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3 commits

Author SHA1 Message Date
Erik
8fa66c23d5 fix(D.2b): Slice 2 — retail-exact doll pose, camera + heading (visual gate)
The paperdoll doll now matches retail: correct held pose, framing, and
facing. Three decomp-sourced fixes closed the visual gate.

Pose: cdb-confirmed m_didAnimation = 0x030003C0 (gmPaperDollUI), played
once + HELD (set_sequence_animation framerate=0, RedressCreature
0x004a3c22). Dumping the dat showed the 29-frame anim has only two
distinct keyframes — frame 0 (transitional, bent arm) and frames 1..28
(byte-identical: the settled stance, arms down + leg back) — so
ApplyPaperdollPose applies the LAST frame statically (no looping).

Camera: ported verbatim from UIElement_Viewport::SetCamera (decomp
0x004a5a39). position (0.12,-2.4,0.88); direction (0,0,0) => IDENTITY
view frame => look straight down +Y, ZERO yaw; FOV pi/4 (CreatureMode
ctor default 0x004543cf); ambient 0.3. The prior hand-tune aimed the
camera at mid-body, adding a ~2deg yaw that turned the doll's face away
— full-body framing comes from eye-height + FOV, not aiming.

Heading: retail Frame::set_heading(h) (0x00535e40) builds facing
(sin h, cos h); System.Numerics CreateFromAxisAngle(+Z, +h) rotates the
body's default +Y forward to (-sin h, cos h) — the X-lean was MIRRORED
(~22deg), the real cause of the turned-away face. Negate the angle to
land on retail's facing.

Wrap-up: stripped the temporary O/P pose-frame stepper + Slice2
diagnostics; divergence register AP-66 reworded, AP-67 (RTT doll render
vs in-cell CreatureMode::Render) + AP-68 (per-race UpdateForRace
unimpl) added; DollCameraTests pinned to the retail values + a zero-yaw
guard. tools/cdb/paperdoll-pose.cdb = the pose-DID capture script.
Build + full suite green (Core 1579 / Core.Net 343 / App 597 / UI 425).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 13:16:27 +02:00
Erik
fe319bd2aa fix(D.2b): Slice 2 visual gate — frame the whole doll + caption the Slots toggle
Visual gate 1 (user): the doll rendered but only the legs showed (camera
aimed at the model origin = the feet) and the Slots button was invisible.

- DollCamera: aim the look-at at mid-body (~0.95 m) and stand back ~3.7 m
  so the whole ~1.9 m figure fits. (Size is a later retail-comparison
  polish per the user.)
- PaperdollController: the Slots button (0x100005BE) is found + wired
  (diagnostic confirmed armorSlots=9/9, viewport=UiViewport,
  slotsButton=UiButton) but its dat element has no face sprite, so it drew
  nothing. Give it a gold "Slots" caption (UiButton.Label, like chat Send)
  via a new datFont param on Bind. Temporary [Slice2-paperdoll] diagnostic
  logs the button rect + the found widgets (stripped at wrap-up).

Idle animation deferred to a focused follow-up (faithful idle needs a full
AnimatedEntity + Sequencer through the TickAnimations multi-branch path +
re-dress coordination — real integration risk vs the verified static doll).

Build + full App suite green (594).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 09:58:22 +02:00
Erik
10cb31223f feat(D.2b): Slice 2 — DollCamera (fixed paperdoll ICamera)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 09:00:27 +02:00