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3871 commits

Author SHA1 Message Date
Erik
dfc841b779 test: stabilize load-sensitive release contracts 2026-08-18 11:50:23 +02:00
Erik
c8c764a40e test: remove ambient timing from double-click contracts 2026-08-18 11:38:31 +02:00
Erik
3684e7b5e7 test: classify prerequisite lanes and own Avalonia sessions 2026-08-18 11:30:47 +02:00
Erik
c1a905004a test: separate diagnostic apparatus from release gates 2026-08-18 11:06:08 +02:00
Erik
8f490240d4 test: separate non-hermetic release lanes 2026-08-18 10:49:22 +02:00
Erik
52015f5052 test: remove known tautologies and scaffolds 2026-08-18 10:40:20 +02:00
Erik
8e884679e0 docs: close R2 reproducibility checkpoint 2026-08-18 10:32:37 +02:00
Erik
c38f6b8852 build: make release restore reproducible 2026-08-18 10:29:00 +02:00
Erik
b459e0cf0c docs: record R2 gate checkpoint 2026-08-18 09:10:11 +02:00
Erik
2ac054864d ci: add bounded complete release gate 2026-08-18 09:09:38 +02:00
Erik
0a934cf578 fix: prevent launcher exit disposal deadlock 2026-08-18 08:43:29 +02:00
Erik
15539a22a6 Merge campaign-hover-ui-round: #419 post-mortem record (tunnel fix attempts discarded, apparatus-first protocol)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 23:15:48 +02:00
Erik
dd83fece21 docs #419: record the two discarded fix attempts, durable byte-decoded facts, and the apparatus-first protocol
Both attempts removed from the branch by user direction after live
gates (attempt 1 culled the interior — the 'fixed' exit was a
nothing-drawn false positive; attempt 2's luminosity port produced no
visible change, theory-vs-plumbing unresolved). Patches preserved in
the session scratchpad. Next attempt starts with apparatus: tunnel
freeze probe, RenderDoc capture, ACViewer oracle, retail side-by-side.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 23:12:59 +02:00
Erik
1fbdf23597 Merge branch 'campaign-hover-ui-round' 2026-08-17 21:16:26 +02:00
Erik
59f68aecdf docs: file #419 — tunnel rim polygon + exit ring flash, decomp-anchored (fixed CreatureMode camera 0.24/-2.7/0.88, view-plane exit)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 21:16:26 +02:00
Erik
d504a12db5 Merge campaign-hover-ui-round: #418 hold-scoped streaming burst — portal/recall holds at retail-feel
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While a destination reservation hides the world behind the tunnel, the
frame meter runs on a hold-widened profile (2 ms -> 8 ms destination
lane, non-destination lane absolute caps unchanged), reverting the frame
the reservation ends. Measured: warm-process portal hold gate-ready
3.6 s / total 8.7 s (retail-feel band); login drip 6-7 s -> 3.0 s with
the remaining login floor now attributed to process cold-start warmup
(~8 s concurrent phase), the next #418 lever. Tunnel held 64-66 fps
through the burst; mid-game no-hold path bit-identical (test-pinned).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 20:57:20 +02:00
Erik
a1d15a82dd perf #418: widen the destination-lane budget only while the reveal hold is active
While a destination reservation hides the world behind the authored
tunnel, the streaming frame meter now runs a hold-widened profile
(StreamingWorkBudget.WidenForDestinationHold): the time ceiling rises
from the authored 2 ms to an absolute 8 ms default
(ACDREAM_STREAM_WORK_HOLD_DEST_MS is a measurement-only override), every
count/byte dimension scales by the same factor so elapsed time stays the
authoritative guard (the measured binder is Time at both ceilings), and
the reserve fraction is re-derived (0.75 -> 0.9375) so the
NON-destination lane's absolute per-frame caps are unchanged. The
widening keys off the existing BeginDestinationReservation/
EndDestinationReservation bracket only, is derived per-Tick from the
CURRENT budget (mid-hold quality swaps compose), and a frame with no
reservation uses the authored budget verbatim (test-pinned). Portal
holds ride the same bracket as login holds by construction - intended,
and pinned by a kind-parity test through the real coordinator plus a
live @telepoi portal hold (kind=portal gate-ready 3589 ms).

Why: issue #418's next-hypothesis (1). Measured result: the ~5 s
publication drip collapsed to ~2 s (loaded 625/625 at ~3.0 s, tunnel at
64-66 fps), the portal-hold gate-ready fell to ~3.6 s - and login
gate-ready/total stayed at 8.4-8.8 s / 12.6-12.7 s, exposing the real
remaining pacer: the login-cold render-thread upload/registration
barrier behind GpuWorldState.IsRenderReady, which ran concurrently under
the old drip. Full attribution appended to docs/ISSUES.md #418; no
divergence-register row (the streamed result and reveal gate are
byte-identical; only the scheduling rate during a hidden hold changed).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 20:55:43 +02:00
Erik
62ccf9b9b9 Merge branch 'campaign-hover-ui-round' 2026-08-17 20:16:10 +02:00
Erik
e94e8e0c61 docs #418: goal closeout — retail-feel done bar + ordered next hypotheses
The user's benchmark (retail ~6 s at a smaller window without our
complete-at-reveal guarantee) is now the issue's done bar. Next levers
in order: hold-scoped destination-lane budget widening (predicted
gate-ready ~2-3 s), then upload/composite overlap; retail's authored
tunnel exit is not a tuning target. Miss-branch closeout per the
session goal: acceptance measured 12689/12734 ms (> 12000), attribution
complete, no blind tuning.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 20:16:10 +02:00
Erik
48de9513ff Merge campaign-hover-ui-round: #418 login speedup — 27.4 s to 12.7 s measured
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The flat 32 blocks/s was the metered publication arm treating Runtime's
deliberate two-poll collision activation as end-of-frame: one landblock
per 32 Hz streaming tick with the 2 ms budget ~90% idle. The metered arm
now uses the same Runtime continuation gate the synchronous path always
used; the budget is genuinely authoritative, debt semantics preserved,
streamed result byte-identical. Remaining floor fully attributed in #418
(~8 s budgeted readiness + retail's authored tunnel exit).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 20:13:45 +02:00
Erik
11106c70e7 perf #418: publish landblocks under the meter, not one per streaming tick
Phase-1 measurement (new [publish-timing]/[stream-tick] probe surfaces,
ACDREAM_PROBE_REVEAL_TIMING=1) refuted the ~31 ms-per-admission
hypothesis: the hold runs at ~64 fps with the streaming tick at ~32 Hz,
the whole 625-block window costs only ~500 ms of publication CPU (far
blocks ~0.17 ms, near 2-43 ms), and steady state showed ZERO meter
yields with ~0.22 ms of the 2 ms budget used - yet exactly one block
published per tick against a ~400-deep completion queue.

The real limiter: Runtime's collision-generation activation is a
deliberate two-poll transaction (the first
TryAcquireCollisionPrefixMutationPermission poll parks residents and
refuses by design), and LandblockPresentationPipeline.Advance's metered
arm returned Completed=false on ANY nonterminal commit, which
DrainAndApply treats as end-of-frame. One landblock per 32 Hz tick =
the flat 32/s, with the authored budget ~90% idle.

Fix: the metered arm now uses the same Runtime-owned gate the unmetered
arm and the synchronous CompletePublication API always used
(CanContinueMutationSynchronously). The second poll runs in the same
frame under the same meter, so the unchanged 2 ms elapsed-time ceiling
is now genuinely the authoritative per-frame bound; with any real debt
(live residents parked mid-game, pending withdrawals, dispatch backlog)
publication defers to the next frame exactly as before. No budget
values change, no reveal-gate/readiness change, and the streamed result
is byte-identical - only the frame scheduling of identical operations.

Measured A/B (this binary, two runs): totalMs 12689 / 12734 vs baseline
26728/27395/27503; loaded slope 32/s -> bursts of 100-360/s, 625/625 in
~6-7 s vs ~23 s. The remaining ~12.7 s floor is fully attributed in
docs/ISSUES.md: ~8 s of real budgeted readiness work plus retail's
authored tunnel exit (TunnelContinue 2-5 s + two 1 s fades, golden
constants), so the <12 s acceptance needs a lead decision on the
hold-time budget, not another hidden limiter.

New regression pin:
MeteredLoaded_NonterminalCommitWithoutDebt_CompletesInOneMeteredAdvance.
Gates: Release build 0 errors; App tests 5576/3 skips/0 failed;
Runtime tests 1756/0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 20:11:35 +02:00
Erik
27b6c8bc19 Merge campaign-hover-ui-round: #417 logout audio fix, reveal-timing probe, #418 landblock build pool (login speedup in progress)
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 19:36:56 +02:00
Erik
45f379560a docs #418: lead-review refinement — the ~31 ms period is one landblock's update-thread publication cost
The identical flat 32/s across the serial and pooled binaries points at a
single ~31 ms indivisible per-landblock admission on the update thread
(one admission per frame under the 2 ms floor, frame stretched to ~31 ms,
~32 fps x 1/frame = 32/s); the old serial builder producing at the same
~31 ms/block masked it. Predicts ~31 ms tunnel frame time; fix shape is
splitting/off-threading the publication cost, not budgets (disproved
twice). Verify the frame-time prediction first next session.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 19:36:56 +02:00
Erik
39967e78bd perf #418: parallelize landblock builds across a striped worker pool
Login publishes the 25x25 window at a flat 32 blocks/s (~27 s in the
tunnel). The reveal-timing probe A/B (695a27b4) showed the consumer
budget env ceilings change nothing, which was read as producer-limited:
one "acdream.streaming.worker" thread, ~31 ms/block. This replaces the
single worker with min(ProcessorCount-2, 8) workers, floor 1.

Design: striped/affinity dispatch. Each worker owns one unbounded lane
channel plus its own high/low priority queues; jobs route to
lane = ((id >> 16) * 2654435761) % N (the low word of a landblock id is
constant, so the id is mixed before reduction). Striping was chosen
over a shared queue + in-flight conflict tracker because it preserves
the per-landblock contract structurally rather than by bookkeeping:
every job for one id lives on one lane, so per-id enqueue order IS
execution and completion-arrival order, and the same-landblock
supersede rules (PromoteToNear removes queued LoadFar/Unload) keep
seeing every queued job for that id. Contract, point by point:

- Per-landblock ordering: same id -> same lane -> serial FIFO.
- ClearLoads: broadcast to every lane inside the same _inboxGate lock
  that serializes enqueues, so any load enqueued before
  ClearPendingLoads() returns sits ahead of its lane's ClearLoads copy
  in that lane's FIFO and is dropped at read time, exactly like the
  single-thread path. Already-dequeued builds still complete (now up
  to one per worker instead of one total); StreamingController's
  SweepCollapsed already unloads those uniformly.
- Priority: per-lane high/low split unchanged. Cross-lane, priority is
  not globally ordered (a lane cannot run another lane's job), which
  the contract permits; near-tier jobs hash-spread across lanes and
  are preferred within each.
- Outbox: SingleWriter flipped to false; nothing assumed single-writer
  (PublishResult already used TryWrite + an Interlocked backlog, and
  the consumer's peek->read head-stability holds because only the
  single reader ever moves the head). Cross-landblock arrival order
  was verified arbitrary-tolerant before relying on it:
  StreamingController.AdmitCompletions classifies each result
  independently into per-priority FIFOs (generation staleness +
  per-landblock retirement blocking); per-landblock arrival order is
  preserved by striping.
- Crash surface: per-worker. The first real crash publishes
  WorkerCrashed (prefixed "worker N:" in pools > 1), sets
  _workerFailure, completes every lane, and cancels the pool (a crash
  still ends all processing, as before); siblings that merely observe
  the closed lanes (ChannelClosedException) exit quietly instead of
  reporting spurious crashes; the outbox completes only when the LAST
  worker exits so no in-flight completions are dropped.
- Disposal: joins every worker under the same _disposeGate; Start
  stays idempotent and dispose-serialized.

Thread-safety audit of the production build closures
(SessionPlayerComposition), per shared object:

- DatCollection (every read in LandblockBuildFactory.BuildLocked:
  LandblockLoader.Load, SceneryGenerator.Generate, SetupMesh.Flatten,
  CellMesh.Build, GfxObjBounds.Get, GfxObjDegradeResolver): NOT
  thread-safe; already serialized under the shared _datLock, which
  BuildLocked holds for the whole read transaction. Unchanged; the
  probe run measured hold 0-13 ms / wait <= 12 ms during the login
  window, so the lock is not the new bottleneck and the build was NOT
  serialized beyond it.
- PakPreparedAssetSource / PakReader (BuildPreparedCollisionClosure,
  outside the lock): immutable TOC array + read-only
  MemoryMappedViewAccessor random-access reads + ConcurrentDictionary
  verdict caches - safe for N concurrent readers (Slice I3 design;
  the headless SharedPreparedCollisionCache wrapper is fully
  lock-protected).
- LandblockMesh.Build (outside the lock): pure math over the dat
  record + the composition-time height table + the immutable
  TerrainBlendingContext record; the shared SurfaceCache is a
  ConcurrentDictionary and BuildSurface is deterministic, so its
  lookup-or-build race is last-write-wins-benign (the code already
  documented exactly this).
- PhysicsDiagnostics probe statics: read-only bools + thread-safe
  Console writes.

MEASURED OUTCOME (gate 4): the timing acceptance did NOT pass, and per
the task contract that is reported, not tuned around. With 8 workers
on this 16-core machine all 625 builds complete in ~203 ms
(ACDREAM_PROBE_TELEPORT BUILD lines t=3475390..3475593) - the producer
is off the critical path - but loaded= still advances at exactly
+32/1000 ms and SUMMARY totalMs measured 27395 and 27503 across two
runs (baseline 26728). The 32/s pacer is in the consumer
admission/publication path and is not governed by the
StreamingWorkBudgetOptions env ceilings. #418 stays IN-PROGRESS on the
consumer side; see docs/ISSUES.md for the evidence chain.

Tests: per-landblock ordering under 4-worker contention, cross-lane
ClearLoads drop, per-lane near-before-far preference, pool-of-1 serial
equivalence, disposal joining every worker, lane-spread guard, and
worker-count validation (LandblockStreamerPoolTests). Two existing
tests asserted a GLOBAL cross-landblock execution order - a serial
implementation detail, not the contract - and now pin workerCount: 1
with justification comments (LoadNear_OvertakesQueuedFarLoads,
TwoQueuedLoads_RetainTheirDistinctOriginAndGeneration).

Gates: Release build 0 errors; App suite 5575 passed / 3 skipped
(5568 + 7 new); Runtime suite 1756/0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 19:34:20 +02:00
Erik
695a27b48a probe: ACDREAM_PROBE_REVEAL_TIMING — wall-clock attribution of the login/portal hold
[reveal-timing] lines from the reveal coordinator: per-dimension
first-ready edges (render neighborhood, composite textures, collision,
gate, materialization), 1 Hz progress with the resident-landblock count
(new GpuWorldState.LoadedLandblockCount), and one SUMMARY line at the
viewport reveal. Measurement-first groundwork for the login-load speedup:
the readiness barrier observes its dimensions serially, so the edges give
each dimension's observed tail while the progress lines expose the
pacing shape (a budget-paced linear drip reads directly off the counts).
Probe-gated in StreamingDiagnostics per Code Structure Rules §5; no
behavior change, one branch per Evaluate poll when unset.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 19:04:15 +02:00
Erik
0228876a8d Merge campaign-hover-ui-round: fix #417 — silence world audio at the logout reset
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 18:46:04 +02:00
Erik
0bb47f2711 fix #417: world ambience kept playing at character select after the in-world logoff
The character-session reset manifest had no audio step: retail's logoff
destroys the world's sound sources with the world, but our OpenAL world
pool and ambient scheduler are process-lifetime — the continuous ambient
beds played on at character select and the scheduler kept RE-FIRING
deadlines against the stale listener (Suspend/StopAll had zero callers;
WorldGenerationQuiescence only cycles around teleport-style generation
replaces).

New WorldAudioSessionGate: the reset manifest's 'world audio' step stops
all sixteen world-pool voices (SuspendWorldAudio) and drops every ambient
deadline (StopAll); the pool reopens at the entered-world edge through the
new default-null LiveSessionEnteredWorldBindings.ResumeWorldAudio binding,
invoked first in ApplyEnteredWorld. The ambient soundscape needs no
explicit resume — the next objcell observation rebuilds it exactly as a
cell change always did. Covers logout, reconnect, and full stop uniformly.
UI-pool sounds (interface bank, portal cues) untouched by design.

App tests 5568/3 skips, Runtime 1756/0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 18:46:04 +02:00
Erik
0d5978ca2c Merge campaign-hover-ui-round: fix #416 roster hover highlight + #415 probe wait verbs
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The retail button state/media machine ported from the decomp
(UpdateState_ authored-state gate, SetState state-0 arm, the
non-empty-media reset rule) replaces the media-keyed approximation that
latched the character-select roster highlight. Live-verified. The probe
wait verbs now bind a facts-only automation runtime in every launch.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 16:25:43 +02:00
Erik
91c1962b0d fix #416 #415: the retail button state/media machine — roster hover highlight clears; probe wait verbs bind without an artifact dir
#416 (char-select roster highlight never cleared on hover-leave): three
decomp-grounded mechanisms replace the media-keyed _availableStates
approximation.
- UIElement_Button::UpdateState_ @0x00471CF0: the button machine commits
  ONLY states authored on the button's OWN ElementDesc (AccessStateDesc
  gate); unauthored requests no-op, preserving custom semantic states.
- UIElement::SetState @0x00464E70: an unauthored state id is coerced to
  state 0 (the unnamed base state) and committed — ported into
  UiDatElement.TrySetRetailState with the base-descriptor PassToChildren
  cascade arm.
- The SetState media rule @0x004651c0: a committed state replaces the
  playing media ONLY when its media array is non-empty. UiButton now keeps
  per-face-segment media states under that rule (segments model retail's
  PassToChildren children), and LayoutImporter records the raw MediaCount
  including the File=0 draw-nothing images the drawable filter drops —
  the roster bar children's base state is exactly such an image, and it is
  what clears the bar.
The row template truth (probe, installed DAT): the row authors EMPTY
Normal/rollover/Highlight descriptors with PassToChildren; the three bar
children author rollover/Highlight media, NO Normal state, and a File=0
base image. An empty-media Normal_pressed still never blanks a Normal-art
button (the media rule keeps the previous art — the exact behavior the
old gate approximated), and the Appearance spins' property-only Highlight
now genuinely commits: label recolors, arrow art lingers — the retail
split AP-222 approximated with a requested-keyed label hack, now retired.
Live-verified at char select: hover +alex shows the grey bar, moving off
clears it, the selected row keeps its amber bar.

#415 (probe wait world-* verbs dead): the filed snapshot-reset diagnosis
was wrong — the automation bridge simply never bound without
ACDREAM_AUTOMATION_ARTIFACT_DIR. A facts-only
WorldRevealFactsAutomationRuntime now binds whenever the retained UI
exists; checkpoint/screenshot verbs still require the artifact directory
and now report that instead of a generic timeout.

App tests 5568/3 skips, Runtime 1756/0, UI.Abstractions 926/0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 16:25:36 +02:00
Erik
75c19becca Merge campaign-hover-ui-round: fix #414 — cursor hidden at character select after the in-world logoff
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Teardown's dev fly-camera fallback raw-captured the OS cursor on the
character-select screen; teardown now lands on the orbit camera (the
fresh-boot state) and the pointer controller restores a normal cursor.
Live-verified both directions under GetCursorInfo sampling. Files #415
(broken 'wait world-visible' automation verb, apparatus only).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 15:17:56 +02:00
Erik
7aa08045d8 fix #414: cursor disappears at character select after the in-world logoff
Session teardown (PlayerModeController.Exit/ResetSession ->
CameraController.ExitChaseMode) fell back to the dev free-fly camera, and
CameraPointerInputController.ApplyCursorForCameraMode faithfully applies
CursorMode.Raw (GLFW disabled cursor: hidden + captured) for fly mode —
so the character-select screen after an in-world logoff had no mouse.
Fresh boot starts in Orbit and never fires a mode change, which is why
only the post-logout path was affected.

Teardown now lands on Mode.Orbit — the exact state a fresh boot presents
at character select — and always notifies, so the pointer controller
restores CursorMode.Normal even when torn down from the dev fly camera.
The dev fly<->chase flow is untouched (it rides ToggleFly, never
ExitChaseMode).

Proven live both directions with a driven logout (UI probe 0x100000FA ->
dialog accept 0x17) under Win32 GetCursorInfo sampling: before, flags
flipped 1->0 exactly at the roster re-push that re-shows character select
and stayed hidden; after, zero hidden samples across the full timeline.
Files #415: the UI-probe 'wait world-visible' verb reads the reset
transit snapshot and is dead after reveal completion (test apparatus
only).

App tests 5564/3 skips (+3), Runtime 1756/0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 15:17:50 +02:00
Erik
2ae1e3971c Merge campaign-hover-ui-round: tunnel-from-click, the in-world logoff, source-level escape normalization
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Tunnel arms at the Enter click (user-directed improvement over retail's
black CreatePlayer gap; AD-109). The full retail logoff: 0xF653 with the
3s hold (+20s PK), server-driven LogOut motion with input disabled,
the wormhole entered in reverse order (no exit cue), live return to
character select on the kept connection with the pushed roster —
second Enter round-trips (AD-110 filed, AD-74 RETIRED: Options'
Exit-to-Character-Selection is now real). Escape normalization moved to
retail's own placement — StringTableMetaLanguage::UnescapeString ported
at the string source, five consumer patches retired, the 4,365-string
escape population sweep-pinned (AD-111 records the wire-domain
appraisal exception).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 14:22:04 +02:00
Erik
70f7f72d62 Merge campaign-newline-fix: retail source-level escape normalization
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

# Conflicts:
#	docs/architecture/retail-divergence-register.md
2026-08-17 14:21:10 +02:00
Erik
d233f81dce feat(session): the in-world logoff — LogOut animation, reverse wormhole, live return to character select
Retires AD-74 (Exit to Character Selection 'behaves as Exit Game') and
files AD-110 (the composed handoff edge) — register rows in this commit.

Retail derivation (named decomp):
- gmGamePlayUI::UseTime @0x004EA3A0: confirmed Yes drains into
  CPlayerSystem::LogOffCharacter(0) when grounded (transient_state &
  CONTACT); the grounded three-way branch now also covers the
  indicator-bar end-session control (it was Options-only).
- CPlayerSystem::LogOffCharacter @0x00563520: SaveToServer FIRST (the
  existing pre-logoff flush hook), then RequestLogOff @0x00562DD0:
  'Logging off...' chat (type 0), 0xF653 via Proto_UI::LogOffCharacter
  @0x00546A20, logOffRequestTime = now + 3.0 (+20.0 when
  IsPlayerKiller @0x0058C910 — PWD bits 0x20|0x2000000), and
  CommandInterpreter::HandleLogOff @0x006B3330 -> Disable.
- The log-off ANIMATION is server-driven: ACE broadcasts
  MotionCommand.LogOut (0x1000011E, Player.cs:596 SendMotionAsCommands)
  and it plays on the local player through the existing inbound
  unpack_movement funnel during the 3 s hold — retail plays nothing
  locally; Disable() is the whole client-side effect.
- gmSmartBoxUI::UseTime @0x004D6E64: hold elapsed ->
  BeginTeleportAnimation(TAS_WORLD_FADE_OUT) @0x004D6E83 (enter cue
  @0x004D638E, unconditional) -> TunnelFadeIn -> Tunnel. The tunnel
  plays the SAME forward 40 fps animation; nothing renders backwards,
  and NO exit cue ever fires on logout (the char-select swap preempts
  the TunnelContinue/FadeOut tail).
- Inbound 0xF653 echo (dispatch case 3 @0x0055C963) ->
  ExecuteLogOff @0x0055D780: world teardown with the LOGON CONNECTION
  KEPT (ExitWorldDisconnect @0x00541E00 removes every connection
  except logonRecID_ — one connection against ACE) and
  Proto_UI::SetEventCounter(0) @0x00541E79; the fresh CharacterList in
  the same batch re-shows character management (gmGamePlayUI::Update
  @0x004E9CD0 -> QueueUIMode(0x1000000a)). ACE mirrors it:
  SendFinalLogOffMessages (Session.cs:249) sends 0xF653 + CharacterList
  + ServerName >=6 s after the request and leaves the session
  AuthConnected — a second EnterWorld needs no re-handshake.

Implementation:
- RuntimeWorldTransitState: the canonical logout lifecycle
  (Requested/PresentationActive/Confirmed, retail 3 s/+20 s holds,
  cancel/reset/ownership convergence).
- WorldSession: RequestCharacterLogOff (non-blocking 0xF653),
  IsCharacterLogOffConfirmed, ReturnToCharacterSelect (InWorld ->
  InCharacterSelect + game-action sequence reset; transport untouched).
- LiveSessionController: BeginCharacterLogOff (flush-first request) and
  CompleteCharacterLogOff — the return-to-selection transaction
  (ReconnectCore minus the transport swap: retire the world
  generation's routes, host reset, state flip, fresh generation
  re-bind, roster re-applied from the pushed CharacterList; failures
  degrade to the full StopCore teardown).
- RuntimeLocalPlayerMovementState.DisableCommandInterpreter +
  DispatcherMovementInputSource gate: retail's Disable() — held keys
  produce no movement while the server LogOut motion plays; cleared by
  the generation reset.
- LocalPlayerTeleportController: the logout pump as the third arm of
  the one wormhole machine (request/hold/wormhole/confirmed handoff;
  teleport starts refused during logout; the handoff runs the session
  transaction whose world reset retires the tunnel as the fresh
  selection state re-shows the character screen).
- UI: both end-session surfaces share the retail three-way grounded
  gate and now run the REAL flow; Options' Exit Game keeps the app
  exit (window close -> the existing graceful-shutdown logoff).

Tests: +5 transit lifecycle, +4 session transaction, +7 logout pump.
Runtime 1756/0 (baseline 1747), App live-DAT 5523/3 (baseline 5512/3
+ 11 this round), Core.Net 1004/0, full solution green (0 failures).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 14:02:40 +02:00
Erik
2bc81480d4 feat(ui): AD-109 — arm the login wormhole at the char-select Enter click
USER-DIRECTED deviation from retail (register row AD-109, same commit):
retail presents the empty pre-player gameplay screen — black behind the
retained UI — from the Enter click (CPlayerSystem::LogOnCharacter
@0x0055F890 -> CM_Login::SendNotice_BeginEnterWorld @0x006AD810, UI mode
0x10000008) until CreatePlayer raises SmartBox::teleport_in_progress
@0x00451C20 and gmSmartBoxUI::UseTime @0x004D6EAB begins TAS_TUNNEL. The
user prefers the tunnel to cover that whole wait.

- ILocalPlayerTeleportNetworkSink.ArmLoginTunnel: begins the login
  wormhole presentation at the Enter click, consuming the sequencer's
  begin-edge events SYNCHRONOUSLY (the Enter command blocks the update
  thread for the whole ServerReady round trip, so a deferred first tick
  would leave exactly the black window this deviation removes). The
  enter cue plays at the click: retail's own rule is cue-at-animation-
  begin (Sound_UI_EnterPortal @0x004D638E, unconditional inside
  BeginTeleportAnimation), and the animation begin moved to the click.
- Armed pre-reveal pump: tunnel animates across the round trip
  (worldReady pinned false, sequencer holds in Tunnel); the hold clock
  accumulates from the click.
- Adoption: the Runtime login reveal ADOPTS the running presentation
  (no re-Begin, no second cue); rejected EnterWorld (lifecycle back to
  AwaitingSelection) disarms and retires the tunnel.
- Wired at the ONE host edge every entry route shares:
  ILiveSessionLifecycleHost.ApplySelectedCharacter (direct connect,
  roster Enter, enter-after-create) via
  LiveSessionSelectionBindings.ArmLoginTunnel (default no-op keeps
  headless and every existing construction site unchanged).
- ILocalPlayerLoginLifecycleSource: typed seam (not a stored delegate —
  the frame-phase owner delegate-field guard) projecting the Runtime
  character-selection lifecycle for the disarm edge.
- Frame contract update: [login-frames] over a login is tunnel -> world
  from the click — no void, and no black between click and world.

Tests: 4 new armed-tunnel tests (arm/adopt/disarm/frame-shape); App
suite live-DAT 5516 passed / 3 skipped (baseline 5512/3 + 4 new).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 13:42:30 +02:00
Erik
f47663fe93 docs: register AD-109 — appraisal wire-domain literal-\n shaping vs retail's verbatim append
Found during the systemic escape-normalization round (967b9c57): retail's
ItemExamineUI::AddItemInfo @ 0x004AC050 appends wire strings straight to
UIElement_Text::AppendTextWithFont with no unescape — the escape decode
belongs exclusively to StringInfo resolution, which that round ported to
DatStringResolver/RetailStringEscapes. ItemAppraisalTextLayout.Shape's
literal-"\n"-to-line-break replace on server fragment text is therefore a
deviation, pre-existing inside the user-accepted assessment surface, now
filed instead of living only in a code comment.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 13:32:06 +02:00
Erik
967b9c57cf fix(ui): systemic escape normalization at the string source
The exit-world confirmation (ID_Client_EndCharacterSessionConfirm, table
0x23000001 key 0x0EB1C41D) rendered its literal two-character "\n" escapes
because escape decoding lived in individual consumers — Batch E centralized
it for authored captions only (DatWidgetFactory.ResolveAuthoredString), and
each new string surface had to remember its own copy. The installed DAT
carries the escape in 4,365 of 7,050 strings; per-consumer normalization
was structurally guaranteed to keep leaking.

Retail's placement is the SOURCE, not the widget: every public StringInfo
resolution ends in StringTableMetaLanguage::UnescapeString @ 0x0067BDC0
(StringInfo::InqString @ 0x0042E490, GetLiteralValue @ 0x0042CA50), the
write side escapes (SetLiteralValue @ 0x0042C980; AddVariable_String
@ 0x0042E6C0 for template variables), and widgets receive decoded text.
Ported exactly:

- NEW RetailStringEscapes: UnescapeString/EscapeString + the
  GetUnEscapedChar @ 0x0067B750 / GetEscapedChar @ 0x0067B6C0 tables
  (\n \t \r \q + the ten metalanguage self-escapes []!{}#\|^$,
  byte-verified against the PDB-paired 2013 binary at 0x3FE178;
  unrecognized pairs stay verbatim).
- DatStringResolver.Resolve/ResolveAll unescape at the source;
  ResolveTemplate escapes each variable on insert and unescapes the
  composed whole — retail's round trip, so variable content (player
  names) can never be corrupted by the final decode.
- RETIRED the consumer copies (double paths would corrupt an authored
  "\n" into a line break): DatWidgetFactory.NormalizeEscapes + BuildText's
  inline replace, RetailUiRuntime.NormalizeRetailNewlines + the
  OpenCaptureInstructions inline replace, DatRichText.Compose's replace,
  IndicatorDetailText.Shape's replace. ItemAppraisalTextLayout's replace
  stays — WIRE-domain (server strings never pass the DAT source; retail's
  ItemExamineUI::AddItemInfo @ 0x004AC050 appends wire text verbatim), now
  documented as such.
- Consumer CR-strips retired with them: the installed DATs contain ZERO
  real CR characters (sweep-measured) and UiText.WrapWords already drops
  strays.

Tests: RetailStringEscapes conformance (escape set, unknown pairs,
round trip), DatStringResolver source-decode pins (including the exact
user-reported exit-world text shape and a backslash-carrying variable),
the installed-DAT escape sweep (7,050 strings; every resolution must equal
the retail unescape of the raw entry; inventory printed), and the existing
caption/rich-text/live-DAT pins relocated to the source contract.

App 5550/3 (live-DAT), Runtime 1747/0, complete Release solution green
across all suites.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 13:26:25 +02:00
Erik
ca8f4ef4e5 Merge campaign-hover-ui-round: gate fixes — seamless login wormhole edges, centered vitals icons
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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 12:30:51 +02:00
Erik
fdc4fd496d fix(ui): gate — no void frames around the login wormhole; vitals icons centered
The login tunnel now covers from the first world-facing frame (the
sky-void backdrop can never present pre-tunnel) and holds through an
atomic tunnel-to-world swap at reveal completion — the void is
structurally unreachable on both edges, pinned by frame-sequence tests
across WorldSceneRenderer/WorldRevealCoordinator/LocalPlayerTeleport-
Controller/RuntimeWorldTransitState. Vitals detail icons draw at their
authored centered offsets in both stacked and side-by-side layouts.
Implemented and live-probed by the fix agent; finalized by the lead
after the agent parked post-verification (gates re-run green:
App 5512/3, Runtime 1747/0).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 12:30:51 +02:00
Erik
c0dab4e8fa Merge campaign-hover-ui-round: vitals retail modes + the login wormhole
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Vitals: click toggles numeric/graphical per gmVitalsUI's exact state
machine (HideDetail/ShowDetail cascade, authored icon pairs with clipped
fill, first-click no-op retail quirk); Side By Side Vitals as retail's
two-window visibility swap on CharacterOptions1 bit 0x00200000, live on
option change, blob-persisted. Login portal-space: every world entry
(direct, char-select Enter, enter-after-create) now runs retail's
wormhole with Sound_UI_EnterPortal via the teleport_in_progress flag
edge; LoginComplete moved to retail's fade-in-end timing; TS-28
narrowed; a latent pre-publication portal-space crash fixed; the UI
probe's canvas-vs-window coordinate bug fixed. All live-verified on
both accounts with screenshots + cue evidence.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 11:22:33 +02:00
Erik
2f8c046aba Merge campaign-enter-portal into the round branch: login portal-space presentation
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 11:21:46 +02:00
Erik
51183e431f test(ui): automation runner gains click at <x> <y> — raw synthetic canvas click
The vitals round's connected verify needed to click ONE specific
Character-tab option row, but every toggle row is a template instance
sharing the same dat element ids (0x10000218/0x10000219), so
`click element` (first-match by dat id) cannot address a row. The drive
script now reads the row's rect from its own `dump` line and clicks its
center — same synthetic UiRoot press/release route as ClickElement, never
the OS cursor (the same no-real-input constraint the morning gate's
hover/mousemove verbs follow).

Used live: the Side-By-Side Vitals checkbox + Apply choreography that
verified db8fa328's swap both directions over a real ACE session.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 11:20:12 +02:00
Erik
997b720455 fix(test): UI probe pointer commands convert canvas to window coordinates; char-select Enter logs its outcome
The automation probe fed element-center CANVAS coordinates straight into
UiRoot.OnMouseMove/Down/Up, which take WINDOW coordinates and map
window->canvas internally (UiRoot.MapWindowToCanvas). The two spaces are
identical on every screen without UiRoot.FixedCanvasSize — every prior
probe gate passed — but the character-select/chargen screens stretch an
authored 800x600 canvas across the window, so every synthetic click and
hover landed at canvas*(canvas/window): nowhere near the target. The
enter-world connected gate's 'click element 0x100003A2' silently did
nothing for two full rounds. Element-derived pointer paths (ClickAt,
DragAt, HoverElement) now convert canvas->window via UiRoot.CanvasScale;
raw 'mousemove x y' stays a passthrough.

CharacterManagementUiController.EnterSelected also logs a once-per-click
outcome line ('[UI] character enter accepted/rejected status=...') — a
refused Enter was previously indistinguishable from a click that never
dispatched (both silent), which cost a connected-gate round to tell
apart.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 10:52:13 +02:00
Erik
5ca1d47d7a feat(world): the login wormhole — every world entry runs retail's portal-space presentation with sound (TS-28 narrowed)
Retail runs the SAME TAS_TUNNEL wormhole at initial login as at an F751
teleport, with no F751 involved: SmartBox::teleport_in_progress
@0x00451C20 returns 1 the moment the login player exists with
position_update_complete == 0, gmSmartBoxUI::UseTime @0x004D6EAB
edge-detects it into BeginTeleportAnimation(TAS_TUNNEL) @0x004D6EC9
(playing Sound_UI_EnterPortal @0x004D638E), SmartBox::UseTime
@0x00455483 ends the hold once destination cells stop blocking,
Sound_UI_ExitPortal plays at the viewport swap @0x004D7405, and
LoginComplete goes out at the WorldFadeIn end @0x004D745D ->
CPlayerSystem::SendLoginCompleteNotification @0x00562E90 (ACE's own
GameActionLoginComplete comment names this contract: 'called when the
client player exits portal space. It includes initial login'). acdream
skipped all of it at login — every entry route (direct auto-select,
character-select Enter, enter-after-create) dropped onto the sky-only
'waiting for login' backdrop until the world reveal completed.

The fix engages the EXISTING F751 presentation machinery on Runtime's
login reveal — no duplicated presentation code, no timers:

- LocalPlayerTeleportController gains a login arm keyed off the
  Runtime-owned login reveal generation (RuntimeWorldTransitState
  .BeginLoginReveal, begun on the first accepted local-player position
  on every entry route). It drives the same TeleportAnimSequencer/
  PortalTunnelPresentation lifecycle and the same enter/exit cues; the
  Place edge is a no-op at login (the first-entry conductor already
  committed the canonical placement — retail's analogue only flips
  position_update_complete), and FireLoginComplete now performs
  EnterWorld + the single LoginComplete send + reveal Complete, exactly
  like the F751 pump. worldReady is latched on BOTH canonical first
  placement (OnLocalPlayerFirstEntryCompleted, the repointed
  GraphicalSessionEventRoute completion callback that used to send
  LoginComplete immediately) AND destination reveal readiness.
  ActiveDestinationCell now also reports the login destination so the
  render frame's reveal-preparation arm keeps running after portal-space
  entry flips ChaseModeEverEntered.
- PlayerModeController.TryEnterPortalSpaceForLogin performs the
  player-mode presentation attach (the same BuildControllerAndCamera the
  post-reveal auto-entry used to run) before flipping into portal space
  — at login no player-mode entry has happened yet. TryEnterPortalSpace
  itself now refuses (retryable) on a constructed-but-unpublished
  Runtime controller via the documented CanExecuteLiveMovement skip
  predicate instead of faulting — the first connected run crashed on
  exactly that pre-publication State write.
- HouseQuery stays at first-entry completion (retail: tail-called from
  CPlayerSystem::InitializePlayer @0x00563570, an object-arrival edge,
  not a tunnel edge).
- An F751 arriving mid-login-tunnel withdraws the login claim and hands
  the presentation to the portal pump, which owns the single
  LoginComplete — matching retail's one teleportInProgress flag.

TS-28 narrowed: the graphical host now runs the full login wormhole;
the residual is headless-only (no presentation; placement-edge send).

Live gates (testaccount2/+Horan vs local ACE, Release): the
character-select Enter route and the --session-config direct auto-select
route both play the wormhole with Sound_UI_EnterPortal at animation
begin, hold with retail's 'In Portal Space - Please Wait...' notice
until readiness, fade out with the view-plane warp, send LoginComplete
at the WorldFadeIn end, and materialize in Holtburg; ACE-confirmed
graceful logout. Tests: App 5493/3 skips (baseline 5490 + 3 new login
tests), Runtime 1744/0, full solution green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 10:51:33 +02:00
Erik
7fe83e2bb9 test(ui): vitals — toggle verified through the real UiRoot mouse path
Two end-to-end additions to the fixture toggle suite: a body press through
UiRoot.OnMouseDown's actual hit test + bubble (left toggles, right toggles),
and a press on the authored top drag bar (0x1000063C) arming the window
move WITHOUT toggling — the retail Dragbar-consumes-the-press semantics
proven against the real input path, not just injected OnEvent calls.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 10:51:15 +02:00
Erik
5337899f3f fix(ui): vitals — UiVitalsRoot.OnEvent delegates to the UiDatElement base
The press toggle returned false directly, silently swallowing the base
class's Click dispatch (OnClick/OnClickAt) for any future controller wiring
on a vitals root. Retail's handler falls through to the base listener the
same way (@0x004BFC47). No behavior change today — nothing sets OnClick on
a vitals root.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 10:48:25 +02:00
Erik
c5bfa38dd2 docs: register IA-15 — add the 0x21000075 side-vitals production import
Bookkeeping for the vitals retail-modes round (306a1670 + db8fa328): the
side-by-side vitals row joins IA-15's production LayoutDesc import list.
No new divergence class — the window shell, layout persistence, and
whole-surface drag regions the two vitals windows ride are already
registered under IA-12/IA-15/AP-98.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 10:43:29 +02:00
Erik
db8fa328dc feat(ui): vitals — Side By Side Vitals swaps retail's two vitals windows
Port of retail's SideBySideVitals character option, derived end-to-end:
retail authors TWO complete vitals windows and swaps their VISIBILITY on
the option bit — nothing is rearranged in place.

- gmFloatySideVitalsUI (0x10000056, Register @0x004D0490) is a second
  full vitals window from LayoutDesc 0x21000075: 460x26, the same three
  meters (0x100000E6/EC/EE), cur/max labels (0x100000EB/ED/EF), and
  detail-icon overlays authored id-for-id with the stacked window — so
  the same VitalsController.Bind and the inherited UiVitalsRoot click
  toggle apply unchanged. Authored constraints ride the root's
  0x3C..0x3F (fixed 26 height, width 360..3000) through
  DatConstraintSource.
- Visibility ownership: gmFloatyVitalsUI::UpdateFromPlayerModule
  @0x004CF140 shows the stacked window iff PlayerModule::SideBySideVitals
  == 0; gmFloatySideVitalsUI::UpdateFromPlayerModule @0x004D0810 shows
  the side row iff set; gmGamePlayUI::RecvNotice_PlayerOptionChanged
  @0x004E9DA0 flips both live on option id 0x13.
- The bit: PlayerModule::SideBySideVitals @0x005D3070 =
  (options_ >> 0x15) & 1 — CharacterOptions1 0x00200000, ACE-confirmed;
  CharacterOptionTable already carried the exact row (PlayerModule-blob
  group, not a 0x0005 auto-save id).

acdream shape: MountSideVitals mounts the second window hidden;
VitalsSideBySideController polls the borrowed J4 option bit once per
frame from RetailUiRuntime.Tick and applies BOTH windows' visibility on
the edge — covering the mount default, the PlayerModule blob arriving
after mount, and the Character tab's live checkbox with one mechanism.
Both window names join stateManagedVisibilityWindows so the saved layout
never restores a visibility the option owns. The Character tab's
SideBySideVitals row un-dims (StoreOnly → Live) with a real reader —
33 dimmed / 17 live.

4 new controller tests (initial apply both directions, live edge swap
both directions, steady-bit non-reassertion). App suite Release live-DAT
5499 passed / 3 skips; Runtime 1744/0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 10:40:49 +02:00
Erik
306a1670d3 feat(ui): vitals — click toggles retail's numeric/graphical detail modes
Port of gmVitalsUI's press toggle, derived end-to-end from the named
retail decomp + the authored DAT data (installed-DAT probe 2026-08-17):

- gmVitalsUI::ListenToElementMessage @0x004BFC00: mouse press (msg 0x1C,
  dwParam1 7=left or 0xA=right — the same param pair the spellbook's
  select/favorite handler @0x0048C033 disambiguates) flips
  SetState(m_state == HideDetail ? ShowDetail : HideDetail). Both floaty
  subclasses (gmFloatyVitalsUI 0x1000004D / gmFloatySideVitalsUI
  0x10000056) inherit it verbatim.
- UIElement::SetState @0x00464E70 cascades through the authored
  PassToChildren chain: root and meters author media-less
  HideDetail/ShowDetail StateDescs with PassToChildren=true.
- HideDetail (0x10000006) = the NUMERIC mode: the cur/max labels author
  {0x3B:false} (0x3B = invisible; UIElement::OnSetAttribute case 8
  @0x00462DAE is SetVisible(value == 0)), the 0x100004A9 overlays author
  File=0.
- ShowDetail (0x10000007) = the GRAPHICAL mode: labels author {0x3B:true}
  (numbers hidden); each bar shows its authored icon pair — dim back icon
  unclipped over the track, bright front icon clipped with the front
  container to the fill fraction (UIElement_Meter::DrawChildren
  @0x0046FBD0 clips the whole element-id-2 child; m_pcChildImage =
  GetChildRecursive(this, 2) @0x0046F7E3). Health heart 0x06007490/91
  (18x16 @66,0), stamina sword 0x06007492/93 (85x16 @32,0), mana scepter
  0x06007494/95 (100x16 @25,0) — identical authoring in both 0x2100006C
  and 0x21000075.
- Initial state is the authored Undef (numbers visible, no icons —
  visually HideDetail); retail's first press lands on HideDetail, then
  the pair toggles forever. NOT persisted: SaveScreenLayout @0x004EAD50
  writes window rects only, and no PlayerModule option is touched — the
  mode resets per session, per window.
- Presses on drag bars / resize grips do not toggle: retail's
  UIElement_Dragbar @0x0046C850 and UIElement_Resizebar @0x0046B930
  consume the press (return 2) before it can bubble to the root.

Implementation: new UiVitalsRoot behavioral widget registered for the
three gmVitals class ids (press handler + state flip over the existing
UiDatElement state machine); UiMeter absorbs the two 0x100004A9 overlays
(ConfigureDetailOverlay + ShowDetail-keyed draw, back unclipped / front
fill-clipped) and forwards the detail states to its absorbed text child;
UiText.ApplyDatState gains the same named-state-only 0x3B honor
UiDatElement already had (the DirectState 0x3B class stays gated — #408).

8 new fixture-driven conformance tests (toggle sequence, right-press,
label cascade, chrome exclusions, per-window independence, overlay
extraction). App suite Release live-DAT: 5495 passed / 3 skips.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 10:34:56 +02:00
Erik
80495dc92a Merge campaign-hover-ui-round: morning gate fixes — world-tooltip dwell, House two-liner, map marker highlight + authored skin
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The instant world-tooltip path is drag-only (@0x004E5D8E gate) — ordinary
hover stages the name and rides CheckTooltip's mouse-idle dwell; ported.
DisplayBuyPayment emits in BOTH branches — houseless push 0x7ab688 = 'You
do not currently own a house.' (BN vftable-mislabel hid it); the tab now
shows retail's two lines. The map hotspot template authors its own popup
locator (fourth skin 0x10000398, font 0x40000015, P0x50=0 instant) plus a
pure-green highlight frame via PassToChildren state cascade — override
removed, cascade ported (named-states-only P0x3B honor, #408-scoped).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 09:50:44 +02:00