Commit graph

606 commits

Author SHA1 Message Date
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
b7d655bce7 fix(lighting): A7 Fix D round 2 — outdoor objects get NO torches (retail useSunlight gate) (#140)
The Holtburg meeting-hall facade washed out warm/bright vs retail. The round-1
checkpoint blamed torch REACH (acdream Falloff 6×1.3=7.8m vs a supposed retail
Falloff 4). That theory is WRONG, and this commit fixes the real cause.

Empirical (HoltburgTorchFalloffProbeTests, headless dat dump via the production
LightInfoLoader): the orange entrance torch (setup 0x020005D8) is raw dat
Falloff 6 and acdream reads it FAITHFULLY — there is no Falloff-4 torch anywhere
in Holtburg. Both clients read the same dat float, so reach was never inflated.

Decomp (read verbatim + corroborated by an independent adversarial workflow):
retail's per-object torch binder minimize_object_lighting (0x0054d480) is gated
in RenderDeviceD3D::DrawMeshInternal (0x0059f398) by `if (Render::useSunlight == 0)`.
The outdoor landscape stage runs useSunlightSet(1) (PView::DrawCells 0x005a485a,
before LScape::draw), so the building EXTERIOR shell — drawn via
DrawBlock→DrawSortCell→DrawBuilding→CPhysicsPart::Draw→DrawMeshInternal — is lit
by SUN + ambient ONLY; torches are SKIPPED. The static bake
(SetStaticLightingVertexColors 0x0059cfe0) is EnvCell-only. So retail NEVER
torch-lights outdoor objects. This exactly explains the isolation test (object
point lights OFF → building matches retail).

Fix: WbDrawDispatcher.ComputeEntityLightSet gates per-object torch selection on
the object being INDOOR (ParentCellId is an EnvCell, (id&0xFFFF)>=0x0100) via the
pure predicate IndoorObjectReceivesTorches. Outdoor objects (building shells with
null ParentCellId, outdoor scenery, outdoor creatures) keep the all-(-1) light
set ⇒ sun + ambient only = retail. The indoor "no sun" half is already handled by
the global sun-kill when the player is inside a cell (UpdateSunFromSky). No
dungeon regression: EnvCell statics get ParentCellId set (keep torches).

Divergence register: AP-37 (residual: acdream keys sun/torch on the object's own
cell + a per-frame player-inside sun-kill, vs retail's per-draw-stage useSunlight;
only matters for through-doorway look-ins). The round-1 CHECKPOINT got a RESOLVED
banner correcting the reach theory.

Tests: WbDrawDispatcherTorchGateTests (7), HoltburgTorchFalloffProbeTests (dat
dump). App 280/1skip, Core 1486/2skip green. Held at the visual gate — not merged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 23:56:49 +02:00
Erik
1e6fbff9bc docs(lighting): A7 Fix D round-2 CHECKPOINT — real cause is object torch REACH (#140)
Same-instant cdb proved acdream ambient (0.447) == retail (0.4465) and time/sun match,
so the building/character over-brightness is NOT the bake/wrap/EnvCell/clamp (D-1..D-4,
all correct but off-target) — those light the wrong surfaces. The Holtburg building
exterior is a mode-0 OBJECT (IsBuildingShell, not an EnvCell). Isolation (object point
lights gated OFF) made it match retail => cause is the torch REACH being too long
(acdream range 7.8 = Falloff 6x1.3 vs retail 5.2 = Falloff 4x1.3), flooding the small
facade. OPEN: confirm same-torch Falloff acdream-vs-retail before tightening the reach.
Diagnostic shader hack reverted (tree clean); D-1..D-4 kept. Branch not merged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 23:22:50 +02:00
Erik
156dc453c9 docs(register): AP-35 drop false equivalence; AP-16 retarget to per-object/cell 8-light cap — A7 Fix D
AP-35: the "numerically equivalent" claim was false. Residual is now two
parts: (a) per-frame GPU evaluate vs retail's bake-once (architecture/perf
difference only; formula matches), and (b) SelectForObject 8-cap means a
surface reached by >8 point lights is dimmer than retail's uncapped bake.
Cross-references AP-16 for the cap ownership.

AP-16: the old "global nearest-8 viewer-distance into UBO" description was
stale — the UBO point-light path is now vestigial (mesh_modern.vert skips
posAndKind.w!=0 entries; point lights come exclusively from the per-object
SSBO binding 5). Retargeted to the current SelectForObject per-object/cell
8-cap mechanism with correct file:line (LightManager.cs:234), both call
sites (ComputeEntityLightSet + GetCellLightSet), and the retail oracle
distinction (hardware cap 0x0054d480 faithful; bake 0x0059cfe0 not).
Preserved the UBO-directional-only note inline rather than losing it.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:54:34 +02:00
Erik
b57a53edc4 docs(register): correct AP-35 (per-vertex+wrap+norm ported, point sum clamped) — A7 Fix D
Fix A (aa94ced) moved point lighting to per-vertex Gouraud and ported the
half-Lambert wrap + norm distance attenuation. Fix D D-1 added the separate
point-light accumulator clamped to [0,1] matching retail's
SetStaticLightingVertexColors bake clamp.

AP-35 previously stated the path was per-pixel (mesh_modern.frag:52) and
that wrap + normalization factor were "neither ported" — both wrong. Rewrite
to reflect current state: per-vertex in mesh_modern.vert (pointContribution),
wrap + norm ported, point sum clamped. Residual is architecture-only (per-
frame GPU evaluate vs retail bake-once), not a visual divergence.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:47:09 +02:00
Erik
ad53180190 docs(plan): A7 Fix D implementation plan — 5 tasks (#140)
Task-by-task TDD plan: (1) extract GlobalLightPacker (Core, pure) + test + refactor
WbDrawDispatcher; (2) lock the bake contract via LightBake conformance test on the
captured golden torches; (3) D-1 clamp the point-light sum on its own in
mesh_modern.vert; (4) D-2 EnvCellRenderer binds its own per-cell light set (SSBO 4+5)
via SelectForObject over cell bounds; (5) correct register AP-35 + reconcile Fix B.
Concrete code + exact insertion points; visual verification is the acceptance gate.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:15:36 +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
6b562ad077 docs: file #140 (Fix D — outdoor objects too bright near torches) + register UN-7
A7 lighting Fix A/B/C shipped this session; Fix D (object torch over-brightness)
grounded but blocked on the render-path capture. Filed as #140 + divergence
register UN-7 (object point-light model unconfirmed). Detail in the 2026-06-18
handoff doc.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:37:02 +02:00
Erik
4795a6c7f3 merge: A7 lighting Fix C (sun-vector brightness) + handoff into main
Brings Fix C (57c1135, sun-vector magnitude / ~32% over-bright) + the A7 lighting
handoff doc onto main. Auto-merged clean against the D.2b line. Merged tree builds
green; 18/18 sky tests pass. Fix A/B already on main (37911ed).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:35:25 +02:00
Erik
f384d036a3 docs: A7 lighting handoff — Fix A/B/C shipped, Fix D (object torch over-bright) open
Session handoff: live-cdb grounding shipped Fix A (point-light shape), Fix B
(per-object selection), Fix C (sun-vector magnitude / ~32% over-bright). Fix D
(outdoor objects too bright near torches) is fully grounded but BLOCKED on one
capture (the building's render path) — the D3D-FF math says it'd make objects
brighter, so not ported. Full cdb cheat-sheet + the contradiction + the next
capture in the doc.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:35:00 +02:00
Erik
78c91875b8 docs: file #139 — D.2b retail UI polish (chat text colors + buttons)
Deferred cosmetic polish after the widget-generalization landing: tune the
per-ChatKind transcript text colors against retail, and add pressed/hover state
feedback to the chat buttons (UiButton draws only its default state today; the
dat carries Normal/Pressed/Highlight). Not a regression — the generalized chat
matches the prior hand-made build (user-confirmed).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 19:01:50 +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
89626cd400 feat(D.2b): vitals numbers as UiText (widget-generalization Task 8)
The vitals cur/max numbers now render through the generic UiText widget — retail
gmVitalsUI uses UIElement_Text for them, not a meter-internal label. VitalsController
attaches a centered, non-interactive UiText child to each meter and stops the meter
drawing its own label (UiMeter.Label -> null). New UiText.Centered draws the first line
centered H+V with the SAME formula UiMeter's overlay used, so the numbers are
pixel-identical — user-confirmed in the live client.

This completes the D.2b widget-generalization pass: every chat + vitals widget is now
built generically and registered to its retail Type (Button/Field*/Menu/Meter/Scrollbar/
Text), with thin find-by-id controllers. (*Field is controller-placed; Type 3 stays
UiDatElement for chrome.)

Divergence register: AP-37 vitals-numbers-via-UiMeter.Label clause retired. Full suite:
404 passed, 2 skipped, 0 failed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 18:52:42 +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
cb082b59e4 feat(D.2b): UiText (Type 12) -- generic text + Type-12 flip; transcript factory-built (widget-generalization Task 5)
Rename UiChatView -> UiText (the retail UIElement_Text class,
RegisterElementClass(0xc) @ acclient_2013_pseudo_c.txt:115655).

Factory changes (DatWidgetFactory.cs):
- Remove the Type-12 skip (was: no-media -> null, with-media -> UiDatElement).
- Add Type 12 -> BuildText() -> UiText in the switch.
- BuildText extracts the element's Direct/Normal sprite as BackgroundSprite
  so any dat-media the element carried keeps rendering under the text.

UiText changes (renamed from UiChatView.cs):
- BackgroundColor default: (0,0,0,0.35) -> (0,0,0,0) (transparent).
  An unbound UiText draws nothing; the controller opts in to the translucent bg.
- New BackgroundSprite + SpriteResolve: optional dat state-sprite background
  drawn UNDER DrawFill+text (faithful UIElement_Text media support).

ChatWindowController.cs (Task 5 Step 8):
- Transcript property: UiChatView -> UiText.
- Bind() now uses layout.FindElement(TranscriptId) as UiText (factory-built)
  instead of manually constructing + AddChild-ing a new UiChatView.
- Sets BackgroundColor = (0,0,0,0.35) on the found widget (retail translucent bg).
- Removes the tInfo null-check from the early guard (transcript is factory-built;
  iInfo lookup kept for the input widget which is still manually constructed).
- BuildLines: UiChatView.Line -> UiText.Line throughout.

Vitals frozen: the Type-12 vitals number elements are meter children and are
never recursed by BuildWidget (the `if (w is not UiMeter)` gate), so they are
not built as widgets and keep rendering via UiMeter.Label. Vitals fixture
vitals_2100006C.json unchanged; LayoutConformanceTests + VitalsBindingTests green.

Tests:
- UiChatViewTests.cs -> UiTextTests.cs (class: UiTextTests, all UiChatView.* -> UiText.*)
- UiChatViewDatFontTests.cs -> UiTextDatFontTests.cs (same)
- DatWidgetFactoryTests: delete Type12_StylePrototype_ReturnsNull +
  DatWidgetFactory_Type12WithMedia_Renders; add Type12_Text_MakesUiText +
  DatWidgetFactory_Type12_AlwaysMakesUiText.
- LayoutImporterTests: BuildFromInfos_Type12Child_IsSkipped_Type3Present updated
  to assert IsType<UiText> (element is now in tree, transparent, not skipped).

Divergence register: AP-37 amended -- removed the "standalone Type-0 text
elements skipped / dat-text widget is Plan 2" clause (now shipped as UiText);
kept the meter-collapse clause and the vitals-numbers-via-UiMeter.Label clause.
AP-38/AP-39/AD-28 file references updated UiChatView.cs -> UiText.cs.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 17:39:02 +02:00
Erik
955f7a69a8 feat(D.2b): UiMenu (Type 6) — generic dropdown; channel knowledge moves to controller (widget-generalization Task 4)
UiChannelMenu → UiMenu: removed ChatChannelKind, the 14-item array, the
button-text map, and the availability default. Generic surface: MenuItem
(label + object? Payload), Selected (object?), OnSelect, EnabledProvider,
ButtonLabelProvider, RowsPerColumn/RowHeight/ColumnWidth (all settable).
All draw/event mechanics unchanged — same popup geometry, same click
coordinates, same 8-piece bevel, same 3-slice button face.

ChatWindowController gains ChannelItems[], ChannelButtonLabel(), and
ChannelAvailable() (verbatim from old widget), and populates the
factory-built Type-6 UiMenu via find-by-id rather than constructing a
replacement widget. The Menu property type is now UiMenu. OnChannelChanged
wrap replaced with the generic OnSelect wrap for the ReflowInputRow hook.

DatWidgetFactory registers Type 6 → new UiMenu().

Tests: UiChannelMenuTests → UiMenuTests (10 tests, all green); factory
Type6 test added; ChatWindowControllerTests updated to use OnSelect.
Divergence register: AP-42 added (flat item model vs retail nested-submenu
MakePopup @0x46d310 — latent, unreachable through the chat menu).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 17:18:27 +02:00
Erik
3593d6623d feat(D.2b): UiScrollbar (Type 11) — promote the generic chat scrollbar (widget-generalization Task 2)
- git mv UiChatScrollbar.cs → UiScrollbar.cs; rename class + update doc summary to
  "Generic scrollbar. Ports retail UIElement_Scrollbar (RegisterElementClass(0xb) @
  acclient_2013_pseudo_c.txt:124137); thumb size = trackLen * ThumbRatio (min 8px); step ±1 line."
- git mv UiChatScrollbarTests.cs → UiScrollbarTests.cs; rename test class + replace
  every UiChatScrollbar reference with UiScrollbar (bodies unchanged).
- DatWidgetFactory: register Type 11 → new UiScrollbar() before the _ fallback case.
- ChatWindowController: change Scrollbar property type to UiScrollbar; replace the old
  "construct-remove-add" block with a "find factory-built UiScrollbar and bind in place"
  block (no RemoveChild/AddChild); keep `var track` assignment in scope so the Max/Min
  block's track.Left/track.Width reads still compile against UiElement?.
- AP-41 divergence register: update file:line to UiScrollbar.cs:35; narrow wording to
  "fallback only — single-tile drawn only when cap ids are unset; the chat controller
  passes all three cap ids so the 3-slice path is the active code path."
- Update inline UiChatScrollbar doc-comment references in UiScrollable.cs + UiChatView.cs.
- Full suite: 399 passed, 2 skipped (dat/tower fixture skips), 0 failed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 17:02:49 +02:00
Erik
34e79096f3 docs(D.2b): widget-generalization implementation plan
8-task TDD plan: chat golden fixture + resolved-Type conformance (Task 1,
empirically resolves the input's Type), then one-widget-per-commit migration —
UiScrollbar(11), UiButton(1), UiMenu(6), UiText(12)+the Type-12 flip,
UiField(3) — then thin the controller (Task 7, visual gate) and the gated
vitals UiText rewire (Task 8). Each task: failing test, register in the
factory switch, controller find-by-id binding, build+test green, commit.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 16:47:32 +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
0ec36f6197 fix(D.2b): chat input resolves the live command bus lazily (was bound to null) + register thumb-3-slice row
The live session + its LiveCommandBus are created after the retail-UI block in
OnLoad, so binding the bus by value captured NullCommandBus and silently dropped
outbound chat. Pass a Func<ICommandBus> resolved at submit time (mirrors how the
ImGui ChatPanel re-reads the bus each frame).

AP-41: scrollbar thumb drawn as single stretched tile (0x06004C63) instead of
retail's 3-slice top-cap/middle/bottom-cap — acknowledged in UiChatScrollbar.cs:37,
registered per the divergence-register rule.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 23:24:44 +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
3d25e8760f @
docs(D.2b): chat-window re-drive implementation plan (8 tasks A-H)

TDD task breakdown for the data-driven chat window: ChatCommandRouter extraction
(A), UiChatView dat-font (B), UiScrollable + wire-in (C/C2), UiChatScrollbar (D),
UiChatInput (E), UiChannelMenu (F), ChatWindowController bind/route (G), GameWindow
cutover + divergence rows (H). Each ported widget cites its retail class::method.

Plan: docs/superpowers/plans/2026-06-15-chat-window-redrive.md
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 22:04:35 +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
50758d4795 docs(D.2b): chat-window re-drive session handoff (Plan 2 chat piece)
Captures: current hand-authored chat window (UiNineSlicePanel + UiChatView,
read-only, debug font), the importer toolkit to reuse, the retail gmMainChatUI
oracles, the open design questions (scope / behavioral widgets / dat font), and
the first research step (find the chat LayoutDesc id). Resume via brainstorming.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 19:07:05 +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
8aa643f3e0 fix(D.2b): correct edge-anchor mapping (RightEdge==1=stretch) + enable vitals horizontal resize
ToAnchors was inverted vs retail UIElement::UpdateForParentSizeChange @0x00462640:
stretch is RightEdge==1 (not ==2/==4), LeftEdge==2 = track-right. Verified against
all 19 vitals fixture pieces. Enables Resizable/ResizeX on the importer vitals root
(the prior 'dat is fixed-size' conclusion was wrong). At-rest render unchanged
(anchors only fire on resize). Added a 160->200 resize conformance test.
Also fixed DatWidgetFactoryTests.RectAndAnchors_SetFromElementInfo which encoded
the old inverted model (Right=2 expecting Right anchor; corrected to Right=1).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 17:05:04 +02:00
Erik
825536a2bd docs(D.2b): re-retire TS-30 in register (restore branch state lost in --theirs merge)
The earlier 'git checkout --theirs' resolution of the register merge conflict
took main's whole file, which reverted two branch-only changes: IA-15 (re-added
in c100484) and the TS-30 retirement. TS-30 (flat-rect UI panels) was retired by
D.2b Spec 1 when UiNineSlicePanel shipped the 8-piece chrome and is doubly moot
now that vitals draw the dat chrome via the importer. Removed the TS-30 row +
its phase-gated reference; TS count 30->29. All section counts now match actual
rows (IA 15 / AD 27 / AP 37 / TS 29 / UN 5).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 16:41:41 +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
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
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
4dcc90cb51 docs(D.2b): register AP-32 + IA-15 amend for importer; doc/test review fixes (N1/N4)
Process/quality items from the LayoutDesc-importer final review — no runtime
behavior change.

I1a — amend IA-15: the 8-piece chrome edge/corner→position mapping is no longer
a guess.  The LayoutImporter (ACDREAM_RETAIL_UI_IMPORTER) reads real LayoutDesc
dat data and resolves positions + sprite ids directly; locked by the conformance
fixture vitals_2100006C.json.  Residual risk trimmed to anchor resolution at
non-800×600 + controls.ini cascade.  Pointers added to LayoutImporter.cs and the
format-doc.

I1b — add AP-32: the importer collapses the dat's nested meter structure
(Type-7 → two Type-3 containers → three image-slice grandchildren each) into
UiMeter's programmatic 3-slice fields instead of building those nodes generically
and porting UIElement_Meter::DrawChildren.  Standalone Type-0 text elements are
also skipped (Plan 2).  Retail oracles: UIElement_Meter::DrawChildren @0x46fbd0,
UIElement_Text::DrawSelf @0x467aa0.

I1c — AP section header 31 → 32.

N1 — ElementReader.cs: comment at the Type-merge line explaining that a derived
Type 0 (text element) inherits the base's Type 12 (style prototype), which
DatWidgetFactory skips; safe for Plan 1 because vitals numbers render via
UiMeter.Label.  Format-doc §10: correct the "render as UiDatElement" sentence to
"skipped entirely" (Type-0 → inherits Type-12 via Merge → factory returns null).

N4 — new conformance test VitalsTree_TextLabel_InheritsFontDidFromBaseLayout:
walks the raw ElementInfo tree from the fixture and asserts at least one element
carries FontDid==0x40000000, proving Resolve()'s inheritance merge fired against
real dat data.  FixtureLoader gains LoadVitalsInfos() that returns the raw tree
without calling Build.

Tests: 36 pass (was 35), 0 errors, 0 warnings.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 14:55:01 +02:00
Erik
67819f35a4 docs(D.2b): LayoutDesc format enumeration (importer groundwork)
Resolves all 6 open unknowns for Tasks 2–6 of the LayoutDesc importer plan:

1. Edge-anchor flags: 1=near-pin, 2=far-pin, 3=float-center, 4=stretch.
   The plan's assumption of 4="pinned to that side" is corrected — 1 is
   the near-pin, 4 is stretch (both sides). Revised ToAnchors signature given.

2. ElementDesc members: all are public FIELDS (not properties). X/Y/Width/
   Height/LeftEdge/etc. are uint. Type is uint (not enum). States is
   Dictionary<UIStateId, StateDesc>. Children is Dictionary<uint, ElementDesc>.

3. StateDesc shape: Properties is Dictionary<uint, BaseProperty> with concrete
   subclasses (ArrayBaseProperty, DataIdBaseProperty, IntegerBaseProperty, etc.).
   Font DID (0x1A) is ArrayBaseProperty[ DataIdBaseProperty{Value=0x40000000} ].
   Font color (0x1B) is ArrayBaseProperty[ ColorBaseProperty ]. Fill (0x69) is
   NOT in the dat — pushed at runtime by gmVitalsUI::Update.

4. DrawModeType enum: Undefined=0, Normal=1, Overlay=2, Alphablend=3.
   No "Stretch" value exists. Vitals uses Normal(1) and Alphablend(3) only.

5. Type values confirmed from RegisterElementClass: 3=Field/container,
   7=Meter→UiMeter, 9=Resizebar, 0xC=Text, 2=Dragbar, 12=style prototype (skip).

6. Inheritance chain: vitals text labels (Type=0) inherit from base element
   0x10000376 in layout 0x2100003F (Type=12), which carries font DID 0x40000000.
   The full per-vital sprite id tables for 0x2100006C are confirmed.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 13:05:53 +02:00
Erik
a7875cde22 docs(D.2b): LayoutDesc importer implementation plan (Plan 1 — vitals conformance) 2026-06-15 12:46:55 +02:00
Erik
64146bfc2a docs(D.2b): LayoutDesc importer design spec (data-driven retail windows) 2026-06-15 12:38:34 +02:00
Erik
d2b8a51426 docs: wrap-up — file #137 (dungeon collision) + #138 (teleport-out world loading); close #135/#136
- #137: dungeon collision wrong at doors / wall openings (EnvCell collision; needs repro).
- #138: teleport OUT of a dungeon loads the outdoor world incompletely (missing trees/
  scenery, broken collision) + a position desync (avatar moves but player position doesn't)
  — hypothesised as the dungeon-streaming collapse→EXPAND gap (same machinery as #135).
- #135 marked DONE (user-verified FPS-steady dungeon login); #136 closed (editor-marker hide).
- CLAUDE.md current-state refreshed: #135/#136 shipped, A7 lighting + #137/#138 remaining.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 21:08:40 +02:00
Erik
fd0ecfcf2e docs: close #136 — red cone was an editor-only placement marker (fixed 6f81e2c)
Rewrite the #136 entry with the definitive root cause (editor-only dat placement
marker hidden by retail's distance degrade, inherited as visible from the WB-derived
render path) replacing the earlier refuted texture-pipeline hypothesis; mark FIXED.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 19:05:03 +02:00
Erik
b4ed8e7908 docs: file #136 — red-cone dungeon decoration renders red (frozen-phase render divergence)
Investigated the user-reported divergence (a solid-red cone in the 0x0007 dungeon
that retail doesn't draw). Narrowed by elimination:
- geometry, not VFX (survives particles-off)
- object 0x70007055 / Setup 0x020019F0, physState=0x1C — NOT NoDraw/Hidden
- its distinguishing texture 0x06006D65 (DXT1 256x128) DECODES tan/opaque offline,
  identical to a neighbour decoration (0x020019EE / tex 0x06006D63) that renders fine
- not a per-instance tint (hook dropped)
=> the red is introduced at runtime in the WB bindless texture-array upload/sampling
path (a #105-class "samples undefined until flushed" / layer-handle misassignment),
possibly lighting. Both WB-render-migration and sky/lighting are FROZEN phases, so the
fix awaits explicit sign-off. Full diagnosis + reusable diagnostic approach in the issue.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 18:11:15 +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
2c923755c4 fix(G.3): place the player on the cell floor for an indoor dungeon login (#135 follow-up)
Two regressions from the pre-collapse (712f17f), found by live gate + a runtime
probe:

1) Login-into-dungeon stopped loading the dungeon. The login-hold streaming
   observer fell through to the OFFLINE fly-camera branch once
   _lastLivePlayerLandblockId was filtered to the player guid (a dungeon-local
   NPC used to keep it pinned). A camera-derived observer far from the
   pre-collapsed dungeon tripped ExitDungeonExpand and unloaded it. Fix: a LIVE
   in-world session never uses the fly camera for the observer — it follows the
   player's server landblock, falling back to the recentered spawn center
   (_liveCenterX/Y). The fly camera is the OFFLINE observer only.

2) Even with the dungeon resident, auto-entry hung: the #106 "ground ready" gate
   required SampleTerrainZ under the spawn, but a dungeon's negative-offset cells
   place the spawn's WORLD position in a NEIGHBOUR terrain landblock the #135
   collapse deliberately doesn't load (probe: cellReady=True, terrReady=False
   forever). The terrain gate is wrong for an indoor spawn — the player lands on
   the EnvCell FLOOR. Fix: gate an indoor (hydratable) spawn/teleport on
   IsSpawnCellReady, not the terrain heightmap; outdoor (and unhydratable→demote)
   spawns still hold on terrain. Applied to both isSpawnGroundReady (login auto-
   entry) and TeleportArrivalReadiness (teleport). This is the faithful equivalent
   of retail's synchronous cell load + place-on-floor; the pre-#135 terrain hold
   only passed because the 25x25 window streamed the neighbour terrain.

Verified live: login into 0x0007 → auto-entered player mode, snapped to
0x00070145, dungeon renders, FPS steady. Register AD-2 amended.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 17:13:12 +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
712f17f0f2 fix(G.3): pre-collapse dungeon streaming at login/teleport — kill the login FPS ramp (#135)
On login (or teleport) into a dungeon, FPS started ~10 and climbed over ~30 s.
Root cause: the dungeon "collapse" (which shrinks the 25x25 streaming window to
the player's single dungeon landblock — AC dungeons have no neighbours) only
fires once the per-frame `insideDungeon` gate reads true, and that gate keys on
the physics CurrCell, which isn't set until the player is PLACED, which waits for
the dungeon landblock to hydrate. So during the whole hydration window NormalTick
bootstraps the full window — ~24 unrelated ocean-grid neighbour dungeons + their
~19k entities each — and the collapse only mops them up afterward. That mop-up is
the ramp.

Fix: trigger the SAME collapse early, the instant we recenter the streaming center
onto a sealed dungeon cell, before the first NormalTick.

- StreamingController.PreCollapseToDungeon(cx,cy): fires EnterDungeonCollapse
  early (idempotent). The expensive neighbour window is never enqueued.
- GameWindow.IsSealedDungeonCell(cellId): reads the EnvCell dat SeenOutside flag
  (CurrCell is null pre-placement) — the same flag ObjCell.SeenOutside and the
  per-frame gate use, so the early decision matches the eventual one. Distinguishes
  a real dungeon from a cottage/inn interior (SeenOutside → keeps its outdoor
  surround). Excludes the 0xFFFE/0xFFFF structural shell ids so an outdoor spawn id
  can't type-confuse a LandBlock record as an EnvCell.
- Hooks: OnLiveEntitySpawnedLocked (login) + OnLivePositionUpdated (teleport).
- Observer robustness: during a teleport PortalSpace hold the streaming observer
  follows the recentered destination, not the frozen pre-teleport position (which
  could drift >=2 landblocks off and trip ExitDungeonExpand). And
  _lastLivePlayerLandblockId is now filtered to the player guid (resolves the
  Phase A.1 TODO) so a stray NPC UpdatePosition can't drift the login-hold observer
  off the dungeon.

Faithful EARLY trigger of the existing AP-36 collapse mechanism, not a new
workaround — AP-36 amended in the same commit. Adversarially reviewed across
timing / threading / faithfulness lenses; 5 new tests including the real runtime
ordering (Tick bootstraps, then PreCollapse cancels). Core suite green (1463).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 16:46:56 +02:00
Erik
a100bc37a7 docs(G.3): file #134 (ramp slide) + #135 (login FPS); record #133 grey+FPS fixes
Wrap-up bookkeeping for the dungeon work this session:

- #135 — login FPS ramp (~10 fps -> high over ~30 s): the streaming
  collapse only fires once CurrCell resolves to a sealed cell, so the
  first-frame bootstrap loads ~24 neighbour ocean-grid dungeons (+ ~19k
  entities each) then unloads them. Residual of the dungeon collapse;
  clean fix = pre-collapse at login when the spawn cell is a sealed
  dungeon cell.
- #134 — ramp slide-response feel ("lags downward" instead of gliding
  along the slope). SURFACED (not caused) by 3e006d3 caching the ramp
  connector cell in the physics graph; the slope-walk/edge-slide is now
  exercised. Port the retail slide-response; no band-aid.
- #133 — progress note: dungeon FPS FIXED (streaming collapse to the
  single dungeon landblock, 14-30 -> ~1000+ fps) + grey barrier FIXED
  (register portals-only connector cells for BOTH visibility and the
  physics graph even when they build 0 sub-meshes; d90c538 + 3e006d3).
  A7 per-vertex lighting bake (LightBake Core 3b93f91) is the remaining
  "lighting off" work; revised diagnosis (intensity=100 is the real dat
  value; the divergence is no-static-light-burnin, not a mis-read).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 14:33:07 +02:00
Erik
35152248f1 docs(D.2b): implementation plan — retail panel frame + live Vitals
9-task TDD plan against the re-grounded spec, building on the existing
AcDream.App/UI scaffold: RuntimeOptions toggles, textured-sprite path in
TextRenderer (+ frag uUseTexture=2, + TextureCache size overload), Step-0 chrome
prove-out, UiNineSlicePanel + UiMeter widgets, wire UiHost + live Vitals
(render-only) retiring TS-30, controls.ini loader, MarkupDocument (XML ->
UiElement tree), and the IUiRegistry plugin surface. Exact code per step; pure
parsers TDD'd in AcDream.App.Tests, GL/visual bits user-verified.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 14:21:56 +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
56860501b6 fix(G.3): collapse streaming to the single dungeon landblock indoors (#133 FPS)
Dungeon FPS sat at ~30 (frame ~33ms) because the 25x25 streaming window around
the dungeon landblock pulled in ~129 NEIGHBORING landblocks + their thousands of
torch/particle emitters, all drawn though never visible. In AC all dungeons are
packed adjacent in the unused "ocean" map grid, so those neighbors are unrelated
dungeons. The FPS timeline proved it: 247 fps at login (lb 0/0, ~10K entities) →
17 → 30 as landblocks streamed in (lb 0→129) — the cost tracked LANDBLOCK count,
not entities.

Retail-faithful: ACE LandblockManager.GetAdjacentIDs returns ZERO adjacents for a
dungeon (`if (landblock.IsDungeon) return adjacents;`, Landblock.cs:577-582) —
every dungeon is a self-contained landblock you never see out of.

Fix: when the player stands in a sealed indoor cell (CurrCell.IsEnv &&
!SeenOutside — the same predicate that kills the sun/sky), collapse streaming to
just the player's dungeon landblock and unload the neighbors. Building interiors
(cottage/inn) have SeenOutside cells, so they are NOT gated and keep their
surrounding terrain (the frozen building/cellar demo is unaffected). Unloading the
neighbors also tears down their lights (removeTerrain → UnregisterOwner), shrinking
LightManager._all from ~2227 toward retail's ≤40 — which directly helps the A7
lighting bake landing next.

Mechanics (StreamingController):
- Edge IN: ClearPendingLoads() cancels the in-flight 25x25 window (new streamer
  ClearLoads control job — worker drops queued Loads, keeps Unloads), unload every
  resident neighbor, pin a radius-0 StreamingRegion, (re)load the dungeon block if
  needed.
- Stay collapsed: sweep any straggler that finished loading after the edge (a Load
  the worker had already dequeued before ClearLoads).
- Edge OUT (portal/teleport to outdoors): rebuild the full two-tier window at the
  new center, unload anything stale.

AP-36 added to the divergence register (the gate uses the cheap SeenOutside cell
predicate as an approximation of ACE's full landblock IsDungeon classification).
GameWindow also carries a TEMP ACDREAM_LOG_FPS=1 headless FPS line (strip after
the A7 FPS+lighting verification).

Build green; 58 streaming tests green (6 new dungeon-gate tests).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-13 22:32:56 +02:00
Erik
007e287309 fix(A7): port retail calc_point_light (1-dist/falloff) ramp — kill the "spotlight" hard edge (#133)
The dungeon/house/outdoor lights read as hard-edged blown discs ("spotlights")
because our point/spot shader used `atten = 1.0` flat inside a hard `d < range`
cutoff. The mesh.frag comment claimed this was retail-faithful ("no attenuation
inside Range... the bubble-of-light look relies on crisp boundaries", citing
r13 10.2) — that was a misread and the literal cause of the symptom.

Verified against the decomp (not guessed): calc_point_light (0x0059c8b0, the
PER-VERTEX point-light path that lights static walls) scales each light's
contribution by (1 - dist/falloff_eff) — a LINEAR ramp that fades to exactly 0
at the edge, eliminating the hard disc. falloff_eff = Falloff * static_light_factor,
and static_light_factor = 1.3 (0x00820e24), NOT the 1.5 config_hardware_light
rangeAdjust (that 1.5 is the D3D-dynamic path for moving objects, a different
path). The Ghidra port (acclient.c:808639) is more garbled — BN pseudo-C is the
oracle here; the exact normalization factor + a half-Lambert wrap (0.5*dist+N*L)
are x87-obscured (same artifact class as GetPowerBarLevel) and left unported.

Changes:
- mesh_modern.frag + mesh.frag: replace flat atten with clamp(1 - d/range, 0, 1);
  Range now carries falloff_eff so the ramp fades to 0 at the cutoff. Fix the
  false "no attenuation / crisp bubble" comment in mesh.frag.
- LightInfoLoader: Range = Falloff * 1.3 (static_light_factor), was * 1.5.
- LightManager: correct the stale class doc comment (Tick is now nearest-8
  allocation-free partial-select with NO viewer-range slack filter).
- divergence register: AP-16 updated (slack filter removed), AP-35 added
  (per-pixel vs per-vertex Gouraud; dropped half-Lambert wrap + normalization).
- test: LightingHookSinkTests Range 8*1.3 = 10.4.

Build + 20 lighting tests green. Visual gate pending (game-wide lighting change:
dungeon torches, house candles, outdoor braziers).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-13 21:48:46 +02:00
Erik
0fe479ba06 docs(A7): pin the GENERAL light over-saturation cause (intensity=100 mis-read) + FPS note
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-13 21:19:47 +02:00
Erik
167f05c4fa docs(G.3 A7): record dungeon light-selection fix (activeLights 2->8) + the 0.30 ambient follow-up
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-13 20:45:29 +02:00