acdream/docs/plans/2026-05-12-milestones.md
Erik 16c21e299c fix(ui): match retail vitae and character info
Restore Vitae's omitted penalty paragraph, replace the invented character summary with gmCharacterInfoUI's ordered report and property meanings, preserve authored translucent body surfaces, and initialize the end-session button in its visible Normal DAT state.

Release build and all 5,830 tests pass with five intentional skips. Connected visual gate pending.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 12:06:14 +02:00

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acdream — milestones (morale + scope layer)

Status: Living document. Created 2026-05-12. Sits above: docs/plans/2026-04-11-roadmap.md (the strategic phase index). Currently working toward: M3 — "Cast a spell." M2 — "Kill a drudge" LANDED 2026-07-15. The complete connected melee/missile, death/loot, inventory, and item-giving demo is user-gated. The shared projectile/effect foundation is hardened through Step 9 and its single-client visual gate passes. Next is the connected F.5 component-book/favorite-bar visual gate, followed by cast/enchantment presentation and the two-client portal/observer VFX gate. Carried: #145-residual, #116 slide-response, R6/TS-42, and Track MP0.


Why this document exists

The roadmap is a phase index — week- to month-scale, ~50 phases by the time v1.0 lands. Phases ship in vertical slices (architecture-first, horizontal completion deferred), which is the right strategy for a solo open-source project at this scale — but it leaves a chronic "everything is half-built" feeling because no single phase ship feels like a real milestone.

This document sits one altitude above the roadmap. Each milestone is:

  • ~610 weeks of focused work (not a single phase, not a whole year).
  • Defined by a concrete playable scenario — when the scenario works end-to-end, the milestone lands.
  • A scope-freeze event: when a milestone lands, the phases it covers go off-limits until v1.0's final polish pass (M7).

Crossing a milestone is a textual event — milestones doc gets the writeup, the freeze list flips, CLAUDE.md's "currently working toward" line advances. Phases ship; milestones land.


Operating rules

  1. One active milestone at a time. Everything not on the critical path to the current milestone gets filed in docs/ISSUES.md with a post-MN tag and explicitly muted until the milestone hits. This is what kills the jumping-between-things feeling.

  2. Frozen phases are off-limits. "Frozen" means no rework, no polish, no follow-up commits unless something is actively broken (player crash, regression). Visual nice-to-haves, "while I'm here" cleanups, and architecture second-guesses are all post-M7. The freeze is the discipline mechanism that makes the milestone meaningful — without it, M0's many shipped phases keep silently consuming attention.

  3. The milestone log is the morale instrument. When a milestone hits:

    • Pin a one-paragraph writeup at the top of this doc describing what works end-to-end (any caveats or known regressions are explicit).
    • Update the freeze list. Update CLAUDE.md's "currently working toward" line to the next milestone.
    • NO demo videos. User explicitly removed that requirement 2026-05-16 ("pointless of recording videos, for what purpose?").
  4. State both altitudes at session start. "Currently working toward M1. Current phase: L.2 collision. Next concrete step: L.2d slice 1 spec." This keeps the high-level orientation visible alongside the immediate task and makes mid-session drift obvious.


The milestones

M0 — "Connect & explore" — DONE (crossed months ago)

Demo scenario: Log in, walk Holtburg in chase camera, see other characters animate, send a chat message and see the echo, watch day turn to night, listen to footsteps and ambient audio.

Phases included (frozen):

Phase What landed
13 Terrain + per-vertex normals + per-cell texture blending
4 UDP codec + handshake + character login + WorldSession
5 ObjDesc: AnimPartChange + TextureChanges + SubPalettes + ObjScale
6.16.7 Motion + animation foundation (idle, frame playback, slerp, UpdateMotion, UpdatePosition)
7.1 EnvCell room geometry — walls/floors/ceilings
9.19.2 Translucent render pass + back-face culling
A.1A.5 Streaming landblock loader → two-tier streaming
B.1B.3 Outbound ack pump + player movement + physics MVP resolver
D.1, D.2a 2D overlay + ImGui scaffold + AcDream.UI.Abstractions layer
E.1E.5 Motion hooks + audio + particles + combat wire + spell wire
F.1, F.2 GameEvent dispatcher + item model + Appraise
G.1, G.2 Sky + day/night + weather + dynamic lighting
H.1, I.1I.8 Chat wire + UI consolidation + holtburger inbound parity + combat translator
K, L.0 Input architecture + retail bindings + Settings panel
N.0N.6.1 WB rendering migration (modern path mandatory)
C.1, C.1.5a/b Particle system + portal/EnvCell static-script wiring
R.1R.3 Retail research infrastructure (PDB extract + named decomp)

Status: This is everything shipped through 2026-05-12. ~25 phase ships. Worth saying out loud: this is the hard half of the project. The engine runs, the world renders correctly, the network connects, the input is wired, the data layers for combat/spells/items/audio/particles all exist. What's missing is the gameplay loop on top.


M1 — "Walkable + clickable world" — LANDED 2026-05-16

Landing writeup (2026-05-16, after Phase B.6 ship d640ed7): All four M1 demo targets work end-to-end. You can log into +Acdream at Holtburg, walk freely without getting stuck (L.2 collision is retail-faithful through the doorway). Click any inn door at any range, press R, the character runs (or walks if close) toward it with the correct animation cycle including the leg-shuffle turn-first phase, opens the door via ACE's server-side MoveToChain callback. Same for clicking an NPC — runs over, body rotates to face, dialogue fires from ACE without any client-side retry. Pickup items at any range with F or R; spell components, food, money, weapons all work; signs and other BF_STUCK scenery correctly block at the gate. AP cadence matches retail (0 Hz idle, ~1 Hz smooth motion, per-event on cell/plane changes). Run/walk threshold matches retail observation (1m of distance left to walk). The earlier ladder of workarounds — client-side retry, per-frame chatty AP, MoveToState suppression grace period — all deleted via the Phase B.6 architectural refactor (d640ed7). M1's demo path is now bit-for-bit retail-faithful end to end.

Demo scenario: Walk through Holtburg without getting stuck on the inn doorway. Open the inn door. Click an NPC and see selection feedback. Pick up an item from the ground.

Demo-target status (as of 2026-05-14):

# Target Status Evidence
1 Walk through Holtburg without getting stuck met L.2a/d/g shipped 2026-05-12; Holtburg doorway verified
2 Open the inn door met B.4b (interaction) + B.4c (swing animation) shipped 2026-05-13
3 Click an NPC and see selection feedback met B.4b chain + chat handlers; verified 2026-05-14 (Tirenia + Royal Guard double-click → NPC dialogue in chat panel)
4 Pick up an item from the ground met (close-range path) B.5 + post-B.5 PickupEvent (0xF74A) fix shipped 2026-05-14; visual-verified at Holtburg; creature-pickup guard added in a01ebd5

Landing artifacts done 2026-05-16:

  • Landing writeup pinned at top of this milestone block (above the table).
  • Freeze list applied (see below).
  • CLAUDE.md's "currently working toward" advanced to M2.

Known polish items deferred to post-M7 (do not gate M1 landing):

  • #61 — AnimationSequencer link→cycle frame-0 flash on door swing. LOW.
  • #62 — PARTSDIAG null-guard. Latent, not reachable today.
  • #63 CLOSED by Phase B.6 (d640ed7). Server-initiated MoveToObject is now honored end-to-end; ACE's MoveToChain callback fires server-side on arrival.
  • #64 — Local-player pickup animation does not render (retail observers see it correctly). LOW.
  • #69, #74, #75 — all closed by Phase B.6 (d640ed7). Turn-first animation, retail-narrow AP cadence, body-direct auto-walk architecture.

Phases that shipped to clear M1:

  • L.2 (a + d + g sub-lanes) — Movement & Collision Conformance. L.2a slices 1+2+3 + L.2d slice 1+1.5 + L.2g slice 1+1b+1c shipped 2026-05-12 / 2026-05-13. Visual-verified via the B.4b doorway test.
  • B.4b — outbound Use + WorldPicker + double-click detection + CollisionExemption widening + ServerGuid→entity.Id translation (the ID-mismatch trap surfaced during L.2g slice 1c). Shipped 2026-05-13.
  • B.4c — door swing animation: spawn-time AnimationSequencer registration + stance-value fix (NonCombat = 0x3D not 0x01, which had been causing doors to render halfway underground). Shipped 2026-05-13.
  • B.5BuildPickUp (PutItemInContainer 0x0019) + SendPickUp helper + F-key wiring + new PickupEvent (0xF74A) despawn handler. Shipped 2026-05-14.
  • B.5 polish (a01ebd5) — guard SendPickUp against creature targets so F-on-NPC produces a "Can't pick that up" toast instead of the malformed pickup that triggered ACE's WeenieError 0x0029 + NPC emote chain. (Briefly visited adding "You pick up the X." chat / toast feedback for ground pickups in 87ba5c9, then reverted in 20ecb23 — retail doesn't show that line for ground pickups; only for items received from NPCs / other characters, and that path is separate.)

Freeze on landing:

  • L.2 zone (collision, cell ownership, transition parity, wire authority)
  • B.4 zone (interaction outbound)
  • B.5 zone (pickup outbound + inbound despawn)

What "M1 lands" looks like: the existing Holtburg traversal works as a retail player would expect. Doorways are walkable. Buildings have solid walls. Outdoor cell seams report the right cell. Clicking an NPC selects it and produces NPC chat. The Use action opens doors. F picks up items at close range and the player sees "You pick up the X." in chat.


M1.5 — "Indoor world feels right" — LANDED 2026-07-10 (building/cellar demo + full dungeon round-trip both user-gated; EXTENDED 2026-06-13 to include dungeon support / Phase G.3)

M1.5 LANDED 2026-07-10. The indoor world reads as solid end-to-end. A player can walk into a building and climb a multi-floor inn without sling-out or wall-clip; descend a cottage cellar and ascend without falling through; and — the piece that extended this milestone — enter a dungeon via portal, navigate its rooms, and portal back out to the outdoor world, with walls blocking, lighting reading correctly, and no position desync. Both demo halves are user-gated: the building/cellar demo across the 2026-06 sessions, and the full dungeon round-trip (enter + navigate re-confirmed, then the exit round-trip confirmed) on 2026-07-10. Dungeon support (full Phase G.3) shipped with every sub-piece individually gated: teleport-in (#133), collision (#137), portal-graph visibility (#95), doors (#187/#188), lighting (#79/#93/#80). The indoor-physics workarounds (#90 stickiness + TryFindIndoorWalkablePlane synthesis) were removed by A6.P4 — no duct-tape left. Explicit caveats carried forward (NOT M1.5 blockers — tracked as their own follow-ups): the far-town teleport-OUT arrival cascade (#145-residual, REOPENED — a narrow far-teleport streaming edge case, capture-harness-first) and #116 slide-response feel-debt. Next: M2 — "Kill a drudge."

EXTENDED 2026-06-13 — dungeons pulled into M1.5 scope; G.3 SHIPPED. The building/cellar demo (below) is DONE + user-gated. Attempting the dungeon demo initially surfaced that dungeons didn't work AT ALL — terrain-less dungeon landblocks appeared unsupported anywhere in the streaming/load/ render/physics pipeline (LandblockLoader.Load returning null, no terrain mesh, teleport snap Resolving before hydration — issue #133). That premise was refuted at design time (commit 90786c19: the dungeon LandBlock is flat-terrain and streams via the existing pipeline). The user chose the FULL Phase G.3 scope (dungeon streaming + portal-space loading screen + multi-landblock dungeon LOD + PlayerTeleport handling), and it has since SHIPPED: teleport-into-dungeon (G.3a hold-until-hydrate FSM closes #133), dungeon collision (#137 CLOSED), the #95 portal-graph visibility blowup (RESOLVED), dungeon doors (#187/#188), and A7 dungeon lighting (#79/#93/#80/#154, all CLOSED). M1.5's dungeon-demo scenario (enter via portal, navigate 3-5 rooms, walls block, smooth transitions) is functionally met; M1.5 now awaits ONE recorded end-to-end dungeon round-trip user gate. The sole remaining live-code residual is the far-town teleport-OUT arrival cascade (#145-residual, REOPENED — see below).

Building/cellar demo — DONE + user-gated. The indoor world reads as solid. Across the 2026-06 sessions the holistic retail-faithful render port (Option A: ONE DrawInside(viewer_cell), no inside/outside branch — BR-2..BR-7 / T1..T6) shipped and was user-gated, and the indoor physics/membership family was brought to retail fidelity (the A6.P4 per-cell shadow architecture; the #107/#111/#112 spawn + membership fixes; the cellar-lip wedge). End-to-end, user-gated this milestone: walk into a building and climb a multi-floor inn without sling-out or wall-clip; descend a cottage cellar and ascend it without falling through (the #98 + cellar-lip + #108 grass-window closes); walls block everywhere (indoor + stab-shell, the #99 door run-through closed); cell transitions are smooth (the doorway "flap" family killed — #119/#128, #112, #113, #124, #129/#130/#131/#132, #108-residual, #127 all closed with user gates). The #90-stickiness + TryFindIndoorWalkablePlane synthesis workarounds were removed by A6.P4. Remaining feel-level debt is tracked (#116 slide-response, partial Ghidra fix shipped). A7 indoor/ dungeon lighting fidelity CLOSED 2026-07-09 (#79/#93/#80/#154).

Interleaved parity tracks (reconciled 2026-07-04 — NOT milestones). Two work streams have run alongside M1.5, both driven by the user's live side-by-side-vs-retail sessions, both issue-level per the operating rules (observed defects → ISSUES → fix → user gate), and both stay subordinate to M1.5 rather than becoming milestones of their own: (1) D.2b retail UI — inventory window / paperdoll / item interaction shipped and gated; next container-switching (claude-memory/project_d2b_retail_ui.md); (2) the R5 movement-manager arc — DONE 2026-07-05 — the retail MovementManager family port (TargetManager voyeur system V2, StickyManager/PositionManager V3, V4 behavioral items, V5 MovementManager facade — every entity now holds ONE MovementManager owning its interp+moveto pair) that closed the #170 chase-slide and #171 pack-melee gates (docs/research/2026-07-03-r5-managers/r5-wiring-handoff.md has the arc close-out). Rationale: rule 1's "one active milestone" governs where NEW scope goes — these tracks fix observed retail-parity defects in already-shipped systems, which the operating rules have always allowed; declaring them milestones would manufacture scope where a tactical ledger (ISSUES + handoffs) already carries them.

Modern Pipeline side track (Track MP — user-commissioned 2026-07-05; NOT a milestone, NOT part of M1.5). A performance modernization arc (baked asset pipeline → retail distance-degrade → ECS render world with delta submission → zero-alloc frame loop) targeting smoothness first, then 300+ FPS in dense towns. Spec: docs/superpowers/specs/2026-07-05-modern-pipeline-design.md; phase table in the roadmap ("Track MP"). Freeze exception (explicit, user-authorized 2026-07-05): this track may reopen the otherwise-frozen streaming and WB-rendering subsystems — but only under its own gated phases (pixel- and feel-identical conformance gates, legacy path deleted at each gate), never as ad-hoc rework. Rule 2's freeze still binds all NON-MP work. MP runs in dedicated side-track sessions; the M1.5 critical path wins every conflict, and MP4 is hard-queued behind #137.

Dungeon support (Phase G.3, issue #133) — SHIPPED. The original premise here (terrain-less dungeon landblocks unsupported anywhere in the streaming/load/render/physics pipeline) was refuted at design time (commit 90786c19: the dungeon LandBlock is flat-terrain and streams via the existing pipeline). Full G.3 scope (streaming + portal-space loading screen + multi-landblock LOD + PlayerTeleport handling) has shipped: teleport-into-dungeon (G.3a hold-until-hydrate FSM, 7947d7a/2ce5e5c8/47ae237e) closed #133; dungeon collision closed #137 (0efa7ed2); the #95 portal-graph visibility blowup RESOLVED (9.1M→~39k instances, a40c38e8); dungeon doors shipped (#187 e2e285b8, #188 3284dd0a); A7 dungeon lighting closed (#79/#93/#80/#154, 44cced71/d275ed55/9ebb2060). Remaining: one recorded end-to-end dungeon round-trip user gate, plus the far-town teleport-OUT arrival cascade residual (#145-residual, REOPENED — capture-harness-first).

2026-07-15 portal presentation completion (single-client visual gate passed 2026-07-16; non-blocking polish deferred). The temporary black tunnel cover is retired. F751 transit now renders retail's client-enum-resolved DAT Setup 0x02000306 with animation 0x030005AC at 40 frames/s in a dedicated CreatureMode-equivalent viewport, using retail's camera, distant light, random eased forward-axis roll, frame-aligned exit window, exact 100-sample view-plane curve, projection warp, and destination viewer reset. Retail switches the portal and world viewports directly without a black alpha fade; both compose below retained UI, so chat, panels, toolbar, cursor, and input remain live throughout travel. See docs/research/2026-07-15-retail-portal-space-pseudocode.md.

The live frame barrier now also matches SmartBox::UseTime: local/remote object, projectile, animation, final-pose, animation-hook, particle, and owner-script work completes before the inbound network queue is dispatched. Local movement/jump output is committed on that same pre-network side, while a non-advancing post-network pass reconciles children and attached effect/light anchors after authoritative root moves. The accepted Hidden and UnHide paths now also port CPhysicsObj::set_hidden @ 0x00514C60 completely. Hidden invokes the PartArray boundary after its effect, child visibility, collision stop, and cell hide; UnHide invokes it after effect/child/collision restoration but before the cell becomes visible. Both route through CPartArray::HandleEnterWorldMotionTableManager::HandleEnterWorld. That strips every link animation and aborts pending motion completions before a spell-cast recoil or recall remainder can survive portal space. This is the generic retail visibility boundary, not a recall classifier, an arrival reset, or a Hidden-time animation exception. Installed-DAT conformance covers both the Lifestone recall boundary and a MagicPortal casting timeline. The user confirmed /ls and spell-recall arrivals no longer replay their animation tails; additional portal visual polish is explicitly deferred.

2026-07-16 corrective portal gate (#218). A side-by-side retail observer check found three distinct state-publication defects after the arrival-tail fix. Hidden now recomposes the post-HandleEnterWorld cyclic pose without advancing animation time before its zero-time purple PES hooks run. Portal space now waits for both completed static/EnvCell mesh uploads (including the texture flush) and collision residency; dense outdoor landblocks no longer abort at the obsolete 256-entry procedural scenery id boundary (0x8XXYYIII, 4,096 entries). Finally, successful indoor transitions commit the full resolved EnvCell/frame into the canonical outbound Position, preventing stop-time snaps to the dungeon entrance on retail observers. GPU-evicted meshes are re-staged from a bounded texture-complete CPU cache instead of becoming false-ready or permanently absent. Portal readiness also requires Near-tier ownership throughout the ring; stale worker completions carry a hard-recenter generation and cannot overwrite a newer tier/window, and a first Near completion demoted in flight is published as its equivalent terrain-only Far payload rather than dropped. Upload completion is separate from logical mesh ownership; landblock/static/EnvCell pins now balance across unload and zero-owner late uploads remain evictable. A self-contained promotion that supersedes a queued Far load publishes directly as a real Near landblock; there is no provisional transaction waiting indefinitely for a base that the streamer intentionally cancelled. Near-to-Far now has an explicit cross-layer demotion transaction that preserves terrain while retiring EnvCells, indoor physics/buildings, static collision, lights, translucency state, entities, and render pins. Cross-landblock static shadow footprints are removed by logical owner while dynamic registrations remain refloodable; duplicate Near completions are publication-idempotent. Full unload shares the static-owner teardown, and surviving adjacent owners remember withdrawn prefixes so their cross-seam rows return when a landblock is promoted again. Automated gates are green; the connected single-/two-client visual gate is pending.


(historical M1.5 working notes below)

🔵 ACTIVE (resumed 2026-05-21 after Phase O ship)

2026-05-30 — render-pipeline pivot. The indoor rendering seam (seamless in/out: the flap, missing/transparent walls, terrain bleed) will be solved by a single unified retail-faithful render pipeline (Phase U), replacing the abandoned two-pipe inside/outside split (A8/A8.F, issue #103). The two-pipe split is a WorldBuilder inheritance; retail uses one portal-visibility pass and is seamless by construction. Decision + scope: docs/research/2026-05-30-unified-render-pipeline-decision-and-handoff.md. Camera-collision + a physics viewer-cap fix shipped 2026-05-30 and are kept (they were a detour from the real seam fix, but retail-faithful and worth keeping). A6 (physics) and A7 (lighting) are unaffected.

Phase O — DatPath Unification — shipped 2026-05-21. ONE thing touches the DATs. ~33 WB files (~7.7K LOC) extracted into src/AcDream.{Core,App}/Rendering/Wb/; project references to WorldBuilder.Shared + Chorizite.OpenGLSDLBackend dropped; DefaultDatReaderWriter eliminated. Visual side-by-side passed at Holtburg town, inn interior, and dungeon. Phase O pre-empted M1.5 per user direction 2026-05-21; M1.5 now resumes from the 2026-05-20 baseline with no code changes lost — Phase O did not touch dat-loading infrastructure for physics or collision, only the rendering pipeline. M1.5's planned phases (A6 + A7) are unaffected.

Demo scenario (updated 2026-05-21): The original demo target was "enter the Holtburg Sewer dungeon" but that location doesn't exist on this ACE server (discovered during A6.P1 capture session). Additionally, A6.P1 surfaced issue #95 (portal-graph visibility blowup) which makes ANY dungeon visually unusable on entry. [SUPERSEDED — #95 RESOLVED (9.1M→~39k instances, a40c38e8); dungeons ship; see M1.5 section above.] Demo scenario revised in two parts:

Building/cellar demo (achievable after A6.P3 lands): Walk into the Holtburg inn, climb to the 2nd floor, walk around without sling-out or wall-clip. Enter a cottage cellar, descend without falling through. Throughout:

  • Walls block — no walk-through anywhere, indoor or stab-shell.
  • Stairs work — ascend + descend without falling through or stuck-in-falling.
  • Items block — furniture, decorations.
  • Cell transitions are smooth — no CellId ping-pong, no flicker.
  • Lighting reads correctly — torchlit rooms are bright, no spotlight artifacts, static decorations participate in env lighting.

Dungeon demo (blocked on issue #95 fix; promote to post-M1.5 if the visibility bug isn't addressed in M1.5 scope): [SUPERSEDED — #95 RESOLVED, dungeons ship; see M1.5 section above.] Enter any dungeon via portal (substitute for "Holtburg Sewer"). Navigate ~3-5 rooms without rendering corruption (no see-through-walls, no other-dungeons-rendered-inside). Walls block, stairs work, items block, lighting correct, cell transitions smooth.

Why this is its own milestone: M1 landed walkable + clickable as a specification (the doorways open, NPCs select, items pick up — all visible in the demo target). But continued indoor testing surfaced a deep family of physics + lighting bugs (BSP push-back distance probably diverges from retail, per-frame ContactPlane synthesis is a known unfaithful stop-gap, indoor lighting + item-spotlight bugs reported during 2026-05-21 sessions). Three workarounds shipped today (#89 sphere-overlap CheckBuildingTransit, #90 sphere-overlap stickiness, #92 spawn-cell-id seed) closed the visible symptom at Holtburg inn, but #90 specifically is a CLAUDE.md-rules workaround (explicit retail divergence) that needs a proper root-cause fix. The umbrella indoor-physics issue (#83) has been open since 2026-05-19 with multiple aborted fix attempts. Promoting this to milestone scope forces the fix to be central, retail-anchored, and complete — not another whack-a-mole patch.

Phases included:

Phase What it does
A6 — Indoor physics fidelity (cdb-driven) Capture retail's per-tick BSP collision response state at 9 scenarios (4 buildings + 5 dungeon sites). Analyze the gap vs ours. Fix BSP correction paths. Remove #90 stickiness + TryFindIndoorWalkablePlane synthesis workarounds.
A7 — Indoor lighting fidelity (RenderDoc + retail-decomp) Capture per-cell light state + per-pixel attribution at the same 9 scenarios. Analyze cell-light association, visibility culling, per-entity light direction. Fix indoor lighting + #80 (upper-floor dark) + #81 (static-stab atmospheric) + the held-item-spotlight bug.

Issues in scope (M1.5):

  • #80 — Camera on 2nd floor goes very dark
  • #81 — Static building stabs don't react to atmospheric lighting
  • #83 — Indoor multi-Z walking broken (cellars, 2nd floors, intermittent falling-stuck)
  • #88 — Indoor static objects vibrate (suspected sub-step state corruption — A6.P2 maps to Finding 2 family)
  • #90 — CellId ping-pong (workaround in place; remove during A6.P4)
  • #95 — Portal-graph visibility blowup (filed 2026-05-21; blocks the dungeon half of the M1.5 demo but is NOT in A6 scope; either add a dedicated phase inside M1.5 to fix it OR promote the dungeon demo to post-M1.5) [SUPERSEDED — RESOLVED, 9.1M→~39k instances, a40c38e8; dungeons ship; see M1.5 section above.]
  • L-indoor — Lighting indoors broken (file as new # during M1.5 kickoff)
  • L-spotlight — Items projecting spotlight on walls (file as new # during M1.5 kickoff)
  • Stairs walk-through — captured + characterized by A6.P2 (Finding 2 family); fix in A6.P3
  • 2nd-floor walking — captured + characterized by A6.P2 (Finding 2 — scen3 shows infinite CP-write ratio on flat 2nd-floor walk); fix in A6.P3
  • Cellar descent — same physics family as stairs; fix in A6.P3
  • Indoor sling-out (new symptom from A6.P1 scen4) — captured + mapped to A6.P2 Finding 3 (cell-resolver in ResolveCellId / CheckBuildingTransit); fix in A6.P3
  • TryFindIndoorWalkablePlane — synthesis workaround removal (Bug A's original goal, finally unblocked; A6.P4)

Frozen phases during M1.5: all M0 + M1 phases stay frozen. Plus specifically the recently-shipped A4 + #89 + #91 + #92 — those land in main as the M1.5 baseline and shouldn't be revisited except as part of A6.P4 removal of the workarounds.

Frozen as of M1.5 landing (2026-07-10): all M1.5 phases are now frozen per rule 2 — the indoor render port (Option A DrawInside(viewer_cell)), the A6 physics/membership family + A6.P4 per-cell shadow architecture, A7 indoor/dungeon lighting, and full Phase G.3 dungeon support (streaming collapse/expand, teleport in/out, dungeon collision/lighting/doors). No rework until M7 polish. Exempt from the freeze as still-open bugs (rule 2's "actively broken" clause): #145-residual (far-town teleport-OUT cascade) and #116 (slide-response) — these are tracked follow-ups, not frozen work.

Estimated timeline: 35 weeks calendar (1726 days focused work). Bigger than a normal milestone because lighting is open-ended (less existing diagnostic infrastructure than physics). Could be shorter if the cdb analysis surfaces a single-fix opportunity.

What "M1.5 lands" looks like: the indoor world reads as solid. Players can navigate buildings, basements, multi-floor inns, and dungeons without encountering walls they walk through, lighting that looks wrong, or position glitches. The two known workarounds (#90 stickiness + TryFindIndoorWalkablePlane synthesis) are removed; the codebase no longer has indoor-physics "duct-tape." Dungeons are usable enough to support M2's "kill a drudge" demo target (drudges live in dungeons; this milestone unblocks that).


M2 — "Kill a drudge" — LANDED 2026-07-15

Demo scenario: Equip a sword. Walk to a drudge. Swing. See "You hit Drudge for 12 slashing damage (87%)" in chat. Watch the swing animation play. Drudge dies, drops loot. Pick up the loot. Open the inventory panel and see it.

Landed: The connected Release client now completes that entire loop. Both melee and missile weapons switch through server-authoritative inventory transactions; attacks face the selected hostile target before release; combat animation, damage text, persistent death, auto-target, loot, inventory/stack operations, paperdoll/toolbar interaction, and world-item giving have passed user gates. Work discovered outside this demo remains explicitly carried below rather than keeping the milestone open indefinitely.

First port target when M2 starts (per the M2 combat-math research memo, docs/research/2026-06-04-combat-math-deep-dive.md): CombatMath.ComputeDamage — damage-calc + armor-resists are port-ready (ACE is the high-confidence oracle; two known scaffold bugs in CombatModel.cs identified — additive attributeBonus + subtractive armor). Hit-roll is well-documented client-side; the server sigmoid/crit + weapon-timing (the x87 GetPowerBarLevel artifact) come after. NOTE: M2 was briefly started 2026-06-13 then re-deferred when M1.5 was extended to include dungeons.

Phases to ship:

  • F.2 (panels) — Inventory panel reading ItemRepository (data already shipped in F.2 base; M2 ships the visual surface).
  • F.3 — Combat math + damage flow.
  • F.5a — Visible-at-login dev panels (Attributes, Skills, Equipped, Inventory list) — minimal ImGui surfaces, retail-skin deferred to M5.
  • L.1c — Combat animation wiring (draw/sheath, attack swings by stance/power/height, hit reactions, evades).
  • L.1c held-object foundation (implemented and live-gated 2026-07-11) — exact equipment-aware default combat mode (bow→Missile, caster→Magic) plus retail CreateObject/ParentEvent child attachment and per-frame hand-follow rendering.
  • L.1c inventory weapon switching (implemented and live-gated 2026-07-15) — inventory double-click ports retail's two-stage AutoWield: return the occupied primary weapon to the main pack, then any incompatible shield/ammo, waiting for every server move confirmation before wielding the requested bow/sword/caster/two-hander. The shared transaction works in peace and war, remains busy through the exact final WieldObject acknowledgement independently of rollback bookkeeping, and prevents rapid switches from overlapping or remaining stuck; ACE owns stance-specific motions and its PropertyInt 40 update now drives the client CombatState.
  • M2 item giving (implemented and starter-dungeon live-gated 2026-07-13) — a physical inventory drag released over a 3-D creature now ports ItemHolder::AttemptPlaceIn3D through the exact GiveObjectRequest 0x00CD packet, including selected partial-stack quantities and authoritative-only inventory mutation. Release coordinates feed the existing world picker, and PlayerDescription.Options1 preserves retail's player secure-trade preference. See docs/research/2026-07-13-retail-give-item-pseudocode.md and issue #216.
  • M2/M3 missile, effect, and portal presentation campaign (automated Steps 09 complete and independently reviewed 2026-07-14) — named-retail projectile and physics-script behavior is pinned in one oracle, the complete PhysicsDesc and F754/F755 wire surfaces are parsed with retail timestamp gates, and LiveEntityRuntime now separates logical lifetime from spatial rebucketing. Landblock churn and equipment attachment preserve one stable local entity and cannot replay create-time scripts. A narrow raw-hook seam now decodes retail's inherited CreateBlockingParticle payload for both PhysicsScripts and Animations, while exact stored-order PhysicsScriptTable threshold lookup and Setup-versus-network default precedence are pinned by conformance tests. EntityEffectController now replays pre-create F754/F755 once in mixed order against the canonical local owner; the Core scheduler uses one serial FIFO per owner, preserves duplicates, supports deterministic delayed CallPES, and routes default/part-default hooks through the complete hook fan-out. The update-frame clock is published before packet/default dispatch and republished before animation hooks. Existing cell-less/Frozen queues pause and resume with retail eligibility, while new ordinary F754/F755/default plays on an already-created cell-less owner drop. Hidden/UnHide bypasses that ordinary gate through retail set_hidden -> play_script_internal, queuing until eligibility returns. Attached children advance through their parent. Every sink shares canonical WorldEntity.Id, and static allocator overflow fails before aliasing another landblock. Live SoundTable ownership is installed independently of animation eligibility and replaced/cleared on each PhysicsDesc application; DAT statics retain Setup defaults. Concurrent-safe DAT reads stay off the streaming lock; malformed zero-time recursive chains fail diagnostically while valid timed weather loops continue. The live-pose step now publishes exact root/indexed rigid-part transforms after animation and equipped-child composition, advances existing FP hooks, drains animation hooks, refreshes attached emitters/lights, advances particles, then ticks PhysicsScripts in fixed retail frame order. World-released particles remain at their birth positions while parent-local particles follow; normal/blocking/anonymous logical emitter semantics are exact; pending projections skip particle updates/draw while retaining absolute creation times, the same emitter, and its logical ID, so re-entry expires elapsed state once without backlog emission. Moving Setup lights follow top-level and held-object roots and honor authoritative Lighting/SetLight transitions; missing emitter assets diagnose without a fabricated fallback. Stable Setup-part indices do not collapse around missing visuals, nested attachments update parent-first, and per-child pose buffers are reused. Rigid attachment/effect frames exclude visual Setup scale, attachment withdrawal cascades through descendants, and later pose publication recovers the complete descendant chain parent-first; light registration follows final projection visibility. Step 6 adds the pure Core retail projectile driver: 0.2-second catch-up quanta, the 50-unit/second clamp, final-state gravity, world-space omega, full-3D AlignPath, scaled Setup-local sphere sweeps, exact missile target/ethereal exclusions, self-shadow rejection, retail collision response, and full-cell landblock rebasing. Missile adds PathClipped but never PerfectClip. AP-67, TS-2, TS-10, TS-11, and TS-12 are retired; AP-83/AP-91 remain dormant. Step 7 attaches that primitive to the canonical LiveEntityRecord: arrows, bolts, and spell missiles share one body and one renderer identity across prediction, authoritative State/Vector/Position/Movement corrections, full-cell rebucketing, pending-landblock residence, delete, session reset, and GUID reuse. MovementManager presentation shares the same body and the canonical live-record cell regardless of which component was created first; pending/leave-world shadows retain their registration for exact re-entry even if Missile classification changes while pending; static missile effect roots follow every predicted frame, and materialized rehydration never uses a stale spawn cell. No impact, damage, effect, or delete event is synthesized client-side. Step 8 ports retail's constructor-state → PhysicsDesc transition, ordered Lighting/NoDraw/Hidden state side effects, DAT-driven typed Hidden/UnHide effects, direct-child NoDraw propagation, retained particles/lights, mesh/collision/interaction suppression, and exact remote teleport_hook teardown followed by a placement snap before the airborne gate. Ordinary visible CreateObject does not fabricate UnHide; pending F754/F755 packets replay only after construction-state effects. TS-43 is retired. Step 9 adds a deterministic 96-owner whole-lifecycle gate spanning projectile ticks, repeated DAT-effect plays, loaded↔pending landblock churn, dynamic lights, particle bindings, collision shadows, rapid deletion, same-GUID generation reuse, unknown pre-create effect packets, and session reset. A separate 96-owner renderer-seam gate balances every EntitySpawnAdapter mesh reference. Teardown now proves zero retained live records/bodies/projectiles, render owners, spatial buckets/rescues, PhysicsScript queues/anchors, effect profiles/packets, emitters/logical IDs, poses, lights, and active/suspended shadow registrations. The hardening pass also fixed undrained persistent-rescue retention and rejects queued spatial visibility edges that no longer match current incarnation truth. A companion twelve-cycle gate drives exact recall motion 0x10000153 through CallPES, Hidden, unloaded-destination placement, hydration, and UnHide. Logical teardown is incarnation-specific across callback-driven GUID reuse; per-GUID epochs reject create resurrection after a nested delete/reset, resource registration is atomic, terminal session clear rejects registrations outside its teardown snapshot, and visibility fan-out drains all owners before aggregating observer failures. Canonical cell/projection state finishes committing before those aggregates rethrow; per-GUID epoch tombstones survive accepted delete until session clear, and superseded creates cannot discard a prior-incarnation cleanup failure. Per-record projection tokens also prevent an outer rebucket/withdrawal from overwriting a replacement incarnation or a newer same-record projection created synchronously by an observer. TS-26's UpdatePosition freshness gap is retired by the nine-channel timestamp gates; TS-49 remains the explicit DetectionManager/LeftDetection gap. A 2026-07-14 corrective visual slice ports CPhysicsPart::Always2D: mode-1/no-degrade particles now keep every authored mesh polygon through the modern global buffer, while other degrade modes retain the billboard path. This restores the four-piece apex of Armor/protection shield effects. The final two-client visual gate is still pending.
  • L.1c local attack receive path (implemented and live-gated 2026-07-15) — local non-autonomous mt-0 UpdateMotion now uses retail's wholesale interpreted funnel and action-stamp gate, so ACE's server-selected melee/missile action drives the player's motion table; direct command-list replay is removed.
  • M2 basic combat bar (implemented and live-gated 2026-07-15) — authored gmCombatUI LayoutDesc 0x21000073 now pops for Melee/Missile and shares one press/hold/release attack-request owner across DAT buttons and keybindings. Retail x86 resolves full charge to 1.0 s (0.8 s dual wield), also retiring the guessed jump-charge timing. The corrective gate ports the right-to-left red meter, silent AttackDone control status, target-frame Keep in View with retained manual orbit, persistent corpse motion protected from the AP-80 velocity adaptation, and post-death nearest-target acquisition when Auto Target is enabled. Both multi-frame and static/reactive spawns now share retail's wire-driven description-before-enter-world lifecycle: the corpse's authoritative Dead state is retained and HandleEnterWorld strips its Ready→Dead transition before the first rendered tick. Corpse persistence was visually confirmed live on 2026-07-12. The follow-up #205 correction makes the toolbar consume the final reentrant Auto Target selection and restricts automatic candidates to hostile non-player monsters; live gate passed 2026-07-12. See docs/research/2026-07-12-death-and-auto-target-pseudocode.md.
  • Retail client command families (implemented 2026-07-13; corrective live gate pending) — both chat surfaces now route a named-decomp command catalog into an App-layer controller, keeping ACE administrator verbs on the explicit server-command path. The implemented set covers travel, character/time queries, local UI and location commands, named/automatic layout persistence, AFK/consent, emotes, friends, squelch/filter, and fill-components, with exact Core.Net messages and authoritative social-state parsing. See docs/research/2026-07-13-retail-client-command-families-pseudocode.md. The first connected gate passed the family except for raw suicide success code 0x004A and the incomplete title-bar-only FPS toggle; the corrective pass maps retail's success text and mounts the authored SmartBox FPS element. Confirmation reuse now follows retail's DialogFactory: fresh DAT roots, property-backed results, context ids, independent queues/priority, callbacks, close notices, and server abort handling; /die, gameplay requests, and guarded item uses share the type-1 presenter.
  • L.1b — Command router + motion-state cleanup (prereq for L.1c).

Freeze on landing:

  • Combat math zone
  • Inventory zone (data + dev panel; retail-skin reopens in M5)
  • L.1b/c combat-animation zone

What "M2 lands" looks like: the gameplay loop is real. You can fight, take damage, kill things, see loot, manage your inventory. The game becomes a game.


M3 — "Cast a spell" — 🔵 ACTIVE (started 2026-07-15)

Demo scenario: Cast Flame Bolt at a drudge. Watch the cast animation, the projectile, the impact. Self-cast a buff (Strength Self). See the enchantment in a buff list. Recall to lifestone — full recall animation, correct teleport, correct re-spawn.

Starting position: E.5 already supplies the cast wire and authoritative spell/enchantment state, while the M2/M3 campaign supplies traveling physical and spell missiles, DAT PhysicsScripts, live part-attached particles/lights, Hidden/UnHide, and recall motion/effects. Representative projectiles and protection effects pass the single-client visual gate. M3 begins with a focused named-retail gap audit of F.4/L.1d—not a rewrite of this foundation—then fills the spellbook/active-enchantment UI and completes the two-client portal gate.

Implementation update (2026-07-15): The automated F.4/L.1d audit and port are complete. Cast requests now use retail component-formula selection, target compatibility, shared busy/completion ownership, and exact targeted/untargeted messages. Live enchantment add/remove/dispel/purge state is fully parsed with layer identity and client-clock normalization. The authored Magic combat page, eight favorite tabs, caster endowment, spellbook/component book, scoped keys, positive/negative effects windows, and the authored seven-control gameplay indicator strip are mounted in the retained runtime. The strip now uses retail DAT states for link quality, Helpful/Harmful effects, Vitae, burden, mini-game availability, and end-character-session; live link age, player load, and enchantment registries drive their retail thresholds and the burden/effect/logout actions use the shared panel/dialog owners. Main-panel visibility now flows through retail's one-active gmPanelUI owner. M3 remains active only for the connected single-client magic UI/casting visual gate and the final two-client portal observer gate. The 2026-07-17 indicator follow-up also mounts authored Character Information, Link Status, Vitae, and Mini Game detail roots as children of that same main-panel owner. Helpful, Harmful, Character Information, Link, and Vitae therefore replace Inventory/Character/Magic in one canonical window rectangle. Helpful/Harmful instantiate retail's DAT icon/name/time row and selected-spell information presentation. The burden icon sends panel 3 (Character Information), not panel 11 (Attributes/Skills). Link uses retail's payload-free ping/RTT cadence; Vitae uses PropertyInt 129/139 and the retail XP-pool threshold formula. The detail conformance pass also restores Vitae's omitted penalty explanation, ports the exact Character Information report/property meanings, prevents double-compositing authored translucent panel centers, and initializes the end-session control in its visible Normal DAT state before hover. The first connected gate exposed and corrected two retained-import defects: spellbook tabs are authored stateful text controls (not buttons), and retail text starts with zero margins. Real-DAT fixtures now pin spellbook binding, Closed/Open child-state propagation, and Magic-tab strings I through VIII. The follow-up spellbook slice now clones the DAT-authored one-column spell-shortcut presentation (icon, name, separator, selected overlay), binds its authored scrollbar, ports exact school/level filter masks and stable display-order sorting, carries learned spells into the open favorite bar, and routes Delete through the shared retail confirmation factory plus server-authoritative CM_Magic::Event_RemoveSpell (0x01A8) response path. The component-book follow-up now instantiates retail's category and component listbox templates from LayoutDesc 0x21000033, preserving localized headings, row/selection textures, icon/name/count columns, and desired-value editing. The spell metadata source is now the complete installed end-of-retail SpellTable DID 0x0E00000E (6,266 records). The former 3,956-row CSV is kept only as a research fixture, so every spell ACE can teach resolves through the same DAT-backed catalog used by formulas, casting, spellbook rows, and effects.

Phases to ship:

  • F.4 — Spell cast state machine (buffs + recalls first, projectile spells second).
  • L.1d — Spell-casting animation wiring (cast command classification, windup, release, fizzle/interruption, recoil).
  • F.5 (Spellbook panel) — dev-skin surface for learned spells + active enchantments.

Freeze on landing:

  • F.4 spell zone
  • L.1d cast-animation zone
  • Spellbook dev-panel surface

What "M3 lands" looks like: mages are real characters. Buffs work, recalls work, the first projectile spells work. Combat from M2 + casting from M3 = retail-equivalent gameplay loop for melee and casters.


M4 — "Live in the world" — 🔵 (~610 weeks)

Demo scenario: Create a fresh character from scratch (no ACE admin). Spawn. Talk to an NPC. Accept a quest. Walk to a dungeon entrance. Portal in (pink-bubble loading). Walk through the dungeon. Complete the quest. Walk back out.

Phases to ship:

  • H.3 — Emote scripts + quests + dialogs (122 EmoteType × 39 Trigger mini-VM).
  • G.3 — Dungeon streaming + portal space + PlayerTeleport handling. (Unblocked by L.2e from M1.)
  • H.4 — Character creation (0xE000002 CharGen + heritages + appearance picker + preview).
  • L.1e — Emote + posture animation wiring.

Freeze on landing:

  • H.3 dialog/quest zone
  • G.3 dungeon zone
  • H.4 character-creation zone
  • L.1e emote-animation zone

What "M4 lands" looks like: the world feels populated and interactive. You can do quests, enter dungeons, create characters. Combined with M2/M3, the client is functionally playable — minus visual polish.


M5 — "Looks like retail" — 🟢 PARALLELIZABLE WITH M3/M4 (~48 weeks)

Demo scenario: Side-by-side screenshot of acdream vs retail at the same location, same time of day, same character. Hard to tell apart at a glance. Open the inventory panel — retail-skinned with the right font, icons, and 9-slice panel borders.

Phases to ship:

  • C.1.5c — Sky-PES dispatch chain (closes #2 lightning, #28 aurora, #29 cloud thinness).
  • C.2 — Dynamic point lights (fireplaces, lamps, torches with proper local lighting).
  • C.3 — Palette range tuning (skin/hair/eye colors match retail).
  • C.4 — Double-sided translucent polys.
  • D.2b — Custom retail-look UI backend. In progress: vitals + chat + toolbar + inventory (window manager, B-Grid, B-Controller, B-Wire, drag-drop, container-switching) + paperdoll (equip slots, 3-D doll UiViewport, Slots toggle) + Character window (Attributes tab, visually confirmed 2026-06-26) + UI Studio (standalone panel previewer + 26-window retail dump + interactive click-routing + headless screenshot) + importer dat-fidelity (Fix A/B/C: justification, FontColor, per-element FontDid resolver [studio-only; #157 tracks live-game path]) are shipped. Current campaign: shared retained-widget/window architecture, then selected-object mana/stack completion. Retail correction: the main toolbar is object-only; the eight favorite-spell lists drive separate spell bars. Execution plan: docs/superpowers/plans/2026-07-10-retail-ui-fidelity-completion.md.
  • D.3D.7 — AcFont + dat sprites + core panels reskinned + HUD + cursor manager. D.6 radar/compass shipped 2026-07-10 and the separate retail jump power bar was implemented 2026-07-13; D.7 complete retail cursor catalog/precedence shipped and user-confirmed 2026-07-11. The radar uses the retained UI architecture using the retail DAT layout and recovered runtime behavior; the jump bar uses the same retained composition with movement-owned charge timing. Live-game visual confirmation remains the user gate.
  • L.1f — NPC/monster + item-use animation coverage.

Freeze on landing:

  • Visual polish zone (C.1.5c, C.2, C.3, C.4)
  • D.2b → D.7 UI-skin zone
  • L.1f NPC-anim zone

What "M5 lands" looks like: the client visually convinces. Screenshots become postable. The "old / broken vs retail" feeling that drives most of the chronic ISSUES.md entries is gone.


M6 — "Plugins ship" — 🟢 (~4 weeks)

Demo scenario: A third party (not you) writes a small plugin against the published API — XP tracker, loot logger, simple chat filter — and it loads cleanly. Sample plugin lives in the repo with documented build steps.

Phases to ship:

  • Plugin API surface: stable contract over AcDream.Core + AcDream.UI.Abstractions, versioned, with the world-state interfaces exposed.
  • Plugin host: load isolation, lifecycle, error containment.
  • Sample plugin (XP tracker or loot logger) — proves the API by using it.
  • Plugin docs page.

Freeze on landing:

  • Plugin API v1 surface (additive changes only post-freeze).

What "M6 lands" looks like: the differentiator vs the retail client is real. acdream offers something retail never did, and the API is documented well enough that other people can build on it.


M7 — "v1.0" — 🟢 (open-ended polish)

Demo scenario: Long-running stress test: log in, play for 4 hours across outdoor + dungeon + portal + combat + spell + chat scenarios, reconnect once mid-session, log out clean. No crashes, no protocol errors, no visual regressions, no audio dropouts.

Phases to ship:

  • Phase M — Network stack conformance (retransmit, ACK piggybacking, echo/keepalive, fragment splitting, typed actions). Deferred until now because ACE handles loss gracefully — but v1.0 needs proper network hardening.
  • H.2 — Allegiance.
  • N.6 slice 2 + N.7N.10 — Finish WB rendering migration (EnvCells, sky/particles via WB, visibility manager, GL infrastructure consolidation).
  • Phase J long-tail — Player rig polish, group/fellowship UI, trade window, salvage/tinker UI, house ownership, society UI, dev-mode tools.
  • L.1g — Animation polish + conformance.
  • Final visual + audio polish pass against ISSUES.md chronic backlog.

What "M7 lands" looks like: v1.0. Ship.


Estimated timeline

Milestone Effort Cumulative
M0 DONE DONE
M1 ~46 wk ~5 wk
M2 ~610 wk ~13 wk
M3 ~34 wk ~17 wk
M4 ~610 wk ~25 wk
M5 ~48 wk (parallel) overlaps M3/M4
M6 ~4 wk ~29 wk
M7 open-ended v1.0

Roughly 912 months of focused solo work from 2026-05-12 to v1.0. That's honest for an open-source project of this scale. The biggest single rock is M2 (combat math + animations + inventory panels lining up); M5 can be chipped at in parallel by subagents while you drive M3/M4.


What this document is not

  • Not a release schedule. Internal morale + scope layer only. If acdream goes public-alpha at some point, that's a separate decision built on top of one of these milestones.
  • Not immutable. When reality and the milestones diverge, update the milestones in the same session you discover the divergence. Same rule as the roadmap.
  • Not a replacement for the roadmap. Phases are still where the implementation details live. This doc is the orientation layer above them.
  • Not granular enough for daily work. Daily work happens at the phase / sub-phase / commit level. The milestone is the multi-week target you're aiming at.