VM2's live cdb read against the PDB-paired retail client (GUID 9e847e2f-777c-4bd9-886c-22256bb87f32) proved m_caps.bCanDoSinglePassDetailing = 1 and trysinglepass = 1 on real hardware, so D3DPolyRender::RenderMeshSubset (0x0059ca10) never falls back to the two-pass framebuffer blend the earlier #226 port reproduced. Every loaded CGfxObj sets use_built_mesh = 1 (CGfxObj::InitLoad 0x005346b0), so buildings and EnvCells always take the single-pass texture-stage combine set up in D3DPolyRender::SetSurface (0x0059c4d0): result = lerp(base * diffuse, detail.rgb, detail.a * diffuse.a) RenderMeshSubset lights opaque built-mesh subsets with tmpmaterial.Diffuse.a = 1, so on the live Dereth category texture 0x06006D58 (mean rgb 0.165, mean alpha 0.132) the combine works out to ~0.868 * base + 0.022 — a mild darkening, the opposite sign of the fallback DstColor blend's brightening. Also removes the invented 10 m / 50 m distance fade. Retail's ACRender::get_alpha_for_z (0x006b6230) is only evaluated in D3DPolyRender::DrawPolyInternal (0x0059d7c0, the immediate-polygon path) and only when the static noFadeDetail (0x00820e38, initialised to 1) is 0 — unreachable for built meshes. Attenuation is the sampler's linear mip chain converging to the texture mean, not a scripted ramp. Changes: - mesh_detail.vert/.frag: drop vDetailFade and its distance term; add vDetailOpacity mirroring mesh_modern.vert's InstanceAlphaBuf (binding 7) read, and output detail.rgb with alpha = detail.a * vDetailOpacity under the corrected pipeline blend. - VulkanViewportMapping.BlendFactorsOf / GpuEnums.GpuBlendMode.RetailDetail: SrcAlpha + OneMinusSrcAlpha instead of DstColor + OneMinusSrcAlpha. - RetailDetailTextureContract: replaced the distance-fade constants and FramebufferFactor with Expected(base, detail, opacity) and IsNeutral, matching the lerp; contract tests cover zero-alpha/zero-opacity no-ops, the measured darkening on the live category texture, and full-alpha replacement. - Regenerated mesh_detail's committed SPIR-V and the shader manifest (tools/compile-shaders.ps1); no other shader pair changed. - Docs: #226's pseudocode note, the docs/ISSUES.md #226 entry, and the retired TS-52 divergence-register row corrected from the two-pass DESTCOLOR description to the single-pass path and the darkening expectation, each citing the VM2 cdb note. Verified: dotnet build AcDream.slnx -c Release (0 warnings, 0 errors); dotnet test on AcDream.App.Tests and AcDream.Core.Tests (Release, hermetic lanes) both green. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> |
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| plans | ||
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| superpowers | ||
| bugs.md | ||
| ci-and-releases.md | ||
| ISSUES.md | ||
| README.md | ||
| release-gate.md | ||
acdream documentation map
This page is the entry point for project documentation. It distinguishes current sources of truth from implementation history so an old plan or issue banner cannot silently override the current program state.
Current snapshot — 2026-07-27
- Milestone state: M3, “Cast a spell,” landed 2026-07-21. M4, “Live in the world,” is active.
- M4 gameplay program: resume the pre-M4 world-interaction completion program. Favorite-spell overflow, status Use/Assess, and the complete assessment surface are user-accepted. Equipped-child picking and vendor browse/transactions remain Slices 4–6.
- Structural/runtime state: all eight
GameWindowdecomposition slices, Modern Runtime Slices A–J, and the connected visual/lifecycle gates are complete.GameWindowis a 1,622-line composition/callback shell.AcDream.Runtime.GameRuntimeowns canonical session, entity/object, gameplay, movement, physics, projectile, environment, and portal state; graphical and no-window hosts borrow the same owner graph. - Headless state: Slice K is complete.
AcDream.Headlessis a presentation-free Windows/Linux host with deterministic commands/events, shared immutable content, multi-session isolation, reconnect, resource telemetry, and 1/5/10/30-session gates. The final two-account native-Linux soak completed ten minutes, logged out through ACE, and converged every ownership ledger. - Linux graphical state: Slice L0 and the L1 implementation checkpoint are
complete at
66f114b2and11501d52. Native Windows passes the active modern-GL/audio/window smoke. WSLg X11/Wayland correctly reject their missingGL_ARB_bindless_texture. Physical-Linux validation and L2–L6 are explicitly deferred; resume at the supported AMD/NVIDIA L1 gate. - Completed gameplay gates: R6 locomotion/collision/projectile/teleport/ radar, two-client portal-out/materialization, indoor prepared collision, loot ordering, local/remote ground drops, and selection-marker lifetime.
- Separate visual verification: issue
#225, the shared-alpha lifestone/particle result; its connected resource-lifetime and performance routes pass. - Carried behaviour debt: issue
#153(far teleport onto an unstreamed edge),#116(narrowed slide response),#235(capped/RDP jump cadence), and the active temporary-stopgap rows in the divergence register. - Divergence audit: 189 active rows — IA 18, AD 38, AP 91, TS 38, and UN 4 — plus retained struck/retired historical rows such as TS-37.
- Latest automated baseline: the Release build succeeds with the 17
test-project warnings tracked by issue
#228; 8,826 tests pass and five are intentionally skipped. App passes 3,763 / 3 skips. The L1 Windows supported smoke and WSLg X11/Wayland negative-capability reports all end with zero window/GL/input/audio ownership.
Sources of truth
Read these in this order when deciding what to do next:
plans/2026-05-12-milestones.md— the active playable outcome, freeze boundaries, and visual gates.plans/2026-04-11-roadmap.md— strategic phase ledger: shipped, active, deferred, and future work.ISSUES.md— tactical defects and small follow-ups. The status inside an issue is authoritative; physical order is not.architecture/retail-divergence-register.md— every known place runtime behavior can differ from retail.architecture/acdream-architecture.mdandarchitecture/code-structure.md— ownership, dependency, update-thread, and extraction rules.architecture/worldbuilder-inventory.md— rendering/DAT code already owned in-tree versus mechanisms still ours to port.
If these disagree, milestones control the current outcome, the roadmap controls work ordering, the issue status controls the individual defect, and the architecture documents control implementation shape. Reconcile the stale document in the same change; do not leave both claims standing.
Research and implementation records
research/named-retail/is the primary retail oracle: named pseudo-C, headers, symbols, and types from the Sept 2013 build.research/decompiled/is the older Ghidra fallback.research/contains focused pseudocode, traces, fixtures, and gate reports. A dated research note records evidence; it does not become a new roadmap.superpowers/specs/andsuperpowers/plans/are per-slice design and execution records. Completed plans remain historical.ci-and-releases.mdis the SSOT for the Gitea CI pipeline, the self-hosted runners, and how alpha releases are published. Load-sensitive tests live inLane=Timing; seerelease-gate.mdbefore adding to it.audit/contains completion and conformance audits.reference/ace-commands.mdpreserves the local ACE server's complete in-game command catalog and points to the authoritative per-command help surface.
Durable memory
../claude-memory/MEMORY.mdindexes the live subsystem memories and the render/physics digests. Read a domain digest before changing that subsystem, especially its DO-NOT-RETRY table.../memory/contains stable engineering references such as the modern rendering pipeline, two-tier streaming, and toolchain notes.
Memory accelerates recall; it does not outrank the canonical documents above. When current truth changes, update the relevant canonical document and distill only the durable lesson into memory.
Historical and deprecated documents
bugs.mdis the April 2026 bug snapshot. It is preserved for archaeology and is not an active ledger.- Dated plans and specs describe the decision at that time. Their completion wording is historical unless the current milestone/roadmap explicitly links the item as active.
- Old
R1→R8architecture sequencing is superseded. Current execution comes from the milestones and strategic roadmap.
Documentation maintenance rules
- Update milestone, roadmap, issue, divergence, architecture, and memory claims in the same commit when a shipped change affects them.
- Keep one issue ID per defect. Narrow an issue in place; do not reuse another issue's number as a shorthand.
- Mark automated, connected, and visual gates separately. An automated pass is not a visual acceptance, and an RDP throughput sample is not a local-display visual comparison.
- Preserve research history, but remove stale “current/next” claims from living documents once the state advances.