing (#79, #80, #81, #82) — needs separate
  investigation per-symptom.

Plus #83 (stairs) which probably needs its own physics phase work.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 13:17:08 +02:00
Erik
d132fcccfb docs(B.5): ship handoff + roadmap/CLAUDE update + file #63 #64
Phase B.5 (ground-item pickup, close-range path) shipped and
visual-verified 2026-05-14 at Holtburg. M1 demo target 4/4 ("pick up
an item") met.

New ship-handoff doc captures the 5-commit history including the
post-visual-test PickupEvent (0xF74A) wire-handler fix that closes
the local-despawn gap.

Roadmap and CLAUDE.md updated to reflect the ship + the new follow-up
issues:

  - #63 (MEDIUM) — server-initiated MoveToObject auto-walk not
    honored; blocks double-click pickup + out-of-range F. Filed as
    candidate Phase B.6. holtburger has the reference implementation.
  - #64 (LOW) — local-player pickup animation does not render
    (retail observers see it correctly). Likely a self-echo filter
    dropping UpdateMotion(Pickup) on the local player.

Carry-overs from B.4c (#61 link-cycle flash, #62 PARTSDIAG null-guard)
unchanged.
2026-05-14 16:23:20 +02:00
Erik
ebdbf821dc docs(B.4c): ship handoff + close #58 + file #61 #62 + roadmap/CLAUDE update
Phase B.4c shipped end-to-end 2026-05-13. Holtburg inn doorway
double-click verified: door visually swings open, player walks
through, door visually swings closed.

4 implementation commits:
- B.4c Task 1: door spawn-time AnimationSequencer with state-seeded cycle
- B.4c Task 2: [door-cycle] diagnostic in OnLiveMotionUpdated
- B.4c Task 2 review: IsDoorName shared predicate + durable comment + UM locals
- B.4c stance fix: NonCombat = 0x3D (not 0x01); read spawn.MotionState

Closes #58. Files:
- #61 (AnimationSequencer link->cycle frame-0 flash; visible as brief
  flap at end of door swing; low-severity polish)
- #62 (PARTSDIAG null-guard for sequencer-driven entities; latent
  not currently reachable for doors)

Memory file project_interaction_pipeline.md updated outside the repo.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 07:50:36 +02:00
Erik
2c9bdb512b docs(B.4b): ship handoff + close #57 + file #58 + roadmap/CLAUDE update
Phase B.4b shipped end-to-end 2026-05-13. Holtburg inn doorway
double-click verified: pick -> BuildUse -> ACE SetState reply ->
ID-translated registry update -> CollisionExemption exempts ->
player walks through. M1 demo target "open the inn door" met.

9 commits on this branch:
- Tasks 1-4 per plan (BuildRay, Pick, rename, handler wiring)
- 4 bonus visual-test discoveries:
  * InputDispatcher double-click detection (was dead code)
  * DoubleClick activation gate fix in OnInputAction
  * L.2g slice 1b: CollisionExemption widened to ETHEREAL alone
  * L.2g slice 1c: ServerGuid -> entity.Id translation (silent blocker)

Closes #57. Files #58 for door swing animation (UpdateMotion routing
for non-creature entities, M1 deferred polish). Updates roadmap and
CLAUDE.md Phase L.2 paragraph. Memory file project_interaction_pipeline.md
updated outside the repo.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 19:33:27 +02:00
Erik
c988e98b5a docs(vfx #C.1.5b): ship Phase C.1.5b — closes #56 + EnvCell DefaultScript dispatch
Roadmap:
- Status header now reads "Between phases" with C.1.5b in the recent-wins
  bullet list.
- New SHIPPED row in the table (C.1.5b) summarising both slices, the
  reality discovery about EnvCell statics, and the 4 visual-verified sites.
- The "IN FLIGHT — C.1.5b" sub-bullet under Phase C flipped to SHIPPED.

ISSUES.md:
- #56 removed from Active.
- #56 added to Recently closed with full commit chain (1e3c33b spec+plan,
  f3bc15e SetupPartTransforms helper, 11521f4 ParticleHookSink part-transform,
  5ca5827 activator refactor, 8735c39 GpuWorldState fire-sites), resolution
  notes, and the visual-verification record.

CLAUDE.md:
- "Currently in flight" pointer replaced by a "Currently between phases"
  marker + a C.1.5b shipped paragraph that's parallel to the existing
  C.1.5a entry.
- "After C.1.5b" → "Next phase candidates".

Visual verification 2026-05-12: portal swirl matches retail extent + lateral
spread (no ground-burial); Holtburg Inn fireplace flames; cottage chimney
smoke; spell-cast particles on +Acdream — all match retail.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 08:51:26 +02:00
Erik
55dc861724 docs(hygiene): reconcile CLAUDE.md + roadmap; triage 16 → 12 open issues
CLAUDE.md:
- "Currently in flight" (was NONE) → C.1.5b with pickup-doc link
- Added C.1.5a + N.6 slice 1 + post-A.5 polish ship paragraphs
- "Next planned phase" (was N.6) → ranked candidate list
- Collapsed Tier 1 + 4 historical phase paragraphs into
  roadmap-table pointer (signal density +; line count ~net zero)
- Fixed broken project_ui_architecture.md Memory-crib reference

Roadmap header: dated 2026-05-10 → 2026-05-11 with "since the last
update" delta. New Phase C.1.5 sliced sub-piece in Phases ahead.

ISSUES.md triage:
- Closed #37 (humanoid coat — resolved by #47 GfxObjDegradeResolver),
  #49 + #50 (scenery placement — accepted WB-vs-retail divergence).
- Promoted #36 (sky-PES dispatch) to Phase C.1.5c; #2/#28/#29
  auto-close when that phase ships.
- Downgraded #39 (Run↔Walk cycle) to LOW + VERIFY-PENDING.
- Cross-referenced #41 + #46 to Phase L.2 motion conformance.
- Anti-coupling note on #4 (NOT in C.1.5c cluster).
- Chore tag on #3 (single-commit clock-drift fix).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 23:34:01 +02:00
Erik
9009318656 docs(vfx #C.1.5a): ship Phase C.1.5a + file issue #56 for per-part collapse
Visual verification at the Holtburg Town network portal passed for the
slice's mechanism: 10-hook portal script fires end-to-end with correct
color, persistence, orientation, and multi-emitter dispatch. After the
334f0c6 rotation-seed fix, the swirl is oriented correctly along the
portal's facing instead of world-NS.

Known limitation surfaced during verification and filed as issue #56:
ParticleHookSink ignores CreateParticleHook.PartIndex, so all 10 of the
portal's emitters collapse to the entity root position + identity-rotated
offset, producing a compressed and partly-ground-buried swirl instead of
the multi-tier shape retail renders. Mechanism is correct; per-part
transform handling is the next vfx-pipeline concern (will affect every
multi-emitter PES — slice 2 chimneys/fireplaces in particular).

Documentation changes:
- docs/ISSUES.md: new #56 entry with the captured entity guids
  (0x7A9B405B / 0x7A9B4080), script ids (0x3300126D / 0x3300067A),
  symptom data, root-cause hypothesis, file pointers, and acceptance
  criterion. Notes the blocks-slice-2 relationship explicitly.
- docs/superpowers/specs/2026-05-12-phase-c1.5a-portals-design.md §9:
  new limitation #1 documenting the verified PartIndex collapse symptom.
- docs/plans/2026-04-11-roadmap.md: new "C.1.5a" row in the shipped
  table referencing the spec, plan, and #56 caveat.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 16:13:12 +02:00
Erik
41981c4d74 docs(perf #N6.1): apply final-review fixes — spec, baseline doc, issue #55
Final code review of slice 1 flagged one Important issue (the spec's
"zero cost when off" claim for the surface-dump path is technically
violated — _uploadMetadata always writes one dict entry per upload
regardless of env var) plus minor doc/consistency gaps. Applied:

1. Spec §5 "Cost when off": dropped the "Zero" claim; replaced with
   "Negligible — one Dictionary write per upload (~30-50 KB at Holtburg)
   plus a hash-table write per upload. Expensive work (file I/O,
   histogram construction) is still env-gated." This matches reality.

2. Baseline doc §5: rewrote from "Raw logs (scratch, can be deleted)"
   referencing files that were never preserved in this worktree, to
   "Reproducing the measurements" with the actual PowerShell launch
   commands. Honest about the raw logs not being kept; the captured
   medians in section 2 are the canonical record.

3. New issue #55 filed in docs/ISSUES.md — static-entity slow path
   reports ~1.45M meshMissing/5s at r4 standstill, drops to ~0 when
   walking. LOW severity (no visible regression), hypothesis points
   at a "permanently-missing entity gets re-classified every frame"
   pattern that Tier 1 cache doesn't cover.

4. Roadmap shipped table: renamed "N.6.1" row to "N.6 slice 1" to
   match every other artifact's naming. Search-discoverability fix.

None of these change the slice's conclusion or next-phase
recommendation (C.1.5 first, then reduced-scope slice 2).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 12:51:10 +02:00
Erik
76ca3ffca8 docs(perf #N6.1): apply code-quality review fixes to baseline doc
Code-quality review on commit 13abf96 flagged 3 Important issues in
the baseline document plus 2 minor roadmap consistency gaps. Applied
all of them:

1. The "CPU scales superlinearly with N₁" claim was imprecise because
   CPU growth (4.0×) is actually sublinear vs near-LB count (7.7×).
   Clarified: CPU grows more than linearly with radius N₁ but
   sublinearly with visible-LB count; frustum cull discards most far
   LBs early. The outer per-LB walk still scales with N₁, which is
   what Tier 2's persistent groups address.

2. The "40-50% memory footprint reduction from atlas packing" estimate
   was asserted without derivation and likely too optimistic given all
   surfaces are already power-of-two and same-format (RGBA8). Replaced
   with a more honest bound: "low-MB to ~10 MB absolute saving" with
   explicit per-array metadata overhead reasoning. Conclusion is
   unchanged — atlas adoption still isn't justified given GPU
   under-utilization.

3. The "spec §6 threshold for atlas is >30%" citation pointed at text
   that doesn't exist in the spec. Replaced with "A conventional
   rule-of-thumb" so a future reader doesn't chase a phantom citation.

Plus roadmap consistency:

M1: The N.6 slice 1 bullet now uses the canonical "✓ SHIPPED — Title.
   Shipped YYYY-MM-DD." prefix that every other shipped phase uses.
M2: Added N.6.1 row to the shipped table at the top of the roadmap
   (lines ~55-66) so the at-a-glance shipped list is complete.

None of these change the conclusion or the next-phase recommendation
(C.1.5 first, then reduced N.6 slice 2). The fixes improve doc accuracy
and future-readability.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 12:43:35 +02:00
Erik
13abf96a5e docs(perf): Phase N.6 slice 1 — radius=12 baseline + surface dump path
Capture authoritative CPU+GPU dispatch numbers at Holtburg with the
gpu_us diagnostic now working (commit 25cb147). Three radii (4/8/12)
x two motion modes (standstill/walking) + a surface-format histogram
from ACDREAM_DUMP_SURFACES=1.

Adds env-gated one-shot dump path (TextureCache.TickSurfaceHistogramDumpIfEnabled,
called from GameWindow.OnRender) that fires once after both (a) frame
600 of the session AND (b) the upload-metadata dict reaches 100 entries
-- the cache-size gate prevents the dump from firing during pre-world
GUI ticks where OnRender spins at high rates but no scenery has streamed.
Output writes to %LOCALAPPDATA%\acdream\n6-surfaces.txt with a try/catch
around the I/O so disk-full / permission errors don't crash mid-measurement.

Baseline document at docs/plans/2026-05-11-phase-n6-perf-baseline.md
documents:
- CPU dominates GPU by 30-50x at every radius (strongly CPU-bound)
- GPU wildly under-utilized (max gpu_us p95 ~600us vs 16,600us frame budget)
- CPU scales superlinearly with N1 (Tier 1 cache wins on inner loop but
  not outer LB walk)
- Surface atlas opportunity high (59% of textures in top-3 triples) but
  win is memory-only since GPU isn't bottlenecked

Recommendation: C.1.5 (PES emitter wiring) next, then a reduced-scope
N.6 slice 2 (drop atlas + persistent-mapped buffers -- not justified by
the GPU under-utilization observed).

Roadmap entry amended to split N.6 into slice 1 (shipped) and slice 2
(planned, reduced scope, deferred until after C.1.5).

Spec: docs/superpowers/specs/2026-05-11-phase-n6-slice1-design.md.
Plan: docs/superpowers/plans/2026-05-11-phase-n6-slice1.md (Task 4).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 12:34:10 +02:00