6 tasks: (1) UiItemList clip+scroll via the shared UiScrollable + whole-row
clip; (2) mouse-wheel; (3) InventoryController binds the gutter scrollbar
0x100001C7 like ChatWindowController; (4) side-bag column 36px pitch + empty-
slot padding to capacity; (5) backdrop coverage — screenshot-gated, primary
fix is the clip; (6) verify + bookkeeping. TDD on the pure/controller logic
(internals test-visible); backdrop is the visual gate. Grounded in the dat
dumps + the existing scroll/scrollbar machinery.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
AP-49: TeleportAnimSequencer.ComputeFadeAlpha uses smoothstep in place of
retail's unrecovered 1024-entry GetAnimLevel lookup table
(gmSmartBoxUI::UseTime 0x004d6e30). Retire when the table contents are
extracted via cdb (spec §8).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Bite-sized TDD plan for the retail teleport flow. Slice 1: pure
TeleportAnimSequencer (7-state TAS) + golden-timing tests. Slice 2: the
#145 readiness-gate fix (IsLandblockLoaded + Decide outdoorReady axis +
apparatus probe) — ships independently of the visuals. Slice 3:
TeleportFlowController (delegate-injected, unit-tested) + TeleportFadeOverlay
+ portal wiring (PlaceTeleportArrival split: place vs InWorld so the input
lock persists the whole animation). Slice 4: one yaw-freeze + portal sounds
via the EnumIDMap chain. Slice 5: de-dup login readiness onto Decide, route
login/death through the controller, logout (Shift+Esc) + 0xF653 + disconnect,
remove dead _teleportArrival plumbing. Slice 6 (literal 3D swirl) is a
follow-up plan gated on a cdb asset trace.
Drafted via two research + drafting workflows; slices 3-5 redrafted as one
cohesive unit against a pinned controller API after the first parallel pass
produced cross-slice inconsistencies (missing controller task, triplicated
yaw-freeze, a fabricated PlayerMovementController.Update signature). All
load-bearing signatures personally verified against the tree.
Plan: docs/superpowers/plans/2026-06-21-retail-teleport-flow.md
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Reword AP-48 (burden) and AP-49 (carry-aug) to fallback/default-only: B-Wire
ports the retail wire read (login PD-bundle UpsertProperties + live 0x02CD;
ObjectTableWiring applies all ints), so SumCarriedBurden / aug=0 are now
defensive only. Confirm the server sends EncumbranceVal/0xE6 at the visual
gate, then delete the rows. Add the D.2b-B B-Wire SHIPPED entry to ISSUES.
(Memory digest project_d2b_retail_ui.md + MEMORY.md updated out-of-tree.)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
3rd live session found the carried-anchor fix is incomplete: the cascade recurs
when a teleport arrives onto a NOT-YET-STREAMED landblock near an edge (0xC98C
arrival at local Y=190.3, NO-LANDBLOCK -> marches 0x8C->0xFE, wire localY=-21684,
ACE rejects). Streamed-arrival case IS fixed (verified ~10 landblocks). Same root
as the Z free-fall (#135/#138 placed-but-unstreamed gap). Prior 'gate passed' was
premature. Needs apparatus (anchor/guard diagnostic at the crossing) before a fix.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- #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>
The new value type collided with DatReaderWriter.Types.Frame (used in
physics-adjacent code like ShadowShapeBuilder), which the structural fix
(per-file using-aliases across 6 files) would have re-incurred in every
later physics slice. Renamed the TYPE to CellFrame; the Position.Frame
MEMBER keeps retail's name. Restored the 5 alias-only files to their
pre-Slice-1 state; synced spec + plan. Core 1522 passed / 0 failed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Approved design for the cell-relative physics frame port: retire
_liveCenter from physics (render-only), carry Position{ObjCellId,
Frame{local in [0,192), quat}} as the source of truth, port
get_block_offset (verified 0x0043e630 nets to delta-landblock * 192 m),
translate inter-tick collision state per-cell like retail (0x0050a592).
7-slice parallel-frame migration; conformance via transform-on-read (no
fixture re-capture).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Workflow wf_87607d15-c43 (4 research streams + synthesis + 3 adversarial verifiers, HIGH confidence) confirmed the far-town runaway is a cell-membership label cascade from a discarded TryGetTerrainOrigin bool (CellTransit.cs:736 -> (0,0) origin for unstreamed neighbors), not a free-fall; 17410 is a wire artifact. User chose the architectural fix: port retail's cell-relative Position + retire _liveCenter from physics. Handoff doc carries the verified mechanism, the retail port table (decomp addresses), acdream divergence sites, apparatus (desync-capture.jsonl + probes + harness template), and the brainstorming-gate requirement.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Opus phase-boundary review findings:
- I1 (faithfulness): LoadToPercent now computes from the CLAMPED fill
(floor(LoadToFill(load)*300)), so the burden % SATURATES at 300% like retail
(decomp 176544-176576 clamps arg2 to [0,1] BEFORE the *300). The old
floor(load*100) over-read to 400% at 4x capacity. Golden test corrected.
- I2 (partition): exclude equipped items (CurrentlyEquippedLocation != None) from
the contents grid + selector — a mid-session self-wield routes them through
MoveItem(item, WielderGuid=player) into GetContents(player); retail's gm3DItemsUI
shows pack contents only. New conformance test.
- N1: drop dead 'using System.Collections.Generic' (left after the 383e8b7 cleanup).
- N3: AP-48 risk wording (drift can be low OR high vs server EncumbranceVal).
Build green; BurdenMath 17, InventoryController/UiMeter 10 tests pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Captured: teleport to far town (201,91) places correctly via the #145 verbatim path, then the per-frame resolve marches membership one landblock south/frame (un-rebased local position) until ACE rejects the inconsistent (cell, local) pair. #138 re-hydrate exonerated. Root cause under multi-agent research (acdream code + retail decomp oracle + capture).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
Records the confirmed root cause (ACE never clears KnownObjects on a
teleport so it won't re-send known objects; retail/holtburger keep the
client object table and re-render from it) and the two-part fix
(re-hydrate from _lastSpawnByGuid; pending-bucket persistent rescue).
Corrects the 2026-06-21 handoff: ClientObjectTable is the inventory data
model with no world position/Setup and cannot rebuild a render entity;
the real retained world-object table is GameWindow._lastSpawnByGuid.
Status: FIX SHIPPED, pending user visual gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Doors/NPCs/portals vanished after a portal OUT of the 0x0007 dungeon back
to Holtburg. Root cause confirmed via ACE + holtburger cross-reference:
the dungeon collapse drops a landblock's render entities for FPS, and ACE
will NOT re-broadcast objects whose guid is still in its per-player
KnownObjects set (never cleared on a normal teleport — ACE relies on the
client retaining its object table and culling stale objects itself). So
nothing restored them on the way back.
Retail-faithful fix: a real client keeps its weenie_object_table and
re-renders the world from it (holtburger keeps the table across a
teleport; only suspends physics bodies). acdream's _lastSpawnByGuid (the
parsed CreateObject records — position + Setup + appearance) IS that
table and survives the collapse (the collapse path never calls
RemoveLiveEntityByServerGuid, the only thing that prunes it). On landblock
(re)load, replay OnLiveEntitySpawnedLocked for retained spawns whose
render entity is absent — independent of any ACE re-send.
- LandblockEntityRehydrator: pure selection (landblock match; skip
already-present, the player, and mesh-less spawns), unit-tested (7).
- StreamingController: onLandblockLoaded callback after AddLandblock
(Loaded = dungeon-exit expand) and AddEntitiesToExistingLandblock
(Promoted = Far->Near).
- GameWindow.RehydrateServerEntitiesForLandblock: present-gate keys on
GpuWorldState (NOT _entitiesByServerGuid, which holds collapse
orphans), replay under _datLock; the replay's own
RemoveLiveEntityByServerGuid de-dup scrubs the orphan state.
Corrects the handoff: ClientObjectTable is inventory-only (no world
position/Setup) and cannot rebuild a render entity; _lastSpawnByGuid is
the world-object table. Register row AP-48 (no retail 25s visibility
cull). dotnet build + 1518 Core tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Full orientation for a fresh session to fix#138: confirmed root (server
objects unloaded on teleport-IN, not restored on return; ACE re-broadcast
unreliable), DO-NOT-RETRY table (cache + render-cull eliminated), the
ClientObjectTable re-hydrate fix direction with file:line pointers, the
launch/probe/account setup, and the gotchas (re-broadcast latency, stale
sessions, don't-kill-clients, entity.Id != ServerGuid).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Deep dive (this session) eliminated the 2026-06-20 hypotheses for #138
(server objects + own avatar not showing after a teleport-out):
- NOT the Tier-1 classification cache: re-created live entities get a fresh
monotonic Id (_liveEntityIdCounter++), so the cache (keyed on Id) is always
a miss for them. (Side-finding: the cache has a real demote-vs-unload
invalidation asymmetry — RemoveLandblock doesn't fire _onLandblockUnloaded
while RemoveEntitiesFromLandblock does — but it's NOT the #138 cause.)
- The render path is fine when entities are present (login: [dyn] dyn=54
drawn=33; the dynamics partition + DrawDynamicsLast draw them).
- The actual cause: re-delivery is unreliable. notan/+Je walk-around run after
teleport-out: live:spawn doors=0, [ent]+ door appends=0, [ent-flat] server=1
— the server delivered ZERO Holtburg objects on return; they never reach
acdream. acdream unloads them on teleport-IN (the collapse) and nothing
restores them; ACE doesn't reliably re-broadcast. "Other clients see +Je"
confirms it's acdream's local world, not server state.
Fix direction (next session): re-hydrate GpuWorldState from the retained
ClientObjectTable on AddLandblock instead of depending on an ACE re-broadcast
(or treat in-range server objects as persistent across the collapse). Entity-
lifecycle/protocol change, best started fresh.
Diagnostic scaffolding (probes + the unrelated cache-asymmetry fix) reverted;
tree is back at the green #145 state (a15bd3b).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
B-Grid sub-window mount works (paperdoll base 0x100001D4 has 25+ equip-slot
children, attached), but the gmInventoryUI panels render blank: the
importer maps ZOrder from ReadOrder only, so the full-window backdrop
(0x100001D0, ReadOrder 4) paints over the panels (ReadOrder 1-3). Retail
keeps it behind via ZLevel (backdrop 100 vs panels 0), which the importer
ignores (vitals were all ZLevel 0). Fix scoped in the issue.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
4-task TDD plan: UiItemList grid mode (CellOffset/Columns/cell pitch),
the LayoutImporter.Resolve sub-window mount (ShouldMountBaseChildren +
attach base subtree), GameWindow swap of the placeholder for the real
Import(0x21000023), then full-suite regression guard + visual.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
Portals only worked once per session: teleporting OUT of a dungeon
mis-rooted the player into the SOURCE dungeon's coordinate frame, so every
move was sent dungeon-framed and ACE rejected it ("failed transition") —
the player couldn't move, never reached a portal, and the world wouldn't
re-render (only skybox).
Root cause: acdream's streaming-relative frame recenters on teleport, but
resident physics landblocks keep their load-time world-offset. After
recentering onto the outdoor destination, the collapsed source dungeon
(offset 0,0 as the prior center) and the destination (offset 0,0 as the
new center) overlap, and the Z-agnostic outdoor cell-snap returns the
dungeon for both the arrival placement and every per-frame resolve.
Fix (server-authoritative teleport placement):
- Drop the stale source center landblock from physics at the teleport
recenter (GameWindow.OnLivePositionUpdated) so the resolve falls through
to the server position (Resolve NO-LANDBLOCK verbatim) until the
destination streams in.
- Place outdoor teleports immediately (TeleportArrivalRules) — holding is
futile because streaming does not progress during a PortalSpace hold.
- Clear a dangling CellGraph.CurrCell when its landblock is removed
(PhysicsEngine.RemoveLandblock) — otherwise the dungeon-streaming gate
keeps streaming collapsed onto the gone dungeon (only skybox renders).
Keeps DungeonStreamingGate (gate suppression during the hold). Indoor
(dungeon-entry) placement is unchanged (cell-keyed, IsSpawnCellReady).
User-verified: in->out->re-enter works repeatedly, no ACE errors, world
renders. Remaining facets (server objects + own avatar not rendering after
a teleport-out) are entity render/lifecycle — split to #138.
Registers AP-36 + AD-2 updated. New: DungeonStreamingGate (+4 tests),
TeleportArrivalRules (+4 tests). Build + 2727 tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The UiRoot window manager (RegisterWindow/Show/Hide/Toggle/BringToFront)
is more of the same IA-12 toolkit-reimplementation of keystone semantics,
so per the dedup convention it joins IA-12's Where as a secondary site
rather than getting a redundant row. F12 inventory toggle is retail-
faithful (no divergence).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
4-task TDD plan for Sub-phase A: UiRoot named-window registry
(Show/Hide/Toggle/BringToFront) + raise-on-click + F12 wiring of the
existing ToggleInventoryPanel action to a throwaway placeholder inventory
window that Sub-phase B replaces. Divergence handled by extending IA-12.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
Frames the next core-panels work for a fresh session, after B.1 (drag spine) +
B.2 (toolbar reorder/remove + wire) + toolbar collapse merged this session.
Three sub-phases in order: (A) minimal window manager (open/close + I-key toggle;
UiHost has no open/close API today, windows are always-on); (B) inventory window
(Stream C, synthesis §4 — UiItemList grid + sub-window mount + wire gaps +
InventoryController; the drag SOURCE that closes B.2's drag-from-inventory via a
SourceKind==Inventory branch in ToolbarController.HandleDropRelease); (C) paperdoll
UiViewport (Type 0xD) + Core→App IUiViewportRenderer seam, heaviest, last. Spell
bar deferred. Reuse the shipped spine/ShortcutStore/wire. Paste-able new-session
prompt + MEMORY index line inside.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
UiElement.MaxHeight + ResizableEdges mask; UiCollapsibleFrame snaps height to the nearer
of {collapsed,expanded} and toggles row-2 visibility; GameWindow computes the two heights
from the layout + top-anchors the content. Amends IA-17. UiNineSlicePanel unsealed to
allow subclassing.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Indoor lighting DONE this session (#142/#143 closed). Per user: do NOT merge to
main; start fresh next session. NEXT-session order set in the handoff:
1. #145 — portals only work once per session (run in/out/re-enter repeatedly).
Machinery: 0xF751 PlayerTeleport -> PortalSpace -> TeleportArrivalController ->
streaming collapse/expand. Likely overlaps #138. Instrument a 2nd teleport first.
2. #144 — dungeon interiors still too dim vs retail (cdb side-by-side first).
Handoff: docs/research/2026-06-20-indoor-lighting-done-next-portal-reuse-handoff.md
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
#142 + #143 resolved this session — interiors + the meeting-hall portal now match
retail (user-confirmed). The #142 diagnosed cause (per-frame sun/ambient regime)
was a red herring; the real bug was the EnvCellRenderer landblock-key lookup
(0d8b827) that starved every interior wall of point lights. #143's portal light
rides the weenie-light path + the dynamic D3D 1/d attenuation (57c2ab7).
#144: dungeons improved (torch cells light up now) but torch-sparse stretches +
overall brightness still trail retail. Needs a side-by-side cdb capture of
retail's dungeon (active lights + ambient) — candidates: per-vertex bake under-lit
on low-poly walls, 0.2 sealed ambient too dark, or retail leans harder on dynamics.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The final B.2 review found the TS header undercounted: there are 32 contiguous
rows (TS-1..TS-32) but the header read "31". The base already undercounted (said
"32" with 33 rows TS-1..TS-33); deleting TS-33 with a literal 32→31 decrement
preserved the off-by-one. Set the header to the verified actual count.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The whole "indoor interiors read dark/flat vs retail" saga was ONE root-cause
bug: EnvCellRenderer.GetCellLightSet derived the landblock key as
`cellId & 0xFFFF0000` (0xXXYY0000), but landblocks are keyed by the streaming
id 0xXXYYFFFF. The lookup missed for EVERY cell, so SelectForObject never ran
and every EnvCell wall received ZERO point lights — torches, lanterns, the
viewer light, all of it. Confirmed by a [cell-light] probe: inBounds=False
selected=0 across 1M+ cell draws; after the fix inBounds=True selected=3-4.
User-confirmed the interiors now look like retail.
Three faithful additions that were blocked by the key bug (and only show now):
- Viewer light (LightManager.UpdateViewerLight): retail's SmartBox::set_viewer
(0x00452c40) adds a white fill light at the player every frame via
add_dynamic_light — the dominant interior fill (no sun indoors). acdream had
NO dynamic lights at all. Params from the cdb capture: intensity 2.25,
falloff 10, white, offset (0,0,2). Indoor-only via the AP-43 gate.
- Weenie fixture lights (OnLiveEntitySpawnedLocked): server-spawned lanterns/
braziers carry Setup.Lights but the dat-static registration never saw
CreateObject entities. Register on spawn; unregister on despawn
(UnregisterOwner made unconditional). Register row AP-44.
- IndoorObjectReceivesTorches now excludes the 0xFFFF landblock marker (it is
not an EnvCell) — fixes WbDrawDispatcherIndoorFlagTests.LandblockId_OutdoorFlag0
(a #142 verification miss).
Divergence register: AP-44 (weenie light spawn-position, no movement tracking),
AP-47 (acdream's 128-light/camera-independent cap keeps interiors always-lit vs
retail's 40-nearest-to-player budget that pops in on approach — intentional,
user-preferred).
Investigation: docs/research/2026-06-20-indoor-torch-lantern-lighting-investigation.md
Core 1505 / App 476 green. Visual gate: user-confirmed "looks like retail now."
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
ToolbarController is now the LIVE drag handler:
- OnDragLift: removes the source slot from ShortcutStore, sends
RemoveShortcut (0x019D) wire immediately (retail remove-on-lift model).
- HandleDropRelease: evicts occupant from target (RemoveShortcut),
places dragged item (AddShortcut 0x019C), bumps evicted item into
the vacated source slot if empty (swap path); off-bar release leaves
the lift's removal standing.
- Populate() now lazy-loads ShortcutStore from the PD shortcut list on
first call; store is authoritative thereafter.
- IsShortcutGuid() uses the store (O(18)) when loaded, falls back to
scanning _shortcuts() in the pre-PD window.
- All 18 slot cells now get DragAcceptSprite=0x060011FA (green cross,
distinct from the inventory ring 0x060011F9).
- GameWindow.Bind wired: sendAddShortcut + sendRemoveShortcut lambdas
forwarded to _liveSession?.Send*().
- Divergence register: AP-47 Divergence+Risk cells updated (opacity
corrected, underlay-backing framing improved). TS-33 row deleted
(stopgap retired). Section header 32→31 rows.
- Tests: HandleDropRelease_isInertStub removed; 5 new B.2 tests added
(lift removes + sends, swap sequence, empty-target place, self-drop
re-adds, green-cross sprite). 24/24 ToolbarController tests pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>