Keep active-combat AutoWield intent through ACE's pre-wield transition and queued trailing peace notice, while allowing explicit combat input to supersede it.
Queue one-shot item interactions until the frame's movement edge has been serialized, so a movement release cannot cancel ACE's server-side corpse approach callback.
Release build succeeds and all 5,890 runnable tests pass with five intentional skips.
Co-authored-by: OpenAI Codex <codex@openai.com>
Port retail's first-slot ShowPendingInPlayer path for double-click loot and carry the current owned-container destination through deferred pickup. Retire the previous ground-container view as soon as a replacement is requested so its range close cannot cancel ACE's active MoveTo chain.
Preserve active-combat weapon intent across ACE's authoritative wand-to-missile stance tail while leaving peace-mode switches unchanged.
Release build succeeds and all 5,885 tests pass with five intentional skips.
Co-authored-by: OpenAI Codex <codex@openai.com>
Late-bind radar snapshots to the canonical LiveEntityRuntime maps so the retained radar survives bootstrap and session replacement instead of capturing empty sentinels.
Route paperdoll drops through the retail AutoWield blocker transaction. Move conflicting held weapons, shields, explicit jewelry destinations, and mismatched ammo to the backpack one authoritative confirmation at a time; preserve compatible arrows when switching to melee.
Render mode-1 and no-degrade particle GfxObjs as their authored modern-pipeline meshes, retain Always2D billboards, interleave both paths back-to-front, balance emitter mesh ownership, and fail safely on corrupt DAT material metadata. This restores the closed apex on Armor Self/protection effects.
Retain Studio fixture controller lifetimes, add installed-DAT and adversarial regression coverage, synchronize retail research/divergence bookkeeping, and pass all three review tracks plus the full Release suite.
Co-Authored-By: Codex <noreply@openai.com>
Clear retail AutoWield on the matching authoritative WieldObject instead of waiting for unrelated rollback bookkeeping to drain. This prevents a completed switch from consuming the next weapon activation locally, including crossbows.
Co-Authored-By: Codex <codex@openai.com>
Keep the retail inventory transaction busy until authoritative WieldObject confirms the requested weapon. This prevents rapid weapon changes from overlapping on ACE and rejecting otherwise valid items such as spears.
Co-Authored-By: Codex <codex@openai.com>
Preserve retail AmmoType from CreateObject and port BlocksUseOfShield so bow, caster, and two-handed switches remove incompatible shields, while mismatched missile ammo is also returned to the pack. Each blocker remains server-confirmed before AutoWield re-enters.
Co-Authored-By: Codex <codex@openai.com>
Sequence primary weapon replacement through the server-confirmed AutoWield transaction: return the occupied weapon to the player pack, wait for its move event, then wield the requested item. Route authoritative CombatMode property updates so peace stays peace and war adopts the new weapon stance without client-synthesized animation.
Co-Authored-By: Codex <codex@openai.com>