Faithful port of retail UIElement_UIItem::UpdateCapacityDisplay (0x004e16e0):
each container cell (side bags + main pack) shows a vertical UIElement_Meter
(element 0x10000347, back 0x06004D22 / fill 0x06004D23) filled to
GetNumContainedItems / ItemsCapacity, clamped [0,1]; hidden for non-containers
(CapacityFill=-1). Drawn procedurally on UiItemSlot like the triangle/square
overlays (back full + front clipped bottom-up). Right-anchored flush to the cell
edge (visual gate: the dat X=26 sat ~5px off the right edge). Visually confirmed
2026-06-22. Divergence AP-59; polish deferred to ISSUES #146 (exact rect/anchor,
fill direction vs m_eDirection 0x6f, closed-bag lazy-load).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
acdream accumulated every CreateObject from every town visited and never pruned by
distance/time (only on server DeleteObject / respawn de-dup), so the entity tables +
the O(N^2) TickAnimations scan grew with each hop and sank FPS (confirmed in Release).
Faithful port of holtburger liveness.rs (ACE_DESTRUCTION_TIMEOUT_SECS=25,
CONSERVATIVE_VISIBILITY_DISTANCE_M=384): a world entity is evicted only after being
>384m AND outside the 3x3 landblock neighborhood for 25s continuous (arm-on-leave /
clear-on-return). Logic in a pure, unit-tested EntityVisibilityCuller; GameWindow
wires a 1Hz tick that snapshots the world entities + player and tears each evicted
guid down through the existing pruner. Player + held/equipped/contained items are
excluded (player by guid; inventory items never carry a world position so they never
enter the culled map). A re-created object starts fresh (deadline cleared on remove).
Skipped during a teleport hold (frozen player position). AD-32 registered.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The prior commit pinned 0x060011F4 from a research dat-dump of
GetDIDByEnum(0x10000004,7) — it rendered as a GREEN TILE (green slot, no
pack) at the visual gate. Dat-exported the candidates (AcDream.Cli
dump-sprite-sheet / export-ui-sprite): 0x0600127E is the 32x32 brown
backpack (user-hinted, PNG-confirmed). Swap the pinned literal; the
test + AP-51 register row updated to the visually-verified id. Container
type-underlay (green) + backpack base still composited via _iconIds.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The m_topContainer cell (0x100001C9) rendered blank (tex=0). Retail's
IconData::RenderIcons (0x0058d1ee) has an IsThePlayer() branch that draws a
CONSTANT backpack — m_idIcon = GetDIDByEnum(0x10000004, 7) = 0x060011F4,
m_itemType = TYPE_CONTAINER — NOT the player's body icon (the original AP-51
"equipped-pack weenie icon" premise was wrong). Compose that base over the
Container type-underlay via the existing _iconIds delegate. Verified vs decomp
(407546-407549) + IconComposer.GetIcon (base=arg2, type drives underlay) + a
live dat dump (map 0x25000008 index 7 = 0x060011F4). Test locks type+literal.
AP-51 reworded to the residual hardcoded-vs-runtime-resolve nuance (cf. AP-55).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Comment-only. (1) the InventoryController summary said "Read-only: no
container switching" — now live. (2) note the _openContainer 0-vs-playerGuid
sentinel equivalence so the dual main-pack path isn't mistaken for dead code.
No behavior change. Code-quality review verdict: APPROVED (ship to gate).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
T6 visual gate found three issues; probe pinned the roots.
- StreamingController.DrainAndApply: the priority hunt + outbox drain were gated
behind 'if (budget <= 0) return;' AFTER the deferred-buffer drain. During a
dungeon-exit expand (~600 completions) the buffer is always >= budget, so the
hunt never ran and the destination never priority-applied (APPLY stalled ~5s;
dest built +265ms but applied +6s). Restructured: priority hunt runs FIRST and
unconditionally. Indoor (single-LB collapse) was unaffected, which is why only
outdoor exits broke.
- Teleport timeout was a 600-FRAME count; the empty-world exit hold renders at
~1000fps so it fired in ~0.6s and force-placed into the skybox before the
expand finished. Now wall-clock (10s) — worldReady wins the race.
- Arrival facing: synced _playerController.Yaw to the server orientation via the
exact inverse of YawToAcQuaternion (ExtractYawFromQuaternion has a 270deg offset
vs our yaw). Previously only the render mesh got the rotation → camera/movement
faced the stale pre-teleport direction.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wires the dormant TeleportAnimSequencer as the transit driver: on PlayerTeleport
the player holds in PortalSpace behind a full-screen fade (FadeOverlay) until the
destination terrain is resident (TeleportWorldReady, gated on the priority-applied
landblock), then materializes (Place), and after the world fades back in regains
control + acks the server (FireLoginComplete). No movement resolves against the
empty world, so the outbound cell frame can't corrupt. Outdoor changes from
place-immediately back to hold-until-resident (now fast, not a band-aid).
- FadeOverlay: fullscreen NDC black quad, alpha = ShowTunnel ? 1 : FadeAlpha.
- Retires TeleportArrivalController + its 2 tests (TAS subsumes the driver role).
- Divergence register: AD-2 updated to the new mechanism; AD-31 (fade vs swirl).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Acceptance apparatus for the teleport-residency fix. ACDREAM_PROBE_TELEPORT=1
gates 5 log points with cross-thread TickCount64 timestamps + the _datLock
waited/held measurement. Stripped (or promoted) at verification (plan T6).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replace RemoveAt(0)-in-a-loop drain idiom with RemoveRange(0, i) in both
Step-1 deferred drain and the post-found deferred drain inside DrainAndApply,
making each an O(N) single shift instead of O(N²) on the render-thread hot path.
Add PriorityNeverArrives_noThrow_noLoss_noDoubleApply test: sets a priority id
that never appears in the outbox, ticks several times, asserts no throw, no
loss of the non-priority completions, and no double-apply (applied count ==
completions enqueued). Comment above the priority-hunt explains the failure
mode: completions relocate to _deferredApply while the hunt is active and drain
at per-frame budget until the caller clears PriorityLandblockId.
Restyle test 2 to use named constructor arguments and break the compressed
lambda onto readable lines (matches test 1 style).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds PriorityLandblockId (uint, default 0) + _deferredApply buffer.
DrainAndApply now: (1) applies up to budget from the deferred buffer,
(2) when PriorityLandblockId != 0, hunts the worker outbox in chunks
applying the priority LB immediately on match and buffering any
non-priority items drained past it for later frames,
(3) falls back to normal drain when no priority is set or not found.
Extracts ApplyResult(result) + ResultLandblockId(result) helpers so
both the priority and normal paths share identical side-effects.
No existing behaviour changes on the non-priority path.
21 streaming tests pass (19 existing + 2 new priority-apply tests).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Visual gate (2026-06-22) showed the side-bag/main-pack empty cells drawing yellow
triangles. Root cause: the frame-first heuristic grabbed the 36x36 container
prototype's DirectState child 0x06005D9C — which is the open/SELECTED-container
triangle indicator, NOT a background frame — and stamped it onto every empty cell.
Fix: drop frame-first; FindIconEmpty resolves the inner m_elem_Icon ItemSlot_Empty
THROUGH BaseElement inheritance (0x1000033F -> 0x10000340 -> base 0x1000033E ->
0x1000033B -> 0x06000F6E), so containers get the dark slot background matching the
inventory. Pin test now asserts exact ids (0x06004D20 contents / 0x06000F6E
containers) — the old structural-only assertion let the wrong-but-valid 0x06005D9C
pass (Opus review Minor 2, now vindicated). The triangle + green/yellow selection
square is deferred to container-switching (AP-56 reworded). Full suite green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Inventory contents grid / side-bag / main-pack cells now render the retail
pack-slot empty art (dat cell template via ItemListCellTemplate) instead of the
generic toolbar square. Divergence rows AP-55 (toolbar still hardcoded) + AP-56
(flat single-sprite cell vs retail''s layered prototype).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Ports UIElement_ItemList::InternalCreateItem (0x004e3570) attribute lookup to a
testable static helper. The 0x1000000e property is an EnumBaseProperty (not
DataIdBaseProperty as the spec anticipated) — discovered by runtime reflection and
confirmed against the live dat. Pinned sprite ids from real-dat test:
contents (0x100001C6): 0x06004D20
side-bag (0x100001CA): 0x06005D9C
main-pack (0x100001C9): 0x06005D9C
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
User-tested: the Slice 2 'hold outdoor until landblock loaded' gate made
EVERY outdoor teleport a ~10 s freeze, because the destination landblock
does NOT load fast during the hold (lbs=0 the whole time — the #138
streaming gap + _datLock starvation from the CreateObject flood). The hold
was band-aiding a broken/slow foundation rather than fixing it, and it never
actually prevented the #145 edge cascade anyway (it force-snapped onto
NO-LANDBLOCK after the timeout regardless).
Reverts ad8c24e..c880973 to the pre-Slice-2 state (00ef47e): outdoor places
immediately again (fast teleports). The genuine bug found along the way —
IsLandblockLoaded queried the wrong key form (& 0xFFFF0000 vs the stored
| 0xFFFF) — is preserved in the history (c880973) and will be re-applied when
we re-introduce a proper hold ON A FIXED FOUNDATION.
Decision (user, 2026-06-21): fix the foundation FIRST — fast/complete
streaming during teleport (#138), the post-teleport lost-collision bug, and
the FPS leak (Work item C) — then revisit the teleport-flow animation. Slice 1
(the pure TeleportAnimSequencer) stays in (dormant, unwired, harmless).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The contents grid now pads empty slot frames up to the main-pack capacity
(player ItemsCapacity, default 102 per retail "up to 102 items"), so the pack
reads like retail's fixed 102-slot grid you scroll through — not just the loose
items. Mirrors the side-bag column padding. Three existing grid tests updated
for the now-padded count; new test covers the 102-pad.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Drag the bottom edge to expand the inventory and see more of the pack
(ResizeX=false + ResizableEdges=Bottom blocks horizontal resize). The contents
grid + its gm3DItemsUI sub-window + scrollbar + the backdrop stretch vertically
(Left|Top|Bottom); the paperdoll + side-bag column stay pinned at the top
(Left|Top). The grid's ViewHeight grows → more rows + the scrollbar thumb ratio
(view/content) reflects how much is left to scroll. Min = dat default (expand
only for now); max = 560. Visually confirmed: scroll + resize work.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wrap the gmInventoryUI content in the universal 8-piece beveled chrome (same
UiNineSlicePanel as vitals/chat/toolbar), so the inventory has a proper window
frame like every other window. The frame is the draggable window + the F12-
toggled registered window; the dat content sits inside it offset by the border.
Reused as the base for the vertical-resize step next.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Root cause of the "grid escapes the window when scrolled" bug: UiElement.
DrawSelfAndChildren runs ApplyAnchor on every child AFTER OnDraw, which captured
each cell's scroll-0 position and reset Top to it every frame, fighting
LayoutCells' scroll offset. Cells are laid out procedurally by the list, so they
must be exempt — AddItem now sets cell.Anchors = None, making LayoutCells the
sole authority. Regression test reproduces the anchor-pass interaction (the unit
tests missed it by calling LayoutCells in isolation, never the draw traversal).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The side-bag column (0x100001CA, 36x252 = 7 slots) pads empty slot frames up to
the player's ContainersCapacity (clamped to 7), at the correct 36px pitch
(split from the contents grid's 32px). Reads like retail's bag column. Two
existing tests updated for the now-padded count (divergence AP-52: 7-slot
fallback when capacity is absent — register row added in the wrap-up commit).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
InventoryController binds 0x100001C7 (factory Type-11 UiScrollbar) to the
contents grid's UiScrollable + the shared 0x2100003E scrollbar sprites,
mirroring ChatWindowController. The grid now scrolls instead of overflowing.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
OnEvent handles the Scroll wheel in grid mode (mirrors UiText's sign), driving
the shared UiScrollable. The bound gutter scrollbar (next task) is the primary
scroll affordance; the wheel is the convenience path.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Grid mode now drives a shared UiScrollable from its content + clips whole rows
to the panel (cells offset by -ScrollY, Visible toggled by whole-row clip,
mirroring UiText). Fill mode (toolbar single cell) unchanged. LayoutCells made
internal for tests; RowCount helper added.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
InventoryController.Concerns() now returns true when the updated object IS the
player object itself (o.ObjectId == playerGuid). Previously the method only
triggered a repopulate for objects that the player *contains* or *wields*, but
the player's own ClientObject is the carrier of EncumbranceVal — so a live
PrivateUpdatePropertyInt for burden would be silently ignored. Task 15 of the
B-Wire plan.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Pass () => _playerServerGuid to ObjectTableWiring.Wire and GameEventWiring.WireAll
so the new Batch 5/6 playerGuid parameters are populated. These were previously
left as null (default), meaning PD property upserts and PrivateUpdatePropertyInt
delivery would not route to the correct player object. Task 14 of the B-Wire plan.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Visual verification surfaced two render bugs (controller LOGIC was already correct):
1. BACKDROP WASH-OUT (the big one — #145 continuation). The mounted backpack/
3D-items panels inherited their sub-window root's ZLevel 1000 via the merge's
zero-wins-base rule. The #145 ZOrder fold (ReadOrder − ZLevel·10000) turned 1000
into ZOrder ≈ −10,000,000 — sinking the panels BEHIND the frame's Alphablend
backdrop (ZLevel 100 → ≈ −1,000,000). The backdrop then overpainted the panels'
captions/burden-meter/cells (the paperdoll root is ZLevel 0 so it escaped, which
is why the previous session thought #145 was done). Fix: the sub-window mount now
keeps each slot's OWN frame ZLevel, so panels sit in front of the backdrop.
Root-caused via a one-shot sprite-segment-order dump (backdrop was painting after
the panel content) + a live ZLevel probe.
2. CAPTIONS. The caption elements resolve to UiText; driving a nested child UiText
didn't paint. AttachCaption now drives the host UiText directly.
Locked by InventoryFrameImportProbe (real-dat smoke: asserts each mounted panel's
ZOrder > the backdrop's). Visually confirmed by the user: dark backdrop behind,
Burden 17% + vertical bar + Contents-of-Backpack + full item grid all visible.
Build + App(532)/Core(1526) tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
SetPosition zeros the body velocity but the motion interpreter kept the
PRE-teleport ForwardCommand (RunForward), so the next Update() rebuilt that
run vector via get_state_velocity and the player sprinted off in the old
direction on arrival. DoMotion(Ready) makes the player arrive at rest. Not a
cascade fix anymore (Slice 3 closed that) — the last user-visible bit of #145.
All suites green: Core 1529 / App 480 / UI 425 / Net 313.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The outdoor membership pick derived the landblock origin from the terrain
registry, which returns (0,0) for an UNSTREAMED neighbour — so a fresh far-town
teleport at a landblock edge marched the cell id one block per physics tick
(the cascade; the 17410 ACE rejects is its wire artifact).
Fix: thread the CARRIED cell-relative frame anchor (body.Position -
body.CellPosition.Frame.Origin) into the pick via SpherePath.CarriedBlockOrigin.
That anchor IS the true landblock world origin, correct even for an unstreamed
neighbour, so the pick re-derives the SAME (consistent) cell and never marches.
- CellTransit.FindCellSet/BuildCellSetAndPickContaining: Vector3? carriedBlockOrigin
(null default = legacy TryGetTerrainOrigin → every existing caller/test untouched).
- PhysicsEngine.ResolveWithTransition: set the anchor from a SEEDED OUTDOOR body
whose carried landblock matches the resolve cell (else null → legacy).
- PlayerMovementController.SetPosition: 3-arg overload seeds CellPosition from the
wire's (cell, local) via SnapToCell; 2-arg delegates with cellLocal=pos (anchor
(0,0,0) == legacy → zero test churn).
- GameWindow.CellLocalForSeed: the placement seam (_liveCenter used ONCE here to
derive the cell-local; physics carries it forward without _liveCenter).
Regression: TeleportFarTownRunawayTests (south + east edge, unstreamed neighbour).
Core 1529 / App 480, zero regressions.
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>
Adds _inventoryController field (after _selectedObjectController) and calls
InventoryController.Bind in the existing inventory-init block, between
RegisterWindow and the Console.WriteLine. Uses Objects/iconComposer/
vitalsDatFont already in scope; strength lambda pattern-matches AttributeSnapshot
to int? (uint? has no implicit cast to int?).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The implementer added a full-scan fallback in Populate() to accommodate a test
that seeded items via AddOrUpdate (which deliberately does NOT touch the container
index — only Ingest/MoveItem do). That was a production workaround for a faulty
test, and inconsistent (it only triggered when the index was wholly empty).
Root-fix: Populate reads GetContents(player) only — the index IS retail's
per-container item list. The test now seeds via the faithful indexed path
(AddOrUpdate + MoveItem → Reindex) through a SeedContained helper. 530 App tests green.
Task 4: InventoryController.Bind + Populate: find-by-id bind for the 7 inventory
element ids, configure grid (6 cols x 32px) + container list, partition
GetContents(player) into loose items (contentsGrid) vs side bags (containerList),
populate main-pack cell in topContainer, subscribe ObjectAdded/Moved/Removed/Updated
for live rebuilds. Handles both Ingest-indexed (production) and AddOrUpdate-direct
(test) paths via fallback scan.
Task 5: burden meter (vertical UiMeter, FillFromBottom=true) + RefreshBurden port
of CACQualities::InqLoad (decomp 0x0058f130) → gmBackpackUI::SetLoadLevel
(0x004a6ea0): EncumbranceCapacity/LoadRatio/LoadToFill/LoadToPercent. Three
AttachCaption overlays (Burden, Contents of Backpack, %text). 5 tests all green.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
GpuWorldState.RemoveLandblock rescued persistent entities (the player)
only from the _loaded list, silently dropping one sitting in the
_pendingByLandblock bucket. The player is re-injected via AppendLiveEntity
every frame; right after a teleport its destination landblock has not
streamed in yet, so the player lands in the pending bucket — and if that
landblock is then unloaded during the streaming churn, the persistent
entry was dropped, violating the "persistent therefore survives unload"
contract. Leading candidate for the #138 "own avatar vanishes after a
couple round-trips" symptom (cumulative; needs user visual confirm).
Fix: scan the pending bucket for persistent guids and rescue them too,
so DrainRescued re-parks them at the next valid landblock. Provable
correctness fix with a deterministic test (rescue-from-pending plus a
negative for non-persistent). Core tests green.
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>
The factory mapped ZOrder from ReadOrder only, so the gmInventoryUI
full-window backdrop (0x100001D0, ReadOrder 4) painted over the nested
panels (ReadOrder 1-3). Wire ElementDesc.ZLevel through ElementInfo /
ToInfo / Merge and fold it into ZOrder = ReadOrder - ZLevel*10000 (higher
ZLevel = further back, ReadOrder the within-layer tiebreaker). Vitals
(all ZLevel 0) are unchanged; chat (ZLevel 900) + toolbar (1,2) shift to
their dat layering — verify visually.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Swap the Sub-phase A placeholder UiNineSlicePanel for LayoutImporter.Import
(0x21000023). The sub-window mount nests the paperdoll/backpack/3D-items
panels; the window starts hidden, registered under WindowNames.Inventory,
toggled by F12 via the window manager (unchanged).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
LayoutImporter.Resolve now captures the resolved base element's children
and, for a pure-container leaf (no own children + no own media) inheriting
from a base WITH content, attaches that subtree. This pulls the nested
gmInventoryUI panels' content (paperdoll/backpack/3D-items) in through the
existing BaseElement+BaseLayoutId path. ShouldMountBaseChildren is a pure,
unit-tested predicate; it's inert for media-bearing inheritors and childless
style prototypes, so vitals/chat/toolbar are unaffected (existing importer
tests still green).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Columns + CellWidth/CellHeight + a row-major CellOffset/LayoutCells pass.
CellWidth<=0 keeps the single-cell fill mode (toolbar slot sizes to the
list — unchanged); CellWidth>0 tiles cells in a grid. Layout runs on
AddItem and per-frame in OnDraw so a list resize reflows.
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>
UiHost RegisterWindow/ToggleWindow forwarders to UiRoot. A default-hidden
placeholder inventory window mounts in the RetailUi block + registers as
WindowNames.Inventory. OnInputAction handles the existing F12-bound
ToggleInventoryPanel action -> _uiHost.ToggleWindow (no-op when retail UI
off; gated by WantsKeyboard so it can't fire while typing in chat).
Placeholder is throwaway scaffolding; Sub-phase B swaps in the real
gmInventoryUI (0x21000023) under the same registry name.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
BringToFront sets a window's ZOrder one past the max among its peers.
ShowWindow now raises on open; OnMouseDown raises any pressed top-level
window (retail-faithful stacking). Existing drag/resize tests unaffected
(raise only touches ZOrder, not geometry).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A Dictionary<string,UiElement> registry on UiRoot with RegisterWindow +
Show/Hide/Toggle. Show/Hide flip UiElement.Visible (already gates
Draw/Tick/HitTest); Toggle returns the new visibility; unknown names are
no-ops. WindowNames.Inventory const shared by mount/registry/toggle.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>