Commit graph

131 commits

Author SHA1 Message Date
Erik
220927d350 docs(R2-Q6): register/roadmap/plan sweep — R2 shipped pending the stage visual pass
Dead-reference sweep clean (no live IsLocomotionCycleLowByte / HasCycle /
RemoteMotionSink / SCFAST-SCFULL code refs — remaining mentions are
historical doc comments). Register reconciled incrementally through
Q3-Q5 (AP-73 + stale IA-4 deleted; AP-74/75/76 + AD-35/36 added; AD-34
extended). Roadmap Phase R entry records R1+R2 shipped + R3 prep;
memory index notes the 2026-06-04 sequencer-deep-dive divergences now
mostly closed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 21:56:46 +02:00
Erik
c072b73686 docs(R2): record Q3+Q4 shipped + R3-W0 prep in the Phase R plan
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 21:42:02 +02:00
Erik
615cd4dd74 docs(R2): record Q0-Q2 progress in the Phase R plan
Q0 pins dc54a3e4, Q1 MotionState 2345da30, Q2 CMotionTable 98f58db9.
Remaining R2 work: Q3 MotionTableManager, Q4 adapter cutover, Q5
RemoteMotionSink deletion, Q6 register sweep.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 20:52:48 +02:00
Erik
a987cad182 feat(R1-P6): root-motion Frame seam + dead-API removal — R1 COMPLETE
- Advance(dt, Frame? rootMotionFrame) overload: retail's actual root-
  motion contract (CSequence::update(quantum, Frame*) 0x00525b80) —
  every crossed frame's pos_frame combines into the caller's Frame plus
  the sequence velocity/omega via apply_physics. This is the seam R6's
  retail per-tick order (CPartArray.Update -> adjust_offset ->
  Frame.combine) consumes.
- DELETED: ConsumeRootMotionDelta + the dead adapter accumulator fields
  (zero external callers; gap-map API-migration table).
- Root-motion test now asserts REAL accumulation through the wired
  Frame path (replaces the P5 inert-stub pin).
- Phase R plan: R1 stage marked SHIPPED with its commit trail.

Full suite green (3346). R1 done: P0 research/pins -> P1 node -> P2
container -> P3 physics -> P4 advance core -> P5 adapter cutover ->
P6 wiring. Next: R2 (GetObjectSequence + MotionTableManager; extraction
workflow already running).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 20:24:01 +02:00
Erik
cae56afc82 docs(R): Phase R plan of record — retail motion+animation ground-up reconstruction
User mandate 2026-07-02: complete new movement + animation system,
verbatim retail equivalent, all entity classes, inbound + outbound, no
frozen code, no bandaids. Executed as a staged verbatim reconstruction
(R1 CSequence -> R8 cutover audit), each stage harness-gated with the
proven cdb-golden technique; legacy paths DELETED at each cutover.
Supersedes L.2g S3-S6; absorbs shipped S1/S2/S5 as components.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 19:21:28 +02:00
Erik
fb3ee0544a docs(L.2g): inbound motion deviation map + campaign registration
/investigate deliverable for the inbound (remote-entity) animation+position
retail-parity effort. 10 deviations (DEV-1..10) mapped and adversarially
verified against the named retail decomp + ACE port + current code (9
confirmed, 1 refuted-and-corrected).

Headline: the #39-era UP-pace->cycle inference layer's premise ('wire goes
silent on Shift toggle') is refuted at both oracles — retail sends a fresh
MoveToState on HoldRun toggle while moving (0x006b37a8) and ACE rebroadcasts
every MoveToState unconditionally (GameActionMoveToState.cs:36); retail has
NO pace->animation adaptation anywhere (position error is absorbed solely by
the InterpolationManager chase, already ported verbatim in L.3).

Registers sub-lane L.2g in the roadmap: port the CMotionInterp inbound funnel
verbatim for all remote entity classes, slices S0-S6.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 15:20:46 +02:00
Erik
d34721fa94 feat(D6.2b): send retail-faithful raw forward_speed=1.0 on the wire
The outbound MoveToState now sends the RAW forward_speed 1.0 (omitted by
default-difference packing) instead of the pre-computed runRate, matching what
retail's client sends.

Settled the open question with a live echo-test: acdream sends forward_speed=1.0,
ACE broadcasts back RunForward @ runRate (not 1.0), and a retail observer saw
+Acdream run at full pace. So ACE RECOMPUTES the broadcast run speed from the
character's run skill and auto-upgrades WalkForward+HoldKey.Run -> RunForward for
observers. The earlier PlayerMovementController comment citing ACE
MovementData.cs ("ACE relays the speed, so the wire must send run_rate") was
wrong; corrected.

Changes:
- PlayerMovementController section 6: forward wire command is WalkForward @ 1.0
  (+ HoldKey.Run when running); LocalAnimationCommand still carries RunForward for
  the local cycle. Backward already 1.0. The MotionStateChanged detection now
  keys the walk<->run toggle off HoldKey + LocalAnimationCommand (forward_speed is
  constant 1.0); the forward_speed comparison is retained but never fires.
- GameWindow: reverted the D6.2b echo-test one-liner; the wire RawMotionState
  takes forward_speed from result (now 1.0).

The wire and the D6.2a local velocity are now both raw-1.0. Threading them onto
one shared RawMotionState (removing section-6's duplicate build) is a
behavior-neutral cleanup follow-up.

Full suite green (3255). Docs: roadmap + pseudocode doc updated with the
echo-test finding.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 10:36:46 +02:00
Erik
4740750649 docs(D6.2a): record user smoke sign-off
Strafe-left moves + symmetric, backward outpaces strafe (retail-faithful at
high run skill), jump travels lateral, turn feel unchanged, no crash/rejection.
Closes the visual-verification acceptance for the D6.2a velocity/turn/jump
unification.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-02 10:15:47 +02:00
Erik
0f099bb652 feat(D6.2a): port CMotionInterp motion normalization + unify local velocity/turn/jump
Ports retail's raw->interpreted motion normalization and routes the local
player's velocity through it, so backward/strafe come from the retail source
instead of hand-mirrored controller code (retires register TS-22 + UN-5).

MotionInterpreter (decomp-verbatim, Ghidra/ACE-cross-checked):
- adjust_motion (0x00528010): WalkBackward->WalkForward (x-0.649999976),
  TurnLeft->TurnRight (x-1), SideStepLeft->SideStepRight (x-1), sidestep scale
  0.5*(WalkAnimSpeed/SidestepAnimSpeed), RunForward early-return, per-channel
  holdkey fallback to CurrentHoldKey.
- apply_run_to_command (0x00527be0): WalkForward->RunForward when speed>0 +
  UNCONDITIONAL *runRate; TurnRight *1.5; SideStepRight *runRate clamp +/-3.0.
- apply_raw_movement (0x005287e0): copy raw->interpreted, adjust the 3 channels
  with per-channel hold keys.
- WalkAnimSpeed unified to the retail-exact 3.11999989f (was 3.12f).

PlayerMovementController: build ONE RawMotionState from MovementInput at
forward_speed=1.0 (apply_run_to_command applies the run rate — a pre-scaled
speed would double-scale), run apply_raw_movement, then take grounded + jump
velocity straight from get_state_velocity (now correct for all directions) and
drive the keyboard turn omega from the interpreted turn_speed (BaseTurnRate x
turn_speed = the same pi/2 formula the remote path uses; numerically identical
to the old TurnRateFor). Deleted the hand-mirrored backward(x-0.65) /
strafe(x+-1.25) formulas in both the grounded and jump blocks. Mouse turn and
the auto-walk path are untouched.

Retail-faithful behavior changes (confirm in smoke): strafe is now
1.25 * ~1.248 * runRate = ~1.56*runRate, clamped via SideStepSpeed<=3.0 so
|v.X|<=3.75 (was 1.25*runRate, no scale/clamp); backward is unchanged
(3.12*0.65*runRate); backward/strafe-left velocity now comes from the pipeline
instead of returning zero. Forward run pace unchanged (4.0*runRate).

Tests: MotionNormalizationTests (17, adjust_motion/apply_run_to_command) +
MotionVelocityPipelineTests (10, apply_raw_movement->get_state_velocity golden
velocities incl. the strafe clamp + turn speeds). Full suite green (3255).

Register: TS-22 + UN-5 deleted (retired); TS-34 added (adjust_motion creature
guard is a no-op — IWeenieObject has no IsCreature; correct for the only caller,
the player). Pseudocode: docs/research/2026-07-01-d6-motion-interp-pseudocode.md.

NEXT D6.2b: the echo-gated wire forward_speed=1.0 question (evidence suggests
ACE relays rather than recomputes; verified via the smoke echo).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 08:57:17 +02:00
Erik
f271a49e6a docs(L.2b): record ACE smoke + user visual sign-off for the wire-parity slice
Login/run/turn/RunLock accepted by ACE (player motion echoed, no rejection),
NPCs animate including inbound MoveTo type-7 and TurnToHeading type-9 without
crash, graceful exit. Closes the visual-verification acceptance item for the
L.2b outbound wire-parity slice (D1/D3/D4).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 07:46:59 +02:00
Erik
78e163a41e feat(L.2b): outbound movement wire parity — RawMotionState default-difference, JumpPack, contact byte
Ports the three retail outbound-movement packers verbatim (decomp-derived
golden bytes, confirmed via the Ghidra bridge, cross-checked vs holtburger):

- D1 — RawMotionState::Pack (0x0051ed10): new AcDream.Core.Physics.RawMotionState
  data type (11 fields + actions, retail defaults) + RawMotionStatePacker that
  sets a flag bit only when the field DIFFERS from its default. MoveToState.Build
  now takes a RawMotionState instead of presence-based nullable params, so the
  over-sent forwardSpeed=1.0 / currentHoldKey=None / default per-axis holdkeys are
  no longer emitted. num_actions packs into bits 11-15 (not "bits 11-31").
- D3 — MoveToStatePack::Pack (0x005168f0) trailing byte =
  (standingLongjump ? 0x02 : 0) | (contact ? 0x01 : 0); explicit contact/
  standingLongjump params (standingLongjump=false honestly until the feature lands).
- D4 — JumpAction rewritten to retail JumpPack::Pack (0x00516d10): extent,
  velocity, full Position, four u16 timestamps, align. Removed the spurious
  objectGuid/spellId u32s; Position is now packed (it was absent). Body 56 bytes.
- Position::Pack (0x005a9640) / Frame::Pack (0x00535130) verified already-correct
  (cellId, origin xyz, quaternion wxyz); locked with a golden test, no change.

GameWindow callers adapted minimally: build the RawMotionState from the existing
MovementResult values (behavior preserved except the intended D1 omissions) and
pass cellId/position/rotation to the Jump send. Pre-existing MotionInterpreter
placeholder struct RawMotionState renamed LegacyRawMotionState (D6/Phase-2 scope,
pure rename) to free the name for the retail-faithful type.

D5 audit: confirmed a real divergence — retail SendMovementEvent (0x006b4680)
stamps only last_sent_position_time after an MTS while SendPositionEvent
(0x006b4770) stamps all three; acdream's NotePositionSent stamps all three on
both paths. Left unchanged (comments added at both call sites), recorded as
register TS-33, deferred to a dedicated cadence-port slice.

Tests: RawMotionStatePackTests / MoveToStateGoldenTests / JumpActionTests /
PositionPackTests + updated MoveToStateTests / AutonomousPositionTests. Full
suite green (Core.Net.Tests 372, full solution 3228 passed / 4 pre-existing skips).

Register: TS-24/TS-25 refreshed (packer now supports actions/style; runtime
emission still deferred), TS-33 added. Roadmap L.2b shipped note added.
Spec: docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md (2-6)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:30:01 +02:00
Erik
ca94b479bf Merge claude/hopeful-maxwell-214a12 — D.2b UI Studio + faithful importer + Character window
UI Studio (preview panels through the production renderer), importer dat-fidelity (Fix A/B/C/4/5:
the importer carries dat font/justification/color; boundary look=importer / state=runtime), and the
Character window Attributes tab (reads as retail). 3062 tests green.
Handoff: docs/research/2026-06-26-mockup-stage-handoff.md.

# Conflicts:
#	docs/ISSUES.md
#	docs/architecture/retail-divergence-register.md
2026-06-26 12:33:51 +02:00
Erik
ea42c6d303 docs: record D.2b UI Studio + importer dat-fidelity + Character window (shipped this session)
Roadmap: extend D.5-remaining ledger with three new shipped entries (UI Studio,
importer Fix A/B/C, Character window 0x2100002E). Milestone M5: update D.2b
status paragraph to name all shipped sub-phases including the studio, importer
boundary discovery (look=importer / state=runtime), and Character window with
deferred polish pointer (#151).

ISSUES: add #151 (Character window deferred polish — LOW, filed 2026-06-26;
user accepted Attributes tab as good-enough, polish items to be enumerated later).
Issues #149 (studio inventory all-black) and #150 (GameWindow font resolver) were
already present.

Divergence register: add AP-69 (per-element dat-font resolver is studio-only;
GameWindow passes null to the four Import sites until #150 lands). No row for
Fix-4 UIState-group activation (runtime-faithful, not a deviation) or for the
tab-sprite injection / footer-state hiding (same).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 12:18:03 +02:00
Erik
4d65a683f4 docs(D.2b): roadmap — Sub-phase C (paperdoll doll + toggle) shipped
Bring the D.5 sub-phase ledger current: mark B-Wire, inventory window
finish, empty-slot art, container-switching, B-Drag, and Sub-phase C
(Slice 1 equip slots + Slice 2 3-D doll UiViewport + Slots toggle,
8fa66c2) as shipped. Remaining build order = finish the selected-object
bar + spell shortcuts + the selection wiring (AP-58).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 13:17:27 +02:00
Erik
c38f098ec0 docs(D.2b-B): B-Controller visually confirmed; #145 continuation + overflow follow-up
- #145: the original fix was incomplete (mounted panels inherited ZLevel 1000 →
  behind the backdrop → washed out); continuation 417b137 closes it. Updated status.
- D.2b-B SHIPPED entry: visually confirmed; the two render bugs (backdrop wash-out
  + captions host-direct) documented.
- New OPEN issue: contents grid overflows (needs the gutter scrollbar wired; scroll
  was out-of-scope for B-Controller per the spec).
- Roadmap ledger: B-Controller visually confirmed + the render fix noted.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:01:38 +02:00
Erik
7bb4bd3ae8 docs(D.2b-B): divergence rows + issues/roadmap for inventory population
AP-48: client-side SumCarriedBurden fallback (EncumbranceVal not yet wired).
AP-49: aug capacity (PropertyInt 0xE6) not tracked → un-augmented Str×150.
AP-50: meter direction from geometry (m_eDirection/0x6f not read from LayoutDesc).
AP-51: main-pack cell placeholder icon (equip-pack DID deferred to Sub-phase C).

AP count: 43 → 47 rows. ISSUES: D.2b-B closed entry + remaining B-Wire/B-Drag/C
gaps noted. Roadmap: D.5 sub-phase ledger updated to reflect B-Controller shipped.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-21 09:15:05 +02:00
Erik
85a2371e11 docs(D.5.4): roadmap shipped + divergence register (event model + deferred parent pre-queue)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:03:28 +02:00
Erik
5b568d000a docs(D.5): sub-phase ledger + item-model cold-start prompt
Roadmap: refresh the D.5.2 entry to its final shipped state (per-pixel gradient
surface overload 0x004415b0; AP-43/AP-44 retired by visual verification; range
419c3ac..fb288ad). Add an explicit D.5 sub-phase ledger: D.5.4 client object/item
data model (foundation, NEXT) -> D.5.3 selected-object + spell shortcuts -> window
manager -> D.5.5+ core panels. Handoff doc gains a paste-ready new-session prompt.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 10:41:08 +02:00
Erik
73adc3768c docs(D.5.2): retire IA-16, add IA-18/AP-43..45, roadmap + memory
Divergence register:
- Retire IA-16 (item-icon composite PARTIAL — D.5.2 now complete).
- Add IA-18 (effect overlay = ReplaceColor tint SOURCE, faithful retail
  behavior; anti-regression guard — do NOT re-implement as a blit layer;
  cites IconData::RenderIcons 0x0058d180 + ReplaceColor 0x00441530).
- Add AP-43 (effect tint = mean-opaque color; exact retail byte
  decompiler-ambiguous, visual/cdb confirmation pending).
- Add AP-44 (effects==0 black-fallback recolor skipped; regression-risk
  avoidance, pending visual/cdb confirm).
- Add AP-45 (0x02CE sequence byte not honored, latest-wins).
Section header counts updated: IA 15→17, AP 41→44.

Roadmap: mark D.5.2 shipped (419c3ac..2f789da; appraise dropped as no-op;
effect recolor + live 0x02CE).

Tests: update ToolbarControllerTests iconIds lambda arity 4→5 to match the
D.5.2 GetIcon signature change (was caught by the build).

Memory: project_d2b_retail_ui.md updated with D.5.2 shipped entry
(via claude-memory symlink to ~/.claude/projects/.../memory/).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:52:15 +02:00
Erik
6770381fc3 docs(D.5.2): stateful icon-system handoff + roadmap (D.5.1 shipped, D.5.2/D.5.3 next)
Extensive handoff for the next session to build the full stateful item-icon system (the 5-layer IconData::RenderIcons composite + effect layer 0x10000005 + overlay ReplaceColor tint + appraise-driven enrichment/re-composition). D.5.1 toolbar flipped to SHIPPED; D.5.2 (icon system) + D.5.3 (toolbar interactivity / selected-object display) registered as next.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 17:24:03 +02:00
Erik
30b28c248a docs(D.5.1): register toolbar phase-1 in the roadmap 2026-06-16 21:40:46 +02:00
Erik
9e4faae9d2 docs(D.2b): roadmap — widget generalization (Plan 2) shipped
Record the D.2b widget-generalization landing: generic Type-registered widgets
built by DatWidgetFactory, thin find-by-id controllers, the ConsumesDatChildren
leaf rule, Type-3-not-registered decision, and the centered-UiText vitals numbers.
Both visual gates user-confirmed; 404 tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 18:55:06 +02:00
Erik
12ab9663d2 feat(D.2b): cut GameWindow over to the data-driven chat window
Replace the hand-authored chat block (UiNineSlicePanel + inline UiChatView
+ local BuildRetailChatLines/RetailChatColor statics) with
ChatWindowController.Bind(LayoutDesc 0x21000006) — the same LayoutImporter
path as the vitals window.  The controller places UiChatView (transcript) +
UiChatInput (text entry, on-submit) + UiChatScrollbar + UiChannelMenu inside
the dat-authored chrome.  The dead local statics are deleted.

Wired to _commandBus (same LiveCommandBus as the ImGui ChatPanel) so
type+Enter dispatches SendChatCmd server-ward.  Transcript keyboard set from
_uiHost.Keyboard (set by WireKeyboard above the chat block) for Ctrl+C/Ctrl+A.

Divergence register: added AD-28 (two-widget split vs UIElement_Text),
AP-38 (no in-element word-wrap), AP-39 (per-line colour vs per-glyph runs),
AP-40 (no opacity fade / shared vitalsDatFont), TS-30 (tab buttons no-op),
TS-31 (no squelch); updated IA-15 to cover both vitals + chat importer paths.

Build: 0 errors/warnings.  Tests: 392 passed, 1 skipped (expected).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 23:15:04 +02:00
Erik
0474feb6ca docs(D.2b): correct roadmap/plan — vitals window IS resizable (resize shipped 8aa643f)
The earlier 'not resizable / fixed-size' note was wrong (inverted edge-flag
reading). Resize shipped: dat edge-anchors reflow per UIElement::UpdateForParentSizeChange.
Noted the two number-render fixes (submission-order + glyph pixel-snap).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 18:35:29 +02:00
Erik
c1004847a2 docs(D.2b): record vitals default-flip shipped (importer is now the default vitals)
Roadmap: update D.2b LayoutDesc importer entry to record that the default
flip shipped 2026-06-15 (bf77a23) — importer is the default at
ACDREAM_RETAIL_UI=1; vitals.xml + ACDREAM_RETAIL_UI_IMPORTER flag retired;
window movable, resize deferred to Plan 2 (WindowManager).

Plan: update "After Plan 1" to mark the flip DONE, clean up the Plan 2
description now that vitals.xml is gone.

Register:
- AP-37 "Why" cell: replace "Gated opt-in (ACDREAM_RETAIL_UI_IMPORTER)"
  with "Now the default vitals path (the hand-authored markup vitals was
  retired)" — the flag is gone.
- IA-15: add row (was missing from this branch) — D.2b retail UI design
  stance, updated to note that the vitals window is now rendered by the
  LayoutDesc importer (dat chrome elements), not UiNineSlicePanel;
  UiNineSlicePanel/RetailChromeSprites now back only chat window + plugin
  panels. IA count header 14 → 15.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 16:36:47 +02:00
Erik
5ac9d8c19c merge: bring main into claude/hopeful-maxwell-214a12 (LayoutDesc importer branch)
main was 65 commits ahead of this branch's fork point. Only conflict was the
divergence register: both sides appended an 'AP-32' row. Resolved by keeping
main's AP-32..AP-36 (cell-shell lift, look-in cells, alpha deferral, dungeon
streaming, point lights) and renumbering the importer's row to AP-37; AP header
count -> 37. GameWindow.cs auto-merged cleanly. Verified: AcDream.App builds
0/0; AcDream.App.Tests 354 passed / 1 skipped / 0 failed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-15 16:19:15 +02:00
Erik
07cf120939 docs(D.2b): mark LayoutDesc importer Plan 1 shipped; defer default-flip to Plan 2 (drag/resize)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-15 15:03:31 +02:00
Erik
2f4520ee12 docs(D.2b): mark D.2b + D.4 shipped (Spec 1 — markup engine + retail vitals)
Roadmap: D.2b (custom retail-look backend) and D.4 (dat sprites + 9-slice +
DrawSprite) both shipped this session via the Spec-1 work — the UiHost-based
markup engine (MarkupDocument + ControlsIni + IUiRegistry) rendering a
markup-driven retail Vitals panel (8-piece dat chrome + red/gold/blue bars).
Records the direct-RenderSurface decode finding + the confirmed chrome sprite
ids. Remaining D.2b polish (gradient bar sprite, AcFont/D.3, input integration,
LayoutDesc importer, D.5 panels) noted inline.

Full suite green (2413 passed / 0 failed / 3 pre-existing skips).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 17:50:42 +02:00
Erik
9c2ceb2336 milestone: re-open M1.5 — dungeon support (full G.3) pulled into scope; M2 re-deferred
Correction to 1bf037a. The user reverted the M1.5 landing: the indoor
world isn't done while dungeons are completely broken. Attempting the
dungeon demo revealed it's not a single bug (#133) but a whole-feature
gap — terrain-less indoor-only dungeon landblocks aren't supported
anywhere in the streaming/load/render/physics pipeline:
- LandblockLoader.Load returns null when there's no LandBlock terrain
  record (dungeons have none) -> the dungeon never loads.
- LandblockStreamer fails when the terrain mesh build returns null
  (dungeons have no terrain mesh).
- The teleport-arrival snap Resolves before the dungeon hydrates ->
  places the player in the old Holtburg frame over ocean.

The user chose the FULL Phase G.3 scope (dungeon streaming + portal-space
loading screen + multi-landblock LOD + PlayerTeleport handling) and
pulled it into M1.5. M1.5 lands only when BOTH the building/cellar demo
(done) and the dungeon demo (enter via portal, navigate 3-5 rooms, walls
block, smooth transitions) pass. M2 (CombatMath) re-deferred.

Currently brainstorming the dungeon-support design (spec ->
docs/superpowers/specs/). Docs corrected: milestones (M1.5 ACTIVE +
extended, M2 DEFERRED, currently-working-toward -> M1.5), CLAUDE.md
current-state, ISSUES.md #133 (G.3 pulled into M1.5).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-13 14:45:53 +02:00
Erik
1bf037a1c9 milestone: M1.5 LANDED (building/cellar demo); dungeon demo -> #133/G.3; start M2
M1.5 "Indoor world feels right" lands on its primary building/cellar
demo, user-gated across the 2026-06 sessions: multi-floor inn navigation
without sling-out/wall-clip, cottage cellar descend+ascend without
falling through, walls block everywhere, smooth cell transitions. The
holistic Option-A render port (one DrawInside(viewer_cell), BR-2..BR-7 /
T1..T6) and the A6.P4 per-cell shadow physics shipped and were gated; the
doorway-flap family is closed (#119/#128, #112, #113, #124,
#129/#130/#131/#132, #108-residual, #127) and the #90/synthesis
workarounds removed.

The dungeon half is the one piece NOT landed: attempting the dungeon demo
(meeting-hall portal) surfaced issue #133 - teleport-into-a-dungeon snaps
the player BEFORE the dungeon landblock streams in (GameWindow.cs:4928
Resolve falls back to the resident Holtburg landblocks -> snaps to an
outdoor cell over ocean). That is Phase G.3 (dungeon streaming +
PlayerTeleport handling, M4), not a render bug (#95 died with the Option
A rewrite). Per the milestones doc's pre-flagged choice, the dungeon demo
is promoted to G.3 and M1.5 lands on the building/cellar demo (user
decision 2026-06-13).

Start M2 "Kill a drudge" - first port target CombatMath.ComputeDamage
(port-ready per the combat-math research memo; ACE oracle). Drudges spawn
outdoors for the demo, so M2 does not depend on #133/G.3.

Files: milestones doc (M1.5 -> LANDED, M2 -> ACTIVE, currently-working-
toward flipped), CLAUDE.md current-state -> M2, ISSUES.md #133 filed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-13 10:45:00 +02:00
Erik
af5d424df0 docs: T5 comprehensive gate verdict - PARTIAL PASS; #108/#109/#97 closed, #117-#120 filed
The single comprehensive visual gate (2026-06-11, user-driven):

CONFIRMED (user axioms): doors block both ways incl. off-center (#99
visual pass), cellar descent/ascent clean + #108 grass-sweep GONE, inn
2nd floor clean (#97 CLOSED), interiors stable through doorways incl.
edge-on, #109 far-door oscillation GONE, formerly-popping stairs now
stable at all ranges. The entire T6/BR-7 collision port passed 100%.

REMAINING (render, filed at mechanism level - no live whack-a-mole):
- #117 aperture-shaped see-through: doors/interiors visible through
  terrain hills and through nearer buildings (the far-Z punch erases
  occluder depth at aperture pixels). Decomp direction:
  DrawPortalPolyInternal depth state vs draw order.
- #118 character clipped + vanishes momentarily on house exit
  (viewer-indoor/player-outdoor transition frames; local-player
  partition / aperture-clip suspects).
- #119 old-tower stairs partially invisible + extraneous water barrel
  (pre-existing); T5-log lead: [up-null] 0x010002B4 + 0x010008A8
  cached EMPTY render data, permanently invisible.
- #120 [pv-ERROR] in-place propagation tripwire at depth 128 on the
  cottage interior cells (T2 convergence invariant break, self-detected
  during the gate) - investigate FIRST.

Rain-indoors not verifiable (clear weather).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 15:46:30 +02:00
Erik
60c10707a3 docs: T6 (BR-7) ship closeout - #99/#90 closed, #97 likely-closed note, #116 filed, plan stamped
- ISSUES.md: #99 DONE (per-cell shadow architecture, dbfbf85+ca4b482;
  visual rides T5); #90 DONE (stickiness workaround removed, retail
  ordered-pick owns doorway hysteresis); #97 likely-closed note (the +5m
  pad producer deleted - verify at T5); #116 filed (slide-response
  family: tick-22760 lateral-slide loss + BSPStepUp D4 first-frame
  behavior, both pre-dating BR-7, oracle-first fix shape).
- Port plan: execution stamp updated to BR-2..BR-7 ALL CODE-COMPLETE
  with the per-commit map; BR-7 section marked code-complete; remaining
  = T5, the single comprehensive user visual gate.
- Memory digests (physics + render + MEMORY.md index) updated in the
  same session per the digest protocol.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 14:49:18 +02:00
Erik
85fe20f51d docs: stamp the port plan with end-of-day execution status (BR-2..6 code-complete, BR-7 + T5 remaining)
Doc-and-reality sync before the session handoff: the plan's phase
sections read future-tense while T1-T4 landed them. The render digest
carries the authoritative ledger; this stamp points there and names the
4 pre-existing #99-era Core failures as BR-7's built-in acceptance
signal.
2026-06-11 13:23:28 +02:00
Erik
1e5db94f0e docs: plan amendment - user directive: port everything, test once at the end
'I don't care if it is non-playable... I want everything ported, then we
test.' Per-phase playability + per-phase visual gates DROPPED. BR-2..BR-6
execute as ONE continuous port with build+tests green per commit and a
single comprehensive visual pass at the end (T5). Replaces the
playability rule with: every installment must be a COMPLETE retail
behavior, never half of one (the BR-2 punch-without-ordering lesson,
88be519).
2026-06-11 11:03:37 +02:00
Erik
695eca2c1f BR-1: RESOLVED as already-equivalent - premise falsified by pre-check, equivalence pinned, #113 attribution corrected
The plan's BR-1 ('implement the skipNoTexture draw-time surface gate')
died on its pre-check: acdream ALREADY suppresses every portal fill.
ReplicateProductionEmission_OnPortalFills replicates the exact emission
conditions of the production extractors on the hall/cottage fills:
pos=False neg=False for every one (Stippling.NoPos skips the positive
side at ObjectMeshManager.PrepareGfxObjMeshData:1046,
PrepareCellStructMeshData:1394, CellMesh.Build:44, GfxObjMesh.Build:71;
the fills have no negative surface). There is nothing to gate.

What ships instead: StipplingSurfaceEquivalenceTests - 2,607 polys across
13 building models + 13 environments, ZERO violations both directions:
NoPos <=> untextured-surface. Our build-time skip is proven equivalent to
retail's draw-time skipNoTexture rule (Ghidra 0x0059d4a4, default on
@0x00820e30) on this content. The pin fails loudly if future content
breaks the invariant - the cue to implement the draw-time gate then.

Corrections folded into the plan + comparison docs:
- The #113 phantom residual CANNOT be GfxObj fills (they never reach a
  vertex buffer). Plausible true sites are cell-side: flood-admitted
  cells drawn with the pass-all NoClipSlice when slot-less
  (RetailPViewRenderer.cs:71), and/or cell statics drawn unclipped +
  un-viewcone'd (object-lists-skip-portal-view-gate, confirmed).
  BR-2 opens with the probe that pins which.
- The e46d3d9 user-gate observations (filter removed phantom/doors) were
  confounded - the filter was a provable mesh no-op on shells AND doors.
- Ledger rows solid-surface-skip-missing + the acdream half of
  portal-polys-baked-unconditional re-marked REFUTED-for-fills; the
  retail mechanism descriptions and the un-consumed PortalIndex->
  CBldPortal pairing (BR-4) stand.

Suites: Core 1398 green (1392 baseline + 6 new facts) + the 4 pre-existing
#99-era failures + 1 skip. No production code.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 06:25:31 +02:00
Erik
eb689ae73f docs: add "out of scope / tracked follow-ups" section to the port plan ($4)
Names the boundary of what BR-1..BR-8 delivers, so the gaps are written
down rather than silently assumed (the very thing that breeds whack-a-mole):
FU-1 transparency/sorting (BR-9 candidate, area unmapped), FU-2 dungeon
visibility scaling #95 (plausibly helped by BR-4/BR-6 but NOT guaranteed -
re-measure after), FU-3 LOD/degrades, FU-4 picking, FU-5 the ~30 open
questions (in the comparison doc $6), FU-6 verification top-up before
BR-8b lighting. None blocks BR-1..BR-8; each becomes its own item.

The #95 dungeon-scaling follow-up was previously raised only verbally -
now tracked in the plan. Sections 4/5 renumbered to 5/6.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 06:15:03 +02:00
Erik
5e2f99d08e docs: Phase A comparison + Phase B port plan (holistic building-render investigation)
Deliverable 1: docs/research/2026-06-11-building-render-acdream-vs-retail-
comparison.md - the acdream-vs-retail architecture comparison synthesized
from two ultracode mapping fan-outs (11/12 areas, ~90 agents, every retail
claim Ghidra/pc-cited, every acdream claim file:line, 40/76 divergences
adversarially verified so far; raw per-area evidence committed under
docs/research/2026-06-11-holistic-map/).

Headline findings: (1) retail flattens GfxObjs/cells at load exactly like
us (ConstructMesh + RemoveNonPortalNodes) - the MDI pipeline survives;
(2) the phantom/door mechanism is the skipNoTexture draw-time surface gate
(dat-confirmed); (3) retail never geometrically clips world geometry -
aperture exactness is a DEPTH discipline (punch maxZ1 / seal maxZ2 / gated
clear + far-to-near whole-mesh draws) - reframes #114; (4) flood admission
is already faithful, the trigger/depth/multi-view/cone-culling layers are
missing; (5) #115 root cause verified (boom damping severed from the
published collided viewer); collision A6.P4 design verified with
corrections (signed other_portal_id >= 0 gate).

Deliverable 2: docs/plans/2026-06-11-building-render-port-plan.md - the
phased port plan (BR-1 surface gate, BR-2 depth punch/seal, BR-3 delete
the shell chop, BR-4 draw-driven floods, BR-5 viewconeCheck, BR-6 one
gate, BR-7 collision A6.P4, BR-8 camera/lighting/LOD) with per-phase
acceptance criteria, bug closures, keep-list, and a playable-after-every-
phase migration order. AWAITING USER APPROVAL - no implementation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 05:54:12 +02:00
Erik
3622a658fd docs(render): Phase W — W2a shipped+verified + baseline handoff
W2a (render reads physics CurrCell) visually verified: indoor world-from-below fixed (cellar/stairs seal). Baseline scopes the residuals: W2b (doorway ping-pong 0170<->0031, confirmed) + W3 (one-gate seal: roof, entity bleed, openings) + the EnvCellRenderer GL_BLEND fix (transparent walls). Membership (W2) done.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 10:55:21 +02:00
Erik
07e68e0aff docs(roadmap): register Phase W — Unified Cell Graph (UCG); W1 shipped
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 10:05:34 +02:00
Erik
75b1df9cc3 docs: abandon two-pipe render approach; scope Phase U (unified retail-faithful pipeline)
Decision (2026-05-30, with user): the WB-inherited two-pipe (inside/outside) render
split is the root cause of the indoor seam bugs (flap, missing/transparent walls,
terrain bleed) and cannot be seamless. Abandon A8/A8.F (#103); build ONE unified
pipeline driven by retail's PView portal visibility — seamless by construction. The
2026-05-30 camera-collision + physics viewer-cap work is kept (retail-faithful, but a
detour from the seam fix). New Phase U scoped; #103 superseded; CLAUDE.md / roadmap /
milestones updated; full decision + scope + next-session pickup prompt in
docs/research/2026-05-30-unified-render-pipeline-decision-and-handoff.md.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-30 11:35:41 +02:00
Erik
ceeb06be7d ship(phys): A6.P3 slice 3 — cell-resolver ping-pong CLOSED + #98 re-diagnosed
Slice 3 v2 (3e140cf) added point-in cell-stickiness in
ResolveCellId's indoor branch. User verification + slice3v2 capture
confirms: cell-resolver ping-pong is FULLY CLOSED.

Data:
- scen2_v2 capture (pre-slice-3): 20+ cell-transit events with
  rampant ping-pong (0xA9B4014B ↔ 0xA9B4014A ↔ 0xA9B4013F at the
  cellar boundary, Z stable ~96.4 — same tick re-classification)
- slice3v2 capture (post-fix): 1 cell-transit event (login teleport
  only) — ping-pong fully eliminated

Findings:
- A6.P2 Finding 3 (cell-resolver sling-out family) CLOSED.
- Issue #90 (sphere-overlap stickiness workaround in same function)
  now redundant; can be removed in A6.P4 after broader visual
  verification.
- Issue #97 (phantom collisions + fall-through on 2nd floor) hypothesis
  pending: same instability family, likely closed as side-effect of
  this fix. Re-test on next happy-test session.
- Issue #98 (cellar-up stuck) PERSISTS but with NEW DIAGNOSIS.
  Originally filed as cell-resolver ping-pong (which was true and now
  fixed), but user verification shows the cellar-up symptom remains
  with a DIFFERENT root cause: BSP step-physics at the cellar stair
  TOP. Push-back trace from slice3v2 capture:
    n=(0, -0.719, 0.695) sloped face (walkable per FloorZ=0.664)
    delta=(0, 0, 0.75) step-down probe lifts sphere by 0.75m
    winterp=1.0->0.0 entire walk-interp consumed per tick
  Player progresses up most of the stairs but blocks at top step
  where the cellar transitions to the cottage main floor. #98 issue
  updated with this re-diagnosis.

Includes:
- scen4_cottage_cellar_slice3 acdream.log (slice 3 v1 evidence;
  ping-pong already closed by v1's sphere-overlap stickiness, but
  v1 over-corrected by holding player in cellar during legitimate
  transitions)
- scen4_cottage_cellar_slice3v2 acdream.log (slice 3 v2 evidence;
  point-in stickiness fixes the over-correction; cellar-up reveals
  the deeper BSP step-physics bug)

Docs updated:
- ISSUES.md — #98 re-diagnosed
- docs/plans/2026-04-11-roadmap.md — A6.P3 slice 3 marked SHIPPED;
  slice 4 (or A6.P4) scoped for #98 step-physics investigation
- CLAUDE.md — Currently-working-toward block updated

Test suite: 1148 pass + 8 pre-existing fail (baseline maintained).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 12:11:56 +02:00
Erik
d868946537 ship(phys): A6.P3 slice 2 — L622 seed investigation + #98 filed
Slice 2 v1 (`892019b`) attempted to close issue #96 by removing the
PhysicsEngine.cs L622 per-tick CP seed. v1 build/test green, CP-write
count dropped 91% in scen3 re-capture, BUT user happy-test surfaced
a regression: BSP step_up at the last step of stairs failed because
sub-step 1's AdjustOffset had no ContactPlane to compute the lift
direction.

Slice 2 v2 (`f8d669b`) reverted the seed removal + added a no-op-if-
unchanged guard inside CollisionInfo.SetContactPlane. The guard
early-returns when called with values matching current ci state.

Outcome:
- #96 PARTIALLY ADDRESSED, scope updated in ISSUES.md to "accepted as
  documented retail divergence." The seed is load-bearing for step_up;
  closing #96 fully would require deeper refactor (AdjustOffset
  fallback to body.ContactPlane). Guard is benign improvement.
- Slice 2 v2 verification capture (scen3_inn_2nd_floor_slice2v2/
  acdream.log) committed as evidence — 226,464 cp-writes from L624
  seed confirms guard doesn't trigger for fresh-ci-per-tick pattern.
- Slice 2 v1 verification capture (scen3_inn_2nd_floor_slice2/
  acdream.log) also committed — confirms v1 actually reduced cp-writes
  (2,690 total) but the step_up regression made it unshippable.

NEW M1.5 BLOCKER FILED — issue #98: cellar ascent stuck at last step.
Evidence in slice2v2 capture's cell-transit chain:
  0xA9B4014B → 0xA9B4014A → 0xA9B4013F → 0xA9B4014A → 0xA9B4014B → ...
  (Z stable ~96.4; CellId ping-pongs every tick)
This is Finding 3 family (cell-resolver hysteresis missing) — same
root cause as #90 workaround + scen4 sling-out. Retail oracle:
CObjCell::find_cell_list Position-variant at
acclient_2013_pseudo_c.txt:308742-308783.

NEXT — A6.P3 slice 3:
- Port retail's cell-array hysteresis into ResolveCellId +
  CheckBuildingTransit.
- Closes #98 (cellar-up), possibly #97 (phantom collisions same
  instability family), enables #90 workaround removal.

Documents updated:
- ISSUES.md — #96 scope updated, #98 filed
- docs/plans/2026-04-11-roadmap.md — A6.P3 slice 2 marked SHIPPED,
  slice 3 scope added
- CLAUDE.md — Currently-working-toward block updated to slice 3

Test suite: 1148 pass + 8 pre-existing fail (baseline maintained).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 11:58:05 +02:00
Erik
f04ea90050 ship(phys): A6.P3 slice 1 — Indoor ContactPlane retention COMPLETE
Slice 1 ships the strip-synthesis + Mechanism B (LKCP restore) fix
addressing A6.P2 Finding 2. Includes:

  - scen3_inn_2nd_floor_postfix paired capture (retail.log + decoded
    + acdream.log) as verification artifact. acdream cp-write count
    dropped from 86,748 to 25,082; per-unit-of-activity rate dropped
    63x (164.61 -> 2.60 cp-writes per cell-cache event).

  - Findings doc (docs/research/2026-05-21-a6-cdb-capture-findings.md)
    appended with slice 1 SHIPPED section: commit map, scen2/scen3
    pre/post comparison tables, user happy-test results, status of
    each A6.P2 finding (Finding 1 CLOSED as side-effect, Finding 2
    PARTIALLY CLOSED with remaining 99.3% from L622 seed flagged
    as #96, Finding 3 + #95 still open), slice 2 recommendation.

  - Issue #96 filed: "Per-tick PhysicsEngine.ResolveWithTransition CP
    seed contributes 99.3% of post-slice-1 CP writes." Slice 2 target.
    Sketch options: remove entirely / gate by change-detection / no-op
    guard inside SetContactPlane.

  - Issue #97 filed: "Phantom collisions + occasional fall-through on
    indoor 2nd floor." User-reported during happy-testing. HYPOTHESIS:
    side-effect of #96; falsifiable by re-testing post-slice-2.

  - CLAUDE.md updated: Currently-working-toward block now points at
    A6.P3 slice 2 (#96) as the active phase. M1.5 building/cellar
    demo half is ACHIEVABLE NOW (slice 1 unblocked the physics).

  - Roadmap updated: A6.P3 broken into 3 slices, slice 1 marked
    SHIPPED with commit history.

KEY USER-VISIBLE OUTCOME: stairs + cellar descent now WORK in acdream
(user happy-test confirmed walking up/down inn stairs multiple times,
walking down to cellar). A6.P2 Finding 1 (dispatcher entry frequency
mismatch) confirmed as secondary effect of Finding 2 — closed without
explicit Finding 1 work, as A6.P2 hypothesized.

REMAINING CONCERNS for slice 2 + future:
  - L622 per-tick seed (#96) still firing 24,906 times in scen3 postfix
  - Phantom collisions + fall-through on 2nd floor (#97)
  - See-through-walls indoors (#95, separate scope)
  - Indoor lighting broken (A7 scope)

Test suite: 1148 pass + 8 pre-existing fail (baseline maintained;
T3 IndoorContactPlaneRetentionTests adds the +1).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-22 10:11:44 +02:00
Erik
90fbdc02df docs(roadmap+milestones): mark A6.P1/A6.P2 shipped; update M1.5 demo
A6.P1 (cdb probe spike) + A6.P2 (analysis report) both SHIPPED this
session. Updated:

  docs/plans/2026-04-11-roadmap.md — M1.5 phase block now shows A6.P1
  + A6.P2 SHIPPED with commit refs; A6.P3 entry expanded with the
  Finding-2-first sequencing recommendation from A6.P2; A6.P4 entry
  notes the original "Holtburg Sewer end-to-end" acceptance walk is
  unreachable (sewer doesn't exist).

  docs/plans/2026-05-12-milestones.md — M1.5 demo scenario split into
  building/cellar half (achievable post-A6.P3) + dungeon half (blocked
  on issue #95 visibility blowup; promote to post-M1.5 if #95 isn't
  fixed in scope). Issue list updated: added #95 + indoor sling-out
  (new from scen4); marked stairs/2nd-floor/cellar as characterized by
  A6.P2 Finding 2 family.

  CLAUDE.md — Currently-working-toward block now points at A6.P3 as
  the active phase. A6.P1 + A6.P2 ship noted with the findings doc
  pointer. Demo-scenario note updated to reflect the sewer + #95
  reality. Issues-in-scope updated.

Also includes a 1-line trailing-prompt addition to scen3 + scen4
retail.log files (cdb wrote one more `0:000>` after the kill that
landed after the original capture commits).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 21:17:21 +02:00
Erik
2256006cb7 ship(O): Phase O — DatPath Unification — SHIPPED
ONE thing touches the DATs. WB code lives in our repo:
- src/AcDream.Core/Rendering/Wb/ — pure helpers (5 files, ~782 LOC)
- src/AcDream.App/Rendering/Wb/ — GL infra + mesh pipeline (~27 files, ~7K LOC)

Project references to WorldBuilder.Shared + Chorizite.OpenGLSDLBackend
dropped from AcDream.App.csproj and AcDream.Core.csproj.
references/WorldBuilder/ remains in-tree as read-reference only.

DefaultDatReaderWriter eliminated; DatCollection is the only dat reader.
WbMeshAdapter consumes our DatCollection via DatCollectionAdapter
(O-D7 fallback adapter; ObjectMeshManager has 26 _dats.X call sites,
exceeding the 20 refactor threshold).

Visual side-by-side passed: Holtburg town, inn interior, dungeon all
render identically to pre-O.

Doc updates:
- CLAUDE.md: rewrote WB integration cribs to point at extracted code.
  Code Structure Rules rule 2 updated to remove stale seam names.
  "Currently working toward" flipped from Phase O to M1.5 resumption.
- docs/architecture/worldbuilder-inventory.md: Phase O banner added.
  Status/integration model updated to post-O ownership. Workflow
  section updated to reference our extracted tree, not WB project ref.
- docs/plans/2026-04-11-roadmap.md: Phase O moved to shipped table.
  Phase O "ahead" block collapsed to SHIPPED note. M1.5 block updated
  to ACTIVE (Phase O shipped; resuming from 2026-05-20 baseline).
- docs/plans/2026-05-12-milestones.md: M1.5 heading updated to ACTIVE;
  Phase O ship writeup prepended to the M1.5 block.

Phase O ship closes Tasks O-T1..O-T7 shipped across this session.
Specs + audit + plan: docs/superpowers/{specs,plans}/2026-05-21-phase-o-*

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 17:41:15 +02:00
Erik
0d85fe1f10 plan(O): Phase O — DatPath Unification — filed + active (pre-empts M1.5)
Phase O extracts the WB pieces we actually use (mesh pipeline, texture
decode, GL state, scenery, terrain blending, EnvCell/portal decode —
roughly 3-5K LOC) into src/AcDream.Core/Rendering/Wb/, swaps their
dat dependency from DefaultDatReaderWriter to our DatCollection, and
drops the WorldBuilder.Shared + Chorizite.OpenGLSDLBackend project
references. WB stays in references/ as a read reference, not as a
project dependency. MIT attribution in NOTICE.md.

Tagline: ONE thing touches the DATs.

Discipline: verbatim copy first, no "improvements" while extracting.
Refactors land in follow-up phases. Out of scope: re-porting from
retail decomp; perf optimization; API cleanup.

User direction 2026-05-21: pre-empts M1.5. M1.5 paused at its
2026-05-20 baseline; A6/A7 don't touch dat infrastructure so no
rework needed when it resumes.

Files:
- docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md (new, full spec)
- docs/plans/2026-04-11-roadmap.md (Phase O block inserted before M1.5; M1.5 marked PAUSED)
- CLAUDE.md (Currently-working-toward line updated; M1.5 block marked paused)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 13:59:33 +02:00
Erik
6d18d879a2 docs(milestones): promote indoor work to M1.5 — primary focus
Continued indoor testing through 2026-05-20 surfaced a deep family
of physics + lighting bugs that span buildings AND dungeons. Today's
session shipped 5 surgical fixes (A4 + #89 + #90 + #91 + #92) that
close the user-visible "walls walk through at Holtburg inn" symptom,
but #90 specifically is a CLAUDE.md-rules workaround (sphere-overlap
stickiness on top of point-only cell containment) added without prior
approval. The underlying issue (BSP push-back distance probably
diverges from retail) hasn't been measured. Plus the umbrella #83
(indoor multi-Z walking) has been open since 2026-05-19 with multiple
aborted fix attempts; plus indoor lighting (#80 + #81 + new #93 +
#94) has been deferred as "M7 polish" but is actually part of the
same indoor-experience problem.

Promoting to a milestone of its own forces the work to be central,
retail-anchored, and complete — not another whack-a-mole patch.

Milestone M1.5 — "Indoor world feels right":
  Demo: enter Holtburg Sewer through the in-town portal, navigate
  through 5-7 rooms with stairs + a multi-Z chamber, exit back to
  town. Walls block. Stairs work. Items block. Lighting reads
  correctly. Cell transitions smooth.

  Phases:
    A6 — Indoor physics fidelity (cdb-driven)
    A7 — Indoor lighting fidelity (RenderDoc + retail-decomp driven)

  Issues in scope: #80, #81, #83, #88, #90 (workaround removal),
  #93 (new lighting umbrella), #94 (held-item spotlight),
  + TryFindIndoorWalkablePlane synthesis removal.

M2 ("Kill a drudge") deferred until M1.5 lands.

This commit updates:
  - docs/plans/2026-05-12-milestones.md (M1.5 block inserted, M2 moved
    to deferred status)
  - docs/plans/2026-04-11-roadmap.md (A6 + A7 sub-pieces detailed)
  - CLAUDE.md (Currently working toward updated to M1.5, M2 paragraph
    marked deferred, M1.5 baseline shipped paragraph added)
  - docs/ISSUES.md (#80, #81, #83, #88, #90 tagged M1.5 scope;
    new #93 indoor lighting umbrella + #94 held-item spotlight filed)
  - docs/research/2026-05-21-open-items-pickup-prompt.md (landscape
    table reorganized around M1.5 phases)

A6 + A7 specs to be drafted in the next session(s).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 10:32:24 +02:00
Erik
1534990102 docs(roadmap): A4 shipped + #90 cell-tracking ping-pong filed
Phase A4 (multi-cell BSP iteration) ships in three commits (e6369e2,
493c5e5, 691493e — with revert 3add110 + reapply during visual
verification that proved A4 is not the cause of the issue surfaced).
1139 + 8 baseline maintained. 10 new unit tests pass. Wires retail's
CTransition::check_other_cells (acclient_2013_pseudo_c.txt:272717-272798)
into Transition.FindEnvCollisions.

Visual verification at the Holtburg inn vestibule surfaced a separate,
pre-existing M2 blocker (filed as #90): CellId ping-pongs between
outdoor 0xA9B40022 and indoor 0xA9B40164 on every wall push-back
because the push-back exits the indoor CellBSP volume, causing the
resolver to flip back to outdoor and bypass walls on outdoor ticks.
Indoor BSP results (Collided/Adjusted/Slid all firing) prove walls ARE
detected when the player is indoor; the aggregate "walls walk through"
appearance comes from CellId classification instability, not from
collision detection.

Bug reproduces fully with A4 reverted (launch-revert2.log captured 18
cell-id flips between 0xA9B40022 ↔ 0xA9B40164, 11 inside=True
building-transit events, 61 indoor-bsp queries firing the full
result distribution). A4 is correct and tested but dormant in
practice until #90 is fixed.

Updates:
  - docs/research/2026-05-20-phase-a4-shipped-cell-pingpong-finding.md (new)
  - docs/plans/2026-04-11-roadmap.md (A4 shipped row added)
  - CLAUDE.md (Indoor walking Phase A4 paragraph + next-step pointer
    to #90 with retail oracle anchor at acclient_2013_pseudo_c.txt:308742-308783)
  - docs/ISSUES.md (#90 filed, HIGH severity, M2-blocker)
  - docs/research/2026-05-21-open-items-pickup-prompt.md (landscape
    table updated — A4 closed, #90 promoted to top blocker)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 20:10:29 +02:00
Erik
c6b3fd6ebf docs: indoor walkable-plane BSP port partial-ship handoff
Foundation work (6 commits ff548b9..f845b22) landed but visual
verification 2026-05-19 FAILED to fix the user-reported indoor bugs.
Documenting the deeper diagnosis + the next phase target without
reverting the foundation work.

What landed (kept):
- BSPQuery.FindWalkableInternal gained ref ushort hitPolyId (Task 1).
- New public BSPQuery.FindWalkableSphere wrapper over the existing
  retail-faithful walkable finder (Task 2).
- Transition.TryFindIndoorWalkablePlane refactored through it,
  PointInPolygonXY deleted (Task 3).
- [indoor-walkable] runtime-toggleable probe (Task 4).
- 5 new tests + 9 updated existing tests, all green; build clean.

What didn't fix: cellar descent FAIL, 2nd-floor walking FAIL
(intermittent falling-stuck), single-floor cottage REGRESSION (was
stable, now intermittent falling-stuck), phantom collisions PERSIST.

Probe evidence: 1443 MISS / 2 HIT over 1445 calls. Smoking gun:
foot-sphere-tangent-to-floor case fails PolygonHitsSpherePrecise's
|dist| > radius - epsilon check by ~0.0002. The BSP walker is
correct; the caller (TryFindIndoorWalkablePlane) is misusing it.

Root cause (deeper than originally diagnosed): TryFindIndoorWalkablePlane
exists only as a Phase 2 commit eb0f772 stop-gap. Retail doesn't
synthesize a ContactPlane per frame — retail RETAINS the previous
frame's plane when the BSP says no collision. Retail's find_walkable
only runs inside step_sphere_down (a sweep), never as a standing-still
query.

Next phase target: port retail's ContactPlane retention so the
resolver retains state across frames. Likely eliminates the per-frame
TryFindIndoorWalkablePlane call entirely. Foundation work (BSP walker
+ probe + tests) remains useful regardless.

ISSUES #83 remains OPEN with the deeper diagnosis.
Roadmap header updated to reflect partial-ship status.
Handoff at docs/research/2026-05-19-indoor-walkable-plane-bsp-port-shipped-handoff.md.

Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-walkable-plane-bsp-port.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 07:03:14 +02:00
Erik
a9c74d153a docs(phase): Indoor walking Phase 2 — Portal-based cell tracking shipped
Closes ISSUES.md #87 + #85 + the remaining wall-pass-through portion of
#84 (fully closes #84). Portal-graph cell traversal replaces Phase D's
AABB containment. Walking through doors promotes/demotes CellId correctly
via portal traversal; walls block from inside indoor cells; indoor walkable
plane is synthesized from the cell's floor poly so the resolver tracks
walkability correctly during indoor movement.

Files two new issues: #88 (indoor static objects vibrate — pre-existing,
spotted during Phase 2 testing) and #89 (BSPQuery.SphereIntersectsCellBsp
— follow-up to make CheckBuildingTransit retail-faithful; currently uses
radius-less PointInsideCellBsp as a documented approximation).

ISSUES.md: #87, #85, #84 moved to DONE. #88 + #89 filed.
Roadmap: Indoor walking Phase 2 added to shipped table.
CLAUDE.md: recent-phase paragraph updated to reflect Phase 2 shipped.
New handoff: docs/research/2026-05-19-indoor-walking-phase2-shipped-handoff.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 19:31:22 +02:00