The spec seeded the wrong claim (restore extra strings = decompiler
artifact, no register row needed); the LA7a Opus review decoded the
PDB-paired binary and showed the two constant-string arguments are real,
making our guid-only request an adaptation — AD-97 filed on the LA7a
branch. Plan LA7 now carries the review-surfaced LA7b hazards (ACE
silent no-reply restore path, SendToLogon/SendToControl routing,
NumErrors sentinel).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User decision 2026-08-14: everything the launcher does ships Linux-tested
in this campaign (launcher UI, install/update with manual DAT picker,
headless launches with plugins + login commands, probe, per-slice Linux
test runs, Linux connected-gate section at LA11). GUI client launches
stay Windows-only until Slice L resumes later; the launcher renders GUI
modes disabled on Linux with an explicit note, and the host-agnostic
session-config contract means Slice L lights them up with no launcher
changes.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Plan doc with twelve slices, dependencies, review protocol (Opus
dual-lens: architectural + retail-faithful), and ledger. Three parallel
recon reports grounded the slice bodies:
- Retail select screen is gmCharacterManagementUI: flat listbox +
Enter/Delete/Restore + dialogs. NO 3D preview (that machinery is
chargen-only gmCG3DView) — the spec 3D-preview slice is deleted, the
old retail-ui/05-panels.md pedestal claim is uncited and wrong.
Restore + CharacterError join scope; delete sends account+slot.
- Chat-command core (parser/router/catalog/ChatVM) is dependency-clean
BCL+Core; extraction to Runtime is a move, not a rewrite.
- Probe reuses the NoCharacters early-exit shape (graceful teardown at
the CharacterList stage exists today); roster plumbing is new.
- Bake tool needs --progress-json + explicit --out; no whole-file SHA
exists — launcher records/verifies its own.
- UI Studio is deleted (Campaign V) — stale references corrected.
Roadmap + CLAUDE.md Current state carry the campaign pointer.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Approved brainstorm outcome for the alpha launcher campaign: Approach A
file-contract orchestrator (session config in, stdin credential, JSONL
status events out), full in-UI CRUD for servers/accounts/credentials,
headless character-list probe, retail character-select screen (no
Create), plugins + login commands on both hosts, first-run DAT
locate/bake install, GitHub Releases update feed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Resolve stacked thrown weapons versus separately equipped missile ammo exactly like gmToolbarUI, normalize a zero stack to one, and refresh the authored missile indicator from equipment and stack events. Keep the decision in pure Core with retained and real-DAT conformance coverage.
Co-Authored-By: Codex <codex@openai.com>
Mark Wave 4.4d shipped after the connected Release client confirmed panel toggles, lifecycle-driven highlights, unavailable-button ghosting, and selected/targeted Use and Examine behavior.
Co-Authored-By: Codex <codex@openai.com>
Discover all seven panel launchers from their DAT panel-id attributes, route mounted panels through event-driven retained window state, and ghost unavailable panels. Port Use and Examine selection/target behavior with exact Appraise dispatch and retail cursor modes.
Co-Authored-By: Codex <codex@openai.com>
Record the exact paperdoll body-selection confirmation, mark Wave 4.4c shipped, and close issue #141 now that every selected-object branch has passed live.
Co-Authored-By: Codex <codex@openai.com>
Resolve and sample retail's authored nine-color paperdoll click map, preserve local click coordinates, and select the stable highest-priority worn item with the player fallback. Keep targeted-use body clicks routed to self and pin both synthetic and live-DAT conformance.
Co-Authored-By: Codex <codex@openai.com>
Replace the toolbar's PWD-bit approximation with retail ObjectIsAttackable composed with the exact player and pet short-circuits. Carry second-header PetOwner through CreateObject, session, and ClientObject state so self, pet, and Free-PK cases match retail while friendly NPCs and attackable non-creatures remain name-only.
Co-Authored-By: Codex <codex@openai.com>
Record the live Mana Stone source-destruction, armor transfer, and authoritative selected-meter update confirmation. Mark Wave 4.4b shipped while retaining the exact health-target policy as the remaining D.5.3 gap.
Co-Authored-By: Codex <codex@openai.com>
Parse and route the complete 0x0264 guid/fraction/valid response, send exact 0x0263 item-mana queries, and reproduce retail meter visibility plus guid-zero cancellation for mana and health selection changes. Keep the behavior in Core state and the retained selected-object controller with wire/state/UI conformance coverage.
Co-Authored-By: Codex <codex@openai.com>
Preserve pixel scroll offsets across inventory rebuilds, crop partially visible rows with nested geometry/UV clips, and replace the obsolete 560px resize ceiling with available screen height. Keep retail's row-sized wheel step while allowing continuous scrollbar thumb positions.
Co-Authored-By: Codex <codex@openai.com>
Route the selected stack quantity through retail GetObjectSplitSize semantics, send exact split-to-container and split-to-ground actions, and keep the original object in place until the server publishes the newly guided stack. Cover selection scoping, wire bytes, container placement, and world drops with conformance tests.
Co-Authored-By: Codex <codex@openai.com>
Keep the horizontal thumb at its raw pointer position so both endpoints are reachable, honor the stack entry's authored right alignment, and preserve PublicWeenieDesc plural names from CreateObject through the object table. Port retail's singular s/es fallback when no plural was sent.
Co-Authored-By: Codex <codex@openai.com>
Bind the authored stack count entry and horizontal slider to one Core split-quantity owner, preserve retail count-first naming and exact 1000-step rounding, refresh on stack changes, and consume the selected amount during merges. Conformance covers the production DAT fixture and retained pointer/focus paths.
Co-Authored-By: Codex <codex@openai.com>
Give retained buttons a reusable item-drop seam, wire the toolbar backpack target, and port retail stack-merge legality, capacity clamping, wire dispatch, destination selection, and immediate shortcut rekey notice. Record the live ACE merge gate and keep split quantity under AP-101.
Co-Authored-By: Codex <codex@openai.com>
Plan retail shortcut drops from a complete post-lift snapshot so fresh inventory items use cyclic-right displacement while toolbar aliases restore to their vacated slot. Apply local mutations atomically, preserve raw shortcut fields, emit exact Remove/Add ordering, and retire AP-102 after the live ACE gate.
Co-Authored-By: Codex <codex@openai.com>
Carry signed index, object id, and raw spell word losslessly through PlayerDescription, session storage, drag mutation, and AddShortcut wire serialization while keeping gmToolbarUI object-only. Retire AP-103 and record the live ACE relog persistence gate.
Co-Authored-By: Codex <codex@openai.com>
Port global toolbar use/select/create actions, migrate the collapsed Ctrl-number bindings, and route them through a focused retained-UI controller. Preserve shortcut aliases as aliases across inventory and paperdoll drops with retail's neutral/accept/reject drag states, preventing physical item moves such as unwielding an equipped helmet.
Co-Authored-By: Codex <codex@openai.com>
Port every reachable ClientUISystem cursor branch through the production DAT enum map, preserve global-default versus widget-local event ordering, and surface the registered OS fallback. Route all four toolbar stance indicators through the same combat toggle command as the key binding, with golden DAT and transition conformance coverage.
Co-Authored-By: Codex <codex@openai.com>
Route ACE server commands through the existing chat path, bind the retail paperdoll hit mask instead of its obscured viewport, and prefer authoritative private health vitals. Record the user-confirmed live gate and pin the production DAT widget type in tests.
Live capture #3 (cp-write + entity-source + full bsp-test object map) disproved
v1's grounding-retention theory and pinned the real bug: GameWindow.cs:7951
partId = entity.Id*256+partIndex OVERFLOWS uint32 for class-prefixed landblock
ids (0x40/0x80/0xC0), dropping the prefix byte so different-class entities sharing
the low 24 bits collide on one shadow part-id; Register deregisters the loser
(last-writer-wins), silently deleting collision geometry while render shows every
step. Landblock 0xF682 has 23 such collisions incl. the stair runs. The player
floats into the collision hole and the PrecipiceSlide wedge fires = the invisible
wall (a faithful symptom). Fix = Option A: RegisterMultiPart per entity (unique
32-bit entity.Id, retail add_shadows_to_cells/AddPartsShadow model), unifying on
the one faithful multi-part path and deleting both synthetic-id schemes.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Inline-execution plan (frozen collision internals): dat-backed seam replay as the
red pin, empirical pinning of the forward-move contact-plane loss, the localized
retail-faithful grounding-retention fix (candidate tree keyed to the pin), #137
regression net, register/digest/ISSUES bookkeeping, live gate.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Root cause confirmed (decomp cross-check wf_3c1120c4-a04 + live apparatus): the
outdoor stairs are a continuous coplanar 38.7-degree ramp of stacked step-box
objects; at a seam the grounded forward move loses contact_plane_valid, the
step-down recovery can't reach the coplanar (at-level) continuation, and
EdgeSlide/PrecipiceSlide fabricates a horizontal (0,1,0) sliding normal that
absorbs the up-stairs motion (the #137/TS-4 family). Fabrication math, the
SetSlidingNormal Z-zero, and the multi-object search are all verified faithful;
the divergence is upstream (retail keeps contact_plane_valid, pc 273244).
Approach A: restore retail's grounded forward-move retention so the fragile
step-down recovery isn't needed at seams. Exact retention-loss line pinned by a
dat-backed replay test (the #137 method), not guessed. Alternatives B/C recorded.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The crowd-tightness residual from the #182 gate: monsters overlap (arms) in acdream but
barely in retail on the SAME ACE. Verified root (workflow wf_d2ff782f-9cb + source): retail
runs UpdateObjectInternal+transition on EVERY remote creature (CPhysics::UseTime 0x00509950,
no fork) so they de-overlap client-side, with the server pos a gentle MoveOrTeleport catch-up
target (0x00516330), NOT a hard-snap. acdream (a) hard-snaps NPC remotes to the raw overlapping
server pos (GameWindow.cs:5925) overwriting the swept de-penetration, and (b) forks player-remotes
(skip sweep) from NPCs (sweep at :10558 but driven by get_state_velocity, not the catch-up).
Collision math already exists + is faithful; the fix is the reconciliation (hard-snap→catch-up)
+ the movement model (synth-velocity→interp catch-up) — a delicate rework of the frozen R4/R5
remote-DR arc, staged NPC-first. Design spec + full handoff (verified code sites, retail anchors,
preserve-list, gotchas, slices) written for a fresh session. Implementation NOT started.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Slice 0 of the #182 verbatim rebuild. The classifier reproduces the design
baseline off acdream-crowd-resolve.jsonl (2883 move-intent resolves:
52.8% OK / 25.1% partial / 22.1% stuck / 107 airborne-stuck) — the A/B
'before' the rebuild measures against (retail target ~78% OK, 0 airborne-stuck).
The plan refines the design spec's §7: the airborne-stuck bleed is the
frames_stationary_fall counter (validate_transition increments; handle_all_collisions
zeros velocity at fsf>1), NOT the cached_velocity field (a separate reporting value).
Slices reorder accordingly; calc_friction (retail 0.25 vs acdream 0.0) is an
orthogonal L.3c divergence kept out of scope.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The #182 CSphere port (96ae2740) failed its visual gate and introduced an
airborne "stuck in the falling animation" regression. A player-attributed retail
cdb trace (tools/cdb/retail-crowd-jump3.cdb) proved retail's LOCAL client fully
runs player-vs-creature collision (76 land_on_sphere, 188 COLLIDED, 130 SLID,
~78% OK, glides across) -- NOT server-authoritative (an earlier unfiltered
land_on_sphere=0 read was a false lead the attributed trace refuted).
acdream's same-repro capture: 50.9% OK, 22.4% stuck, 115 airborne-stuck. Root
divergence: retail CPhysicsObj::UpdateObjectInternal (0x005156b0, pc:283688) sets
cached_velocity = (resolved - old)/dt -- velocity from ACTUAL movement, so a
blocked jump collapses to ~0 -> gravity -> the player falls/glides. acdream
integrates velocity + reflects on collision (PlayerMovementController ~:1008-1069),
so the jump velocity (~18) persists against the creature -> hang.
Fix = verbatim rebuild of the per-frame player-physics loop (UpdateObjectInternal
chain), velocity model first, transition internals kept. Full design +
retail function inventory + the capture apparatus + retail target numbers:
docs/superpowers/specs/2026-07-07-player-physics-update-verbatim-rebuild-design.md.
Implementation deferred to a fresh session (user decision). Also files #183
(floating distant scenery, observed during testing). #182 stays as the base.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
User goal clarified: the wildly fluctuating FPS/ms IS the target. Root cause is per-frame throwaway allocations triggering periodic gen2 GC pauses = the spikes. Plan takes only the easy, bit-identical, non-faithfulness-sensitive buffer-reuse sites from the 54-site audit (animation pose buffers, particle draw-lists/iterator, interior partition, trivial per-frame HashSets); defers the two risky sites (EnvCell settled-camera gate, physics Transition pooling). Gate = the existing frame profiler before/after (alloc_kb down, cpu_ms max/p99 tighten) + identical visuals. Loading/pak work parked.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>