- Merge: defensive copy `new List<ElementInfo>(derived.Children)` so a
later mutation of the merged result or the input can't corrupt the other
- Merge: add comment on Width/Height 0-sentinel (Plan-1 safe; Plan-2
limitation and float?-upgrade path documented inline)
- Test: replace mid-sentence "Wait —" authoring trace in
EdgeFlagsToAnchors_ValueThree_FallsBackToTopLeft with a clean
conclusion-first summary of the value-3 mapping rule
9/9 ElementReaderTests pass; 0 build errors.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Implements Task 2 of the LayoutDesc Importer (Plan 1 — vitals conformance).
- ElementInfo POCO: GL-free/dat-free snapshot of a resolved layout element.
Shape matches the plan spec exactly (Id, Type as uint, X/Y/Width/Height as
float, raw Left/Top/Right/Bottom uint edge flags, ReadOrder, FontDid, StateMedia
dict, Children list). Tasks 3–6 depend on this shape.
- ElementReader.ToAnchors(uint,uint,uint,uint): maps dat edge-flag values
(0=none, 1=near-pin, 2=far-pin, 3=floating-center, 4=stretch) to AnchorEdges
bit flags. Corrects the plan's stale assumption that value 4 was the only anchor
trigger; the verified format doc §4 shows 1→Left/Top, 2→Right/Bottom, 4→both.
All-zero falls back to Left|Top (default pin top-left).
- ElementReader.Merge(base_, derived): inheritance merge mirroring BaseElement/
BaseLayoutId. Derived scalars win when non-zero; position/edge-flags/ReadOrder
always from derived; StateMedia merged (base defaults, derived overrides);
Children from derived only.
TDD: tests written first (9 tests covering ToAnchors near-pin/far-pin/stretch/
zero/value-3, Merge scalar override/font inheritance/StateMedia merge/children).
All 9 pass; dotnet build 0 errors 0 warnings.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The retail vitals window border is TWO layers, not one: the bevel chrome
(0x060074BF-C6) PLUS a resize-grip overlay on top — gold ridged edge strips
and a square corner stud at each corner. acdream only drew the bevel, so the
border looked plainer than retail and the corners lacked the little square
sprite the user spotted.
The overlay ids come from the vitals LayoutDesc 0x2100006C (elements
0x1000063B-0x10000642): corner stud 0x06006129 (same 5x5 at all four corners),
edge strips 0x0600612A/2C (top/bottom) and 0x0600612B/2D (left/right). They
have transparent gaps so the bevel shows through — both layers are drawn.
UiNineSlicePanel now draws the grip overlay (edges tiled via the existing
UV-repeat, corner studs 1:1) after the bevel, so every retail-chrome window
(vitals + chat) gets it.
Verified the grip sprites + the composited result headlessly: dump-sprite-sheet
(new CLI: composite arbitrary sprite ids magnified) showed 0x06006129 is a gold
stud and 0x0600612A-D are gold ridged strips; render-vitals-mockup now renders
the faithful default window with the overlay.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retail repeats the bar's "fill-tile" graphic at native width (verified:
the dat element 0x100000E9 is literally the fill-tile; the engine fills via
ImgTex::TileCSI; and a widened side-by-side shows retail tiling, not
stretching). acdream was stretching one copy of the middle slice across the
whole span, so the bevel/bead pattern smeared as the window widened.
UiMeter.DrawHBar now UV-repeats each slice at its NATIVE width: caps span one
native width (a single 1:1 copy), the wide middle spans many (it tiles, last
copy UV-cropped). This works because the UI textures are already GL_REPEAT-
wrapped (TextureCache.UploadRgba8) — the exact mechanism UiNineSlicePanel's
chrome border already uses, so the border edges were ALREADY tiling and need
no change. One draw call per slice; composes with the existing fill-fraction
clip (the partial last tile shows a partial bead).
render-vitals-mockup now renders a widened window twice (stretch vs tile) so
the difference is verifiable headless. Confirmed the tile repeats seamlessly
(no seams).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Windows-like selection in the retail chat window: left-click-drag selects
characters, Ctrl-C copies, Ctrl-A selects all. The selected span paints a
translucent highlight behind the text.
- UiElement.CapturesPointerDrag: a per-element opt-out so an interior drag is
delivered to the widget (text selection) instead of moving/resizing the host
window. UiRoot.OnMouseDown honours it AFTER edge-resize (a resizable window
is still resizable from its frame) and BEFORE window-move.
- UiChatView: AcceptsFocus + IsEditControl + CapturesPointerDrag; caches the
OnDraw layout so OnEvent hit-tests the same geometry; HitChar maps a local
point to (line,col) with glyph-midpoint caret snapping; SelectedText joins a
multi-line span with \n; Ctrl-C writes to IKeyboard.ClipboardText (only when
non-empty, so an empty copy never clobbers the clipboard).
- UiHost exposes the wired IKeyboard (clipboard + Ctrl modifier state).
Adversarial-review fix (the 99 tests would have stayed green without it): a
coordinate-frame mismatch between MouseDown and MouseMove. UiRoot.OnMouseDown
dispatched HitTestTopDown's coords, which are relative to the TOP-LEVEL child,
while MouseMove/MouseUp use target.ScreenPosition. For the chat view inset at
(8,8) inside its window the anchor landed ~8px off the click. OnMouseDown now
delivers target-LOCAL coords like the other mouse events. Added a UiRoot
regression test asserting MouseDown and MouseMove share the target-local frame
for a nested child.
Decomp ref: SurfaceWindow text/selection model; clipboard via Silk.NET
IKeyboard.ClipboardText. Built with the chat-select-copy implement->review
workflow.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The vitals cur/max overlay rendered with the consola TTF debug font,
which is wrong for the retail look. Port the retail dat-font render
path so the numbers use Font 0x40000000 (Latin-1, 16px, with outline
atlas) — the same font retail draws on the vitals window.
UiDatFont (new): loads the Font DBObj from the DatCollection and
uploads its two RenderSurface atlases (foreground glyph pixels
0x06005EE5 + background outline 0x06005EE6) through
TextureCache.GetOrUploadRenderSurface — the same direct-RenderSurface
path the D.2b chrome sprites use. Builds a char->FontCharDesc lookup
and exposes MeasureWidth + LineHeight. The per-glyph advance
(HorizontalOffsetBefore + Width + HorizontalOffsetAfter) is a pure
static so the pen math is unit-testable without GL or the dat.
UiRenderContext.DrawStringDat (new): two-pass per-glyph blit mirroring
SurfaceWindow::DrawCharacter (acclient 0x00442bd0) — the BACKGROUND
atlas sub-rect tinted black (outline) first, then the FOREGROUND
sub-rect tinted the text color (fill), with the pen accumulating the
retail advance the way the string loop does at 0x00467ed4. Respects
the UI transform stack. Skips the outline pass for fonts with no
background atlas.
No shader change was needed: the foreground atlas decodes A8 ->
(255,255,255,a), and ui_text.frag's RGBA-sprite path already
MULTIPLIES the texel by the per-vertex tint (texture(uTex,vUv)*vColor),
so tinting white+alpha by a color gives color+alpha (black outline,
text-color fill).
UiMeter: new DatFont property; the label renders via DrawStringDat
(centered with DatFont.MeasureWidth) when set, falling back to the
debug BitmapFont when null.
GameWindow: loads one UiDatFont for the vitals panel (under _datLock)
and assigns it to each UiMeter child; logs + falls back to the debug
font if the Font fails to load (never crashes).
Tests: 6 pure-logic UiDatFontTests for GlyphAdvance + MeasureWidth
(synthetic glyphs, negative bearings, missing chars, empty/null). Full
App UI suite green (84 passed).
DatReaderWriter member names verified via reflection on the 2.1.7
package: Font.{MaxCharHeight,BaselineOffset,ForegroundSurfaceDataId,
BackgroundSurfaceDataId,CharDescs} and FontCharDesc.{Unicode,OffsetX,
OffsetY,Width,Height,HorizontalOffsetBefore,HorizontalOffsetAfter,
VerticalOffsetBefore}.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The vitals bars were rendered from the WRONG layout. The ids in vitals.xml
(0x0600113x) belong to LayoutDesc 0x21000014 -- the 800x28 floaty side-vitals
ROW. The stacked vitals window the user sees is LayoutDesc 0x2100006C
(160x58), which uses a different sprite set and geometry. Dumped the real
tree (new dump-vitals-layout CLI, reflective) and ported it:
- Sprites (#2): the stacked-window set 0x0600747E-0x0600748F (health/stamina/
mana, each back+front 3-slice; caps 10px, mid 130px).
- Right cap (#1) + fill model: retail UIElement_Meter::DrawChildren draws the
back 3-slice full then the front 3-slice CLIPPED to the fill fraction (its
own right-cap shows at 100%, the back's shows through when partial). UiMeter
now clips the front per-slice (UV-crop) instead of growing a capless slice.
- Spacing (#5): three flush 150x16 bars at y=5/21/37 in a 160x58 window
(16px pitch, zero gap), per the dat rects -- not the old 20px-apart guess.
- Border (#3): the window is the 8-piece chrome frame (corners 0x060074C3-C6,
edges 0x060074BF-C2, 5px) -- dat-confirmed identical to RetailChromeSprites.
The headless render-vitals-mockup now composites this exact window
(0x2100006C) from the real sprites with the same clipped-fill model, so the
look was verified before launch. Font (#4, dat Font 0x40000000) is the next
commit.
Decomp refs: gmVitalsUI::PostInit @0x4bfce0; UIElement_Meter::DrawChildren
@0x46fbd0 (scissor-fill); geometry from LayoutDesc 0x2100006C.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add UiChatView, a transcript widget for the retail-look UI: renders the
ChatVM tail bottom-pinned (newest at the bottom, like retail) with
mouse-wheel scrollback and whole-line vertical clipping so text stays
inside the frame. Hosted in a draggable/resizable UiNineSlicePanel and
wired into the UiHost next to the vitals window, fed by a dedicated
ChatVM (200-line tail) over the same live ChatLog. Per-ChatKind colour
palette (speech white, tells magenta, channels blue, system yellow,
emotes grey, combat orange).
This is the read-only foundation. The next sub-step adds glScissor
clipping + word-wrap, drag-to-select, and Ctrl+C copy -- the last needs
a CapturesPointerDrag opt-out on UiElement so an interior drag selects
text instead of moving the window (today an interior drag still moves
the window, same as the vitals panel).
Tests: UiChatView.ClampScroll (pin-to-bottom, cap-at-overflow,
never-negative).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Render each vital bar as a horizontal 3-slice from the real retail
RenderSurface sprites (authoritative ids from the vitals LayoutDesc
0x21000014 via dump-vitals-bars): a fixed-width bevelled left-cap, a
stretched glassy-gradient middle, and a fixed-width right-cap. The
empty back track draws full width; the coloured front fill grows from
the left to the value (the track owns the right end, so the fill omits
its own right-cap). Replaces the flat single-sprite Alphablend overlay
that read as the old UI - this is the bordered gradient look from the
retail screenshot (red HP / gold stamina / blue mana).
UiMeter gains the six 9-slice ids (BackLeft/Tile/Right +
FrontLeft/Tile/Right) and a DrawHBar helper; MarkupDocument parses the
backleft/backtile/backright/frontleft/fronttile/frontright attrs;
vitals.xml carries the 18 per-vital ids. The temporary
ACDREAM_BAR_PROVEOUT component grid is removed.
Adds AcDream.Cli render-vitals-mockup: a headless ImageSharp composite
that assembles the bars with the SAME DrawHBar logic, so the sprite
assembly can be verified by eye (Read the PNG) without launching the
client + server - the fast UI-iteration loop the user asked for.
export-ui-sprite dumps a single RenderSurface to PNG for HTML mockups.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
UiMeter gains SpriteResolve/BackSpriteId/FrontSpriteId; when both are
set, OnDraw draws the empty-track sprite full-width then the colored-fill
sprite UV-cropped to the live fill fraction (left-to-right drain). Falls
back to solid rects when sprite ids are absent, keeping existing behavior
and tests intact.
MarkupDocument.Build() parses `back`/`front` hex attrs on <meter> and
passes `resolve` into every UiMeter. vitals.xml wires the authoritative
LayoutDesc 0x21000014 sprites (Health 0x06005F3C/3D, Stamina 3E/3F,
Mana 40/41). The bar prove-out block in GameWindow.cs was already gone.
If the sprites decode as 1x1 magenta at runtime they are paletted
(INDEX16/P8) — the solid-color fallback will display instead and can be
investigated separately.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The anchor pass added in f911b5f runs on every element's children — including
UiRoot's children, which are the top-level WINDOWS. With the default Left|Top
anchor, ApplyAnchor reset each window's Left/Top/Width/Height back to its
captured design rect EVERY frame, so user move/resize was undone instantly ("I
can't resize or move it"). A window is user-positioned, so it must not be
anchor-managed by its parent: set UiNineSlicePanel.Anchors = None. Children
INSIDE the window still anchor to it (the bars keep stretching with width).
Regression tests: UiNineSlicePanel.Anchors == None; ApplyAnchor(None) is a no-op.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The "red cone" (+ green floor petals) in the 0x0007 Town Network dungeon is a dat
EnvCell static object (Setup 0x02000C39 / GfxObj 0x010028CA) using pure red/green
MARKER textures (0x08000109 / 0x0800010A). It is an EDITOR-ONLY placement marker:
its DIDDegrade table 0x11000118 is {slot0 Id=mesh MaxDist=0, slot1 Id=0 MaxDist=FLT_MAX},
i.e. visible ONLY at distance 0 (the WorldBuilder editor origin) and degraded to
GfxObj id 0 (nothing) at any real distance. retail's distance-based degrade
(CPhysicsPart::UpdateViewerDistance 0x0050E030 -> Draw 0x0050D7A0) therefore never
draws it in the live client.
acdream's render pipeline is extracted from WorldBuilder, which (being an editor)
renders every cell static's base mesh directly and has NO degrade handling at all
(zero DIDDegrade references in references/WorldBuilder) — so acdream inherited the
"show the marker" behavior and drew it forever. It only became visible now because
the #135 login-into-dungeon fix drops the player at the exact saved spawn next to it.
Fix: GfxObjDegradeResolver.IsRuntimeHiddenMarker() detects the editor-marker pattern
(HasDIDDegrade + Degrades[0].MaxDist==0 + a degrade entry with Id==0). The EnvCell
static-object hydration (GameWindow ~5793) skips such GfxObjs — whole-stab for bare
GfxObj stabs, per-part for Setup stabs (an all-marker Setup then drops via
meshRefs.Count==0). This is the faithful equivalent of retail's runtime degrade for
static geometry (always viewed at distance > 0); real LOD objects (slot0.MaxDist>0)
and degrade-to-real-mesh objects are untouched.
Diagnosis was extensive (geometry-not-VFX via particle-off; texture-not-lighting via
flat-ambient frame dumps; per-surface runtime decode pinned the red/green marker
surfaces; a draw-time probe pinned the dat-static entity id; a dat dump of the Setup +
degrade table confirmed the editor-marker pattern). Verified live via a frame dump:
the red cone + green petals are gone, all real dungeon decorations still render.
4 new GfxObjDegradeResolver unit tests cover the marker / normal-LOD / no-table /
degrades-to-real-mesh cases.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add AnchorEdges [Flags] enum and Anchors property (default Left|Top, so
all existing elements are unchanged) to UiElement. ApplyAnchor() captures
the design-time margins on first call then recomputes Left/Top/Width/Height
each frame; DrawSelfAndChildren drives it for every child before painting.
ComputeAnchoredRect is public + static so it can be unit-tested without a
running frame loop.
MarkupDocument.Build gains a private Anchor() CSV parser and threads it
into the <meter> initializer via the anchor= attribute.
vitals.xml: remove title="Vitals" (retail vitals has no heading) and add
anchor="left,top,right" to all three meter bars so they stretch when the
panel is dragged wider.
Two new xUnit tests in UiRootInputTests: Left+Right stretches width;
Left+Top only keeps fixed size. All 19 App.Tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add ResizeX/ResizeY bool properties to UiElement (both true by default).
HitEdges() in UiRoot masks out locked axes after edge detection, so a
locked edge falls through to window-move behaviour — matching retail,
where the vitals bar height is fixed and only widens.
MarkupDocument.Build() parses an optional resize="x|y|both|none"
attribute on <panel>; vitals.xml gets resize="x" to enforce the
horizontal-only constraint in all instances of the panel.
Two new tests: HitEdges_RespectsResizeAxisLock (UiRootInputTests) and
Build_ResizeAttrX_SetsHorizontalOnly (MarkupDocumentTests). 11/11 green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
TextRenderer.Flush batched by primitive type and flushed rects -> text ->
sprites LAST, so the 8-piece chrome (incl. the center fill) painted OVER the
vital bars + numbers ("the window is drawn in front of the bars"). Reorder to
sprites -> rects -> text so chrome composites behind widget fills + text.
Correct while bars are solid rects; when bars become gradient SPRITES this must
move to true submission/painter order (sprite-on-sprite z) — noted inline as the
D.2b follow-up.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add parallel resize mode to the UiRoot retained-mode input state machine.
A left-drag starting within ResizeGrip=5px of a Resizable window's edge or
corner resizes it (min-size clamped); interior drags on a Draggable window
still reposition it.
Changes:
- UiElement: Resizable, MinWidth, MinHeight properties
- UiRoot: ResizeEdges flags enum; _resizeTarget state fields; FindWindow
(replaces FindDraggable, matches Draggable||Resizable); HitEdges (static,
internal, testable); ResizeRect (static, public, testable); OnMouseDown
checks edge-grip before move; OnMouseMove resize branch precedes move;
OnMouseUp clears _resizeTarget
- UiNineSlicePanel: Resizable = true (retail windows are resizable)
- UiRootInputTests: 4 new tests — ResizeRect_RightBottom, ResizeRect_LeftTop
(min-clamp + origin shift), HitEdges_DetectsCornerAndInteriorNone,
EdgeDrag_ResizesPanel_InteriorDragMoves (full integration path)
Note on test coordinate: right-edge grab uses x=298 (2px inside the panel's
hit-test boundary) rather than x=300 (exactly at edge, misses OnHitTest's
strict `<` check). This is intentional — the grip zone extends inward from
the edge boundary, so a click 2px inside correctly lands in both the
hit-test rect AND the resize-grip zone.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- UiElement: add Draggable flag; left-drag on a draggable element repositions
it as a floating window instead of starting a drag-drop sequence.
- UiRoot: add WantsMouse/WantsKeyboard properties (mirrors ImGui's WantCaptureMouse
pattern); add FindDraggable helper; inject _windowDragTarget state machine into
OnMouseDown/OnMouseMove/OnMouseUp so draggable windows track the pointer offset.
- UiNineSlicePanel: set Draggable=true so retail window frames are movable by default.
- GameWindow: OR _uiHost?.Root.WantsMouse|WantsKeyboard into the SilkMouseSource
wantCaptureMouse/wantCaptureKeyboard delegates and the direct MouseMove gate so
game actions (movement, world-pick) are suppressed while the pointer is over a
retail window — no double-handling with the InputDispatcher.
- GameWindow: wire all Silk Mice/Keyboards to UiHost after construction so the
UiRoot tree receives live input.
- Tests: 3 new UiRootInputTests covering WantsMouse hit-test, window-drag
reposition, and non-draggable panel immobility.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds the plugin-facing UI registration surface (Task 9, final D.2b task).
Plugins call host.Ui.AddMarkupPanel(path, binding) from Enable(); calls are
buffered in BufferedUiRegistry before the GL window opens, then drained into
UiHost.Root in GameWindow.OnLoad inside the RetailUi block after the first-
party vitals panel. Faulty plugin markup is isolated (try/catch per panel,
logged + skipped). IPluginHost.Ui added; AppPluginHost wired; StubHost in
Core.Tests updated; BufferedUiRegistryTests confirms drain-once semantics.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Implements Task 8 of the D.2b retail-UI plan. MarkupDocument.Build() parses
KSML-style panel markup into a live UiNineSlicePanel subtree, resolving
{Binding} attribute expressions against a supplied object via reflection.
Color format is #AARRGGBB (alpha-first, matching controls.ini). Handles
<panel> root (geometry + optional title label) and <meter> children (fill,
label, bar color). Future element kinds (label, button, image) extend the
switch without touching existing code.
vitals.xml encodes the just-approved vitals panel layout (health red #FFC70D0D,
stamina gold #FFD49E1F, mana blue #FF1F33D9); ships next to the binary via
PreserveNewest csproj rule. GameWindow.cs drops the 35-line hand-built panel
block in favour of a 4-line File.ReadAllText + MarkupDocument.Build call —
identical tree, identical render, now data-driven.
2 new tests (Build_CreatesPanelWithMeterFillLabelAndGeometry,
Build_NullBindingValuesYieldNullFillAndLabel) + 11 total targeted green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds ControlsIni — a minimal flat-INI reader for retail's controls.ini
(#AARRGGBB alpha-first color tokens; case-insensitive section/key lookup;
missing file returns an empty sheet with no throw). Wires the [title]
color token into the vitals panel's UiLabel in GameWindow.OnLoad, with
hardcoded white as the fallback. Visually a no-op (retail's [title] color
is white), but proves the stylesheet plumbing end-to-end (D.2b §7).
Three unit tests cover section parsing, #AARRGGBB decode, and graceful
missing-file handling.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two regressions from the pre-collapse (712f17f), found by live gate + a runtime
probe:
1) Login-into-dungeon stopped loading the dungeon. The login-hold streaming
observer fell through to the OFFLINE fly-camera branch once
_lastLivePlayerLandblockId was filtered to the player guid (a dungeon-local
NPC used to keep it pinned). A camera-derived observer far from the
pre-collapsed dungeon tripped ExitDungeonExpand and unloaded it. Fix: a LIVE
in-world session never uses the fly camera for the observer — it follows the
player's server landblock, falling back to the recentered spawn center
(_liveCenterX/Y). The fly camera is the OFFLINE observer only.
2) Even with the dungeon resident, auto-entry hung: the #106 "ground ready" gate
required SampleTerrainZ under the spawn, but a dungeon's negative-offset cells
place the spawn's WORLD position in a NEIGHBOUR terrain landblock the #135
collapse deliberately doesn't load (probe: cellReady=True, terrReady=False
forever). The terrain gate is wrong for an indoor spawn — the player lands on
the EnvCell FLOOR. Fix: gate an indoor (hydratable) spawn/teleport on
IsSpawnCellReady, not the terrain heightmap; outdoor (and unhydratable→demote)
spawns still hold on terrain. Applied to both isSpawnGroundReady (login auto-
entry) and TeleportArrivalReadiness (teleport). This is the faithful equivalent
of retail's synchronous cell load + place-on-floor; the pre-#135 terrain hold
only passed because the 25x25 window streamed the neighbour terrain.
Verified live: login into 0x0007 → auto-entered player mode, snapped to
0x00070145, dungeon renders, FPS steady. Register AD-2 amended.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wires the dormant AcDream.App/UI retained-mode tree into GameWindow under
ACDREAM_RETAIL_UI=1: an 8-piece dat-sprite UiNineSlicePanel framing three
UiMeter vital bars bound to the existing VitalsVM. Render-only (UiHost input not
yet bridged to the InputDispatcher — next sub-phase). Coexists with the ImGui
devtools path; no regression there.
Visually verified against a live retail client: the bars match retail's vitals
structure (three stacked horizontal bars, current/max numbers centered) — so the
earlier "orbs" assumption was wrong (retail vitals ARE bars), and stamina is GOLD
not cyan (the #10F0F0 research note was wrong). UiMeter gains a centered numeric
Label (stub debug font for now). Spec §8 + the markup example corrected to match.
Bookkeeping: retired divergence row TS-30 (flat-rect panels -> real dat chrome)
and added IA-15 (our UiHost/markup engine vs keystone.dll's LayoutDesc tree).
Remaining polish (filed, §15): glassy gradient bar fill sprite + the retail dat
font for the numbers.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
On login (or teleport) into a dungeon, FPS started ~10 and climbed over ~30 s.
Root cause: the dungeon "collapse" (which shrinks the 25x25 streaming window to
the player's single dungeon landblock — AC dungeons have no neighbours) only
fires once the per-frame `insideDungeon` gate reads true, and that gate keys on
the physics CurrCell, which isn't set until the player is PLACED, which waits for
the dungeon landblock to hydrate. So during the whole hydration window NormalTick
bootstraps the full window — ~24 unrelated ocean-grid neighbour dungeons + their
~19k entities each — and the collapse only mops them up afterward. That mop-up is
the ramp.
Fix: trigger the SAME collapse early, the instant we recenter the streaming center
onto a sealed dungeon cell, before the first NormalTick.
- StreamingController.PreCollapseToDungeon(cx,cy): fires EnterDungeonCollapse
early (idempotent). The expensive neighbour window is never enqueued.
- GameWindow.IsSealedDungeonCell(cellId): reads the EnvCell dat SeenOutside flag
(CurrCell is null pre-placement) — the same flag ObjCell.SeenOutside and the
per-frame gate use, so the early decision matches the eventual one. Distinguishes
a real dungeon from a cottage/inn interior (SeenOutside → keeps its outdoor
surround). Excludes the 0xFFFE/0xFFFF structural shell ids so an outdoor spawn id
can't type-confuse a LandBlock record as an EnvCell.
- Hooks: OnLiveEntitySpawnedLocked (login) + OnLivePositionUpdated (teleport).
- Observer robustness: during a teleport PortalSpace hold the streaming observer
follows the recentered destination, not the frozen pre-teleport position (which
could drift >=2 landblocks off and trip ExitDungeonExpand). And
_lastLivePlayerLandblockId is now filtered to the player guid (resolves the
Phase A.1 TODO) so a stray NPC UpdatePosition can't drift the login-hold observer
off the dungeon.
Faithful EARLY trigger of the existing AP-36 collapse mechanism, not a new
workaround — AP-36 amended in the same commit. Adversarially reviewed across
timing / threading / faithfulness lenses; 5 new tests including the real runtime
ordering (Tick bootstraps, then PreCollapse cancels). Core suite green (1463).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds UiMeter, the horizontal vital-bar widget for the D.2b retail-look
UI toolkit. Solid-color fill for Spec 1; the retail orb sprite + scissor
crop path is reserved for a later sub-phase. Five unit tests (1 Fact +
4 Theory) cover half-fill geometry and clamping at -1/0/1/2 fractions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Implements the retail floating-window bevel as a UiPanel subclass using
RetailChromeSprites: 4 tiled edges + 4 stretched corners + tiled center fill,
matching the 8-piece border layout confirmed by the D.2b Step-0 prove-out.
Resolver delegate keeps GL out of unit tests. Geometry verified by
ComputeFrameRects_PlacesCornersEdgesAndCenter (1/1 pass).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Step-0 prove-out result: retail UI chrome sprites are RenderSurface objects
(0x06xxxxxx) that must be decoded DIRECTLY, not via the Surface->SurfaceTexture
chain GetOrUpload uses for world materials (which produced 1x1 magenta/garbage).
Added TextureCache.GetOrUploadRenderSurface(id, out w, out h) — Portal/HighRes
TryGet<RenderSurface> -> DecodeRenderSurface(palette:null) -> upload, separately
cached. This is the path UI chrome + (later) dat fonts use.
Confirmed the universal floating-window bevel is an 8-piece border + center fill:
center 0x06004CC2 (48x48)
edges 0x060074BF/C1 (10x5 horiz) 0x060074C0/C2 (5x10 vert)
corners 0x060074C3..C6 (5x5)
Recorded in RetailChromeSprites.cs (edge/corner->position mapping is a best
guess pending the LayoutDesc 0x21000040 parse; visually confirmed at panel
render). The memory-note ids were right; only the decode path was wrong.
Temporary prove-out harness (added to GameWindow.OnRender) removed. proveout*.log
gitignored.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add uUseTexture==2 (RGBA modulate) branch to ui_text.frag so dat sprites
can be drawn through the existing 2D batcher without touching the font path.
TextRenderer gains _spriteBufs (per-GL-handle List<float>), DrawSprite(), and
a Flush block that issues one draw call per distinct texture with uUseTexture=2.
Also adds DepthMask(false) in the state-save block (restored to true after) to
prevent the transparent-quad pass from writing depth and corrupting the 3D scene
if the UI is flushed mid-frame.
TextureCache gains GetOrUpload(surfaceId, out width, out height) — caches pixel
dimensions alongside the GL handle so UI 9-slice geometry can compute slice UVs
from the source image size without a second decode.
UiRenderContext gains a DrawSprite forwarder that applies the current 2D
translate stack, matching the DrawRect / DrawRectOutline pattern.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Remove the throwaway probes added to diagnose the dungeon FPS/grey issues now that
they're fixed: the ACDREAM_LOG_FPS headless line + [cellreg] registration line
(GameWindow), and the [pv-trace] 0x0007 gate-widen + raw-NDC bbox addition to the
flap probe (PortalVisibilityBuilder, reverted to the pre-#133 form). The permanent
Phase-U.4c [flap]/[pv-trace] probes (ACDREAM_PROBE_FLAP) are kept as-is.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds two startup-time env toggles that Phase D.2b's retail-UI panel
frame will read:
- ACDREAM_RETAIL_UI=1 → opts.RetailUi (bool, default false)
- ACDREAM_AC_DIR=<path> → opts.AcDir (string?, default null)
Both follow the existing helper conventions (IsExactlyOne / NullIfEmpty).
No call sites broke because the only construction site in RuntimeOptions.cs
already uses named arguments.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
After registering portals-only connector cells for VISIBILITY (d90c538), an
angle-dependent residual grey remained when the camera crossed a ramp: the
camera-collision sweep (SmartBox::update_viewer -> sphere_path.curr_cell, pc:92870)
could not transit INTO the connector cell because it had no physics cell to sweep
into — CacheCellStruct was still gated on drawable sub-meshes. So the viewer cell
stalled one cell behind the eye (confirmed live: [flap-sweep] transited every cached
neighbour but NEVER the un-cached connector 0x014D, viewerCell stuck at 0x00070103
while the eye sat 1.32 m past the connector's portal plane), and the side test
correctly culled the on-screen connector portal -> grey.
Fix: move CacheCellStruct out of the `cellSubMeshes.Count > 0` gate, next to
BuildLoadedCell — cache EVERY cell with a valid cellStruct for physics too. Retail
keeps the whole landblock cell array resident for the sweep; a portals-only
connector has an empty collision BSP but its portals drive the transit. User-gated:
"I see no grey background any longer."
Build green; 12 flood-gate tests + 677 physics/cell/transit tests green (no collision
or membership regression). TEMP render probes still retained (strip after).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The grey "barrier" at a dungeon ramp was a one-cell registration gap. The ramp's
connector cell (0x0007014D) is a portals-only pass-through — CellMesh.Build yields
0 drawable sub-meshes for it (you walk through it on adjacent floors). But the whole
registration block — including the portal-VISIBILITY registration (BuildLoadedCell ->
_cellVisibility) — was gated behind `if (cellSubMeshes.Count > 0)`. So that cell was
never added to the visibility graph; the flood lookup-missed it (PortalVisibilityBuilder
:369), couldn't traverse it to the room below, and the grey clear color showed through.
Confirmed live via two added probes: [cellreg] registered=204/205 (only 0x014D missing)
+ [pv-trace] p4->0x0007014D skip=lookup-miss. After the fix: registered=205,
hasRamp=True, skip=lookup-miss gone, the room below renders.
Fix: compute the cell transforms and call BuildLoadedCell (visibility) for EVERY cell
with a valid cellStruct, regardless of drawable sub-meshes — matching retail, which
keeps the whole landblock cell array resident before the flood runs. Drawing
(RegisterCell, _pendingCellMeshes) and the physics BSP (CacheCellStruct) stay gated on
drawable geometry (a portals-only connector has nothing to draw and no collision
surface). Not a regression from the FPS-collapse work — a pre-existing gate the
now-navigable dungeon exposed (every ramp/stair/cellar mouth would show it).
TEMP diagnostics retained for the residual angle-grey investigation (strip after):
[cellreg] (GameWindow), the 0x0007 [pv-trace] gate widen + raw-NDC bbox (PortalVisibility-
Builder). Three earlier render-math theories (portal_side, on-screen clip, near-eye
projection) were each refuted by apparatus/probe before shipping — this is the verified one.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The dungeon-streaming gate read SeenOutside from the render registry
(_cellVisibility.TryGetCell), which only succeeds AFTER the landblock FINALIZES —
~tens of seconds for a 205-cell dungeon. So the collapse fired late and the full
25x25 neighbor window churned in first ("~30s to stabilize at high FPS").
EnvCell extends ObjCell, which already carries SeenOutside (set from the EnvCell
dat flags at construction), so CurrCell.SeenOutside is available the moment the
player is placed (the snap). Read it directly instead of the registry. Collapse now
engages ~3s in (snap) instead of ~30s (finalize); residual is the ~24 neighbors the
bootstrap loads before the snap, which then unload. Also simplifies the predicate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
After the dungeon-collapse fix the local player avatar stopped rendering: the
per-frame RelocateEntity moved the player entity to its position-derived landblock
floor(pp/192), which for a dungeon's negative-local-Y cell is the off-by-one (0,6)
— the very landblock the collapse unloads. So the player entity sat in an unloaded
landblock and was never drawn (the dungeon itself, in 0x0007, rendered fine).
Fix: when the player is in an indoor cell (CellId low word >= 0x0100), relocate to
the cell's OWN landblock (CellId >> 16), matching the streaming-collapse pin. The
cell id is authoritative for ocean-placed dungeon geometry. Outdoor entities keep
the position-derived path.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
"The dungeon is broken" — the collapse was unloading the REAL dungeon. A dungeon's
EnvCells sit at arbitrary "ocean" world coords with negative cell-local Y (snap
showed pos=(58.9,-69.6) in cell 0x00070133), so the observer landblock
_liveCenterY + floor(pp.Y/192) = 7 + floor(-69.6/192) = 7 + (-1) = 6 lands one row
off. The collapse pinned to 0x0006 and unloaded 0x0007 — the real dungeon — which
nulled CurrCell (the cell no longer existed) and left the player floating in
outdoor-lit empty space (lb 1/1 @ ~1585 fps, but the wrong landblock). This is the
Bug-A negative-local-coordinate class.
Fix: when inside a dungeon, pin the collapse to the cell's OWN landblock
(CurrCell.Id >> 16), never the position-derived observer landblock — the cell id is
the authoritative landblock for ocean-placed dungeon geometry.
Also hardened the hysteresis so a transient CurrCell flicker can't thrash:
- Re-collapse when insideDungeon at a DIFFERENT landblock (multi-landblock dungeon).
- Expand only on a DISTANT move (Chebyshev > 1) — a real exit teleports far from the
ocean-grid block; the off-by-one flicker is always an ADJACENT (±1) landblock, so
it now HOLDS the collapse instead of expanding.
- SweepCollapsed always preserves _collapsedCenter (the true dungeon landblock),
never the per-frame observer landblock.
Build green; 59 streaming tests green (flicker regression test updated to the
realistic adjacent off-by-one).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The first cut of the dungeon gate keyed expand on the per-frame insideDungeon
signal (CurrCell is a sealed EnvCell). Live, CurrCell momentarily resolves to
null mid-frame while the player stays put in the dungeon landblock, so the gate
flipped collapse→expand→collapse every few frames. Each expand re-streamed the
full 25×25 window; the unloads couldn't keep up (MaxCompletionsPerFrame=4), so
registered lights leaked to 212k and FPS spiked to single digits between the
~199 fps collapsed frames.
Fix: once collapsed, key the gate on the STABLE observer landblock, not CurrCell.
Stay collapsed while the player remains in the dungeon landblock (_collapsedCenter);
expand only when the observer actually moves to a different landblock (portal/
teleport out). CurrCell flicker no longer thrashes.
Regression test added (Collapsed_CurrCellFlickersToNull_SameLandblock_DoesNotExpand).
Build green; 60 streaming tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Dungeon FPS sat at ~30 (frame ~33ms) because the 25x25 streaming window around
the dungeon landblock pulled in ~129 NEIGHBORING landblocks + their thousands of
torch/particle emitters, all drawn though never visible. In AC all dungeons are
packed adjacent in the unused "ocean" map grid, so those neighbors are unrelated
dungeons. The FPS timeline proved it: 247 fps at login (lb 0/0, ~10K entities) →
17 → 30 as landblocks streamed in (lb 0→129) — the cost tracked LANDBLOCK count,
not entities.
Retail-faithful: ACE LandblockManager.GetAdjacentIDs returns ZERO adjacents for a
dungeon (`if (landblock.IsDungeon) return adjacents;`, Landblock.cs:577-582) —
every dungeon is a self-contained landblock you never see out of.
Fix: when the player stands in a sealed indoor cell (CurrCell.IsEnv &&
!SeenOutside — the same predicate that kills the sun/sky), collapse streaming to
just the player's dungeon landblock and unload the neighbors. Building interiors
(cottage/inn) have SeenOutside cells, so they are NOT gated and keep their
surrounding terrain (the frozen building/cellar demo is unaffected). Unloading the
neighbors also tears down their lights (removeTerrain → UnregisterOwner), shrinking
LightManager._all from ~2227 toward retail's ≤40 — which directly helps the A7
lighting bake landing next.
Mechanics (StreamingController):
- Edge IN: ClearPendingLoads() cancels the in-flight 25x25 window (new streamer
ClearLoads control job — worker drops queued Loads, keeps Unloads), unload every
resident neighbor, pin a radius-0 StreamingRegion, (re)load the dungeon block if
needed.
- Stay collapsed: sweep any straggler that finished loading after the edge (a Load
the worker had already dequeued before ClearLoads).
- Edge OUT (portal/teleport to outdoors): rebuild the full two-tier window at the
new center, unload anything stale.
AP-36 added to the divergence register (the gate uses the cheap SeenOutside cell
predicate as an approximation of ACE's full landblock IsDungeon classification).
GameWindow also carries a TEMP ACDREAM_LOG_FPS=1 headless FPS line (strip after
the A7 FPS+lighting verification).
Build green; 58 streaming tests green (6 new dungeon-gate tests).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The dungeon/house/outdoor lights read as hard-edged blown discs ("spotlights")
because our point/spot shader used `atten = 1.0` flat inside a hard `d < range`
cutoff. The mesh.frag comment claimed this was retail-faithful ("no attenuation
inside Range... the bubble-of-light look relies on crisp boundaries", citing
r13 10.2) — that was a misread and the literal cause of the symptom.
Verified against the decomp (not guessed): calc_point_light (0x0059c8b0, the
PER-VERTEX point-light path that lights static walls) scales each light's
contribution by (1 - dist/falloff_eff) — a LINEAR ramp that fades to exactly 0
at the edge, eliminating the hard disc. falloff_eff = Falloff * static_light_factor,
and static_light_factor = 1.3 (0x00820e24), NOT the 1.5 config_hardware_light
rangeAdjust (that 1.5 is the D3D-dynamic path for moving objects, a different
path). The Ghidra port (acclient.c:808639) is more garbled — BN pseudo-C is the
oracle here; the exact normalization factor + a half-Lambert wrap (0.5*dist+N*L)
are x87-obscured (same artifact class as GetPowerBarLevel) and left unported.
Changes:
- mesh_modern.frag + mesh.frag: replace flat atten with clamp(1 - d/range, 0, 1);
Range now carries falloff_eff so the ramp fades to 0 at the cutoff. Fix the
false "no attenuation / crisp bubble" comment in mesh.frag.
- LightInfoLoader: Range = Falloff * 1.3 (static_light_factor), was * 1.5.
- LightManager: correct the stale class doc comment (Tick is now nearest-8
allocation-free partial-select with NO viewer-range slack filter).
- divergence register: AP-16 updated (slack filter removed), AP-35 added
(per-pixel vs per-vertex Gouraud; dropped half-Lambert wrap + normalization).
- test: LightingHookSinkTests Range 8*1.3 = 10.4.
Build + 20 lighting tests green. Visual gate pending (game-wide lighting change:
dungeon torches, house candles, outdoor braziers).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A character saved inside a far dungeon hung at the #107 auto-entry hold because
the streaming center was fixed at the startup default and the login spawn never
recentered it, so the dungeon never streamed. Mirror the teleport-arrival
recenter on the login player-spawn path: when the player's spawn landblock
differs from the current center, recenter before translating the spawn position
(landblock-local -> new-center frame). No-op for a same-landblock (normal
Holtburg) login.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Code-review follow-up: the hydration decouple's safety rests not only on
CacheCellStruct self-gating its BSP cache, but on the fact that a geometry-less
cell — though now added to the UCG CellGraph unconditionally — never enters the
_cellStruct BSP dictionary membership/placement resolve through, so the player
can never be rooted in one. Document that load-bearing invariant at the hoist.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
BuildLoadedCell + CacheCellStruct were gated behind cellSubMeshes.Count > 0, so a
geometry-less collision cell got no collision (fall-through) and no visibility
node. Retail couples neither to visible geometry; CacheCellStruct self-gates on a
null PhysicsBSP, so this is safe. Render registration stays behind the submesh
guard.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replaces the unconditional OnLivePositionUpdated snap (which resolved against
the resident old landblocks before the destination streamed in -> ocean) with a
recenter + deferred BeginArrival; per-frame Tick places via the unchanged #111
validated-claim Resolve once SampleTerrainZ + IsSpawnCellReady report ready, or
force-snaps loudly on an impossible claim / ~10s timeout.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The GL root cause was fixed in fcade06 (the gpu_us query-ring stale
errors). This closes the remaining design debt: a genuinely-failed
UploadMeshData was dropped permanently.
Exact mechanism (traced this session): UploadMeshData's catch returns
null, the staged item is already consumed, and _renderData stays empty -
but the prepared data lingers in _cpuMeshCache, so the #128 EnsureLoaded
re-arm hits PrepareMeshDataAsync's CPU-cache short-circuit
(ObjectMeshManager.cs:448-453) which returns the cached data WITHOUT
re-staging it for upload. The mesh stays invisible until CPU-cache
eviction - session-sticky under low cache pressure (the in-tower
scenario).
Fix: the per-frame Tick drain (WbMeshAdapter) now re-stages a failed
upload for the NEXT frame via ObjectMeshManager.UploadOrRequeue, bounded
by MaxUploadRetries (3). The attempt counter lives on the ObjectMeshData
object so it resets to 0 naturally on re-prepare. Re-stages are
collected and re-enqueued AFTER the drain loop, never inside it, so a
deterministic failure cannot spin the queue within a single frame; past
the cap it gives up with a loud [up-retry] ... giving up line - a
genuine GL defect now surfaces instead of the old silent permanent drop
or an unbounded retry storm. Retail loads content synchronously and has
no such failure mode; this converges the async pipeline toward that
guarantee.
The uncaught GenerateMipmaps path (open-question c) is INTENTIONALLY
left to surface errors - a blanket catch there would mask future real
defects (no-workarounds rule), and its trigger (fcade06) is retired.
No visual gate (robustness). Build green; App.Tests 264 + WbMeshAdapter
tests green. No GL-context test seam exists for the upload path, so the
bounded retry is verified by construction + the regression suite.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The cellar-ascent grass window was the UNDERSIDE of the z~94 grade
sheet. Retail terrain is single-sided: ACRender::landPolysDraw
(0x006b7040) draws each land triangle ONLY when the camera is on the
POSITIVE (upper) side of its plane (Plane::which_side2 vs
Render::FrameCurrent, zFightTerrainAdjust bias) - a below-grade eye
gets NO terrain, so retail shows sky through the cellar door.
We inherited WB's frame-global cull DISABLE (WB GameScene.cs:841 - an
editor camera goes underground by design) and TerrainModernRenderer.Draw
set no cull state of its own -> terrain rasterized both sides. From a
below-grade eye every aperture sight-ray RISES, so the only 'terrain'
it can see is the grade sheet's underside - which painted the exit-door
aperture (the landscape slice's 2D NDC clip planes (nx,ny,0,dw) have no
depth axis and cannot exclude between-eye-and-portal geometry) and slid
off the door exactly as the eye crossed grade. Membership/viewer was
exonerated by the harness in the previous commit.
Fix: TerrainModernRenderer.Draw owns its cull state (the 7th
self-contained-GL-state instance): Enable(CullFace) + CullFace(Back) +
FrontFace(Ccw), set -> draw -> restore the frame-global CW + cull-off
baseline. GL backface culling evaluates retail's per-triangle eye-side
predicate at rasterization; no shader change.
Pins:
- LandblockMeshTests.Build_AllTriangles_WindCounterClockwiseInWorldXY:
every emitted triangle CCW in world XY across both FSplitNESW split
directions - the winding invariant culling depends on.
- TerrainCullOrientationTests: under the production camera convention
(LookAt up=+Z, Numerics perspective) an up-facing triangle winds CCW
in window space from above (kept) and CW from below (culled) - guards
FrontFace inversion, which would blank terrain from above.
Oracle note: retail's through-portal clip has NO portal-face near plane
(PView::GetClip / Render::set_view install edge planes only); nearer-
than-portal exclusion comes from the eye-side cull + cell-level
admission. No register row: this PORTS the retail mechanism, retiring
an undocumented WB-heritage deviation.
Gate pending: cellar climb (grass window gone) + outdoor sanity glance
(terrain intact from above).
Suites: App 263+1skip / Core 1443+2skip / UI 420 / Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The headless replay of the captured indoor frame proved the look-in flood ADMITS the porch 0x017A (Diagnostic_LookInFlood_AdmitsHallPorchFromCottage: 14 cells). So the portal (a SERVER object - the teleport proves it - with ParentCellId 0xA9B4017A) routes to partition.Dynamics and draws NOWHERE under an interior root: dynamics-last viewcone-culls it (the main cone has no look-in cells) and post-seal it would z-fail beyond the root's door plane (the #118 lesson). This is AP-33's own recorded deferral - 'look-in DYNAMICS are not drawn' - the deferred case was the most-stared-at object in town. Outdoors the merge path puts the porch in the main cone -> drawn -> 'appears when I walk out'.
Fix: DrawBuildingLookIns pass 2 draws look-in-cell dynamics with the statics (whole, AP-33 over-include) and their emitters ride the same DrawCellParticles call. No double-draw: dynamics-last keeps culling them; DrawDynamicsParticles only sees its cone survivors. #124 CLOSED by user gate same session. AP-33 row updated. Suites: App 261+1skip / Core 1439+2skip / UI 420 / Net 294 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The teleport capture pinned it: walking into the portal flipped pCell to 0xA9B4017A - the hall's PORCH EnvCell. The swirl emitter is owned by a static inside another building's cell. Outdoors the merge path runs the main per-cell pass incl. DrawCellParticles -> visible; under an interior root the #124 look-in sub-pass drew shells + statics but had no cell-particles call. Retail's nested DrawCells draws objects WITH their emitters (DrawObjCellForDummies pc:432878+). Fix: DrawBuildingLookIns pass 2 invokes DrawCellParticles per look-in cell with its static bucket. The owner-cone verdicts were geometrically correct all along (0xC0A9B462 = a porch torch); fixes 1-2 were real-but-adjacent (the unattached pass plugs an independent hole; the alpha deferral fixed#132).
Suites: App 260+1skip / Core 1439+2skip / UI 420 / Net 294 green. Awaiting the swirl gate.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>