The moving-fixture sweep pinned the pose decode (quat storage w,x,y,z;
facing = rotated +X; the consistent triple right=-rot(Y), fwd=rot(X),
up=rot(Z) - mean 20.8 deg vs motion, alternatives >=52). With it the
street-outdoor BLD roster and order match retail EXACTLY except one
ring-1 boundary pair (aab50002 extra / a9b3003c missing). Look-in
punches fire at the wrong buildings under BOTH GfxObj plane-winding
conventions (retail punched only 001a and 0022 into the a9b4016x
cells) - the next adjudication targets the PortalRef.PortalIndex join
and the BuildingPortal side-flag decode via a per-building dump. The
driving diff test carries the state in its Skip note; the flip toggle
stays for the next arm.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
WalkLandscapeDatBuilder assembles the replay grid with the LIVE-dumped
retail landscape model (LScape mid_radius=25 -> 51x51; the resolution
pyramid observed on the capture client: side_cell_count 8 in the 3x3
core, 4 at ring 2, 2 at rings 3-4, 1 beyond; buildings attach only to
full-res blocks - matching the traces roster), retail z-slabs
(heightTable[max]+200 / [min]-1 per CLandBlock unpack @0052f297), and
camera-block-local coordinates. The replay context gains the building
half (placements, active-view install, building-polygon clip). The
street-outdoor conformance diff now reaches real adjudication: the walk
over-culls six traced buildings (jagged boundary - not a clean frustum
edge) and the look-in floods differ; the driving test is parked Skip
while the visibility map is instrumented.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Live-dumped from the capture client (Render::bw/bh 1024x720,
xinvscale/yinvscale 0.00025, tx 0.127875, ty 0.089875, vdst 0.1330767):
the replay context now uses retail unproject formula verbatim for the
ray caster and the exact frustum (fovY = 2*atan(ty/vdst), aspect =
tx/ty) for projection - no guessed camera constants remain.
foundry-deep conformance stays green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
RuntimeDatAccessArchitectureTests correctly flagged WalkWorldDatAdapter
taking raw DatCollection in production. The adapter is the conformance
harness world builder, so it moves into the test assembly; the FW3
production adapter will consume the content-owner seam. Hermetic suite
back to 6,687/0; adapter + conformance 10/10.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The replay harness reconstructs the camera from a pose-stamped oracle
frame (Frame quaternion w,x,y,z storage order; +Y forward / +Z up;
landblock-local origin) and drives the ported walk over adapter-built
cells (cell transforms from EnvCell.Position now populated). The
foundry-deep fixture - the pure-interior frame shape - reproduces
retail EXACTLY on every complete frame: DI + DC(ov=0, [cell]) with no
landscape, 39/39. Conventions are now pinned by live retail output; the
remaining nine fixtures need the outdoor world build-out (landscape
blocks, terrain z-slabs, building transforms + active-view clip) and
join the same gate.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Second capture round (owner-driven): every frame carries the camera
pose from Render::viewer_pos, closing the FW0 pose gap. The
holtburg-transitions fixture records a full out-and-back doorway
crossing with all four root flips. README documents the P-line format
and the marker-timing caveat that gates still fixtures first.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
WalkOracleTrace decodes the P lines of the pose-stamped capture round
(raw IEEE-754 dwords from Render::viewer_pos @0x0081ef00: camera cell,
world origin, the four Frame quaternion components in storage order)
into WalkOraclePose on each frame. Poseless FW0 fixtures parse as
before.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
WalkWorldDatAdapter builds WalkCell/WalkBuilding from real DATs: cell
portals with the PortalSide flag bit and signed OtherPortalId, portal
polygons + planes via the production formula, stab lists, building
position cells (24 m landcell math), building portals with stab lists,
and the drawing-BSP -> WalkBspNode conversion incl. PORT-node PortalRef
polygons (the previously missing consumers the 2026-08-30 survey named).
Lane=InstalledDat conformance: every BLD id the FW0 oracle traces saw
retail draw (26 buildings over 7 landblocks) resolves in the adapter
roster at its EXACT position cell; the traced look-in cells build with
portals/polygons/stabs; the sanctuary BSP carries portal refs. 9/9.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
RetailFrameWalk composes the ported machinery into retail frame shapes:
SmartBox::RenderNormalMode rooting (camera-cell low word < 0x100),
PView::DrawInside + the DrawCells event half (interior pview, the
traces pv=009d4a80), LScape::draw (per-view visibility, blocks
far-to-near, per-block cells far-to-near, buildings at their cell turn)
and RenderDeviceD3D::DrawBuilding (BLD at entry before the degrade
check; two-pass BSP portal walk per active view on the outdoor pview,
the traces pv=009d4b08). WalkLandscape ports the block grid +
draw_check_blocks/landcell_check visibility (192 m/24 m pitch,
viewer-relative, union across views, never downgrade). Six composition
tests: outdoor far-to-near emission, degrade-entry event, interior
ov=0/ov=1 shapes, rooting, complete view unwind.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
WalkBuildingPortals transcribes the portal-only drawing-BSP walk
(BSPTREE/BSPNODE::build_draw_portals_only @0x00539860/@0x0053c100,
BSPPORTAL::portal_draw_portals_only @0x0053d870 - opposite-child-first
= far-to-near emission, IN_PLANE PORT arm emits nothing),
PView::DrawPortal @0x005a5ab0 (stab add/remove_views around the
look-in, DrawCells on pass-2 success), and the CBldPortal
PView::ConstructView overload @0x005a59a0 (side must EQUAL the authored
portal_side, clip survival, Visible destination, punch on pass 1, flood
recursion on pass 2). Punch surfaces via the pass sink for FW1
conformance; the depth-fan submission itself is FW2. Six tests: BSP
emission order both viewer sides, in-plane suppression, pass-1
punch-no-flood, pass-2 flood + DC event, sidedness rejection, unloaded
destination skip.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
WalkPView transcribes ConstructView @0x005a57b0, InitCell @0x005a4b70,
InsCellTodoList @0x005a4f50 (nearest-first pop), ClipPortals @0x005a5520,
OtherPortalClip @0x005a5400 (inverted ==0 sidedness), AddViewToPortals
@0x005a52d0 (update_count watermark, duplicate-reach arm), AddToCell
@0x005a4d90, SetOtherSeen @0x005a4e30, FixCellList/AdjustCellPlace/
AdjustDrawList/AdjustCellView @0x005a5250/0x005a5010/0x005a4e90/
0x005a5770, plus set_view and PView::GetClip @0x005a4320 over the
WalkScreenClip chain. Resolves and documents the portal-flag convention
(inflag=1 = the portal FACES the viewer and feeds max_indist; inflag=0 +
armed seen = an opening — the same side condition building look-ins
require), which the PDB names obscure. WalkWorld supplies the cell model
and frame-context seam. Six synthetic-world flood tests pass on first
run: traversal, facing rejection with the exact distance key, exit-view
raising, entry-portal no-ping-pong, chain ordering, unloaded skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
WalkScreenClip ports PrimD3DRender::xformStart @0x0059b990 (homogeneous
viewport coords, y-flip, no divide) and ACRender::polyClipFinish
@0x006b6d00 (w>=cdstW plane then last-to-first edge passes, inside =
side<=0 homogeneous 2D cross, reverse-scan passes with original-winding
restore, <3 early-outs). WalkViews ports the view_type/portal_view_type
data model and Render::copy_view @0x0054dfc0 exactly: in-place divide,
the keep/last/stl/second pruning bookkeeping with all three closing
wrap checks, <3 reject leaving dest untouched, cap 31, pool-base reset
at view_count==0, retail fabs on copy, and edge planes
N=normalize(cross(ray[k+1],ray[k])), d=-dot(N,eye) behind an
IWalkRayCaster seam. Thirteen new tests; Walk namespace 85/85.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The second decomp round (flood bookkeeping/propagation, view-clip
support, landscape visibility) is archived Ghidra-arbitrated - it caught
a load-bearing BN inversion (InsCellTodoList pops NEAREST-first, which
is what makes the draw list far-to-near) and three more traps (the 192m
elided constant, the min/max double positional swap, the copy_view
cross order - the walk doc section 6 is corrected). WalkVisibilityMath
ports get_pt_limit @0x0054b840, get_clip_height @0x0054cff0,
corner/block_plane_check @0x0054b930/@0x0054d060, block_check
@0x0054dc50, and viewconeCheck @0x0054c250 with retail boundary
semantics (strict cull, inclusive partial, touch-out=Outside /
touch-in=EntirelyInside) under 23 focused tests.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
WalkEvent mirrors the FW0 oracle-trace vocabulary one-to-one (Landscape,
Building, DrawInside, DrawCells) as the conformance surface RetailFrameWalk
emits; the FW2 ordered draw stream layers on later without changing it.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
LandWalkOrder ports LScape::get_block_order @0x00504c50 (near-to-far ring
list, walked backwards by LScape::draw), CLandBlock::calc_sq_draw_order
@0x0052f4a0 (cell array filled backwards from the closest cell),
LandDefs::get_dir @0x005a9aa0, and the 9-case closest-cell direction
switch. The shared 8-slot ring coefficient tables were byte-decoded from
the PDB-paired binary (block VA 0x0081cc6c.., cell VA 0x0081df88.. -
identical sets); the intra-ring visit order is preserved exactly because
it decides draw order between equidistant blocks and the oracle traces
pin it. Thirty focused tests cover coverage/ordering invariants, the
hand-expanded ring-1 pattern, and the direction/closest-cell contracts.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
FW0 ledger entry records the fixtures, replay helper, pseudocode model,
and the reshaping findings. The pose gap (first captures lack camera
pose; exact replay needs it) is documented with a ready template for a
short owner session when FW1 gates.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The distilled port-ready model for FW1: camera-cell rooting, the
invisible-panel primitive (punch far-Z / seal own-depth, byte-verified
constants), the far-to-near landscape walk, the building two-pass portal
machinery with its push/pop asymmetry, the interior flood + DrawCells
passes, the view machinery, and the constants/struct anchor table. The
panel question is resolved: retail DOES draw depth-only portal-polygon
panels via DrawPortalPolyInternal - AD-117 re-invented a real mechanism
at the wrong site. FW0 is complete: oracle fixtures, replay helper,
decomp model.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
WalkOracleTrace parses the FW0 retail traces (frames of LS/BLD/DI/DC
events, truncated detach frame dropped) and loads fixtures from the
research directory. Nineteen tests pin the load-bearing shapes: the far
building drawn every terrace-edge frame, the cathedral roster cull, the
stable doorway root, the one-frame walkout handover, camera-cell rooting
(porch-cam), the foundry landscape drop, and bit-identical stationary
frames. FW1 conformance builds on these.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
cdb capture harness (recon offsets + per-pose scripts; .gitignore gains a
negation so the walk-oracle scripts are tracked despite the global *.cdb
ignore) and the FW1 conformance fixtures: terrace center/edge, cathedral
arrival, doorway still, cottage walkout, street porch-cam/outdoor, town
walkabout, foundry entry, foundry deep. Binding findings in the README:
the frame roots at the CAMERA cell; outdoor root draws the #456 far
building every frame and hides it by depth cover, never omission;
interior root gates through the exit-view chain; look-ins punch at the
owning building turn; transitions are one-frame flips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Stages FW0-FW6: walk oracle fixtures -> pure-CPU RetailFrameWalk/PViewSet
-> order-preserving submitter -> static cutover with the perf stop-rule
-> entity/particle/dynamics cutover deleting the patch apparatus ->
retail camera envelope -> closeout. The plan carries the recon-verified
seam map (frame chain, replace-vs-reuse split in the dispatcher, the
complete visibility-consumer list, the streaming atomicity facts, exact
patch-apparatus sites) and the binding rules (fail loud, transition
checklist, no dual path). Campaign renamed W->FW: the roadmap already
owns Phase W (UCG).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Retail owns every frame decision (rooting, PView, cone gating, landscape
walk, buildings, stage interleave, depth semantics, degrade, particles,
camera incl. zoom envelope); modern code owns only pixel-neutral GPU
mechanics. Replaces the ~4.7K-line accumulated visibility layer with the
ported walk; keeps the WB-derived asset pipeline. Gated by a cdb walk
oracle, a standing transition checklist, and an early dense-town perf
checkpoint. Staged W0-W6 with no long-lived dual path.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Retail draws every cell's objects inside LScape::draw's far-to-near walk
(DrawSortCell @0x005A17C0) and drains the one delayed-alpha list at the
DrawCells boundary AFTER the finished walk (@0x005A4872). Our outdoor
frame drained at the landscape-stage end and then drew punches, interior
shells, cell objects, and ALL dynamics — every one of those opaque
passes overwrote the already-composited flames (the reopened#132
candle class: "the door draws over the candle", creatures at openings).
Depth and barrier A/Bs were no-ops because the eraser is opaque color
painted after the drain.
Two retail-cited ordering corrections, outdoor-node roots only:
1. The stage-boundary drain is skipped and FlushLandscapeAlpha() runs
after DrawDynamicsLast, where the frame's opaque world depth is
complete — the one far-to-near list composites over everything,
exactly like retail's boundary flush relative to its finished walk.
2. Before DrawExitPortalMasks, FlushLandscapeAlphaFartherThan(
ExitPortalMaskBarrierDistance(...)) drains everything at or beyond
the nearest cell whose exit-portal mask is about to write far-Z —
retail DrawBuilding @0x0059F2A0 runs FlushAlphaList(0f) BEFORE its
portal-only pass, so in the far-to-near walk nothing already drained
can meet a punched aperture's falsified depth. Without this, the
first correction let exterior waterfalls z-pass across punched
apertures whose true landscape depth the punch erased (found live at
the cathedral gate). Nearer content stays queued and legitimately
composites in front of punched structures.
Interior roots keep the pre-clear stage-boundary drain unchanged.
User-gated live: Holtburg sign candle whole in front of the sign and
tower door at the aligned pose; cathedral waterfalls contained at every
camera zoom, inside and outside. Register row AP-236 retired (the
walk-order outcome reconstruction is complete; AP-34 remains the
umbrella for the CYpt-sort reconstruction itself). Filed #456 for the
separate occluded-distant-building/creature admission residual this
session diagnosed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Both owner-reported 2026-08-29 after the #443 fix gate. #454: a boss
quest item with a reuse timer lands in the backpack with the barred
(unusable) icon overlay and stays barred; expected clear immediately,
timer text is chat-only. #455: clicking an equipped item on the
paperdoll does nothing; the retail gesture and gmPaperDollUI click
handling must come from the named decomp before implementation.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The paperdoll was visible only in portal space. Root cause: the classic
WbDrawDispatcher.Draw path appended its transforms into the SHARED world
transform frame (WorldTransformFrameArena.Append) with a non-zero base
instance, but the default mesh shaders index every parallel per-instance
array - clip slots, light sets, indoor, OPACITY, selection lighting,
detail category - zero-based; only the packed world submission's shader
convention subtracts the shared-arena prefix. With a world frame active
the doll drew all instances at per-instance opacity 0 into a cleared
target: counted draws, blank pixels, deterministic. Portal space worked
because no world transform frame is active there, so the same code took
the ring path with base 0. The private viewports are the only production
consumers of the classic path, hiding the defect everywhere else.
Fix: WbDrawDispatcher.NextClassicDrawIsPrivatePass - the private
viewport renderer marks its draw and WriteWorldTransformSection routes
private passes onto the plain ring path unconditionally (self-contained
render state: the private pass owns its own camera, lighting, and
target, and must not depend on the world frame's pose address space).
Also landed, each independently justified:
- Per-GPU-flight-slot private targets (PrivateViewportFlightTargets),
restoring the pre-f6fe0f2a design: that revert's claim that frame
submission order protects the single target's write->sample transition
is not guaranteed across Vulkan command buffers. Per-slot completed
scenes fix the cleared-sibling-after-reveal wart the old attempt had.
- Paperdoll resource preparation moved to the frame resource phase
(IPrivateEntityViewportResourcePreparation) before world draws consume
the bounded composite-upload budget.
- The presenter redresses on every dirty edge (an appearance-equal clone
can pin retired readiness across generations; the renderer's two-phase
promote keeps the last completed image visible during replacement),
publishes only non-zero handles, and clears the viewport exactly once
at the explicit character-session boundary.
Verified live on the clean build: doll visible in the NORMAL world,
visible through portal space, and still visible after arrival - the
exact reported repro cycle. 26 paperdoll/private-viewport/preparation
tests plus 60 renderer-suite tests pass; owner visual gate pending.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two retail-parity corrections on top of 684380d4, user-gated together
(no regressions; door/creature-through-opening rendering verified live
at Holtburg; cathedral waterfall and look-north casts pass):
1. Drawn-once look-in dynamics. Retail marks every drawn non-player
part for the frame (DrawMeshInternal @0x0059F360 GetDrawnThisFrame), so
an object draws once, with its cell. acdream drew a look-in cell's
dynamics twice under an outdoor root - once correctly with the look-in,
then again in dynamics-last after the boundary alpha drain, where the
second draw overpainted nearer flames. Both the accepted path
(_lookInCellIds) and the frame product (BuildDynamicLastRoute) now
exclude dynamics whose parent cell drew as a look-in.
2. Pre/inter-building barriers drain only content FARTHER than the
building they precede (FlushLandscapeAlphaFartherThan +
RetailAlphaQueue.FlushFartherThan + conservative anchor-origin
threshold). Retail's far-to-near walk guarantees a building's
FlushAlphaList(0f) @0x0059F2A0 has only farther content queued; a
nearer emitter composites at a later flush. AP-236 documents the
remaining barrier-order divergence.
The #132 candle-before-door overdraw is NOT yet fixed by these steps
and stays open: the current suspect is that houses without a
constructed look-in still draw their interior-parented door in
dynamics-last after the outdoor candle's boundary drain (see the
2026-08-29 ledger for the retail flush-after-objects hypothesis).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Retail never clips a particle to a portal view: each emitter's polys
join the ONE alpha list during its owner cell's far-to-near walk turn
(LScape::draw @0x00506330 iterates block_draw_list reversed; DrawBlock
@0x005A17C0 walks cells; ShouldDrawParticles @0x0050FE60 gates by cell
and distance), and occlusion is the depth test at FlushAlphaList
@0x0059D2E0 (its float is a COUNT threshold - 0f = flush all). The
1d2f2f73 architecture instead re-submitted particles once per
OutsideView slice under that slice's hardware clip slot, which cut
effects at aperture boundaries and drew nothing when no outside slice
was in view (the cathedral look-north disappearance).
Now: unattached emitters submit once per frame by owner-cell kind
(outdoor landcells in the landscape stage, interior EnvCells in the
final world scope - new UnattachedEmitterCellScope filter); cell,
shell-route, barrier-static, and late-stage owners submit their
per-slice cone-cull UNION once with clipSlot 0; and particles emit in
the stage matching their PARENT CELL - an interior dynamic whose
sphere straddles an exit-portal plane keeps its mesh in both stages
(#118) but its particles move to the final pass, so the interior
stage can no longer repaint over them (the aperture-band star cut).
Also lands the inert Change-2 primitives for the AP-236 retirement
(candle-behind-door): RetailAlphaQueue.FlushFartherThan drains only
the far prefix without resetting sources, plus the executor
passthrough and the conservative look-in threshold helper - nothing
calls them yet.
User-gated 2026-08-29 round 2 at the Sanctuary Cathedral: spell and
recall stars cover the whole room at every camera direction including
north; waterfall containment holds on retail's depth/seal mechanism;
adjacent-room particles/lights, walls, Holtburg, recall unregressed
(paperdoll remains pre-existing intermittent #443). Register: AP-236
filed for the remaining barrier-order divergence.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Look-in rooms (cells reached through building portals) drew their
geometry but never entered the visible-cell set consumed by the
particle gate and the point-light candidacy scope, so their emitters
stayed frozen and their lanterns dark until the player entered or the
camera left the building. Retail has no look-in split:
ShouldDrawParticles @0x0050FE60 gates on cell->IsInView(), and a cell
installed by DrawBuilding @0x0059F2A0 -> PView::ConstructView
@0x005A57B0 is drawn by the same DrawCells traversal as any flooded
cell, so it is in view identically (per-cell in_view stamped by
PView::InitCell @0x005A4B70).
RetailPViewFrameResult now carries InViewCells (main flood + look-in
cells, the existing prepareCells union; the borrowed-scratch contract
is unchanged because RecycleLookInFrames runs at the start of the next
DrawInside). WorldSceneRenderer feeds InViewCells to
ParticleVisibilityController and the point-light scope. DrawableCells
is untouched for seals, the outside-stage predicate, diagnostics, and
the packed-product referee. The legacy 4-arg Reset defaults
InViewCells = DrawableCells for standalone callers.
User-gated 2026-08-29 at the Sanctuary Cathedral: adjacent look-in
rooms show particles and lantern lights from the root cell without
entry or an outside camera; recall/waterfall/Holtburg/paperdoll
unregressed. The pre-existing #132-family candle-behind-opening
report remains open and is unchanged by this fix.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Harden keyboard and camera routing, inventory and vendor interactions, chat/emotes, relog portal flow, and paperdoll rendering. Add retail research, connected gate coverage, and release-gate validation.
The owner ran the Campaign AS connected gate live and passed it. The two
gate findings resolved in-round: the extras-list "black rectangle" is
retail's own authored scroll-less clipped listbox (no scrollbar authored
on 0x10000335, verified against the live DAT; wheel-scroll/resize reveal
rows — AS-GF1 65f6f584 ruled it not a code defect), and the paperdoll
symptom narrowed from "renders nothing" to an intermittent FIRST-OPEN
DELAY: the probe round proved the private render layer healthy from the
first frames (nonzero handle, 34 MeshRefs, sane bounds/camera) for both
the examination clone and the inventory doll, with mesh residency/upload
latency the leading suspect. #443 stays open with that narrowed shape.
Per the probe-dies-with-its-investigation rule this strips
CreatureAppraisalViewportDiagnostics, its call sites, and the
launch-options row in one commit (recoverable via git show 65f6f584).
App hermetic suite green (6,337/0).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two owner-reported defects at the Campaign AS connected gate on the
examination window (player targets): the animated paperdoll no longer
renders at all, and a "reserved black rectangle" appears at the window's
bottom with the character extras list clipped mid-row at default (310x400)
window size.
ROOT CAUSE — extras-list overflow (the "clipped mid-row" half of defect 2):
NOT a code bug. AS3 (armor-level trio) and AS4 (society/allegiance/
configurable extras) grew the extras list past its DAT-authored 87px region
(element 0x10000335) at the window's minimum size — a new hermetic
regression test proves the worst-case combination (every AS3+AS4 addition
at once) reaches 20 rows / 400px of content, a 4.6x overflow. But retail's
own LayoutDesc authors NO scrollbar for this listbox either
(ScrollbarElementId == 0, verified against both the committed fixture and a
fresh tools/LayoutDump read of the live installed DAT — no drift), and the
SAME test proves UiItemList's pre-existing, unmodified wheel-scroll handler
(OnEvent's UiEventType.Scroll branch) already reveals every row on the next
paint. A scrollbar-less, wheel-scrollable list clipped to its authored
region until the user scrolls or resizes IS retail's own already-correctly-
ported mechanism, not a regression — so no fix was made here.
ROOT CAUSE — paperdoll / "black rectangle" (defect 1): NOT ISOLATED despite
exhaustive investigation. Every file the Campaign AS diff touches
(AppraisalUiController.cs, RetailUiRuntime.cs, CreatureAppraisalRows.cs,
AllegianceRankTitleTable.cs, CharacterIdentityText.cs,
CharacterSheetProvider.cs, InteractionRetainedUiComposition.cs, plus two
unrelated mechanical PublicWeenieFlags-literal refactors) was reviewed in
full against the pre-Campaign-AS baseline. The same worst-case regression
test proves Apply/ApplyCreature/RebuildCreatureStats/BuildExtra never throw
and always leave ActiveView == Character, CurrentObjectId != 0, and the
viewport's full ancestor-visibility chain Visible == true — ruling out
RetailCreatureAppraisalFrameView.TryGetVisibleTarget's first three gates.
CreatureAppraisalPresentation.cs and LivePresentationComposition.cs (the
entire render-time viewport pipeline) are byte-for-byte unchanged across
the whole 974fe88a..87e98395 window. UiViewport.OnDraw draws NOTHING (not
black) when its TextureSlot is unassigned, and the creaturePanel's own
full-panel backdrop (0x10000141) is what would show through instead — the
most likely explanation tying both defects to ONE underlying condition, but
its exact trigger (TryGetVisibleTarget's CurrentObjectId check, or
TrySynchronize's live-entity/mesh-availability check) lies in code nothing
in Campaign AS touches, and could not be reproduced hermetically (needs a
live entity + a live examine exchange).
Filed #443 with the full investigation trail. Added a temporary,
state-change-gated diagnostic probe (ACDREAM_PROBE_CREATURE_APPRAISAL_
VIEWPORT=1, CreatureAppraisalViewportDiagnostics) at both
TryGetVisibleTarget and TrySynchronize so the next live repro pinpoints the
exact failing reason instead of another guess. Per CLAUDE.md's "no
workarounds without explicit approval" and the investigation mode's own
escape hatch ("if you cannot root-cause, say what runtime evidence you
need instead of shipping a guess"), no behavioral fix was shipped for
defect 1.
Tests: AcDream.App.Tests hermetic filter 6,337/0; full-solution hermetic
suite 15,612/0 (all 14 projects green, including the known #442 flake,
which did not trip this run).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
AS1-AS5 are all review-closed (AS5: 170/170 title strings verified, 6 of
them PE byte-decoded; zero behavioral findings across the campaign after
AS2). The AS6 connected-gate script is written and waits on the owner:
docs/research/2026-08-25-campaign-as-test-script.md, carrying the two
standing rulings (Society row colors are model-only pending AP-110
FontInfo — do not gate on them; the AD-114 animated paperdoll deviation
is expected) and the R3 unconditional-legend retail side-by-side check.
Also: the re-review's grep-hygiene tail — the last "retires AP-109"
phrasing in AppraisalUiController.cs now reads "closes AP-109's title-bar
residual", and the CT plan's stale "this campaign retires AP-109" intent
line (never executed — CT4 narrowed) carries a dated correction.
Branch remains unpushed per the owner's standing instruction.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The AS5 review verified the port exhaustively (170/170 strings, 20
dispatch arms, 17 bounds tests, both call sites) and found one docs-class
defect: five code comments plus the plan slice text claimed AP-109 was
RETIRED while the register correctly keeps the row ACTIVE-narrowed (CT4
FormatXp GetNumberFormatA approximation sliver survives). Comment-only
edits; compile-checked; no behavior change.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ports the 17-function heritage×gender AllegianceSystem::GetTitle
@0x005B8DD0 dispatch and AllegianceData::GetFullName @0x005B6950 as
AllegianceRankTitleTable (src/AcDream.App/UI/Layout/), then wires both
retail call sites: the examination window's title bar
(AppraisalUiController.BuildCharacterTitleBarName, from ApplyCreature's
character branch) and the character panel's name line
(CharacterSheetProvider.BuildSheet).
Census confirmed directly against the decomp (matches AP-109's
2026-08-25 correction exactly): 11 heritages -> 17 functions. Gearknight
and Tumerok author only a MALE Get*Title function, reused for both
gender dispatch branches; Lugian authors only a FEMALE one, reused for
both. Heritage id 0xA (Penumbraen) aliases to the Shadowbound (5)
functions on both branches. Olthoi/OlthoiAcid (12/13) are excluded by
GetTitle's own unsigned range check (heritage-1) <= 0xa. Every one of
the 17 functions shares an identical unsigned rank bounds test
(rank-1) > 9 -> no title (valid range 1..10; there is no "clamp to
rank-10 title" behavior for an out-of-range rank). All 170 title
strings transcribed verbatim from the decomp, including several
PE-byte-recovered data-literal indirections in the Sho/Gearknight/
Tumerok tables ("Kou", "Ou", "Dux", "Ona", "Rea", "Tah") that match
published AC lore exactly.
GetFullName: title = GetTitle(rank, heritage, gender); when GetTitle
resolves nothing, the output is the plain name; when it resolves, the
output is "title" + a single ASCII space (PE-byte-recovered at
data_794098) + name.
Two call sites independently re-verified against the decomp for the
rank/heritage/gender property ids: CharExamineUI::SetAppraiseInfo's
local AllegianceData struct (proven by its ctor/dtor pair) never shows
an explicit field write for _rank/_hg/_gender in the decompile — a
Binary Ninja struct-flattening artifact, not a missing read — while
gmStatManagementUI::UpdateCharacterInfo shows the same three
CBaseQualities::InqInt(0x71/0xbc/0x1e) calls as plain, unambiguous
locals, confirming Gender=0x71/HeritageGroup=0xBC/AllegianceRank=0x1E
as the three inputs at both sites (ruling R8: read live off the
appraisal/qualities bundle, never RuntimeAllegianceState).
Register: AP-109 is NARROWED, not retired. Its stated risk (a ranked
character's Name line showing plain-name-only) is closed, but the same
CT4 narrowing also flagged FormatXp's non-byte-identical
GetNumberFormatA approximation as "this row's own residual sliver if
one is ever found" — that caveat is untouched by this slice and is now
the row's only surviving open item.
Tests: AllegianceRankTitleTableTests (per-function golden values,
gender-reuse rules, Penumbraen alias, Olthoi exclusion, rank/heritage/
gender bounds, GetFullName composition); AppraisalUiControllerTests
(title-bar prefix, plain-name fallback, monster-path regression pin);
CharacterSheetProviderTests (name-line prefix + plain-name fallback).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The AS4 dual-lens review approved the port as exact and required a
docs-only fix round:
- Ground truth §2b row 1: the Society gate is PRESENCE of Int 281
(AppraisalProfile::InqInt @0x005B3830 returns found/not-found), not
value!=0; the color rule is same-bit-first (@0x004b49fd/@0x004b4a49/
@0x004b4a8b) so a multi-bit local player still resolves green on a
match; the ??? arm precedes the Radiant Blood test.
- Ruling R5 corrected: the row model carries CreatureAppraisalValueStyle
but ResolveColor is a deliberate no-op until AP-110's FontInfo-list
residual lands — the Society green/red is model-only and invisible at
the connected gate; AS6's script must not gate on row colors.
- Ledger: AS4 land 4ade9b04; true full-solution hermetic count is 15,528
(the AS4 commit body's 15,410 was a mis-report; the review re-ran and
reconciled 15,483 + 45 new = 15,528).
- #442 filed: pre-existing parallel-load flake in the shadow-caster
zero-allocation pin, surfaced by the review's full-solution run;
isolation evidence recorded; unrelated to Campaign AS.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ports the last three retail extras-list row families from CharExamineUI::
SetAppraiseInfo @0x004B45F0 into CreatureAppraisalRows.BuildExtra, closing
the character-path extras list end to end (AS2 header + AS3 armor-level/
ratings/legend + AS4 here). All rows are CHARACTER-path only; the monster
path (CreatureExamineUI::SetAppraiseInfo @0x004B3FF0) is unaffected and
pinned by a controller-level regression test.
Society row (gap G6, @0x004b49a1-@0x004b4c24): gated on PropertyInt 281
(Faction1Bits) being PRESENT — a literal reading of InqInt's found/not-
found return, not the ground-truth doc's informal "!= 0" value test.
Bit-priority if/else-if chain (Celestial Hand 0x1 -> Eldrytch Web 0x2 ->
"???" when Radiant Blood's 0x4 bit is ALSO clear -> else Radiant Blood)
comes straight off the decompiled branches. Rank-band suffix boundaries
(1-100 Initiate / 101-300 Adept / 301-600 Knight / 601-1000 Lord /
1001-1500 Master, no suffix outside every band) read directly off the
decomp's inclusive range checks @0x004b4ab9-@0x004b4b92 and match the
ground-truth table exactly. Color rule: green when the LOCAL player
shares the target's selected bit (checked first, so extra local bits
don't override a match), red when local has a different bit but not the
target's, normal when local has no society bits; the unrecognized "???"
branch never gets a color (retail's ebx_3 stays at its zero initializer).
The local player's own Faction1Bits comes from a new pure `localFactionBits`
parameter on BuildExtra — the composer never reads state directly.
Monarch/Patron/Followers cascade (gap G7, @0x004b4d97-@0x004b4f54): gated
by the caller on AllegianceRank (Int 30) >= 1, the SAME InqInt read AS2's
header AllegianceName binding already consumes. Four arms in retail's
exact order: MonarchsTitle (Str 21) absent -> "Alleg. Monarch:" + clamped
"%d Follower"/"%d Followers" (Int 35, singular only at exactly 1); present
+ PatronsTitle (Str 35) absent -> "Monarch:" only; both present and
ordinally equal -> one "Monarch/Patron:" row; both present and different
-> "Monarch:" then "Patron:".
Configurable extras (gap G8, @0x004b58be-@0x004b5c4d): Fellowship
(Str 10), Arrived in Dereth (Str 43 DateOfBirth), Time in Dereth (Int 125
Age via the ALREADY-PORTED RetailDurationText.Format — the same
ClientUISystem::DeltaTimeToString @0x00565E10 the decomp calls at
@0x004b59e0, reused rather than re-ported), Chess Rank (Int 181), Fishing
Skill (Int 192), Deaths (Int 43 NumDeaths, <= 0 -> "Has never died" with
the SAME "Deaths:" label, verified in the decomp), Titles Earned
(Int 262). Each row gates independently on its own property being
PRESENT (server already strips these per the target's visibility options
per ground truth §3) — no client-side option or success gating added. No
spacers separate these seven rows, matching the decomp exactly.
Seam: AppraisalUiController takes a new `Func<int> _localFactionBits`
dependency (per-call, never captured once — the secure-trade deferred-Func
lesson), invoked only on the character path. AppraisalRuntimeBindings
gained `LocalFactionBits`, wired in InteractionRetainedUiComposition from
`d.Character.LocalPlayer.Properties.GetInt(281)` — the SAME LocalPlayerState
instance CharacterSheetProvider already reads from, no new state path.
AS3 NIT 11: CharacterResponse_CombatRefreshRetainsArmorLevelRows now
applies a SECOND response with different armor-level values (proving the
refresh re-renders from fresh data) then a THIRD with armorLevels: null
(proving it clears). AS3 NIT 12: BuildExtra's XML doc now documents the
full authored row order with the @0x004b5d7d legend anchor. The test
Parsed() helper now ORs IdentifyResponseFlags.ArmorLevels into Flags
whenever armorLevels is supplied (realism sub-nit), applying uniformly to
every existing armor-level test in the file.
Ground-truth doc imprecisions found while verifying against the decomp
directly: (1) the Society gate is presence-of-property, not value != 0 —
InqInt's return is a found/not-found bool, the summary's "!= 0" phrasing
describes the common case but not the literal branch condition; (2) the
Society color rule's bit-priority (same-bit match checked before the
other-bits check) wasn't spelled out in the summary table, only "same/
different/none" — confirmed exact by reading all three branches
(@0x004b49fd/@0x004b4a49/@0x004b4a8b). No other disagreements found.
Register: docs/architecture/retail-divergence-register.md row AP-110
retires the "exhaustive character detail regions" clause from its
still-lacks list with a dated 2026-08-25 narrowing note (AS2+AS3+AS4
together closed the character-path extras list); the row's other
residuals (item-object preview, effective shield projection, cooldown-
remaining, augmentation-cost StringInfo, creature FontInfo-list
selection) are untouched.
Tests: 51 new rows-level tests in CreatureAppraisalRowsTests.cs (society
gate/bit-priority/band-boundaries/color-vs-local-faction, the full
allegiance cascade incl. follower singular/plural/clamp, each
configurable extra present/absent, "Has never died", monster-path
regression, one complete ordering-pin snapshot) plus 3 new controller-
level tests in AppraisalUiControllerTests.cs through the real LayoutDesc/
template binding (localFactionBits seam wired end to end, its default
fallback, and the strengthened monster-path regression). Hermetic
AcDream.App.Tests: 6253 passed. Full-solution hermetic run: 15,410
passed across all projects, 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>