# acdream — strategic roadmap **Status:** Living document. Updated 2026-05-09 for Phase N.5b shipping (terrain on the modern rendering path via Path C — mirror WB's `TerrainRenderManager` pattern, consume `LandblockMesh.Build` for retail formula compliance; closes ISSUE #51). N.6 (perf polish) remains the in-flight phase. **Purpose:** One source of truth for where the project is and where it's going. Every observed defect or missing feature has a named phase that owns it; when something looks wrong in-game, look here to find the phase that'll address it. Implementation details live in per-phase specs under `docs/superpowers/specs/`, not in this file. --- ## Phases already shipped | Phase | What landed | Verification | |---|---|---| | 1 | Terrain rendering, plugin host scaffold | Visual ✓ | | 2a | Static stabs/buildings (126 entities) | Visual ✓ | | 2b | Textured 3×3 landblock grid + FlyCamera + IGameState | Visual ✓ | | 2c | Procedural scenery (419 trees/rocks/bushes) | Visual ✓ | | 2d | Interior EnvCell walker (475 static interior objects) | Visual ✓ | | 3a/3b | Directional sun lighting + per-vertex terrain normals | Visual ✓ | | 3c | Per-cell terrain texture blending (alpha atlas) | Visual ✓ | | 4 | Full UDP codec + handshake + character login + WorldSession | Live ✓ | | 5 | ObjDesc: AnimPartChange + TextureChanges + SubPalettes + ObjScale + Placement.Resting | Live ✓ | | 6.1 | Idle motion frame resolution (MotionResolver MVP) | Live ✓ | | 6.2 | Server-sent `MovementData` stance + forward command honored | Live ✓ | | 6.3 | Server-supplied `MotionTableId` override (fixes drudge statue) | Live ✓ | | 6.4 | Per-frame animation playback (breathing, idle cycles) | Live ✓ | | 6.5 | Slerp between keyframes for smooth animation | Live ✓ | | 6.6 | `UpdateMotion` (0xF74C) parser + dispatch to animation tick | Live ✓ | | 6.7 | `UpdatePosition` (0xF748) parser + position reseating | Live ✓ | | 7.1 | EnvCell room geometry — walls/floors/ceilings via CellStruct + Environment dats | Visual ✓ | | 9.1 | Translucent render pass (AlphaBlend / Additive / InvAlpha + per-kind blend funcs) | Visual ✓ | | 9.2 | Back-face culling in translucent pass (fixes lifestone crystal) | Visual ✓ | | A.1 | Streaming landblock loader — runtime-configurable visible window (default 5×5, `ACDREAM_STREAM_RADIUS`), camera-centered offline / player-centered live, hysteresis-based unloads, pending-spawn list for late CreateObject events | Live ✓ | | A.2 | Frustum culling — per-landblock AABB test (Gribb-Hartmann), terrain + static-mesh renderers skip culled landblocks, perf overlay in window title | Visual ✓ | | A.3 | Background net receive thread — dedicated daemon thread buffers UDP into Channel, render thread drains | Visual ✓ | | B.3 | Physics MVP resolver foundation — terrain contact, CellSurface prototype, streaming-populated collision inputs, and first `PhysicsEngine` resolver path. Not the complete retail collision system. | Tests ✓ | | B.2 | Player movement mode — Tab-toggled WASD ground walking, walk/run/idle animations, third-person chase camera, MoveToState + AutonomousPosition outbound, portal entry. Outdoor-only MVP. | Live ✓ | | D.1 | 2D ortho overlay + font rendering (StbTrueTypeSharp atlas + TextRenderer + DebugOverlay) | Visual ✓ | | E.1 | Motion-hook expansion — AnimationSequencer fires all 27 hook types per crossed frame; PosFrames root motion + vel/omega exposure; IAnimationHookSink + AnimationHookRouter fan-out | Tests ✓ | | E.2 | Audio engine — OpenAL 16-voice 3D pool with retail-faithful quieter-slot eviction, SoundTable cookbook (probability-weighted variant picking), Wave PCM decoder, AudioHookSink wiring | Tests ✓ | | E.3 | Particle system (data layer) — ParticleSystem with 13 motion integrators, EmitterDescRegistry, ParticleHookSink wiring all CreateParticle / DestroyParticle / StopParticle hooks | Tests ✓ | | E.4 | Combat notifications + outbound — AttackTargetRequest (0x0008), 7 combat notification parsers (Victim/Defender/Attacker/Evasion/AttackDone/UpdateHealth), CombatState per-entity health tracker | Tests ✓ | | E.5 | Spell cast wire — CastSpellRequest targeted (0x004A) + untargeted (0x0048), Spellbook (learned spells + active-enchantment layers), 5 enchantment GameEvent parsers | Tests ✓ | | F.1 | GameEvent (0xF7B0) envelope dispatcher — all 94 sub-opcodes routed, exception-isolated handler registry, unhandled-count diagnostic bag; 18 event-payload parsers | Tests ✓ | | F.2 | Item model + Appraise — ItemRepository with move/equip/property events, AppraiseRequest (0x00C8), IdentifyObjectResponse header, WieldObject + InventoryPutObjInContainer | Tests ✓ | | G.1 | Sky + day/night — DerethDateTime (retail-exact 7620-tick calendar + 16-hour names + PY year), SkyStateProvider (4-keyframe default with angular-wrap lerp), WorldTimeService (server-synced clock with real-time advance) | Tests ✓ | | G.2 | Dynamic lighting (selection) — LightSource + LightManager with retail 8-light cap, range-squared with 1.1× slack, slot 0 reserved for Sun, OwnerId-keyed unregister | Tests ✓ | | G.1+ | Full sky visuals + weather + dynamic-light shader — SkyDescLoader parses Region 0x13000000 dat keyframes with retail fog fields (start/end/mode); WeatherSystem picks Clear/Overcast/Rain/Snow/Storm deterministically per in-game day with 10s fade; SkyRenderer draws far-plane-1e6 celestial meshes with UV scroll; SceneLightingUbo binds at std140 location=1 with 8 Light slots + fog + lightning flash; terrain.vert + mesh.frag + mesh_instanced.frag + sky.frag all consume the shared UBO; LightingHookSink auto-registers Setup.Lights per entity + flips IsLit on SetLightHook; ParticleRenderer renders rain/snow billboards; F7 cycles day time override, F10 cycles weather; WorldSession surfaces server time via ServerTimeUpdated (ConnectRequest + TimeSync flag) | Tests ✓ | | H.1 | Chat window — wire layer + panel + outbound input + holtburger inbound parity all shipped (I.1-I.7). Talk (0x0015) / Tell (0x005D) / ChatChannel (0x0147) outbound + EmoteText (0x01E0) / SoulEmote (0x01E2) / ServerMessage (0xF7E0) / PlayerKilled (0x019E) / TurbineChat (0xF7DE) / SetTurbineChatChannels (0x0295) inbound; `ChatPanel` with Enter-to-submit input + slash commands; `CombatChatTranslator` posts combat events as chat lines. | Live ✓ | | Glue | GameEventWiring.WireAll — single-call registration mapping parsed GameEvents → Core state classes (ChatLog, CombatState, Spellbook, ItemRepository); GameWindow exposes state classes + wires them to live session | Tests ✓ | | D.2a | UI scaffold — `AcDream.UI.Abstractions` stable contract (`IPanel` / `IPanelHost` / `IPanelRenderer` / `ICommandBus` + `VitalsVM` / `VitalsPanel`); `AcDream.UI.ImGui` backend on ImGui.NET + `Silk.NET.OpenGL.Extensions.ImGui` (pivoted from Hexa.NET.ImGui on 2026-04-25 — Hexa's native OpenGL3 backend resolves GL via GLFW/SDL and crashed 0xC0000005 without them); VitalsPanel wired into GameWindow behind `ACDREAM_DEVTOOLS=1` with `ImGui.WantCaptureKeyboard` WASD suppression. 11 new tests. | Live ✓ | | I.1 | `IPanelRenderer` widget extension — TextColored / Checkbox / Combo / InputTextSubmit / BeginTable + ~9 more widget signatures on `IPanelRenderer`; matching `ImGuiPanelRenderer` impls. Foundation for I.2 + I.4. | Tests ✓ | | I.2 | DebugPanel migration — replaced 473-LOC StbTrueTypeSharp `DebugOverlay` with `AcDream.UI.Abstractions/Panels/Debug/DebugPanel` (collapsing-headers + diagnostics checkboxes + combat-event tail). `DebugOverlay.cs` deleted; `TextRenderer` + `BitmapFont` retained for the future world-space HUD (D.6). | Live ✓ | | I.3 | `LiveCommandBus` + `WorldSession.SendTalk` / `SendTell` / `SendChannel` — replaces `NullCommandBus.Instance` with a real handler-registry `ICommandBus`. New `SendChatCmd` record + `ChannelResolver` legacy-id mapping (per holtburger). 3-line wrappers around existing `ChatRequests.BuildTalk/Tell/ChatChannel`. | Tests ✓ | | I.4 | `ChatPanel` input field + slash commands — Enter-to-submit input field; `ChatInputParser` recognises `/say` `/t` `/tell` `/r` `/g` `/f` `/a` `/m` `/p` `/v` `/cv` `/lfg` `/trade` `/role` `/society` `/olthoi`; `ChatVM.LastIncomingTellSender` tracks for `/r` reply. `ImGui.WantCaptureKeyboard` already suppresses WASD on focus. | Live ✓ | | I.5 | Holtburger inbound chat parity + Windows-1252 codec — `EmoteText (0x01E0)`, `SoulEmote (0x01E2)`, `ServerMessage (0xF7E0)`, `PlayerKilled (0x019E)` parsers + `WeenieError` routing through `GameEventWiring`. Global string codec switch from `Encoding.ASCII` to `Encoding.GetEncoding(1252)` so accented names round-trip per retail + holtburger. | Tests ✓ | | I.6 | TurbineChat codec + `ChatChannelInfo` — full `0xF7DE` codec with three payload variants (`EventSendToRoom`, `RequestSendToRoomById`, `Response`), UTF-16LE strings with variable-length prefix, `SetTurbineChatChannels (0x0295)` parser, unified `ChatChannelInfo` (Legacy + Turbine variants), `TurbineChatState`. **ACE doesn't host a TurbineChat server — codec is ready when retail-emulating servers exist.** | Tests ✓ | | I.7 | `CombatChatTranslator` — retail-faithful combat-text formatters into `ChatLog` ("You hit drudge for 50 slashing damage (87%)"). Subscribes to `CombatState`'s `DamageTaken` / `DamageDealtAccepted` / `EvadedIncoming` / `MissedOutgoing` / `AttackDone` / `KillLanded`; templates ported verbatim from holtburger `panels/chat.rs:221-308`. | Tests ✓ | | K | Input architecture — `Action` enum, `KeyChord`, `KeyBindings`, multicast `InputDispatcher` with scope-stack + modal capture, retail-default keymap (152 bindings), `keybinds.json` persistence, F11 Settings panel with click-to-rebind + conflict detection, main menu bar + View menu | Live ✓ | | L.0 | Full retail-style Settings interface — F11 tabbed panel with 6 tabs (Keybinds + Display + Audio + Gameplay + Chat + Character). `settings.json` at `%LOCALAPPDATA%\acdream\`, per-toon `Character` keying (swapped on EnterWorld). Display GL knobs (Resolution / Fullscreen / VSync / FOV / ShowFps) + Audio (Master / SFX) live-wired; Gameplay / Chat / Character settings persist for server-sync wiring later. Tab API extension to `IPanelRenderer`; chat Copy mode (read-only multi-line); per-panel layout reset; FramebufferResize handler keeps GL viewport + camera aspect + panel positions in sync. | Live ✓ | | C.1 | PES particle system + sky-pass refinements — retail-faithful `ParticleEmitterInfo` unpack with all 13 motion integrators (`Particle::Init`/`Update` ports of `0x0051c290`/`0x0051c930`), `PhysicsScriptRunner` with `CallPES` self-loop semantics, `ParticleHookSink` with `EmitterDied` cleanup, instanced billboard `ParticleRenderer` with material-derived blend (DAT emitters never default additive — pulled from particle GfxObj surface), global back-to-front sort, BC clipmap alpha-keying, AttachLocal `is_parent_local=1` live-parent follow via `UpdateEmitterAnchor`. Sky pass: `Translucent+ClipMap` → alpha-blend cloud sheet (matches `D3DPolyRender::SetSurface` `0x0059c4d0`), raw-`Additive` fog-skip (matches `0x0059c882`), per-keyframe `SkyObjectReplace` Translucency/Luminosity/MaxBright divide-by-100, bit `0x01` pre/post-scene split (matches `GameSky::CreateDeletePhysicsObjects` `0x005073c0`), Setup-backed (`0x020xxxxx`) sky objects via `SetupMesh.Flatten`, persistent GL sampler objects (Wrap + ClampToEdge) replace per-frame wrap-mode mutation (ported from WorldBuilder's `OpenGLGraphicsDevice`), post-scene Z-offset gated on `(Properties & 4) != 0 && (Properties & 8) == 0` per `GameSky::UpdatePosition` `0x00506dd0`. Sky-PES playback disabled by default (named-retail proves `GameSky` drops `pes_id`); `ACDREAM_ENABLE_SKY_PES=1` opens the experimental path. 1325 → 1331 tests. | Live ✓ | | N.1 | WorldBuilder-backed scenery (Chorizite/WorldBuilder fork as submodule, SceneryHelpers + TerrainUtils replace our inline ports) | Live ✓ | | N.3 | WorldBuilder-backed texture decode — `SurfaceDecoder` delegates INDEX16 / P8 / A8R8G8B8 / R8G8B8 / A8(+Additive) to `TextureHelpers.Fill*`; `isAdditive` threaded through (terrain alpha → `FillA8Additive`, non-additive entity surfaces → `FillA8`). R5G6B5 + A4R4G4B4 newly handled (previously magenta). X8R8G8B8, DXT1/3/5, SolidColor remain ours (no WB equivalent). 9 conformance tests prove byte-identical equivalence per format. | Live ✓ | | N.4 | Rendering pipeline foundation — adopted WB's `ObjectMeshManager` as the production mesh pipeline behind `ACDREAM_USE_WB_FOUNDATION` (default-on). `WbMeshAdapter` is the single seam (owns `ObjectMeshManager`, drains the staged-upload queue per frame, populates `AcSurfaceMetadataTable` with per-batch translucency / luminosity / fog metadata). `WbDrawDispatcher` is the production draw path: groups all visible (entity, batch) pairs, single-uploads the matrix buffer, fires one `glDrawElementsInstancedBaseVertexBaseInstance` per group with `BaseInstance` slicing into the shared instance VBO. `LandblockSpawnAdapter` + `EntitySpawnAdapter` bridge spawn lifecycle to WB ref-counts (atlas tier vs per-instance). Perf wins shipped as part of N.4: per-entity frustum cull, opaque front-to-back sort, palette-hash memoization (compute once per entity, reuse across batches). Visual verification at Holtburg passed: scenery + connected characters with full close-detail geometry (Issue #47 regression resolved). Legacy `InstancedMeshRenderer` retained as `ACDREAM_USE_WB_FOUNDATION=0` escape hatch until N.6 (retired early in N.5 ship amendment). | Live ✓ | | N.5 | Modern rendering path — lifted `WbDrawDispatcher` onto bindless textures (`GL_ARB_bindless_texture`) + `glMultiDrawElementsIndirect`. Per-frame entity rendering: 3 SSBO uploads (instance matrices @ binding=0, batch data @ binding=1, indirect commands) + 2 indirect draw calls (opaque + transparent). ~12-15 GL calls per frame regardless of group count, down from hundreds-of-per-group in N.4. CPU dispatcher: 1.23 ms/frame median at Holtburg courtyard (1662 groups, ~810 fps sustained). All textures on the WB modern path use 1-layer `Texture2DArray` + `sampler2DArray`. Legacy callers keep `Texture2D` / `sampler2D` via the parallel `TextureCache` path until N.6 retires them. Three gotchas captured in memory: texture target lock-in, bindless Dispose order (two-phase non-resident before delete), GL_TIME_ELAPSED double-buffering. **Ship amendment 2026-05-08:** legacy renderers (`InstancedMeshRenderer`, `StaticMeshRenderer`, `WbFoundationFlag`) retired within N.5 — modern path is mandatory; missing bindless throws `NotSupportedException` at startup. N.6 scope narrowed accordingly. Plan archived at `docs/superpowers/plans/2026-05-08-phase-n5-modern-rendering.md`. | Live ✓ | | N.5b | Terrain on the modern rendering path — `TerrainModernRenderer` replaces `TerrainChunkRenderer` (the latter plus `TerrainRenderer` + `terrain.vert/.frag` deleted). Single global VBO/EBO with slot allocator (one slot per landblock), per-frame `DrawElementsIndirectCommand[]` upload + `glMultiDrawElementsIndirect`, bindless atlas handles passed as `uvec2` uniforms reconstructed via `sampler2DArray(handle)`. **Path C** chosen: mirrors WB's `TerrainRenderManager` pattern but consumes `LandblockMesh.Build` so retail's `FSplitNESW` formula is preserved (closes ISSUE #51). Path A killed by 49.98% measured divergence between WB's `CalculateSplitDirection` and retail's at addr `00531d10`; Path B (fork-patch WB) rejected for permanent maintenance burden. Perf at Holtburg radius=5 (commit `da56063`): modern 6.4-7.0 µs / 9-14 µs p95 vs legacy 1.5 µs / 3.0 µs — **modern is ~4× SLOWER on CPU at radius=5** because legacy's 16×16-LB chunking collapsed visible LBs to one `glDrawElements`. Architectural wins (zero `glBindTexture`/frame, constant-cost dispatch, per-LB frustum cull) manifest at higher radius (A.5 territory). Spec acceptance criterion 5 ("≥10% lower CPU at radius=5") amended via `docs/plans/2026-05-09-phase-n5b-perf-baseline.md`. Three gotchas captured in memory: `uniform sampler2DArray` + `glProgramUniformHandleARB` GL_INVALID_OPERATIONs on at least one driver (use `uniform uvec2` + `sampler2DArray(handle)` constructor instead — N.5's mesh_modern pattern); `MaybeFlushTerrainDiag` median-calc underflow on first sample; visual gates need actual visual confirmation, not assent. Plan archived at `docs/superpowers/plans/2026-05-09-phase-n5b-terrain-modern.md`. | Live ✓ | Plus polish that doesn't get its own phase number: - FlyCamera default speed lowered + Shift-to-boost - SurfaceDecoder: PFID_P8 / PFID_R8G8B8 / PFID_X8R8G8B8 decoders - GfxObjMesh: emit both pos and neg sides of double-sided polygons - EnvCell mesh Z-lift to fix ground-floor / terrain flicker --- ## Phases ahead — agreed order ### Phase A — Foundation (in progress) **Goal:** walk across 10+ landblocks without crashes, without hitches at landblock boundaries, and without framerate cratering. **Sub-pieces:** - **✓ SHIPPED — A.1 — Streaming landblock loader.** Runtime-configurable visible window (default 5×5, `ACDREAM_STREAM_RADIUS` env var override). Center follows the fly camera offline and the server-sent player position in live mode. Currently runs **synchronously** on the render thread — the original async-worker design hit DatCollection's lack of thread safety and was reverted for correctness. The Channel-based outbox API is preserved so async loading can return cleanly when `Phase A.3` introduces a thread-safe dat wrapper. Pending-spawn list in `GpuWorldState` parks live `CreateObject` events whose target landblock hasn't been streamed in yet and back-fills them when it arrives, so spawn-vs-streaming races are no longer racy at all. `MaxCompletionsPerFrame=4` spreads the 5×5 first-frame load over ~7 frames (~116ms) to avoid GPU OOM. - **✓ SHIPPED — A.2 — Frustum culling.** Per-landblock AABB test (Gribb-Hartmann plane extraction + positive-vertex AABB test) in both `TerrainRenderer.Draw` and `StaticMeshRenderer.Draw`. Per-entity culling deferred. LOD deferred to Phase C. Performance overlay in window title shows FPS, frame time, visible/total landblock ratio, entity count, animated count. ~160fps uncapped at 5×5 radius. - **✓ SHIPPED — A.3 — Background net receive thread.** Dedicated daemon thread continuously pulls raw UDP datagrams from the kernel buffer into a `Channel`. Render thread's `Tick()` drains the channel. All decode, fragment assembly, ISAAC crypto, event dispatch, and ack-sending remain on the render thread — minimal change that prevents packet drops during frame stalls. Thread starts after `EnterWorld()` completes; `PumpOnce()` during handshake still reads the socket directly. - **A.4 — Async dat decoding.** Folded into the streaming worker — it's the worker's read path, not a separate subsystem. Called out here because regressions in dat caching could land on this surface. - **A.5 — Two-tier streaming + terrain horizon LOD.** Split `ACDREAM_STREAM_RADIUS` into two: `ACDREAM_TERRAIN_RADIUS` (large, 8-12 cells = 1.5-2.3km) for terrain mesh + `ACDREAM_ENTITY_RADIUS` (small, 2-3 cells, current default) for entities + scenery. Distant landblocks render terrain only — no NPCs, no procedural scenery, no static objects. Tune `SceneLightingUbo`'s `uFogParams` so the far edge fades into sky color (eliminates the hard streaming boundary visible at higher radii). Optional: terrain LOD via mesh decimation for very distant chunks (combine 2×2 landblocks into one decimated mesh; cribs from `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/TerrainRenderManager.cs`). Motivation: at radius=5 today, perf scales from ~810 fps → ~200-300 fps because everything stays full-detail; both retail and WorldBuilder render terrain way out and strip entities/scenery at distance. Enables WB-style horizon visibility. **Estimate: 3-5 days for the radius split + fog tuning; +1 week if terrain LOD is included.** Not yet brainstormed. **Acceptance:** - Walk across 10+ landblocks in any direction, no crashes, no empty voids. - Landblock-boundary crossings produce no visible hitch. - Runtime window radius toggleable via environment variable. **Detailed spec:** `docs/superpowers/specs/2026-04-11-foundation-phase-design.md` --- ### Phase B — Gameplay / interaction **Goal:** actually play the game — walk the character on the server, click NPCs, pick up items, chat, basic combat loop. **Sub-pieces:** - **✓ SHIPPED — B.1 — Outbound ack pump.** Shipped as Phase 4.9 — per-packet ACK_SEQUENCE, not periodic. Server no longer drops idle clients. - **✓ SHIPPED — B.2 — Player movement mode.** Tab-toggled WASD ground walking with collision-resolved outdoor terrain, walk/run/idle/turn-right animations, third-person chase camera, outbound MoveToState (0xF61C) + AutonomousPosition (0xF753) server messages, portal entry works. Outdoor→indoor transition disabled for MVP (CellSurface floor polygons too aggressive without portal-based detection). Minor polish remaining: strafe animation, turn-left animation. Spec: `docs/superpowers/specs/2026-04-12-player-movement-design.md`. - **✓ SHIPPED — B.3 — Physics MVP resolver foundation.** Terrain contact, CellSurface prototype, streaming-populated collision inputs, and first `PhysicsEngine` resolver path. This shipped enough foundation for outdoor walking and early portal experiments, but it is not the complete retail collision system. Current conformance work lives under **Phase L.2 — Movement & Collision Conformance**. Spec history: `docs/superpowers/specs/2026-04-12-physics-collision-engine-design.md`. - **B.4 — `Use` / `UseWithTarget` / `PickUp`.** Outbound interaction messages. Drives opening doors, looting, talking to vendors. - **B.5 — Chat.** `SendTell`, `SendChat` outbound + receive/display inbound (display side depends on Phase D.1). **References:** - `references/ACE/Source/ACE.Server/Network/Handlers/MovementHandler.cs` - `references/ACE/Source/ACE.Server/Network/Handlers/UseObjectHandler.cs` - `references/holtburger/src/session/send.rs` for outbound packet-building patterns **Acceptance:** walk on-server with your character, open a door, talk to an NPC, send a chat message and see the echo. --- ### Phase C — Polish / visuals **Goal:** close the visible gaps that make the world read as "old / broken" compared to retail. **Sub-pieces:** - **✓ SHIPPED — C.1 — VFX / particle system + sky-pass refinements.** Retail-faithful `ParticleEmitterInfo` runtime + 13-type motion integrator port + `PhysicsScript` runner + instanced billboard renderer with material-derived blend + global back-to-front sort + AttachLocal live-parent follow. Sky-pass refinements: Translucent+ClipMap alpha-blend, raw-Additive fog-skip, per-keyframe SkyObjectReplace divide-by-100, sampler-object wrap selection (ported from WorldBuilder), gated post-scene Z-offset. Sky-PES disabled by default — named-retail decomp proves `GameSky` drops `pes_id`. **Portal swirls, chimney smoke, fireplace flames** still need a Phase C.1.5 follow-up to wire entity-attached emitters to retail effect IDs (the data layer is ready; only the wiring is deferred). Lands as merge `feat(vfx): Phase C.1 — PES particle renderer + post-review fixes` (`ec1bbb4`) + `refactor(sky): replace per-frame wrap-mode mutation with persistent samplers` (`3d21c13`). - **C.2 — Dynamic point lights.** Fireplaces and lamps need local lighting; small upgrade to the mesh shader to accumulate N (e.g., 4) nearest point lights per draw. Uniform-buffer or UBO-friendly layout. - **C.3 — Palette range tuning.** Small per-range offset/length tweaks to match retail skin/hair/eye colors. Mostly diff and verify work, no architecture change. - **C.4 — Double-sided translucent polys.** Edge case left by Phase 9.2: neg-side translucent polys are culled because cull is always BACK. Fix by tracking per-sub-mesh `CullMode` and flipping GL state per draw (or drawing twice with opposite cull). Minor. - **C.5 — Shadow mapping (optional).** Deferred unless it becomes a bottleneck in screenshots — dynamic shadows are a known complexity trap. **References:** - `references/ACE/Source/ACE.DatLoader/FileTypes/PhysicsScript.cs` for the emitter schema - `references/ACViewer/ACViewer/Physics/Particles/` for the visual model - `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/ParticleBatcher.cs` for the Silk.NET-flavored implementation **Acceptance:** portals look like swirly gates, chimneys smoke, fireplaces burn, character skin matches retail screenshots. --- ### Phase D — UI / HUD + Sound **Goal:** chat window, nameplates, inventory, and audio. Can run concurrently with Phase B or C because it doesn't touch gameplay/net/rendering surfaces. > **Updated 2026-04-24 — staged backend strategy.** We split Phase D into > two stages so game logic can be validated quickly without waiting for > the full retail-look custom toolkit. See > [`docs/plans/2026-04-24-ui-framework.md`](2026-04-24-ui-framework.md) > for the full design. Short version: > > 1. **D.2a — ImGui as the short-term backend.** Wire up in days, > iterate game logic (chat-send, inventory actions, vitals HUD reading > real state) in weeks. Looks like a debugger; that's fine. *(Shipped > 2026-04-25 on ImGui.NET + `Silk.NET.OpenGL.Extensions.ImGui` after a > day-one pivot away from Hexa.NET.ImGui; see shipped table.)* > 2. **Stable `AcDream.UI.Abstractions` layer** — ViewModels + Commands + > `IPanel` / `IPanelRenderer` interfaces. Backend-agnostic. Plugin API > publishes against this layer and never sees ImGui. > 3. **D.2b onward — custom retail-look backend** using dat assets (icons, > panels, fonts). Swap one panel at a time; ImGui stays forever as the > `ACDREAM_DEVTOOLS=1` overlay for packet trace / state dump / dat browser. > > Every sub-piece below (D.3 AcFont, D.4 dat sprites, D.5 core panels, > D.6 HUD, D.7 cursors) ships against the abstraction layer, so it > doesn't matter which backend is drawing when the port lands. **Sub-pieces:** - **D.1 — 2D ortho overlay + font rendering.** ✅ SHIPPED 2026-04-17 as the dev-facing debug overlay (StbTrueTypeSharp system-font atlas + `TextRenderer` + `DebugOverlay`). - **✓ SHIPPED — D.2a — ImGui scaffold + `AcDream.UI.Abstractions` layer.** Shipped 2026-04-25. Wires ImGui as the short-term backend behind `ACDREAM_DEVTOOLS=1`. Defines `IPanel` / `IPanelHost` / `IPanelRenderer` / `ICommandBus` + the first ViewModel (`VitalsVM`) in the new `AcDream.UI.Abstractions` project. First real panel: `VitalsPanel` reading HP from `CombatState.GetHealthPercent`. **Backend pivoted Hexa.NET.ImGui → ImGui.NET + `Silk.NET.OpenGL.Extensions.ImGui` during integration** — Hexa's native OpenGL3 backend does its own GL function resolution via GLFW/SDL and crashed with `0xC0000005` in `ImGuiImplOpenGL3.InitNative` against Silk.NET (no GLFW/SDL present). The Silk.NET extension is purpose-built for this scenario and is the `ImGui.NET` mitigation path that `docs/plans/2026-04-24-ui-framework.md` already called out as a "one-morning operation". Stam/Mana return `float?` null in D.2a because absolute values need `LocalPlayerState` + `PlayerDescription (0x0013)` parsing (filed post-D.2a). 11 new `AcDream.UI.Abstractions.Tests` green. - **D.2b — Custom retail-look backend.** Implements the same `IPanel` / `IPanelRenderer` contracts using a custom retained-mode toolkit sourced from retail dat assets. Requires D.2a shipped. Panels get reskinned one at a time; ImGui stays as the `ACDREAM_DEVTOOLS=1` overlay forever. The original 2026-04-17 scaffold research (`UiRoot` / `UiElement` / `UiPanel` / `UiHost` + retail event codes + focus / drag-drop state machine + `WorldMouseFallThrough`) is the implementation foundation here — see `docs/research/retail-ui/`. - **D.3 — AcFont from portal.dat.** Replace stb_truetype system font with retail `Font` DBObjs (`0x40000000..0x40000FFF`) baked from `RenderSurface` source sheets — see research slice 03 §4. Preserves retail visual identity. **(D.2b dependency — needs the custom renderer.)** - **D.4 — Dat sprites + 9-slice panel backgrounds.** Load `RenderSurface` (`0x06xxxxxx`) as GL textures; add `DrawSprite` to `UiRenderContext`. Enables retail panel art. **(D.2b dependency.)** - **D.5 — Core panels.** Attributes (`chunk_00470000.c:FUN_0047ba70`), Skills (same), Paperdoll (`chunk_004A0000.c:FUN_004A5200`), Inventory, Spellbook (`chunk_004C0000.c`), Fellowship, Allegiance. Each uses the port sketches in slice 05. **(Targets `AcDream.UI.Abstractions` — ships with D.2a using ImGui-rendered widgets; reskinned by D.2b.)** The *chat* panel originally listed under D.5 shipped early in Phase I (I.4 input + I.7 combat translator superseded the chat-panel design here); this entry now covers Attributes / Skills / Paperdoll / Inventory / Spellbook / Fellowship / Allegiance only. - **D.6 — HUD.** Vital orbs (scissor-rect partial fill, dat sprites `0x060013B2`), radar (`0x06001388` / `0x06004CC1`, 1.18× range factor), compass strip (scrolling U), target name plate, damage floaters, selection indicator. See slice 06. **(Targets `AcDream.UI.Abstractions` — ships with D.2a; reskinned by D.2b.)** Phase I.2 retired the StbTrueTypeSharp `DebugOverlay` but kept `TextRenderer` + `BitmapFont` alive specifically for D.6's world-space HUD elements (damage floaters, name plates) — they need raw GL text drawing that ImGui can't reach into the 3D scene. - **D.7 — Cursor manager.** OS + dat-sourced custom cursors (`FUN_0043c1c0` GDI HCURSOR builder pattern from slice 03). **(D.2b dependency.)** - ~~**D.8 — Sound.**~~ **Superseded — shipped as Phase E.2** (`SoundTable`/`Sound` dat decode, OpenAL 16-voice engine, per-entity 3D positional audio via `AudioHookSink`). Entry kept here for history; see the shipped table. **Reference docs:** `docs/research/retail-ui/00-master-synthesis.md` + slices 01-06. Every AC-specific behavior has a decompiled FUN_ / DAT_ citation. **Acceptance:** chat messages display in a retail-style panel, health/stamina/mana orbs fill correctly, attributes panel shows player stats, inventory opens with drag-drop working, and sound plays on hit/footstep. --- ### Phase E — "Feel alive" — motion hooks + audio + VFX Unlocks the sensory layer: footsteps, swing whooshes, impact sparks, spell auras. All three systems share animation-hook delivery as the trigger source — motion hooks are the blocker. Research backing: `docs/research/deepdives/00-master-synthesis.md` + R3 + R4 + R5. - **E.1 — Motion-hook expansion.** Extend MotionInterpreter + AnimationSequencer to deliver all 27 AnimationHookType values (Sound=1, SoundTable=2, CreateParticle=18, AttackFrame=20, SoundTweaked=21, …) during frame advance. See `r03-motion-animation.md`. - **E.2 — Audio engine.** `AudioEngine` via `Silk.NET.OpenAL`, inverse-square CPU falloff, 16-voice pool. SoundTable + Wave dat decoders. Motion-hook wiring for footsteps + attacks. See `r05-audio-sound.md`. - **E.3 — Particle system.** `ParticleSystem` on Silk.NET GL (port WorldBuilder's `ParticleBatcher`). 13 motion-type integrators. `PhysicsScript` dispatcher tied to motion-hooks. See `r04-vfx-particles.md`. **Acceptance:** walk around, footstep sounds per material; swing a weapon, hear whoosh; combat impact shows sparks + hit sound. ### Phase F — Fight + cast + gear Core gameplay loop on top of Phase E. Research: R1 + R2 + R6 + R8 + UI slices 04/05. - **F.1 — GameEvent envelope dispatcher.** 94 sub-opcodes in `0xF7B0`. Zero handled today. Start with `PlayerDescription (0x0013)` + property-update events. See `r08-network-protocol-atlas.md`. - **F.2 — Item + inventory model.** `ItemInstance` / `Container` / `PropertyBundle`. Appraise round-trip (`0x00C8` → `0x00C9`). Burden math. See `r06-items-inventory.md` + `src/AcDream.Core/Items/`. - **F.3 — Combat math + damage flow.** Damage formula, per-body-part AL, crit, hit-chance sigmoid. Server broadcasts damage events; client displays + HP bar. See `r02-combat-system.md` + `src/AcDream.Core/Combat/`. - **F.4 — Spell cast state machine.** `SpellCastStateMachine` + active buff tracking. Buffs + recalls first, projectile spells later. Fizzle sigmoid + mana conversion. See `r01-spell-system.md` + `src/AcDream.Core/Spells/`. - **F.5 — Core panels.** Attributes / Skills / Paperdoll / Inventory / Spellbook — using the retail-ui framework from Phase D.2. See `05-panels.md` under retail-ui. **(Targets `AcDream.UI.Abstractions`; unblocked by D.2a — ships with ImGui widgets — and reskinned when D.2b lands.)** - **F.5a — Visible-at-login dev panels.** First deliverable on top of #13 (PD trailer parser shipped 2026-05-10): wire `PlayerDescriptionParser.Parsed.{Inventory, Equipped, Shortcuts, HotbarSpells, DesiredComps, Options1, Options2, SpellbookFilters}` and `ItemRepository.Items` into minimal ImGui dev panels under `ACDREAM_DEVTOOLS=1` so the parsed data is observable in-game without a real retail-skin panel. Establishes the binding pattern (`AcDream.UI.Abstractions` ViewModels → ImGui renderer) the eventual D.2b retail-skinned panels reuse. Acceptance: log in, open dev overlay, see your inventory list / hotbars / shortcuts / character-options bitfields populated from the live PD message. **Targets:** `src/AcDream.UI.Abstractions/` (ViewModels) + `src/AcDream.App/UI/ImGui/` (panels). Spec to brainstorm before code. **Acceptance:** equip a weapon, swing at a monster, see damage numbers, buff yourself, recall to the lifestone. ### Phase G — World systems Research: R9 + R12 + R13. - **✓ SHIPPED — G.1 — Sky + weather + day-night.** Deterministic client-side from Portal Year time. Sky dome geometry + keyframe gradients + rain/snow particles. See `r12-weather-daynight.md`. Full data + visual stack shipped: Region dat loader, keyframe interp, WeatherSystem with 5-kind PDF + transitions + storm flashes, WorldSession→WorldTimeService sync via ConnectRequest+TimeSync, SkyRenderer with sky-object arcs + UV scroll, rain/snow billboard renderer, F7/F10 debug cycle keys. - **✓ SHIPPED — G.2 — Dynamic lighting.** 8-light D3D-style fixed pipeline. Hard-cutoff at Range, no attenuation inside. Cell ambient. Shader UBO per frame. See `r13-dynamic-lighting.md`. SceneLightingUbo std140 at binding=1 feeds terrain + mesh + mesh_instanced + sky shaders. LightingHookSink auto-registers Setup.Lights at entity stream-in, flips IsLit on SetLightHook, unregisters on landblock unload. - **G.3 — Dungeon streaming + portal space.** `EnvCellStreamer`, portal-visibility BFS, `PlayerTeleport (0xF751)` handling with `LoginComplete` re-send, "pink bubble" loading state. **Blocked on L.2e** for trustworthy `cell_bsp`, indoor/outdoor portal transit, adjacent-cell ownership, and building entry/exit collision boundaries. See `r09-dungeon-portal-space.md`. **Acceptance:** walk outside at dusk, see the sky gradient + sun moving; enter a torch-lit dungeon via portal; leave back to daylight. ### Phase H — Social + progression Research: R7 + R10 + R11 + UI slice 05. - **✓ SHIPPED — H.1 — Chat window.** UI panel + all 6 wire opcodes (Channel, Tell, System, HearSpeech, HearRangedSpeech, TurbineChat). Wire layer + panel + outbound input + holtburger inbound parity + combat translator all shipped across I.1-I.7 on 2026-04-25. Targets `AcDream.UI.Abstractions`; will be reskinned when D.2b's custom retail-look toolkit lands. - **H.2 — Allegiance.** Tree model + XP pass-up math + 5 allegiance chat channels + MOTD. See `r11-allegiance.md`. - **H.3 — Emote scripts + quests + dialogs.** 122 EmoteType × 39 Trigger mini-VM. Contract tracker UI. NPC dialog rendered via chat with `` markup. See `r10-quest-dialogs.md`. - **H.4 — Character creation.** `0xE000002 CharGen` dat + 13 heritages + templates + appearance picker + preview renderer. See `r07-character-creation.md`. **Acceptance:** create a character from scratch, talk to an NPC, get + complete a quest, gain XP that passes up to the patron. ### Phase I — UI consolidation + complete chat system **Goal:** retire the dual UI stack (custom StbTrueTypeSharp DebugOverlay + ImGui) in favour of ImGui hosting *all* dev/debug surfaces, then finish the chat system end-to-end (input, slash commands, holtburger inbound parity, combat translator). After this phase, dev tools live in one place and chat works the way retail + holtburger expect. **Sub-pieces (all ✓ SHIPPED 2026-04-25):** - **✓ SHIPPED — I.1 — `IPanelRenderer` widget extension.** Adds `TextColored`, `Checkbox`, `Combo`, `InputTextSubmit`, `BeginTable` + ~9 more widget signatures to `IPanelRenderer` and matching `ImGuiPanelRenderer` impls. Foundation for I.2 (DebugPanel) and I.4 (chat input). Commit `b131514`. - **✓ SHIPPED — I.2 — DebugPanel migration.** Replaces the 473-LOC StbTrueTypeSharp `DebugOverlay` with `AcDream.UI.Abstractions/Panels/Debug/DebugPanel` (collapsing-headers + diagnostics checkboxes + combat-event tail). `DebugOverlay.cs` deleted; `TextRenderer` + `BitmapFont` retained for the future world-space HUD (D.6 — damage floaters, name plates). Commit `56037a4`. - **✓ SHIPPED — I.3 — `LiveCommandBus` + `WorldSession.Send{Talk,Tell,Channel}`.** Replaces `NullCommandBus.Instance` with a real handler-registry `ICommandBus`. New `SendChatCmd` record + `ChatChannelKind` enum + `ChannelResolver` legacy-id mapping (per holtburger). `WorldSession.SendTalk` / `SendTell` / `SendChannel` are 3-line wrappers around existing `ChatRequests.BuildTalk/Tell/ChatChannel`. Commit `8e6e5a0`. - **✓ SHIPPED — I.4 — `ChatPanel` input field + slash commands.** Enter-to-submit input field on `ChatPanel`; `ChatInputParser` recognises `/say` `/t` `/tell` `/r` `/g` `/f` `/a` `/m` `/p` `/v` `/cv` `/lfg` `/trade` `/role` `/society` `/olthoi`; `ChatVM.LastIncomingTellSender` tracks for `/r` reply. `ImGui.WantCaptureKeyboard` already suppresses WASD on input focus. Commit `f14296c`. - **✓ SHIPPED — I.5 — Holtburger inbound chat parity + Windows-1252.** `EmoteText (0x01E0)`, `SoulEmote (0x01E2)`, `ServerMessage (0xF7E0)`, `PlayerKilled (0x019E)` parsers + `WeenieError` routing through `GameEventWiring`. Global string codec switch from `Encoding.ASCII` to `Encoding.GetEncoding(1252)` so accented names round-trip per retail + holtburger. Commit `ff5ed9e`. - **✓ SHIPPED — I.6 — TurbineChat codec + `ChatChannelInfo`.** Full `0xF7DE` codec with three payload variants (`EventSendToRoom`, `RequestSendToRoomById`, `Response`), UTF-16LE strings with variable-length prefix, `SetTurbineChatChannels (0x0295)` parser, unified `ChatChannelInfo` (Legacy + Turbine variants), `TurbineChatState`. **ACE doesn't host a TurbineChat server — codec is ready when retail-emulating servers exist.** Commit `ca968fc`. - **✓ SHIPPED — I.7 — `CombatChatTranslator`.** Retail-faithful combat-text formatters into `ChatLog` ("You hit drudge for 50 slashing damage (87%)"). Subscribes to `CombatState`'s `DamageTaken` / `DamageDealtAccepted` / `EvadedIncoming` / `MissedOutgoing` / `AttackDone` / `KillLanded`; templates ported verbatim from holtburger `panels/chat.rs:221-308`. Commit `3d26c8e`. - **✓ SHIPPED — I.8 — Docs alignment.** Roadmap (this file) + `docs/ISSUES.md` issues #14-#20 closed + `memory/project_chat_pipeline.md` crib + `MEMORY.md` index entry + `CLAUDE.md` UI strategy paragraph all updated to reflect Phase I shipped state. Commit `(this commit)`. **Acceptance (verified 2026-04-25):** - All ImGui dev panels open with `ACDREAM_DEVTOOLS=1`: VitalsPanel + ChatPanel + DebugPanel. - Old `DebugOverlay.cs` is deleted; `TextRenderer` / `BitmapFont` still compile for D.6. - `/say hello` in chat sends a Talk packet; local echo lands in the panel. - Attacking a creature produces "You hit Drudge for 12 slashing damage (87%)" lines in chat. - Accented character names round-trip through the wire correctly (CP1252). **Memory crib:** `memory/project_chat_pipeline.md`. --- ### Phase K — Input architecture + retail bindings + Settings panel **Goal:** retire the hardcoded WASD-style scheme; ship retail-faithful bindings as the default; let users remap any action via an in-game Settings panel; auto-enter player mode at login; replace mouse-X-yaw with retail's MMB-hold mouse-look. **Sub-pieces (all ✓ SHIPPED 2026-04-26):** - **✓ SHIPPED — K.1a — Input architecture skeleton.** Action enum, multicast `InputDispatcher` with scope stack, `KeyChord` / `Binding` / `KeyBindings`, Silk.NET adapters, parallel to existing handlers — no behavior change. Commit `84512d3`. - **✓ SHIPPED — K.1b — Cut handlers over to dispatcher.** Drop the legacy mouse-X-character-yaw path, fix `WantCaptureMouse` gating, single input path. Commit `256e962`. - **✓ SHIPPED — K.1c — Retail-default keymap + JSON persistence.** ~149 bindings matching `docs/research/named-retail/retail-default.keymap.txt` + JSON load/save with merge-over-defaults migration at `%LOCALAPPDATA%\acdream\keybinds.json`. Acdream debug F-keys relocated to `Ctrl+F*` to avoid retail conflicts. Commit `da18910`. - **✓ SHIPPED — K.2 — Login flow + MMB mouse-look + free-fly button.** Auto-enter player mode at login (one-shot guard reusing the existing Tab handler), MMB-hold mouse-look (retail's `CameraInstantMouseLook` — cursor-locked camera + character yaw drive together), `DebugPanel` "Toggle Free-Fly Mode" button, `Tab → ToggleChatEntry → ChatPanel.FocusInput()`. Commit `af74eac`. - **✓ SHIPPED — K.3 — Settings panel + Keybindings UI + roadmap/issues update.** `SettingsPanel` with click-to-rebind UX (modal capture via `InputDispatcher.BeginCapture`, Esc cancels, conflict-detection- with-confirmation prompt, draft / Save / Cancel semantics), F11 toggle + ImGui MainMenuBar entry, per-action / per-section / reset-all-defaults buttons. Roadmap + ISSUES + memory crib + CLAUDE.md updated in this commit. Commit `(this commit)`. **Acceptance (verified 2026-04-26):** - Login → spawn at the character's actual world position in chase camera (NOT Holtburg orbit). Tab not required. - W = run forward; X = run back; A/D = turn; Z/C = strafe; Alt+A/D/Left/Right = strafe (alternate); Q = autorun; Space = jump; Shift = walk modifier; S = stop; Y/G/H/B = postures. - Mouse alone does NOT drive character yaw. MMB-hold = cursor-locked camera + character yaw drive together. RMB and LMB are `SelectRight` / `SelectLeft` per retail. - F11 / View → Settings opens panel. Click "Rebind" next to any action → press a key → if conflict, prompt. Save writes `%LOCALAPPDATA%\acdream\keybinds.json`. Restart preserves customizations. - Mode-dependent combat keys (Insert/PgUp/Delete/End/PgDn) bound but dormant — light up in Phase L when `CombatState.CurrentMode` is wired (issue #L.3). **Memory crib:** `memory/project_input_pipeline.md`. --- ### Phase L.1 — Animation system completion **Status:** IN PROGRESS on `feature/animation-system-complete`. **Goal:** complete the retail-faithful animation surface beyond the locomotion/jump K-fix series: combat swings, spell casting, emotes, death, item-use, NPC/monster special actions, remote observer parity, and the remaining floating-point polish around style transitions, modifiers, action queues, speed scaling, and PosFrame root motion. **Plan of record:** `docs/plans/animation-system-audit.md`. **Coupling to L.2:** L.1 owns animation/motion parity. L.2 owns collision, contact truth, movement packets, and server-visible placement. They meet where root motion or observer movement changes the predicted body path; any such change must keep both phase plans in sync. **Sub-pieces:** - **L.1a — Audit & inventory.** Map retail named-decomp evidence, ACE cross-references, existing acdream hook points, and current gaps for each animation category. Output: `docs/plans/animation-system-audit.md`. - **L.1b — Command router + motion-state cleanup.** Extract tested `SetCycle` vs `PlayAction` routing, add missing `MotionCommand` constants, and split death `Sanctuary` action from persistent `Dead` substate. - **L.1c — Combat animation wiring.** Combat mode tracking, draw/sheath style transitions, attack swings by stance/power/height, hit reactions, evades/blocks/parries, and death handoff. - **L.1d — Spell casting wiring.** Cast command classification, windup, release, fizzle/interruption, recoil, and school/effect distinctions. - **L.1e — Emotes + postures.** Outbound slash emotes, inbound command-list emotes, and persistent sit/lie/kneel/sleep states. - **L.1f — NPC/monster + item-use coverage.** Scripted gestures, monster special actions, potion/food/scroll/recall cycles, and remote parity. - **L.1g — Polish + conformance.** Style-transition chain, durable modifiers/action queues, root-motion handling, speed scaling, and broad synthetic MotionTable tests. **Acceptance:** - `dotnet build` and `dotnet test` green at each commit. - Test count grows by at least 30 with one representative cycle/action test per major animation category. - Every AC-specific behavior cites named retail decomp or ACE/holtburger cross-reference evidence in code comments, tests, or commit notes. - User visual sign-off for local and remote attack, spell, emote, death, and item-use animation parity before marking shipped. --- ### Phase L.2 — Movement & Collision Conformance **Status:** ACTIVE. **Goal:** make acdream's movement and collision behavior retail-faithful across terrain, buildings, walls, roof edges, cell seams, portal boundaries, outbound movement packets, and server correction. This is the holistic bucket for the work previously scattered across B.3 physics follow-ups, L.1 motion coupling, and G.3 dungeon/portal ownership. **Plan of record:** `docs/plans/2026-04-29-movement-collision-conformance.md`. **Current foundation:** `PhysicsEngine.ResolveWithTransition`, `BSPQuery`, `TransitionTypes`, `PhysicsDataCache`, and `ShadowObjectRegistry` exist and are active. They are partial retail ports and diagnostic scaffolding, not yet the final collision system. **Sub-lanes:** - **L.2a — Truth & diagnostics.** Local placement/contact/cell logs, object-hit probes, correction-delta diagnostics, retail-observer capture workflow, and real-DAT fixture capture. - **L.2b — Movement wire/contact authority.** Fix outbound contact truth, full-cell id handling, packet cadence, and routine server correction handling. - **L.2c — Transition parity: edge/slide/neg-poly.** Port and test retail `edge_slide`, `cliff_slide`, `precipice_slide`, step-up/down slide, and `NegPolyHit` dispatch behavior. - **L.2d — Shape fidelity: sphere/cylsphere/building objects.** Finish `CSphere` / `CCylSphere` parity, live-entity object shapes, building object collision identity, and `Setup.Radius` fallback audit. - **L.2e — Cell ownership: outdoor seams, `CELLARRAY`, `cell_bsp`.** Update low outdoor cell id across 24m seams, port adjacent-cell checks, activate `cell_bsp`, and hand G.3 a trustworthy building/portal boundary model. - **L.2f — Real-DAT and live retail-observer conformance.** Promote synthetic tests to real-world fixtures and verify local acdream view plus retail observer view. ACE accepting a position is a compatibility check, not proof of fine-grained retail collision parity. **Acceptance:** - A developer can trace the active movement path: input/motion -> body prediction -> `ResolveWithTransition` -> contact/cell result -> outbound packets -> server echo/correction. - Buildings, edge-slide, wall-slide, cell seams, packet authority, and dungeon portal ownership each have an L.2 lane. - Every AC-specific algorithm port cites named retail decomp, or a documented fallback when named retail lacks the body. - `dotnet build` and `dotnet test` are green for each implementation slice. --- ### Phase M — Network Stack Conformance **Status:** PLANNED. **Goal:** replace the current happy-path `WorldSession` networking shape with a proper AC client network stack that reaches functional parity with `references/holtburger/` while preserving acdream's stricter packet checksum verification and live ACE compatibility. This phase owns packet reliability, ordered delivery, retransmission, ACK piggybacking, echo/keepalive, typed message/action routing, diagnostics, and the migration of low-level network responsibilities out of the render tick. **Why now:** The Phase 4/A.3 stack is good enough for local ACE smoke testing: login, ISAAC, checksums, per-packet ACKs, fragments, movement, chat, combat, and object updates all work. It is not yet a complete client network runtime. Compared with holtburger it lacks ordered S2C delivery, retransmit request handling, outbound packet caching/retransmission, ACK piggybacking, EchoRequest/EchoResponse handling, runtime ping/timeout policy, and a typed protocol/action layer. These gaps will become expensive as movement, dungeons, inventory, combat, and plugins depend on stable packet semantics. **Plan of record:** create `docs/superpowers/specs/2026-05-02-network-stack-conformance.md` before implementation starts. Treat holtburger as the client-behavior oracle for this phase; cross-check wire details against named retail, ACE, Chorizite, and AC2D before porting. **Sub-lanes:** - **M.1 — Audit & parity map.** Produce a source-by-source comparison of acdream `AcDream.Core.Net` and holtburger `holtburger-session`, `holtburger-protocol`, and `holtburger-core` networking code. Inventory each packet flag, optional header, session transition, control packet, fragment path, game message, and game action. Mark each as `parity`, `partial`, `missing`, or `intentional divergence`. - **M.2 — Layer extraction.** Split the low-level stack under `WorldSession` into testable components: `INetTransport`, `PacketCodec`, `ReliablePacketSession`, `FragmentSession`, `GameMessageSession`, and the high-level `WorldSession` behavior layer. Preserve existing public events and live-client call sites during the migration. - **M.3 — Reliability core.** Port holtburger-style sequence tracking: last-delivered server sequence, duplicate/old-packet suppression, out-of-order buffering, missing-sequence detection, throttled `RequestRetransmit`, outbound packet cache, server-requested C2S retransmit, `RejectRetransmit` handling, and retransmission checksum recomputation. - **M.4 — ACK and control-packet policy.** Replace standalone-only ACKs with queued ACK state, ACK piggybacking on normal outbound packets, standalone ACK flush when idle, and clean handling for ACK-only packets. Add EchoRequest / EchoResponse and idle ping/timeout behavior matching holtburger unless named retail proves a different cadence. - **M.5 — Fragment and payload completeness.** Keep inbound multi-fragment assembly, add TTL/eviction diagnostics for orphaned partials, implement outbound multi-fragment splitting when payloads exceed the current single fragment limit, and verify fragment id/sequence/queue behavior against holtburger, ACE, and retail evidence. - **M.6 — Typed protocol surface.** Introduce typed `GameMessage` and `GameAction` routing modeled on holtburger. Migrate current builders and parsers first: login complete, DDD, movement, chat/TurbineChat, combat, spellcast, item/appraise, object/update/motion/position, and teleport. Unknown opcodes must remain observable and non-fatal. - **M.7 — Runtime loop and diagnostics.** Move decode/order/reassembly/control handling out of the render tick into a dedicated network runtime that emits clean session events through channels. Add byte counters, packet trace hooks, optional capture/replay fixtures, idle/disconnect state, and dev-panel diagnostics suitable for packet debugging. - **M.8 — Conformance tests and live validation.** Add deterministic unit tests for checksum, ISAAC key consumption, optional headers, ordering, retransmit, ACK piggybacking, echo, fragments, typed actions, and login flow. Add replay/capture tests from holtburger-style fixtures where possible. Finish with `dotnet build`, `dotnet test`, local ACE login, chat, movement, combat action smoke test, reconnect test, and user visual sign-off where networking affects the running client. **Non-goals:** - Do not reimplement ACE server behavior. - Do not replace acdream's stricter inbound checksum verification unless named retail proves it is wrong. - Do not rewrite renderer/gameplay systems as part of this phase; migrate network call sites through compatibility adapters first. - Do not remove unknown-message visibility. Plugins and devtools need packet trace surfaces even when parsers are incomplete. **Acceptance:** - acdream has a layered, testable network stack rather than one monolithic `WorldSession`. - Every holtburger session capability has an acdream equivalent, an explicit test, or a documented intentional divergence with retail/ACE evidence. - Packet ordering, retransmit, outbound cache, ACK piggybacking, echo/keepalive, fragment assembly/splitting, and typed message/action routing are covered by tests. - Live ACE loop succeeds: login, enter world, movement, chat, combat action, teleport/reconnect, and clean logout. - `dotnet build` and `dotnet test` are green for every implementation slice. --- ### Phase N — WorldBuilder Rendering Migration **Goal:** Stop re-porting AC-specific rendering / dat-handling algorithms. Depend on a fork of `Chorizite/WorldBuilder` (MIT) for terrain, scenery, static objects, EnvCells, portals, sky, particles, texture decoding, mesh extraction, and visibility. Acdream keeps its own network, physics, animation, motion, UI, plugin, audio, chat layers (those aren't in WB). **Why now (2026-05-08):** the scenery edge-vertex bug at landblock `0xA9B1` was the third subtle porting bug in a quarter (after the triangle-Z bug and the hover-over-terrain bug). Even when our code looked byte-identical to WB's, our output diverged. WB renders the world correctly; the cost of "we re-port retail algorithms" is now higher than "we depend on WB's tested port." **Design + inventory:** - `docs/architecture/worldbuilder-inventory.md` — full taxonomy of what WB has and what we keep porting ourselves. - `docs/superpowers/specs/2026-05-08-phase-n-worldbuilder-migration-design.md` — parent design doc. - `docs/superpowers/specs/2026-05-08-phase-n1-scenery-via-wb-helpers-design.md` — N.1 detailed design. **Integration model:** fork at `https://github.com/eriknihlen/WorldBuilder` (already created), git submodule replacing `references/WorldBuilder/` snapshot, project references in our solution. Long-lived `acdream` branch in the fork for our deletions/additions; merge upstream `master` periodically. **Lessons from N.1 (apply to N.2-N.10):** 1. **Per-helper conformance tests work.** The N.1 conformance test caught a ~180° rotation bug in our retail port that had been silently wrong forever. Write the conformance test BEFORE the substitution in each sub-phase. 2. **ACME ≠ Chorizite/WorldBuilder.** ACME is a downstream fork of WB with additional retail-faithful filters that upstream WB (our submodule) doesn't have. When a visual discrepancy appears, check ACME's source (`references/WorldBuilder-ACME-Edition/`) for delta filters BEFORE investigating retail decomp directly. ACME's deltas tend to come as coherent units — porting one filter without its companions can over-suppress. 3. **"Whackamole" is the warning sign.** If a phase generates 3+ visual regressions on default-on, stop, accept the cosmetic deltas as ISSUES.md entries, ship the migration. Bugs we leave behind are debuggable; bugs we never ship are forgotten. 4. **Subagent-driven execution holds up at this scope.** Fresh subagent per task with the full task text inline keeps quality high without polluting the controller's context. Each task should be self-contained enough that a subagent without session history can complete it. **Sub-phases (strangler-fig with feature flags):** - **✓ SHIPPED — N.0 — Setup.** Shipped 2026-05-08 (commit `c8782c9`). WorldBuilder fork at `github.com/eriknihlen/WorldBuilder.git` registered as git submodule at `references/WorldBuilder/` tracking the `acdream` branch. `AcDream.Core.csproj` references `WorldBuilder.Shared` + `Chorizite.OpenGLSDLBackend`. Build green, all 28 scenery/terrain tests passing. - **✓ SHIPPED — N.1 — Scenery algorithm calls.** Shipped 2026-05-08. Replaced `IsOnRoad` / `DisplaceObject` / slope-normal calc / rotation / scale inside `SceneryGenerator.Generate()` with calls to WB's `SceneryHelpers` + `TerrainUtils`. Adapter `WbSceneryAdapter` produces `TerrainEntry[]`. Visual verification at Holtburg confirmed Issue #49's previously missing edge-vertex trees still visible after the migration; rotation bug fixed (our retail port's `yawDeg = -(450-degrees)%360` formula was ~180° off from retail's actual `Frame::set_heading` atan2 round-trip). One known cosmetic difference filed in ISSUES.md (road-edge tree at landblock 0xA9B1). - **N.2 — Terrain math helpers.** ⚠️ **Blocked on N.5 — do not attempt in isolation.** Originally scoped as a 1-2 day low-risk substitution of `TerrainSurface.SampleZ` / `SampleSurface` / `SampleSurfacePolygon` with WB's `TerrainUtils.GetHeight` / `GetNormal`. Audit during N.3 follow-up uncovered that **WB's `CalculateSplitDirection` uses a different formula than retail's `FSplitNESW`** (the AC2D-cited polynomial `0x0CCAC033` / `0x421BE3BD` / `0x6C1AC587` / `0x519B8F25` that our visual terrain mesh and physics already share). The formulas pick different cell-diagonals on disputed cells, producing up to ~2m Z divergence at the same world position. Substituting physics-side alone would un-sync physics from the still-ours visual mesh — exactly the triangle-Z hover bug class. N.1's conformance test proved WB's `GetNormal` is good enough for slope-filtering (boolean walkable check) but NOT that WB's height formula matches retail. Resolution: fold this work into **N.5** when the visual mesh switches to WB's renderer in lockstep with physics. Until then, leave `TerrainSurface` alone. See ISSUE #51. - **✓ SHIPPED — N.3 — Texture decoding.** Shipped 2026-05-08. `SurfaceDecoder` now delegates INDEX16 / P8 / A8R8G8B8 / R8G8B8 / A8 to WB's `TextureHelpers.Fill*`. The A8 divergence (our old code did R=G=B=A=val always; WB splits additive vs non-additive) was resolved by threading an `isAdditive` parameter through `DecodeRenderSurface`: terrain alpha masks pass `isAdditive: true` (matches our prior behavior, preserves the shader's `.r` blend-weight read), entity surfaces pass `surface.Type.HasFlag(SurfaceType.Additive)`. Bonus: R5G6B5 + A4R4G4B4 formats now decode (previously fell to magenta). X8R8G8B8, DXT1/3/5, and SolidColor remain ours (no WB equivalent). **9 conformance tests prove byte-identical equivalence per format** before substitution; updated `SurfaceDecoderTests` to match the new A8 split semantics. Visual verification at Holtburg passed 2026-05-08 — no texture regressions. - **✓ SHIPPED — N.4 — Rendering pipeline foundation.** Shipped 2026-05-08. WB's `ObjectMeshManager` is integrated as the production mesh pipeline behind `ACDREAM_USE_WB_FOUNDATION=1` (default-on). The integration is three pieces: `WbMeshAdapter` (single seam owning the WB pipeline, drains the staged-upload queue per frame, populates `AcSurfaceMetadataTable` for translucency / luminosity / fog), `WbDrawDispatcher` (production draw path — groups all visible (entity, batch) pairs, uploads matrices in a single `glBufferData`, fires one `glDrawElementsInstancedBaseVertexBaseInstance` per group with `BaseInstance` slicing the shared instance VBO), and the `LandblockSpawnAdapter` + `EntitySpawnAdapter` bridge that wires our streaming loader to WB's `IncrementRefCount` / `PrepareMeshDataAsync` lifecycle (atlas tier vs per-instance customized). Issue #47 (close-detail mesh) preserved; sky pass structurally independent of the WB foundation. Perf wins shipped as part of N.4: per-entity AABB frustum cull, opaque front-to-back sort, palette-hash memoization. Legacy `InstancedMeshRenderer` retained as flag-off fallback until N.6 fully retires it. Plan archived at `docs/superpowers/plans/2026-05-08-phase-n4-rendering-foundation.md`. - **✓ SHIPPED — N.5 — Modern rendering path.** Shipped 2026-05-08. **Rebranded from "Terrain rendering" 2026-05-08 after N.4 perf review.** Lifted `WbDrawDispatcher` onto bindless textures (`GL_ARB_bindless_texture`) + `glMultiDrawElementsIndirect`. Per-frame entity rendering: 3 SSBO uploads (instance matrices @ binding=0, batch data @ binding=1, indirect commands) + 2 indirect calls (opaque + transparent). ~12-15 GL calls per frame regardless of group count, down from hundreds-of-per-group in N.4. CPU dispatcher: 1.23 ms/frame median at Holtburg (1662 groups, ~810 fps). All textures on the modern path use 1-layer `Texture2DArray` + `sampler2DArray`; legacy callers retain `Texture2D` via the parallel `TextureCache` path until N.6 retires them. Three gotchas in memory (`project_phase_n5_state.md`): texture target lock-in, bindless Dispose two-phase order, GL_TIME_ELAPSED double- buffering. Plan archived at `docs/superpowers/plans/2026-05-08-phase-n5-modern-rendering.md`. - **✓ SHIPPED — N.5b — Terrain on the modern rendering path.** Shipped 2026-05-09. **Path C** (mirror WB's `TerrainRenderManager` pattern but consume `LandblockMesh.Build` for retail-formula compliance). Path A (substitute WB's `CalculateSplitDirection`) killed during pre-implementation divergence test: WB's formula disagrees with retail's `FSplitNESW` (addr `00531d10`) on **49.98%** of cells across `tests/AcDream.Core.Tests/Terrain/SplitFormulaDivergenceTest.cs`'s sweep — wholly incompatible with our shared physics + visual mesh. Path B (fork-patch WB to use retail's formula) rejected for permanent maintenance burden. Path C ships the architectural pattern (single global VBO/EBO + slot allocator + bindless atlas + `glMultiDrawElementsIndirect`) while keeping retail's formula via `LandblockMesh.Build` → `TerrainBlending.CalculateSplitDirection`. `TerrainModernRenderer` + `terrain_modern.vert/.frag` shipped, `TerrainChunkRenderer` + `TerrainRenderer` + legacy `terrain.vert/.frag` deleted in T9. Closes ISSUE #51. **Perf reality check:** at radius=5 in Holtburg, modern is ~4× SLOWER on CPU than legacy was (6.4 µs vs 1.5 µs median; legacy collapsed radius=5's visible LBs into one `glDrawElements` via 16×16-LB chunking). Architectural wins (zero `glBindTexture`/frame, constant-cost dispatch as A.5 raises radius, per-LB frustum cull) manifest at higher radius. Spec acceptance criterion #5 was wrong; amended via `docs/plans/2026-05-09-phase-n5b-perf-baseline.md`. Plan archived at `docs/superpowers/plans/2026-05-09-phase-n5b-terrain-modern.md`. - **N.6 — Perf polish.** **Currently in flight.** Builds on N.5 + N.5b. Legacy renderer retirement was pulled forward into N.5 ship amendment — `InstancedMeshRenderer`, `StaticMeshRenderer`, `WbFoundationFlag` are gone — and the terrain legacy renderer (`TerrainChunkRenderer` + `TerrainRenderer` + `terrain.vert/.frag`) retired in N.5b. N.6 scope: WB atlas adoption for memory savings on shared content, persistent-mapped buffers if `glBufferData` shows up in profiling (the modern terrain path's per-frame DEIC `BufferSubData` is a candidate), GPU-side culling via compute pre-pass (eliminates the per-frame slot walk + DEIC build entirely), GL_TIME_ELAPSED query double-buffering (deferred from N.5 — diagnostic shows `gpu_us=0/0` under `ACDREAM_WB_DIAG=1`), direct higher-radius perf comparison once A.5 lands (where modern's architectural wins manifest), retire the legacy `Texture2D`/`sampler2D` path in `TextureCache` (currently kept for Sky + Debug + particle paths now that Terrain has migrated). Plan + spec written when work begins. **Estimate: 1-2 weeks.** - **N.7 — EnvCells / dungeons.** Replace EnvCell rendering with WB's `EnvCellRenderManager` + `PortalRenderManager` on top of N.4's foundation. **Estimate: 1-2 weeks** (was 2-3 — naturally smaller now that infrastructure is shared). - **N.8 — Sky + particles.** Replace sky rendering + particle pipeline (#36 / C.1 work) with WB's `SkyboxRenderManager` + `ParticleEmitterRenderer`. **Estimate: ~1 week** (was 1.5-2 — C.1 already shipped most of this; N.8 is glue + sampler-object reuse). - **N.9 — Visibility / culling.** Replace `CellVisibility` + `FrustumCuller` with WB's `VisibilityManager`. **Estimate: ~1 week** (was 3-5 days, slight bump for streaming-loader interaction). - **N.10 — GL infrastructure consolidation (optional).** Replace our `Shader` / `TextureCache` / `SamplerCache` plumbing with WB's `ManagedGL*` wrappers + `OpenGLGraphicsDevice`. **Largely subsumed by N.4** — `OpenGLGraphicsDevice` arrives as the host of `ObjectMeshManager` and atlas. May not need a dedicated phase; revisit after N.6. **Estimated calendar:** **2.5-3 months / 9-13 engineering weeks for N.4-N.9 (N.10 likely subsumed; N.2 folded into N.5; N.3 shipped).** Revised 2026-05-08 after recognizing N.4-N.6 are one rendering rebuild on shared infrastructure rather than three independent substitutions. **Each sub-phase:** - Ships behind `ACDREAM_USE_WB_=1` flag. - Has its own conformance test (side-by-side against existing path). - Visual verification before flag becomes default-on. - Old code deleted after default-on lands cleanly. **N.2-N.10 detailed specs are NOT yet written** — each gets its own brainstorm + spec when we reach it. **Acceptance:** - All 10 sub-phases shipped, feature flags removed, old rendering code paths deleted. - Visual verification at Holtburg + Foundry statue + a representative dungeon shows no regression vs Phase C.1. - WB upstream merges into our `acdream` branch are clean (or have documented conflict-resolution patterns). --- ### Phase J — Long-tail (deferred / low-priority) Not detailed here; each gets its own brainstorm when it becomes relevant. - Player character full rig (held weapons, spell effects, death/revive animation) - Group/fellowship UI - Trade window (multi-player confirms) - Salvage + tinker UI - House ownership + hooks - Society UI - GM visible tools (we explicitly don't build GM powers; but DEV-mode tools like teleport anywhere are useful) --- ### Phase R — Retail research infrastructure **Goal:** sustainable, scalable access to retail-client decompilation — named symbols, struct layouts, wire schemas — so every future port is a 5-second grep instead of 30-minute archaeology. **Sub-pieces:** - **✓ SHIPPED — R.1 — Named-retail corpus committed.** Shipped 2026-04-25 (commit `a9a01d8`). `docs/research/named-retail/{acclient_2013_pseudo_c.txt, acclient.h, acclient.c}` + `docs/research/data/spells.csv` + vendored `references/actestclient/`. 1.4 M lines of named pseudo-C (99.6% function naming) + 70K lines of verbatim retail headers + 3,956 spells with `Family` for buff stacking + machine-readable wire schema in `messages.xml`. - **✓ SHIPPED — R.2 — pdb-extract tool + JSON sidecars.** Shipped 2026-04-25 (commit `69d884a`). `tools/pdb-extract/pdb_extract.py` reads `refs/acclient.pdb` (Sept 2013 EoR build) and emits `symbols.json` (18,366 named functions) + `types.json` (5,371 named struct types) to `docs/research/named-retail/`. Pure Python, no deps, runs in <1 s. - **✓ SHIPPED — R.3 — actestclient vendored.** Shipped 2026-04-25 alongside R.1. `references/actestclient/` (covered by `references/` gitignore) includes the canonical `messages.xml` AC-protocol wire schema. **Acceptance:** Step 0 of `CLAUDE.md`'s development workflow points at `named-retail/` first; subsequent issue closures (#6 / #7 / #9 / #11) all consume this foundation. **Effects on other phases:** Issue closures unblocked by Phase R land under their existing letter phases (#6 enchantment buffs → Phase D / F.5 maintenance; #7 PlayerDescription trailer → Phase H.1 / F.2 maintenance). The PDB symbols + headers also accelerate any future port in any phase — no separate listing here. --- ## Cross-cutting work tracked in parallel - **Test coverage.** Each phase lands with unit + integration tests in `tests/`. Current count: 98 Core + 96 Core.Net = 194. Keep the ratio as new phases land. - **Memory files.** Project state under `memory/project_phase_*_state.md` is updated when a phase ships. `MEMORY.md` is the index. - **`CLAUDE.md` discipline.** Check all four references (ACE, ACViewer, WorldBuilder, Chorizite) before committing to an approach. WorldBuilder is the closest stack match and should be checked first. --- ## Explicitly out of scope - **Server emulation** — we use ACE for server, never reimplement. - **Account creation** — direct user to ACE tooling. - **Anti-cheat / GM tools / live-ops** — irrelevant for personal use. - **Cross-platform support** — Windows-only; the dat path assumptions depend on retail Windows install layout. Silk.NET is cross-platform but we don't promise. - **Custom game content** — this is a client for existing AC data, not a toolchain. --- ## "When will my specific complaint be fixed?" — quick lookup | Observation | Phase | |---|---| | Drudge statue in wrong pose | **6.3 FIXED** ✓ | | Characters in T-pose / wrong idle | **6.1 FIXED** ✓ | | No breathing on NPCs | **6.4 + sentinel fix FIXED** ✓ | | Lifestone crystal has one side missing | **9.2 FIXED** ✓ | | Ground floor flickering with terrain | **7.1 FIXED** ✓ | | Houses missing second floors / walls | **7.1 FIXED** ✓ (interior mesh landed) | | Character clothing missing / wrong | **5 FIXED** ✓ | | Statue wrong color / wrong scale | **5 FIXED** ✓ | | Holtburg sign half-buried | **5 FIXED** ✓ | | Can't walk past the loaded 3×3 window | **A.1 FIXED** ✓ (5×5 default, `ACDREAM_STREAM_RADIUS` to tune) | | Frame hitch crossing landblock boundary | **Phase A.3** (synchronous loader for now; async returns when DatCollection is thread-safe) | | Walking around doesn't move me on the server | **Phase B.2/B.3 FIXED** ✓ for coarse server movement; fine retail collision parity is **Phase L.2** | | Packet loss / out-of-order UDP causes stale or missing world updates | **Phase M.3** | | Server asks for retransmit and client doesn't resend cached packets | **Phase M.3** | | ACKs are standalone-only instead of piggybacked like a full client | **Phase M.4** | | Echo / idle keepalive / reconnect behavior is incomplete | **Phase M.4 + M.7** | | Large outbound game messages exceed the current single-fragment path | **Phase M.5** | | Network protocol coverage is spread across ad-hoc builders/parsers | **Phase M.6** | | Sliding along buildings / walls feels wrong | **Phase L.2c + L.2d** | | Roof edge / cliff / precipice blocks or slides wrong | **Phase L.2c** | | Crossing outdoor cell seams reports the wrong cell | **Phase L.2e** | | Can't talk to NPCs | **Phase H.3** (emote scripts + dialogs) | | Can't open a door | **Phase F** (object-use action) | | Portals render as a rotating black disk | **Phase E.3** (particle system) | | Chimneys have no smoke | **Phase E.3** | | Houses have no fireplace fire | **Phase E.3** | | No fireplace / torch lighting | **Phase G.2** (shipped; Setup.Lights auto-register, 8-light cap with hard-cutoff) | | Skin/hair color slightly off | **Phase C.3** | | No chat window | **Phase H.1 / I.1-I.7 FIXED** ✓ | | Chat? You can finally type and send messages | **I.4 FIXED** ✓ (shipped 2026-04-25) | | Combat doesn't show in the chat log | **I.7 FIXED** ✓ | | Accented character names show as `?` or garbled | **I.5 FIXED** ✓ (Windows-1252 codec) | | No sound | **Phase E.2** | | Dungeons / foundry interior missing | **Phase G.3** after **L.2e** cell/building ownership | | Can't fight monsters | **Phase F.3** (combat math + damage) | | Can't cast spells | **Phase F.4** | | No inventory panel | **Phase F.2 + F.5** | | No character creation — must use ACE admin | **Phase H.4** | | Sky is a flat color | **Phase G.1** (shipped; F7 cycles time, F10 cycles weather) | | Can't join allegiance | **Phase H.2** | | No quest tracker | **Phase H.3** | If you see something not on this list, add it here and assign a phase.