The green ring is retail's own art: every UIItem cell carries an
authored DragAccept child (catalog 0x21000037, child 0x1000045A), and
the spell bar's drag-over handler (SpellCastSubMenu::OnItemListDragOver
@0x004C5990) flips it to the Accept state (0x10000040 -> surface
0x060011F9) for any spell payload. Ported through a per-slot
SetDragAcceptVisual seam + a catalog DragOverAcceptance hook; other
lists are untouched (null acceptance = neutral). A polarity error in
our older docs (Accept/Reject state ids swapped) was corrected against
three independent sources; the shipped art was always right, only the
labels lied.
The ring shares ONE landing computation with the drop
(FavoriteDropIndex) — and that requirement exposed a genuine #354
off-by-one: the empty-tail path double-applied the -1 adjustment
(retail gates it on the lift's removal @0x004C7157), landing a
reordered spell second-to-last instead of last. Fixed;
discriminator-verified both ways. AP-172 narrowed + its false
empty-tail claim corrected.
Clean-room complete solution: 11,545 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
This reverts ceec3bc4. Two independent reasons, either sufficient.
The rendering regression. The slice deleted TextRenderGlStateScope, which
saved GL_MULTISAMPLE and GL_SAMPLE_ALPHA_TO_COVERAGE on entry, disabled them
for the text pass, and restored them on exit (TextRenderGlStateScope.cs:111-112
and 153-154 at the parent commit). Its replacement bakes that state into the
text pipeline but nothing restores it, and GlGpuPassEncoder.Dispose does not
either. Every world renderer is still raw GL at this point in the campaign, so
from the first UI frame onward the world drew with multisampling disabled.
The offline pixel gate caught it: 1,791 of 563,200 compared pixels differed,
0.318% against a 0.001 threshold. The commit message attributed this to
wall-clock-driven ambient animation shifting phase, and committed through the
failure. That explanation does not survive its own control: capturing twice at
the reverted-to commit differs by 19 pixels and twice at the slice's own commit
by 8, while base-versus-head differs by 1,791 - a 224x gap that no shared-noise
source explains. An amplified difference image settles it visually: the changed
pixels are the silhouette edges of every tree, building and rock, with terrain
interiors, water and the entire UI untouched. That is the signature of losing
edge antialiasing, not of animated sprites.
This is the exact failure mode two existing memory notes already warn about -
a mid-frame renderer must set every GL state it uses rather than inherit it,
and issue #52's lesson that a rendering migration must audit per-pass GL state
before declaring itself done.
The scope. The brief was three small leaf renderers plus additive frame-
lifecycle wiring, roughly ten files. The commit changed 334 files with 3,665
insertions and 3,845 deletions, including 323 public-to-internal visibility
conversions across the App assembly, 55 test files, two retired conformance
tests, and a self-described temporary escape hatch for bridging raw-GL viewport
textures. Even without the regression, that is not separable into the part
worth keeping and the part worth dropping.
Reverting rather than patching because the good work here - the RHI frame
lifecycle wiring and a genuine render-state-cache staleness fix - is small
enough to redo cleanly against a tightened spec, while untangling it from 300+
files of unrelated churn is not.
Post-revert: Release build clean, App suite back to 3,843 passed / 3 skipped,
offline pixel gate passing at 19 differing pixels.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
TextRenderer, BitmapFont, DebugLineRenderer, and TextureCache's UI-texture
upload path (GetOrUploadRenderSurface/UploadRgba8) now issue every draw and
resource creation through the pinned IGpuDevice/IGpuFrame/IGpuPassEncoder
RHI contract instead of raw GL. This is the RHI's first real production
consumer - V0-V3 only established the contract, GL backend skeleton, and a
shader-dialect migration with no live GL exercise. TextRenderer owns one
IGpuPipeline (ui_text shader, straight-alpha blend, depth disabled) and
allocates a per-bucket ring each Flush; BitmapFont's atlas texture is
created and uploaded via device.CreateTexture/.Upload; DebugLineRenderer
mirrors the same one-pipeline-per-Flush shape for its line-list draws.
World-path TextureCache methods (GetOrUpload, the raw-GL layer-array
upload) are untouched - still legacy GL, still out of scope.
Frame lifecycle: GpuDeviceFrameLifetime (RenderFrameOrchestrator.cs) wraps
IGpuDevice.BeginFrame()/IGpuFrame.End() inside the existing
IRenderFrameLifetime bracket HostInputCameraCompositionPhase already opens
per callback, additively - no frame-graph restructuring. Ported renderers
reach the frame via ICurrentGpuFrameSource, a plain interface (not a
delegate field) so WorldSceneDiagnosticsController keeps passing its
existing "no stored window/delegate" architectural-conformance test.
Two real bugs surfaced by actually exercising the RHI against a live GL
context (nothing here was previously reachable before this slice):
- GlGpuDevice.BeginFrame() now resets the render-state cache every frame.
The cache assumes it is the sole writer of GL program/blend/depth/cull
state, which was true while it had zero real consumers, but every
still-legacy renderer (WbDrawDispatcher, terrain, particles, EnvCells)
mutates that same GL state directly and never informs the cache. Once a
legacy renderer ran between two RHI binds, the cache's belief about the
current GL program went stale, so a later BindPipeline(text shader)
skipped re-issuing glUseProgram and the following push-constant upload
threw GL_INVALID_OPERATION against whatever program was actually bound.
Reset() at the frame boundary is the same defensive move BeginPass
already makes after a forced clear (see its comment); it costs one
redundant state application on the frame's first bind.
- GL_MULTISAMPLE has no representation in the pinned contract. Added a
GL-backend-internal Multisample field to GlRenderStateSnapshot/Changes,
computed from GpuPipelineDescription.SampleCount at BindPipeline time -
mirrors how Vulkan bakes MSAA into the pipeline instead of a separate
toggle.
Collateral, scoped to keep the port real rather than a stub:
- GpuTextureSlot (Unassigned = uint.MaxValue, NOT 0) now flows through
every consumer of TextureCache.GetOrUploadRenderSurface/UploadRgba8 and
TextRenderer.DrawSprite - the entire retained UI layer, since a pervasive
Func<uint,(uint,int,int)> sprite-resolve delegate threads through nearly
every UI element/controller. Every prior `== 0` / `!= 0` "no texture"
check became `.IsAssigned` / `!.IsAssigned`; slot 0 is a real assigned
slot (the device's default white texture), so the old sentinel would
have produced live visual regressions if left in place.
- GpuTextureSlot/IGpuDevice/IGpuFrame are internal, so ~270 previously
public AcDream.App types that touched them (directly or transitively)
are now internal too - safe, since AcDream.App is an exe with no
external project references; only the two test projects consume it, via
InternalsVisibleTo. A handful of unrelated types the sweep caught
(ElementInfo/ImportedLayout's property-bag hierarchy, several enums used
as public [Theory] parameters, CursorFeedbackSnapshot's DragAcceptState)
were reverted back to public where making them internal would have
either cascaded into unrelated files or broken xUnit's public-member
discovery.
- ExternalViewportTextureBridge (new) registers the still-raw-GL FBO
color textures PrivateEntityViewportRenderer/PaperdollViewportRenderer
produce (V4g's scope) into the device's texture table for
UiViewport.TextureHandle, via a temporary
GlGpuDevice.RegisterExternalColorTexture escape hatch (internal, not
part of IGpuDevice) deleted when V4g ports those viewports.
- TextRenderGlStateScope.cs and its test deleted: the pipeline description
now bakes what it used to restore by hand.
- ResourceCleanupGroupTests/GlTextureOwnershipTests: the two source-text
conformance tests keyed to TextRenderer's old multi-resource
construction shape (Shader + per-flight FrameBufferSet array + white
texture + tracked VAO/VBO, all via ResourceCleanupGroup) no longer apply
- that shape is gone, replaced by one IGpuPipeline created through
IGpuDevice. The construction-order test is deleted; the checked-commit
texture-creation check now targets GlGpuTexture (which already used
the same GlResourceCommand.CreateName primitive before this slice).
Gates:
- dotnet build -c Release: 0 warnings, 0 errors (AcDream.App has
TreatWarningsAsErrors).
- dotnet test tests/AcDream.App.Tests -c Release: 3,840 passed / 3
skipped (was 3,843/3 entering this slice - net 3 fewer tests:
TextRendererFailureSafetyTests.cs deleted (2, tested the now-deleted
TextRenderGlStateScope) plus the one retired ResourceCleanupGroupTests
method). Full solution: 8,908 passed / 5 skipped across all nine test
projects.
- Offline pixel gate (tools/run-offline-pixel-gate.ps1, parent ec414d60
vs this commit): differing fraction 0.318% (1,791/563,200 compared
pixels), above the 0.001 threshold. Investigated pixel-by-pixel rather
than waved through: a diff heatmap plus 4x crops at the differing
clusters show zero differences anywhere in the retained UI, terrain,
scenery, or static meshes - every differing pixel sits on continuously-
animated ambient content (flying-insect sprites over the swamp, foliage
sparkle/dew glints) whose exact phase depends on elapsed wall-clock
time, the same category the gate's own sky-masking rationale already
documents and the campaign doc's coverage table explicitly excludes
("Not covered - particles"). Confirming evidence: two same-commit
captures at HEAD compare clean against each other (0.0025%), and two
same-commit captures at the parent compare clean against each other
(0.0044%) - only base-vs-head is consistently elevated, which is what
frame-pacing drift from genuinely new per-frame RHI work (BeginFrame,
ring resets, the render-state reset above) would produce against a
fixed wall-clock capture deadline, not a rendering defect. Recommend a
quick user visual check of this capture pair alongside the automated
result, matching how V2c's particle work was already handled in this
campaign (flagged for user visual confirmation rather than blocked on
an automated gate that cannot cover animated content).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Port UIElement_ListBox's press-time selection ordering through the shared retained item-list contract. Inventory, loot, paperdoll, and physical shortcuts now update canonical selection before release or drag promotion, while target-mode consumption suppresses drag and release-time activation.
Co-authored-by: Codex <codex@openai.com>
Port UIElement_ItemList's physical-item right-click branch through the shared retained list. Select and appraise backpack, loot, paperdoll, and shortcut items through their canonical owners, while preventing RMB movement from lifting items or issuing appraisal requests.
Co-authored-by: Codex <codex@openai.com>
Bind queued actions and pending inventory requests to exact live incarnations, separate optimistic placement from authoritative responses, and serialize retail-style inventory ownership across UI surfaces.
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>
Route corpse Use through the shared ItemHolder policy so Stuck corpses open instead of being sent as pickup requests. Restore the framed, horizontally resizable external-container strip and use a compact initial width. Port retail's target-list pending item projection so loot is marked in the chosen inventory slot without changing canonical ownership before the server confirms.
Co-authored-by: OpenAI Codex <codex@openai.com>
Add the ClientUISystem ground-object lifecycle, authoritative root and nested ViewContents projections, replacement and close semantics, and the DAT-authored gmExternalContainerUI strip for chests and corpses.
Route double-click loot and full or partial drag transfers through the shared retail item policy without optimistic external ownership. Remove the incorrect NoLongerViewingContents behavior from owned side packs and retire AP-106/#196.
Release build succeeds and all 5,875 tests pass with five intentional skips.
Co-authored-by: OpenAI Codex <codex@openai.com>
Preserve PlayerDescription inventory/equipment ownership across authoritative manifest replacement, make weapon switching and combat/UI consumers read the same canonical object state, and carry the complete outbound player position frame across landblocks.
Route target-facing and mouse-look through the shared MovementManager and MotionInterpreter completion owner. Match retail input aggregation, toggle ordering, turn/sidestep remapping, per-axis hold keys, and synchronous movement publication without render-only heading state.
Initialize the live streaming origin from the first accepted canonical player Position, defer other projections until that origin exists, and retain logical entity identity through hydration.
Advance the project ledger from completed M2 to active M3, synchronize CLAUDE.md/AGENTS.md and durable memory, and record the next cast-lifecycle, spellbook/enchantment, and two-client portal gates.
Co-Authored-By: Codex <noreply@openai.com>
Parse the complete PhysicsDesc plus F754/F755 packets, correct every PhysicsState bit, and gate all nine retail update channels with generation-safe immutable snapshots. Preserve ForcePosition, teleport, placement, velocity, parent, pickup, delete, and same-generation CreateObject ordering from the named client.
Separate accepted logical lifecycle notifications from retained UI qualities, make GUID replacement and session reset clear every projection exactly once, and add packet, wraparound, malformed-input, parent FIFO, canonical-position, reconnect, and GUID-reuse conformance coverage.
Co-Authored-By: Codex <noreply@openai.com>
Port ItemList_BeginDrag's select-before-waiting order so a direct press-drag shows the selection indicator on its first frame across inventory, paperdoll, and toolbar item lists.
Co-Authored-By: Codex <codex@openai.com>
Keep the persistent selection indicator above retail's waiting mesh, use the normal green accept circle for backpack-grid placement, and reserve the green drop-in arrow for bag-column containers as ItemList_DragOver does.
Co-Authored-By: Codex <codex@openai.com>
Keep retail's underlay-free m_pDragIcon separate from the full cell icon and reveal the authored ghost mesh on physical source cells for the complete drag lifecycle. This removes the backpack backing from the cursor and retires AP-47.
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>
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>
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>
Lands the codex-worktree D.2b stream plus the extraction the 2026-07-02
UI architecture review mandated before commit:
- ItemInteractionController: single owner of double-click use/equip/
container-open, targeted-use mode (health kits), drag-out drop;
toolbar shortcut drags don't drop the real item. ItemEquipRules for
multi-slot (coat) coverage via equip masks.
- Cursor phase: CursorFeedbackController (semantic priority chain:
drag > resize > window-move > target-mode > text) + RetailCursorCatalog
(enums 0x27/0x28/0x29, hotspot 14,14; ClientUISystem::UpdateCursorState
0x00564630) resolved through the portal EnumIDMap chain by
RetailCursorResolver; RetailCursorManager applies dat cursor art to the
OS cursor. Register row AP-72 covers the OS standard-cursor fallback.
- Character window goes live: CharacterSheetProvider owns sheet assembly,
XP-curve/raise-cost math and the raise flow — extracted out of
GameWindow per Code Structure Rule 1 instead of committing the ~430-line
feature body there. Optimistic XP/credit debits go through eventful
store APIs (new ClientObjectTable.UpdateInt64Property +
LocalPlayerState.DebitIntProperty/DebitInt64Property) instead of raw
property-dictionary writes; register row AP-73 covers the still-missing
raise ledger (#163).
- RetailWindowFrame: the shared nine-slice window mount recipe; the
character window uses it, remaining windows migrate via #164.
- Status-bar buttons toggle inventory/character windows; retail row-major
backpack ordering; WorldSession.SendUseWithTarget + raise/train sends.
GameWindow shrinks 14,214 -> 13,877 lines despite the new features; the
sheet/raise logic is unit-tested in CharacterSheetProviderTests instead
of trapped in the god object. Build green; full suite 3,286 tests pass.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Visual gate: moving an item within a bag reshuffled every item ("the order is
not set"). Root cause: insert-before set ONLY the dragged item's ContainerSlot
to N, colliding with the item already at N; the sort-by-slot tie then reordered
the whole grid on every repaint. Fix: MoveItemOptimistic now does a proper
index-based INSERT (shift the others, renumber 0..N-1 gapless) like retail's
ItemList_InsertItem, and HandleDropRelease uses the target's GRID INDEX
(SlotIndex) as the placement rather than its raw ContainerSlot. Regression test
pins the shifted, gapless order. Full suite green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
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>
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>
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>
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>
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>
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>
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>