acdream/docs/ISSUES.md
Erik 110fb691a8 ship(post-A.5 #53): Tier 1 entity-classification cache — closes ISSUE #53
EntityClassificationCache keyed by (entityId, landblockHint) tuple lands
per spec docs/superpowers/specs/2026-05-10-issue-53-tier1-cache-design.md
+ plan docs/superpowers/plans/2026-05-10-issue-53-tier1-cache.md.

Perf result (horizon-safe preset + High quality, AMD Radeon RX 9070 XT
@ 1440p): entity dispatcher cpu_us median ~1200 us, p95 ~1500 us. Down
from ~3500m / ~4000p95 pre-Tier-1. ~66% / ~63% reduction. Well under
the A.5 spec budget (median <= 2.0 ms, p95 <= 2.5 ms). No BUDGET_OVER
flag across 30s+ standstill captures.

Visual gate cleared after 4 bug-fix iterations:
  - 71d0edc: namespace stab Ids globally (cross-LB id collision)
  - 95ebbf3: key cache by (entityId, landblockHint) tuple (defensive)
  - c55acdc: skip cache populate when classification is incomplete
  - f928e66: incomplete-entity flag must persist across same-entity tuples

User-confirmed visually via +Acdream test character: NPCs animate,
multi-part static buildings render fully (no airborne geometry, no
Z-fighting, no missing parts, no wrong textures), Nullified Statue of
a Drudge on top of the Foundry renders all parts, trees outside
Holtburg render with branches present.

Closes the post-A.5 polish phase. Issues #52, #54, #53 all closed.

Tests: 1711 passing, 8 pre-existing physics/input failures unchanged.
N.5b sentinel: 112/112 throughout.

Memory: ~/.claude/projects/.../memory/project_tier1_cache.md +
feedback_cache_per_tuple_pattern.md capture the audit-gap and per-tuple-
vs-per-entity recurring trap for future cache work.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 00:09:57 +02:00

121 KiB
Raw Blame History

acdream — known issues + small deferred features

Rolling tactical list. What goes here:

  • Bugs: user-visible defects we've observed but haven't fixed yet.
  • Small deferred features: work that fits in one or two commits. Anything larger should be a named Phase in the roadmap.

What does NOT go here:

  • Large multi-commit work → add a Phase to the roadmap instead.
  • Ideas / wishlist → docs/plans/.
  • Design questions → open a docs/research/*.md note.

Conventions

  • Sequential integer IDs (#1, #2, …). Commits that close an issue reference the ID in the message (e.g. fix #3: periodic TimeSync parsing).
  • Status is OPEN, IN-PROGRESS, or DONE. DONE items move to the Recently closed section at the bottom with closed-date + commit SHA.
  • Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
  • Promoting to a Phase: mark as DONE (promoted to Phase X) + commit SHA where the Phase entry landed.

Template

Copy this block when adding a new issue:

## #NN — Short title

**Status:** OPEN
**Severity:** HIGH | MEDIUM | LOW
**Filed:** YYYY-MM-DD
**Component:** e.g. sky, physics, net, ui

**Description:** One paragraph — what's wrong or what's missing.

**Root cause / status:** What we know so far. Empty if unknown.

**Files:** Path references with approximate line numbers.

**Research:** Links to `docs/research/*.md` if applicable.

**Acceptance:** How we'll know it's fixed.

Active issues

#50 — Road-edge tree at 0xA9B1 visible in acdream but not retail

Status: OPEN Severity: LOW (cosmetic; one spawned tree near the road in Holtburg) Filed: 2026-05-08 Component: scenery placement / Phase N (WorldBuilder rendering migration)

Description: With ACDREAM_USE_WB_SCENERY=1 (default since commit b84ecbd), a tree at landblock 0xA9B1 around (lx=85.08, ly=190.97) appears in acdream but neither retail nor ACME WorldBuilder render it. Upstream Chorizite/WorldBuilder DOES render it, so our migration to WB's helpers (Phase N.1) inherited this discrepancy from upstream.

Root cause (suspected): ACME WorldBuilder includes a per-vertex road check that skips the entire vertex when its road bit is set (see references/WorldBuilder-ACME-Edition/WorldBuilder/Editors/Landscape/GameScene.cs:1074). The current vertex (4,8) has a road bit set in the dat. ACME skips it; Chorizite/WorldBuilder doesn't; we don't.

Fix attempt that didn't work: commit e279c46 added the per-vertex road check directly to our GenerateViaWb (and legacy Generate for parity). It successfully removed the offending tree but over-suppressed scenery in other landblocks (visual regressions during user testing). Reverted in commit 677a726. ACME's check likely interacts with other factors (per-vertex building check, or something else in ACME's pipeline) that we'd need to port together, not the road check alone.

Next steps:

  1. Investigate ACME's full per-vertex filter set (road + building + anything else) and port them as a coherent unit, not piecemeal.
  2. OR upstream the per-vertex road check to Chorizite/WorldBuilder (which is now our submodule fork) so it lands as a generic ACME-conformance improvement.
  3. OR consider switching fork target from Chorizite/WorldBuilder to ACME WorldBuilder for future phases (N.2+).

Visually undetectable to most users; one extra tree at one landblock. Defer until other Phase N work catches a similar issue and a coherent fix becomes obvious.

Files:

  • src/AcDream.Core/World/SceneryGenerator.csGenerateInternal is the active path
  • src/AcDream.Core/World/WbSceneryAdapter.cs — adapter used by GenerateInternal
  • references/WorldBuilder-ACME-Edition/WorldBuilder/Editors/Landscape/GameScene.cs:1074 — ACME's per-vertex road filter

#49 — Scenery (X, Y) placement drifts from retail at some landblocks

Status: OPEN Severity: MEDIUM (visible misplacement; species-specific or per-cell, not a global offset) Filed: 2026-05-06 Component: scenery placement / SceneryGenerator

Description: While verifying the #48 Z fix at Holtburg landblock 0xA9B30001, the user spotted a scenery tree placed at the wrong (X, Y) in acdream relative to retail at the same character coords. Specifically: a large tree that retail places far across the road on the right (east) side appears in acdream on the left (west) side, near a chess board / picnic-bench area. Side-by- side screenshot pair captured 2026-05-06.

This is not a Z bug — every tree in the same screenshot has its trunk meeting the visible terrain (the #48 SampleTerrainZ fix is working). It's also not the LandBlockInfo Stab path — the chess board / bench themselves are correctly placed, so the landblock origin and lbOffset math are right.

Hypotheses (need cdb retail trace to disambiguate):

  1. The displacement-noise math in SceneryGenerator differs from retail's chunk_005A0000 LCG by a constant or a sign flip. Audit eeee4c5 claimed "all MATCH" against the decomp, but a runtime trace would prove or disprove.
  2. Coordinate-system handedness: cell-local (lx, ly) in our path may map to retail's (ly, lx) somewhere, rotating tree XY 90° around the cell's NW corner.
  3. The obj.Align != 0 path in retail (FUN_005a6f60, aligns the object to the landcell polygon's normal) may use a different reference point than ours, drifting placement on sloped cells.
  4. Slope filter could reject a cell retail accepts (or vice versa), pushing trees into adjacent cells.
  5. Region-table / SceneInfo lookup might select a different scenery list for the cell type.

Investigation plan (gold-standard, per project_retail_debugger.md):

  1. Run the existing ACDREAM_DUMP_SCENERY_Z=1 diagnostic to capture acdream's full per-spawn (gfx, world XY, scale, partT) for landblock 0xA9B3FFFF.
  2. Attach cdb to a live retail client at the same Holtburg spot (tools/pdb-extract/check_exe_pdb.py confirms PDB pairs with v11.4186). Set a breakpoint on CLandBlock::get_land_scenes (or the inner chunk_005A0000 placement function); capture every (gfxObjId, worldX, worldY, scale, heading) retail emits for the same landblock.
  3. Diff the two tables. The spawn that's offset will be obvious; the offset pattern (one tree, all trees, one species, constant delta, etc.) determines which hypothesis above is correct.

Files:

Acceptance: Side-by-side outdoor screenshot pair (acdream vs retail, same character coords, same time of day) shows scenery positions matching at multiple landblocks. The cdb trace + diagnostic diff documents quantitative agreement (zero offset within float precision) on at least one landblock end-to-end.

Out of scope here (kept under #48): Z floating. That's fixed.


#48 — [DONE 2026-05-06 · a469395] A few specific scenery trees hover above terrain (per-GfxObj Z misplacement)

Resolution: Hypothesis 2 (physics-sampler vs bilinear-fallback Z mismatch). The bilinear fallback in GameWindow.SampleTerrainZ had its two diagonal arms swapped — used the SEtoNW triangle test on SWtoNE cells and vice versa. Every scenery hydration in our diagnostic ran through the bilinear path (source=bilinear in all [scenery-z] log lines) because physics hadn't yet built a TerrainSurface for the streaming-in landblock — so on sloped cells, scenery sat at a different Z than the visible terrain mesh by up to ~1.5 m. The bug was latent since ff325ab (2026-04-17) which upgraded the fallback from naive 4-corner bilinear to triangle-aware barycentric, but with the diagonal-pair tests swapped. TerrainSurface.SampleZ (used by the physics path / player Z) was always correct, so player feet stayed flush — the two paths just disagreed and only scenery noticed.

Fix: extracted the canonical triangle-pick math into TerrainSurface.InterpolateZInTriangle (private static); added TerrainSurface.SampleZFromHeightmap (public static) that reads heights directly from the landblock byte array using the same canonical math; redirected GameWindow.SampleTerrainZ to delegate to it. New conformance test SampleZFromHeightmap_AgreesWithInstance_AcrossWholeLandblock pins both sampler paths together at 1500 sample points across both diagonals, so future drift gets caught. User visually confirmed 2026-05-06.

The diagnostic dump (ACDREAM_DUMP_SCENERY_Z=1, GameWindow.cs:4661) is kept committed — it's gated by env var, zero cost when off, and is the right starting point for #49 (scenery X/Y placement) too.

Pseudocode: docs/research/2026-05-06-issue-48-fix-pseudocode.md.

Status: DONE Severity: LOW (cosmetic; ~3 trees per landblock, easy to ignore but obvious once spotted) Filed: 2026-05-06 Component: rendering / scenery placement / terrain Z sampling

Description: In outdoor landblocks, a small subset of tree scenery instances render visibly floating above the terrain (trunk base ~0.51.5 m above the ground line). The vast majority of scenery (other tree species, bushes, rocks) sits flush. The bug is per-GfxObj-id: the same handful of species float wherever they spawn; other species at the same (x, y) cell sit correctly. Side-by-side with retail in the same area: retail places the same species flush. User-confirmed via screenshot pair 2026-05-06.

The user noted this is the only thing left wrong with terrain rendering (canopy density / shape were not the issue — those match retail when looked at carefully). The bug is purely vertical offset on a few species.

Investigation 2026-05-06:

SceneryGenerator.cs:204 returns LocalPosition.Z = obj.BaseLoc.Origin.Z (just the ObjectDesc's BaseLoc Z offset, no terrain). GameWindow.cs:4642 adds the terrain ground Z:

float groundZ = _physicsEngine.SampleTerrainZ(worldPx, worldPy)
    ?? SampleTerrainZ(lb.Heightmap, _heightTable, localX, localY);
float finalZ = groundZ + spawn.LocalPosition.Z;

Both samplers claim to use the AC2D split-direction terrain mesh formula. Player feet land flush, so player Z sampling is correct; scenery for most species is also flush; only specific GfxObjs float.

Three competing hypotheses (need one diagnostic to disambiguate):

  1. Per-GfxObj origin convention. Most AC tree GfxObjs are authored with local origin at the trunk base (mesh vertices have Z >= 0 measured up from the origin). A few species may be authored with origin at bbox-center or visual top — for those, finalZ = groundZ + BaseLoc.Z plants the center at ground and the visible trunk floats by half its height. Per-GfxObj-id ⇒ deterministic across instances ⇒ fits the "same 3 species everywhere" pattern.

  2. Physics-sampler vs bilinear-fallback Z mismatch on NE↔SW-cut cells. The physics path uses the AC2D split-direction formula. The bilinear-fallback at GameWindow.cs:4643 uses naive bilinear over heightmap corners — wrong on cells whose visible triangle slopes the other way. If physics hasn't registered a landblock yet when scenery hydrates (timing race), affected scenery uses the bilinear sampler and lands on a different Z than the visible terrain. Player Z is fine because player movement always goes through the physics sampler.

  3. Same close-degrade story as #47, applied to scenery. Some tree GfxObjs have DIDDegrade tables; slot 0 (close-detail) and the base-LOD-3 mesh may have different mesh-local origins. We currently draw the base GfxObj id directly for scenery (the close-degrade resolver is scoped to humanoid setups only). Retail draws slot 0 for nearby trees. If slot-0 has origin at trunk-base while base-LOD-3 has origin at bbox-center, those species float by exactly the offset between the two origins.

Cheapest first move: add a one-shot scenery placement dump gated by ACDREAM_DUMP_SCENERY_Z=1 that logs, per spawn:

[scenery-z] gfxObj=0xXXXXXXXX setupOrGfx=… worldPos=(x,y,z)
            BaseLoc.Z=…  groundZ=…  meshZRange=[zMin..zMax]
            hasDIDDegrade=true/false  degrades[0]=0xXX

User identifies one floating tree → grep that GfxObj id in the log → look at meshZRange and hasDIDDegrade. That tells us hypothesis 1 (zMin > 0 by the float amount), hypothesis 2 (matching species correctly placed elsewhere → timing race), or hypothesis 3 (hasDIDDegrade=true and slot 0 mesh has different zMin). One log sample answers the question.

Files:

Acceptance: All scenery species rest flush on the visible terrain mesh in side-by-side outdoor screenshots vs retail. No regression on the species that already render correctly.

Handoff: docs/research/2026-05-06-issue-48-handoff.md


#39 — Run↔Walk cycle transition not visible on observed player remotes (acdream-as-observer)

Status: OPEN Severity: MEDIUM (visible animation desync; not a correctness/wire bug) Filed: 2026-05-03 Component: physics / motion / animation

Description: When observing a remote-driven player character through acdream and the actor toggles Shift while keeping a direction key held (Run↔Walk demote/promote), the visible leg cycle does NOT update on the observer side. Body position eventually corrects via UpdatePosition hard-snaps (causing visible position blips), but the animation cycle stays at whatever it was last set to (Run sticks; Walk sticks).

Observation matrix:

Observer Actor Cycle Run↔Walk Z on slopes
Retail Retail
Retail Acdream
Acdream Acdream ✗ (only with env-var path)
Acdream Retail

Root cause / status:

ACE only broadcasts a fresh UpdateMotion (UM) when the wire's ForwardCommand byte changes — i.e. on direction-key state changes (W press, W release). Toggling Shift while W is held changes ForwardSpeed and HoldKey but NOT ForwardCommand, so ACE does NOT broadcast a UM for the demote/promote. The speed change DOES propagate via UpdatePosition (position-delta velocity changes between Run-pace and Walk-pace), confirmed via [VEL_DIAG] serverSpeed varying ~2.5 m/s (walk) ↔ ~9 m/s (run).

Retail's inbound code uses UP-derived velocity to refine the visible cycle when no UM tells it. Acdream has the equivalent function — ApplyServerControlledVelocityCycle in GameWindow.cs:3274 — but it's gated if (IsPlayerGuid(serverGuid)) return; for player remotes, exactly the case where the gap matters.

(Earlier hypothesized as H2 in the 2026-05-03 four-agent investigation but marked refuted because the [UPCYCLE] diag never fired — that was BECAUSE of the gate; un-gating reveals it firing per UP, which is the correct behavior.)

Fix sketch (~10 lines): un-gate ApplyServerControlledVelocityCycle for player remotes when currentMotion is a locomotion cycle (Run/Walk/Sidestep/Backward). UMs still drive direction-key changes authoritatively; UP-derived velocity refines the speed bucket within the same direction. Add a LastUMUpdateTime grace window (e.g. 500ms) so UMs win when fresh.

Files:

  • src/AcDream.App/Rendering/GameWindow.cs:3274ApplyServerControlledVelocityCycle (the gate if (IsPlayerGuid(serverGuid)) return; to remove with conditions)
  • src/AcDream.App/Rendering/GameWindow.cs:3640-3660 — call site (already passes through with HasServerVelocity from synthesized UP-deltas)
  • src/AcDream.Core/Physics/ServerControlledLocomotion.cs:54-76PlanFromVelocity thresholds (may need re-tuning if banding is observed)

Research:

  • docs/research/2026-05-03-remote-anim-cycle/investigation-prompt.md — full background of the four-agent investigation
  • docs/research/2026-05-06-locomotion-cycle-transitions/investigation-prompt.md — expansion to the full 7-transition matrix (Run↔Walk forward + backward, Fast↔Slow strafe L+R, direction-flip cases) with TTD-driven workflow
  • docs/research/2026-05-06-locomotion-cycle-transitions/findings-static.md — static-analysis findings + scope of the 2026-05-06 candidate fix (case #1, Run↔Walk forward only)
  • This session's diagnostic logs at tools/diag-logs/walkrun-A1b-*.log (UM_RAW, FWD_WIRE, SETCYCLE traces) confirming ACE's wire pattern

Acceptance:

  • Observer in acdream watching a retail-driven character toggle Shift while holding W: visible leg cycle switches Run↔Walk within ~200ms of the wire change.
  • No regression on the working cases (acdream-on-acdream, retail observers, idle↔Run, idle↔Walk).
  • No spurious cycle thrashing during turning while running (ObservedOmega doesn't trigger velocity-bucket changes).

Progress 2026-05-06 — Shift-toggle cases (#1, #2, #4, #5) fixed; user-verified:

Five-commit sequence on this branch (claude/determined-solomon-d0356d):

Commit Effect
8fa04af First candidate — added RemoteMotion.LastUMTime + ApplyPlayerLocomotionRefinement with 500 ms UM grace + forward-direction hysteresis. Ineffective because the call site lived in dead code for player remotes.
863d96b Skip transition link in SetCycle for direct cyclic-locomotion → cyclic-locomotion. Reduces queue accumulation (qCount climbs slower); not the actual case-#1 fix but architecturally correct.
bb026b7 Per-tick [CURRNODE] diagnostic — exposed that _currNode was correctly tracking SetCycle's intent and so the bug was elsewhere. Read-only.
2653b30 Wire ApplyServerControlledVelocityCycle into the L.3 M2 player-remote path. Found via the diag — the existing call site at OnLivePositionUpdated line ~3879 was unreachable for players because the L.3 M2 routing returns at line 3755. New synth-velocity computation + call inserted in the player branch. User-verified working for forward Run↔Walk via Shift toggle.
cc62e1c Handle backward (CurrentSpeedMod < 0 → preserve negative sign) and sidestep (low byte 0x0F / 0x10 → keep motion ID, refine magnitude). Backward regression resolved.
349ba65 Use SidestepAnimSpeed (1.25) instead of WalkAnimSpeed (3.12) when computing sidestep magnitude — fix #4's mapping was 2.5× too small for slow strafe.

Wire-level finding refuting the original ISSUES.md root-cause hypothesis: Earlier diagnostic claims that ACE broadcasts UMs on Shift toggle were misread. A clean test (launch-39-diag2.log) holding W and toggling Shift while held shows [FWD_WIRE] for retail-driven actor only emitting Ready ↔ Run transitions — no Walk wire transitions at all, despite a clear walk-pace ↔ run-pace shift visible in [VEL_DIAG]. So retail's outbound DOES go silent on HoldKey-only changes. The earlier launch's many Walk↔Run [FWD_WIRE] lines came from W press/release cycles with Shift held continuously — different scenarios.

Verified working (user, 2026-05-06):

  • Forward Run↔Walk via Shift toggle (case #1)
  • Backward Walk slow↔fast via Shift toggle (case #2) — animation matches direction, no rubber-band
  • Strafe-left / strafe-right slow↔fast via Shift toggle (cases #4 / #5) — cadence visibly changes

Residual / not yet verified:

  • "Not as fast as retail" — ~500 ms UmGraceSeconds window adds latency on top of the UP cadence (510 Hz). Could be tuned shorter once cases #3 / #6 / #7 are validated.
  • Direction-flip cases (#3 W↔S, #6 A↔D, #7 W↔A/D) — believed to work via direct UM, not explicitly verified yet.

New related issue filed: #45 — local-player slow-strafe-walk renders too slow. Same SidestepAnimSpeed vs WalkAnimSpeed mismatch pattern as fix #5, but on the local-player render path (UpdatePlayerAnimation), not the observer side.

#42 — [DONE 2026-05-05 · ec59a08] Airborne XY drift on observed player remote jumps (~1 m horizontal offset over arc)

Status: DONE Severity: MEDIUM (pre-existing PhysicsEngine bug; exposed by L.3 M2 airborne UP no-op + M4 CellId fix) Filed: 2026-05-05 (root cause confirmed same day) Closed: 2026-05-05 Commit: ec59a08 Component: physics (PhysicsEngine.ResolveWithTransitionFindObjCollisions self-skip)

Resolution (2026-05-05): Self-collision in FindObjCollisions, not any of the three originally-hypothesised mechanisms below. Live entities (local player, remotes) register a Cylinder in ShadowObjectRegistry at spawn (GameWindow.cs:2545) which UpdatePosition keeps tracking the entity's live world position. With no self-skip filter, the moving sphere's own cylinder is always sitting at the body's exact position and CylinderCollision slides the sphere out of overlap on every airborne tick. Validated by the [SWEEP-OBJ] diagnostic added in commit a36369d: every drift event showed gfxObj=0x02000001 (humanoid setup) at obj.Position exactly matching the body's pre. Mirrors retail's CObjCell::find_obj_collisions self-skip at named-retail line 308931:

if ((physobj->parent == 0 && physobj != arg2->object_info.object))
    result = CPhysicsObj::FindObjCollisions(physobj, arg2);

Plumbing: ObjectInfo.SelfEntityId field, optional movingEntityId = 0 parameter on ResolveWithTransition, PlayerMovementController.LocalEntityId refreshed per-tick from _entitiesByServerGuid[_playerServerGuid].Id, remote sweep at GameWindow.cs:6474 passes kv.Key. Lock-the-fix unit test at PhysicsEngineTests.ResolveWithTransition_SelfShadowEntry_NotPushedWhenIdMatches.

Verified via two visual + log runs (launch-42-verify.log / launch-42-verify2.log): zero stationary-jump drift across both, gfxObj=0x02000001 phantom no longer appears in [SWEEP-OBJ], no >0.5m pushes anywhere. The originally-listed hypotheses (H1 slope-driven AdjustOffset projection, H2 step-down probe, H3 EdgeSlide) were all RULED OUT by the first evidence run — cpN was (0, 0, 1) flat for every drift event.

Diagnostic kept in tree: ACDREAM_AIRBORNE_DIAG=1 enables the [SWEEP] + [SWEEP-OBJ] traces for future regression hunts.

The original investigation log is preserved below for context.

Root cause (verified 2026-05-05 via A/B test):

ResolveWithTransition running per-tick during the airborne arc is the source of the drift. Verified by A/B-toggling the M4 CellId fix (rmState.CellId = p.LandblockId) which is the gate that lets the sweep run for player-remote jumps:

  • CellId line removed → sweep skipped → jumps render with geometrically-correct XY (no drift) but body falls through the floor (no terrain catch).
  • CellId line present → sweep runs → jumps land correctly but arc shows ~1 m horizontal offset from actor's actual XY; body snaps back on next inbound UM.

So the drift originates inside ResolveWithTransition itself, not from wire data, not from local Euler integration, not from stale velocity. Decision recorded in commit history: kept CellId fix in production code so jumps land (fall-through-floor is more disruptive to gameplay than ~1m visual jitter that resolves on next input). This issue tracks the proper fix.

Description: When observing a retail-controlled remote that jumps in place (no horizontal input), the visible jump arc renders with a small horizontal offset from the actor's actual position — typically ~1 m to one side and slightly forward. Body lands at offset position (~X+1m). On the next inbound UM/UP from the actor (e.g., turning or moving), the body snaps back to the server's authoritative X.

User report 2026-05-05 (after M4 CellId fix): "I stand at position X and jump, it looks like im jumping slightly to the left of X like 1m-ish (if I observe jumping char from behind). It also lands at X + 1m-ish. Position resets to X when I issue some other command to the client like turning."

Why it surfaced now:

Pre-M2 (legacy path), OnLivePositionUpdated hard-snapped rmState.Body.Position = worldPos on EVERY UP including mid-arc airborne ones. ACE broadcasts intermediate UPs at ~510 Hz during the jump arc with the actor's authoritative mid-arc position; each snap kept our local body close to server, masking local-integration error.

L.3 M2 (commit 40d88b9) implemented the retail-spec airborne no-op in OnLivePositionUpdated:

if (!update.IsGrounded) {
    entity.Position = rmState.Body.Position;
    return;
}

Per docs/research/2026-05-04-l3-port/03-up-routing.md § 3:

Air branch (has_contact == 0): the function falls through to return 0. This is the "AIRBORNE NO-OP" … The body keeps integrating gravity locally; received position is discarded.

This matches retail MoveOrTeleport @ 0x00516330 semantics. But it removes the periodic server snapping that was masking ~1 m of accumulated local-integration drift. The drift is pre-existing — the user reports having seen it before — but is now visible for the full arc duration instead of being corrected every ~200 ms.

Likely mechanism (ranked by probability):

  1. Initial-overlap depenetration along non-+Z terrain normal — at jump start the collision sphere is touching the floor at body Z. Most outdoor terrain triangles are not perfectly horizontal — their normals have a small horizontal component. The sweep's first action each tick is to resolve overlap by separating the sphere along the contact normal; on a tilted terrain triangle that separation has horizontal magnitude. The body gets shoved sideways the first frame of the jump and the rest of the arc carries that initial drift. Direction-correlation with terrain orientation would confirm (test in different landblocks; if drift direction varies with the slope of the launch tile, this is it).

  2. Step-down probe firing despite isOnGround: false — sweep's internal "search for nearest walkable surface" might still scan horizontally during airborne ticks even when we pass isOnGround: !rm.Airborne (= false for airborne). Check whether the stepUpHeight / stepDownHeight parameters are unconditionally used inside ResolveWithTransition regardless of the isOnGround flag.

  3. EdgeSlide on near-vertical motion against a near-vertical surface — if the sphere even slightly grazes a wall while ascending or descending, EdgeSlide projects motion tangent to the wall, redirecting some Z velocity into XY. Less likely for open-ground stationary jumps but could explain drift near buildings.

Fix paths:

a. Skip initial-overlap depenetration when airborne — gate the "separate from initial contact plane" step inside ResolveWithTransition on isOnGround: true. Trusts the previous tick's resolve to have left the body in a non-overlapping position. This is the most likely-correct fix if hypothesis (1) is right.

b. Zero step-up/down for airborne sweeps — pass stepUpHeight: 0f, stepDownHeight: 0f when rm.Airborne. Kills hypothesis (2) without other side effects (airborne bodies don't step anyway).

c. Stripped airborne sweep — replace the full sphere sweep with a simpler vertical sphere-vs-terrain intersection + wall-collision stop. Loses some retail fidelity but eliminates all three mechanisms. Probably overkill if (a) or (b) suffices.

Files:

  • src/AcDream.Core/Physics/PhysicsEngine.csResolveWithTransition and any internal CTransition / find_valid_position helpers. The initial-overlap depenetration path is the primary investigation target.
  • src/AcDream.App/Rendering/GameWindow.cs:6478+ (legacy airborne TickAnimations, the call site) — reference only; not the bug.

Reference:

Retail equivalent at docs/research/named-retail/acclient_2013_pseudo_c.txt:

  • CTransition::find_valid_position (called from transition())
  • SpherePath initialization
  • The verbatim retail depenetration logic for airborne bodies

If our port differs from retail in this region, that diff is likely the bug.

Repro:

  1. Launch acdream + retail client side-by-side connected to local ACE.
  2. Have retail char stand still on outdoor terrain at any position X.
  3. Jump in place.
  4. Observe acdream window: arc renders ~1 m offset from X, lands offset, snaps back on next UM.

To verify the depenetration hypothesis specifically, repeat the jump in different landblock spots — drift direction should correlate with the local terrain normal, not the actor's facing.

Acceptance:

  • Visual jump arc + landing render at the actor's actual XY position, no perceptible horizontal offset, no snap-back on next UM.
  • Wall-collision airborne (jumping into building doorways, jumping puzzles) still works — fix must not strip collision wholesale.

#41 — Residual sub-decimeter blips on observed player remotes (M3 baseline)

Status: OPEN Severity: LOW (within retail's own DesiredDistance / MinDistance tolerances; visible only on close inspection) Filed: 2026-05-05 Component: physics / motion / animation (per-tick remote prediction)

Description: With the L.3 M3 path live (queue catch-up + animation root motion fallback), observed player remotes chase server position smoothly with NO staircase on slopes and NO per-UP rubber-band. However small position blips remain — sub-decimeter amplitude, periodic with the server's UP cadence (~1 Hz). User report 2026-05-05: "I get very small blips now. Running works, walking works, strafing works."

The blips fall well within retail's own tolerances:

  • DesiredDistance (queue head reach radius) = 0.05 m
  • MinDistanceToReachPosition (primary stall threshold) = 0.20 m

So they are NOT a stall trigger and NOT a correctness bug. They're a visible artifact of the velocity-synthesis residual: anim root motion (AnimationSequencer.CurrentVelocity = RunAnimSpeed × adjustedSpeed) slightly overshoots server pace between UPs, then queue catch-up walks the body back toward the server position on the next UP — a small rubber-band that's smaller than M2's pre-fix version but still perceptible.

Root cause hypothesis (untested):

The L.3 handoff explicitly flagged this. From 06-acdream-audit.md § 9 and 05-position-manager-and-partarray.md § 7:

Our CurrentVelocity carries only the steady-state component of the cycle's intent; the per-frame stride wobble is gone… For Humanoid the dat ships MotionData.Velocity = 0 so the multiply is a no-op anyway — but the synth uses RunAnimSpeed × adjustedSpeed directly.

ACE's wire ForwardSpeed for a running player is the server runRate (~2.94 for skill 200), not a unit multiplier. Our synth multiplies RunAnimSpeed (4.0) by adjustedSpeed (~2.94) = ~11.76 m/s, which the queue catch-up clamps via min(catchUp × dt, dist) but the anim fallback applies in full when the queue is idle. If the actual server-broadcast pace is closer to 4.0 m/s (RunAnimSpeed alone, with runRate as a frame-rate multiplier rather than a velocity scalar), our fallback overshoots by ~3× and the queue walks it back every UP.

Per the handoff: don't normalize at the wire boundary (prior session tried this, called it a hack). The right fix is porting retail's actual behavior in add_motion @ 0x005224b0 and apply_run_to_command to determine the correct CSequence::velocity magnitude.

Files:

  • src/AcDream.Core/Physics/AnimationSequencer.csCurrentVelocity synthesis at L614679 (RunAnimSpeed=4.0, WalkAnimSpeed=3.12, SidestepAnimSpeed=1.25 × adjustedSpeed)
  • src/AcDream.Core/Physics/PositionManager.csComputeOffset applies seqVel × dt × orientation as fallback when queue is idle

Research:

  • docs/research/2026-05-04-l3-port/05-position-manager-and-partarray.md § 57
  • docs/research/2026-05-04-l3-port/06-acdream-audit.md § 9 (AnimationSequencer)
  • docs/research/named-retail/acclient_2013_pseudo_c.txt line 298437 (add_motion @ 0x005224b0) — CSequence::velocity = style_speed × MotionData.velocity

Fix path (research first, then port):

  1. cdb-trace retail to capture CSequence::velocity and MotionData::velocity for a Humanoid running cycle. Compare against our synth (4.0 × 2.94 = 11.76 m/s) to determine the actual retail magnitude.
  2. Port add_motion's style_speed × MotionData.velocity chain verbatim. For Humanoid where MotionData.Velocity = 0, port the fallback retail uses (likely a separate code path through apply_run_to_command that derives velocity from the cycle's framerate, not a constant).
  3. Remove the RunAnimSpeed × adjustedSpeed synth in AnimationSequencer.SetCycle.

Acceptance:

  • Visual blips disappear on flat-ground steady-state running.
  • Side-by-side acdream-as-observer vs retail-as-observer of the same server-controlled toon: indistinguishable body trajectory.

#40 — [DONE 2026-05-05 · 40d88b9] ACDREAM_INTERP_MANAGER=1 env-var path regressed (staircase + blips)

Status: DONE — closed by L.3 M2 (feat(motion): L.3 M2 — queue-only chase for grounded player remotes, commit 40d88b9)

Resolution: The env-var gate was retired entirely. Both OnLivePositionUpdated and TickAnimations now use IsPlayerGuid(serverGuid) to route player-remote UPs through the retail-faithful queue path (formerly the env-var path, but with two key fixes per the L.3 spec):

  1. PositionManager.ComputeOffset is the per-tick translation source (REPLACE semantics: queue catch-up overrides anim root motion when active, anim stands when queue is idle / head reached). Mirrors retail UpdatePositionInternal @ 0x00512c30.
  2. ResolveWithTransition is not called for grounded player remotes — server already collision-resolved the broadcast position, and sweeping per-tick on tiny queue catch-up deltas amplified micro-bounces into visible blips. This was the staircase + blip regression. Trade-off documented in audit § 6.

User-verified 2026-05-05: smooth body chase, no staircase on slopes, no per-UP rubber-band on flat ground. Residual sub-decimeter blips filed separately as #41 (velocity-synthesis magnitude).

Filed-original-context (for archive):

Status: OPEN (do-not-enable; pending L.3 follow-up rebuild) Severity: N/A (gated; default behavior unaffected) Filed: 2026-05-03 Component: physics / motion (per-tick remote prediction)

Description: The ACDREAM_INTERP_MANAGER=1 per-frame remote tick introduced by commit e94e791 (L.3.1+L.3.2 Task 3) is a regression and should not be enabled. Two visible symptoms:

  1. Z staircase on slopes: observed remotes running up/down hills sink into rising terrain or float over receding terrain, then snap to correct Z at each UpdatePosition arrival. Body never follows the terrain mesh between UPs.

  2. Position blips during steady-state motion: XY drifts unconstrained between UPs, then UP hard-snaps cause visible jumps.

Both symptoms ABSENT when env-var unset (default legacy path).

Root cause: the env-var path was designed to mirror retail CPhysicsObj::MoveOrTeleport (acclient @ 0x00516330). MoveOrTeleport is retail's network-packet entry point — minimal work. The per-frame physics tick is retail's update_object (FUN_00515020) — full chain including apply_current_movementUpdatePhysicsInternalTransition::FindTransitionalPosition (collision sweep). The legacy path mirrors update_object correctly. The env-var path stripped the collision sweep on a wrong assumption that this was "more retail- faithful" — it was the opposite.

Commit B (039149a, 2026-05-03) ported ResolveWithTransition into the env-var path, but the symptom persisted because the env-var path also clears body.Velocity for grounded remotes (no Euler integration of horizontal motion → sweep input is the catch-up offset only, which itself stair-steps because UPs are sampled at ~1 Hz).

Files:

  • src/AcDream.App/Rendering/GameWindow.cs:6042-6260 — env-var per-frame branch
  • src/AcDream.App/Rendering/GameWindow.cs:6260+ — legacy per-frame branch (works)
  • src/AcDream.Core/Physics/PositionManager.cs — class itself is retail-faithful (port of CPositionManager::adjust_offset), only the integration was wrong

Research:

  • This session's 2026-05-03 chronological commit log + visual verification
  • docs/research/2026-05-03-remote-anim-cycle/investigation-prompt.md for the four-agent investigation that traced this

Fix path (separate L.3 follow-up phase, NOT this session):

The PositionManager class is correct retail-port. Re-integrate it as ADDITIVE refinement on top of the working legacy chain (small correction toward queued server positions, applied AFTER apply_current_movement + UpdatePhysicsInternal + collision sweep) — not as a REPLACEMENT for them. Match retail's actual update_object chain ordering: position_manager::adjust_offset runs after the primary motion + collision resolution.

Acceptance:

  • New per-tick path enabled via env-var (or default after stabilization) produces the same smooth slope motion + zero blips as the legacy path.
  • Inbound UpdatePosition queue catch-up nudges body toward server authoritative position without overriding terrain Z snap or causing position blips.
  • Verification: side-by-side vs legacy default in 2-client setup, identical visible behavior.

#38 — [DONE 2026-05-06 · (this commit)] Chase camera + player feel "30 fps" since L.5 physics-tick gate

Status: DONE Severity: MEDIUM (gameplay-feel regression; not a correctness bug) Filed: 2026-05-01 Closed: 2026-05-06 Commit: (this commit) Component: rendering / physics / camera

Description: User reports that running around in third-person / chase camera feels less smooth than it did before the L.5 physics-tick work. FPS counter still reads 60+, but the motion of the player character + camera looks like it's updating at ~30 fps.

Root cause / status:

Almost certainly the L.5 _physicsAccum gate in PlayerMovementController.cs (lines ~448-456). Retail integrates physics at 30 Hz (MinQuantum = 1/30 s); we ported that faithfully so collision behavior matches. Side effect: _body.Position only updates on physics ticks, i.e. every 33 ms. Render runs at 60+ Hz but the chase camera follows _body.Position directly — so the visible position changes in 33 ms steps, even though we render at 60+ FPS. First-person is less affected because the world rotates with Yaw (which does update every render frame); third-person is hit hardest because the character itself is the moving thing.

Retail in 2013 didn't see this because render was also ~30 fps — render rate ≈ physics rate. Our 60+ Hz render exposes the gap.

Discussion + fix options at the end of docs/research/2026-05-01-retail-motion-trace/findings.md ("Other things still don't have…" → camera smoothness discussion in chat, not yet captured in the doc — TODO migrate the discussion in).

Recommended fix: render-time interpolation between physics ticks (standard fixed-timestep + interpolated rendering pattern from Quake / Source / Unreal). Snapshot _prevPhysicsPos and _currPhysicsPos at each tick; render player + camera target at Lerp(_prev, _curr, _physicsAccum / PhysicsTick). Cost: ~33 ms visual latency between input and what you see (matches retail's perceived latency anyway). Network outbound stays on the discrete tick value — no wire change.

Quick confirmation test before any code change: temporarily set PhysicsTick to 1.0/60.0 and see if chase camera feels smooth again. If yes, gate is confirmed cause. (Don't ship that — it'd undo the L.5 collision fixes.)

Files:

  • src/AcDream.App/Input/PlayerMovementController.cs:172PhysicsTick constant
  • src/AcDream.App/Input/PlayerMovementController.cs:448-456_physicsAccum gate
  • src/AcDream.App/Rendering/GameWindow.cs — wherever player render position + chase camera read _body.Position

Research:

  • L.5 background: memory/project_retail_debugger.md (the 30 Hz MinQuantum gate, the cdb trace evidence)
  • Discussed during 2026-05-01 motion-trace work

Acceptance:

  • Chase-camera run-around at 60+ FPS feels as smooth as render rate suggests (no perceptual stepping) — user visually confirmed 2026-05-06.
  • Network outbound (MoveToState / AutonomousPosition cadence + values) unchanged from current behavior
  • Collision behavior unchanged (the L.5 wedge / steep-roof scenarios still resolve correctly)
  • Observer view from a parallel retail client unchanged

#37 — Humanoid coat doesn't extend up to neck (visible "skin stub" between hair and coat)

Status: OPEN Severity: LOW (cosmetic; doesn't affect gameplay) Filed: 2026-05-01 Component: rendering / clothing / textures

Description: Every humanoid character (player + NPCs) wearing a coat shows a visible skin-colored region at the top of the coat where retail shows continuous coat fabric. From the back view: hair → skin stub → coat top. In retail: hair → coat collar (no exposed skin). This was originally reported as "head/neck protruding forward" — the apparent forward shift is an optical illusion caused by the missing coat collar.

Investigation 2026-05-01 (~3 hr session, conclusively ruled out many hypotheses):

What we ruled out:

  • Animation source. ACDREAM_USE_PLACEMENT_BASE=1 (force chars to Setup.PlacementFrames[Resting] instead of Animation.PartFrames[0]) → stub still visible.
  • Backface culling / mesh winding. ACDREAM_NO_CULL=1 (disable glCullFace entirely) → stub still visible.
  • Palette overlay (SubPalettes). ACDREAM_NO_PALETTE_OVERLAY=1 (skip ComposePalette) → stub still visible (other colors broke as expected — confirms overlay was firing). Bug is NOT a body-skin SubPalette being mis-applied to coat fabric.
  • Bug source = part 16 (head). ACDREAM_HIDE_PART=16 → head goes away, stub remains UNCHANGED (clean coat top with same shape). Stub is NOT from head GfxObj polygons.
  • Per-part placement frame Origin. ACDREAM_NUDGE_Y=-0.1 confirmed +Y = forward in body-local; head Origin (0, 0.013, 1.587) places head correctly relative to spine. Math checks out.

What we confirmed (data is correct):

  • Player Setup 0x02000001 (Aluvian Male), 34 parts.
  • Server (ACE) sends animParts=34 texChanges=12 subPalettes=10.
  • Part 9 (upper torso/coat) has gfx 0x0100120D after AnimPartChange.
  • Part 9 has 2 surfaces, BOTH covered by 2 TextureChanges (oldTex=0x050003D5→0x05001AFE, oldTex=0x050003D4→0x05001AFC).
  • Stub IS from part 9: ACDREAM_HIDE_PART=9 → entire torso (including stub region) disappears.
  • Per-part composition formula (Scale × Rotation × Translation) matches ACME's StaticObjectManager.cs:256-258 and retail decomp's Frame::combine at 0x00518FD0.

Investigation 2 (2026-05-04, 5 parallel agents + dat probes):

ALL of the obvious hypotheses ruled out:

  • Byte-level decode primitive matches ACViewer. INDEX16/P8/DXT/BGRA paths are byte-identical.
  • Polygon emission matches retail. All 43 polygons of gfx 0x0100120D are SidesType=0 (ST_SINGLE), all surfaces are Base1Image — NO ST_DOUBLE polygons we'd be missing, NO surfaces lacking the Type & 6 bits that retail's DrawPolyInternal skips.
  • Per-PART texture-override scoping is correct. resolvedOverridesByPart[partIdx] gets per-MeshRef'd; not a global flat map (Agent 3's claim was wrong).
  • SubPalettes are full-size (Colors.Count=2048) palettes. Our subPal.Colors[idx] indexing matches ACViewer's newPalette.Colors[j + offset].
  • The *8 wire un-pack is correctly single-applied (parser stores raw bytes; ComposePalette multiplies once).

The actual smoking gun (Investigation 2):

For +Acdream the server sends 10 SubPaletteSwap ranges that overlay palette indices: [0..320), [576..1024), [1392..1488), [1728..1920). The complement — indices [320..576), [1024..1392), [1488..1728), [1920..2048) — is NOT overlaid. Base palette 0x0400007E at those indices contains the original red/skin tones (sampled values: 0x46 0x22 0x04, 0x4A 0x28 0x09, etc).

If the coat texture's UVs at the upper region map to texel-bytes whose palette index lands in one of those non-overlaid ranges, those pixels render with base-palette skin tones. That's the visible "skin stub at the top of the coat".

Working hypothesis: either

  1. ACE sends incomplete SubPalette ranges (retail-original would cover the full palette)
  2. Retail does additional client-side compute that ACE pre-resolves wrongly
  3. The base palette 0x0400007E itself is supposed to have coat colors at those indices in retail's interpretation (different palette decode)

Next investigation (deferred):

  • Diff ACE's WorldObject_Networking.cs CharGen ObjDesc construction against retail's ClothingTable::BuildObjDesc (acclient_2013_pseudo_c.txt:436261). Check if ACE actually walks every CloSubPaletteRange in the chosen PaletteTemplate, or skips some.
  • RenderDoc capture: confirm which texel/palette-index the upper-region polygons sample.
  • tools/InspectCoatTex/Program.cs is the diagnostic harness — extend it.

Files (diagnostic env vars committed for next-session reuse):

  • src/AcDream.App/Rendering/InstancedMeshRenderer.cs:210-275ACDREAM_NO_CULL env var (file deleted in N.5 ship amendment)
  • src/AcDream.App/Rendering/GameWindow.csACDREAM_HIDE_PART=N hides specific humanoid part; ACDREAM_DUMP_CLOTHING=1 dumps AnimPartChanges + TextureChanges + per-part Surface chain coverage.
  • src/AcDream.App/Rendering/TextureCache.cs:159-204DecodeFromDats is the texture decode entry. Compare against references/WorldBuilder-ACME-Edition/.../TextureHelpers.cs.

Reproduction:

$env:ACDREAM_LIVE = "1"; $env:ACDREAM_DEVTOOLS = "1"
# normal launch — visible from chase camera looking at +Acdream's back

Stub is visible on +Acdream and on every NPC humanoid (Pathwarden, Town Crier, Shopkeeper Renald, etc.).

Acceptance: Side-by-side retail + acdream rendering of +Acdream shows coat extending up to chin level on both. No exposed skin between hair and coat.

#L.1 — Hotbar UI panel

Status: OPEN Severity: MEDIUM Filed: 2026-04-26 (deferred from Phase K) Component: ui / hotbar

Description: Number keys 1-9 are bound to UseQuickSlot_1..9 actions but no panel exists. Actions fire (visible via the [input] console log) but produce no visible result. Phase L feature: drag-drop hotbar with up to 5 bars × 9 slots, drag spell/skill icons to slots, key activates the slot's contents. Server-side: CreateShortcutToSelected (action 0x0A9 in retail motion table) sends a UseSelected on slot fire.

Files: src/AcDream.UI.Abstractions/Panels/Hotbar/ (TBC).

Acceptance: Drag an item or spell into slot 1, press 1, server responds as if the user clicked the item.


#L.2 — Spellbook favorites panel

Status: OPEN Severity: MEDIUM Filed: 2026-04-26 (deferred from Phase K) Component: ui / magic

Description: In MagicCombat scope, 1-9 should fire UseSpellSlot_1..9 (distinct from hotbar). Requires a small UI to pin favorite spells + a spellbook tab nav. Cross-references issue #L.3 (combat-mode dispatch).


#L.3 — Combat-mode tracking + scope-aware Insert/PgUp/Delete/End/PgDn dispatch

Status: OPEN Severity: MEDIUM Filed: 2026-04-26 (deferred from Phase K) Component: input / combat

Description: Insert/PgUp/Delete/End/PgDn mean different things in melee / missile / magic combat modes (per retail keymap MeleeCombat / MissileCombat / MagicCombat blocks). Phase K has the bindings and the scope stack; what's missing: CombatState.CurrentMode field + listener for the server-side SetCombatMode packet (likely 0x0053 or similar — confirm against ACE source). When mode arrives, push the appropriate scope; when leaving combat, pop.


#L.4 — F-key panels: Allegiance / Fellowship / Skills / Attributes / World / SpellComponents

Status: OPEN Severity: LOW Filed: 2026-04-26 (deferred from Phase K) Component: ui

Description: Retail F3-F6, F8-F12 toggle UI panels for various character data. Phase K has the bindings (ToggleAllegiancePanel, ToggleFellowshipPanel, ToggleSpellbookPanel, ToggleSpellComponentsPanel, ToggleAttributesPanel, ToggleSkillsPanel, ToggleWorldPanel, ToggleInventoryPanel); the panels themselves don't exist. Each is its own design feature. Inventory (F12) is the most-requested.


#L.5 — Floating chat windows (Alt+1-4)

Status: OPEN Severity: LOW Filed: 2026-04-26 (deferred from Phase K) Component: ui / chat

Description: Alt+1..4 toggle four floating chat windows in retail. Phase K binds the actions; ChatPanel currently is a single window. Floating windows would need filtered-by-channel-type chat tail rendering.


#L.6 — UI layout save/load (saveui / loadui / lockui)

Status: OPEN Severity: LOW Filed: 2026-04-26 (deferred from Phase K) Component: ui

Description: Retail had @saveui <name>, @loadui <name>, @lockui commands for persisting ImGui-style window layouts. ImGui has built-in LoadIniSettingsFromMemory / SaveIniSettingsToMemory — wire these to per-named-layout files, plus chat-command parsing for the @ prefixes.


#L.7 — Joystick / gamepad bindings

Status: OPEN Severity: LOW Filed: 2026-04-26 (deferred from Phase K) Component: input

Description: Retail keymap declares 11 Joystick devices in the Devices block but no actions are bound by default. acdream uses Silk.NET keyboard+mouse only. Adding Silk.NET joystick support + a JoystickInputSource adapter would unlock controller play. KeyChord.Device byte already supports values >1, so the binding side is ready.


#L.8 — Plugin / scripting / macro input subscription

Status: OPEN Severity: MEDIUM Filed: 2026-04-26 (deferred from Phase K) Component: plugin / input

Description: CLAUDE.md goal: "Build acdream's plugin API to support scripting/macros for player automation." Plugins should be able to register custom actions (with namespaced IDs like mymacro.heal-rotation) and subscribe to InputAction events. Phase K foundation supports this via the multicast InputDispatcher; what's missing is the plugin-API surface.


#32 — Retail edge-slide / cliff-slide / precipice-slide incomplete

Status: IN-PROGRESS Severity: HIGH Filed: 2026-04-29 Component: physics / collision

Description: When walking along walls, roof edges, cliff edges, or failed step-down boundaries, retail often slides along the boundary. acdream still hard-blocks or accepts too much in several of these cases.

Root cause / status: Tracked under Phase L.2c. Wall-adjacent step_up_slide now feels acceptable in live testing. Local/remote movement passes the retail-default EdgeSlide flag. The first precipice-slide slice now preserves terrain/BSP walkable polygon vertices and runs the retail back-probe before SPHEREPATH::precipice_slide; edge-slide Slid / Adjusted results now feed the TransitionalInsert retry loop instead of being reverted by outer validation, and a synthetic diagonal terrain-boundary test covers tangent motion. ACDREAM_DUMP_EDGE_SLIDE=1 now reports whether a failed step-down had polygon context.

L.4/L.5 update 2026-04-30: A retail debugger trace (cdb attached to v11.4186 acclient.exe — see #35) confirmed that retail does NOT wedge on the steep-roof scenario that produces the wedge in our acdream port. Three concrete findings:

  1. Retail's OBJECTINFO::kill_velocity rarely fires in normal play — gated on last_known_contact_plane_valid, which our L.2.4 proximity guard tends to clear before steep-poly hits land. Retail trace: 0 kill_velocity hits across 40,960 update_object calls. Our Phase 3 reset path now matches retail's gate (only kills when valid).
  2. Retail integrates physics at 30Hz (MinQuantum = 1/30 s); render is 60+ Hz. UpdatePhysicsInternal/update_object ratio = 0.61. We ported this gate as L.5 in PlayerMovementController via _physicsAccum. Render still runs at 60+ Hz; only the physics integration step is 30Hz.
  3. The remaining wedge cause — body's pre-position drifts to the polygon's tangent and gravity's tangent component into surface produces a stable retain-collide-revert loop — is a downstream consequence of retail's grounded-on-steep escape chain (step_sphere_upstep_up_slidecliff_slide) being incompletely ported. Live test confirmed retail-strict Path 6 produces "lands on roof in falling animation, can't slide off" half-state because that chain doesn't produce smooth descent.

Pragmatic ship-state: BSPQuery Path 6 keeps the L.4 slide-tangent deviation (project-along-steep-face-and-return-Slid) for steep-poly airborne hits. It produces user-acceptable "slide off the roof" behavior at the cost of departing from retail's Path 6 → SetCollide → Path 4 → Phase 3 reset chain. Retail-strict requires the step_up_slide / cliff_slide audit below; until that lands, slide-tangent is the right deviation.

Remaining gaps: real-DAT building-edge fixtures, fuller cliff_slide coverage, NegPolyHit dispatch, and the retail-strict step_up_slide / cliff_slide audit (filed for follow-up). Named retail anchors include CTransition::edge_slide, CTransition::cliff_slide, SPHEREPATH::precipice_slide, and SPHEREPATH::step_up_slide.

Files: src/AcDream.Core/Physics/TransitionTypes.cs, src/AcDream.Core/Physics/BSPQuery.cs, tests/AcDream.Core.Tests/.

Research: docs/plans/2026-04-29-movement-collision-conformance.md, docs/research/2026-04-30-precipice-slide-pseudocode.md.

Acceptance: Synthetic and real-DAT tests cover wall-slide, roof-edge slide, cliff/precipice slide, failed step-up/step-down, and the jump-clears-edge case.


#35 — [DONE 2026-04-30] Retail debugger toolchain (cdb + PDB GUID matching)

Status: DONE Severity: N/A (infrastructure) Filed + closed: 2026-04-30 Component: tooling / research

Description: When the question is "what does retail actually DO at runtime?" — wedges, animation flicker, geometry-specific bugs where the decomp is correct but the visible behavior is mysterious — there was no way to attach a debugger to a live retail acclient.exe and trace it. This issue tracks the toolchain that closed that gap.

What shipped:

  • tools/pdb-extract/check_exe_pdb.py — reads any PE's CodeView entry and reports MATCH / MISMATCH (expected GUID = …) against our refs/acclient.pdb. Always run before attaching cdb.
  • tools/pdb-extract/dump_pdb_info.py — dumps a PDB's expected build timestamp + GUID + age. Used to figure out which acclient.exe build pairs with our PDB (answer: v11.4186, Sept 2013 EoR).
  • CLAUDE.md "Retail debugger toolchain" section — full workflow: cdb path, sample .cdb script, PowerShell wrapper pattern, watchouts (PDB name conventions, ; parsing, kill-target-on-detach behavior, high-hit-rate lag).
  • Step -1 added to the development workflow — "ATTACH cdb TO RETAIL (when behavior is the question, not code)". Tells future sessions: when guessing has failed twice in a row, don't keep guessing.

Discoveries this toolchain enabled (closed in same session):

  • Retail integrates physics at 30Hz (UpdatePhysicsInternal/update_object ratio = 0.61). Drove the L.5 fix in PlayerMovementController.
  • OBJECTINFO::kill_velocity rarely fires in normal play (gated on last_known_contact_plane_valid). Our acdream port now matches.
  • Retail does NOT wedge on the steep-roof scenario. Confirmed our L.4 slide-tangent deviation in Path 6 is necessary until the retail step_up_slide / cliff_slide chain audit lands.

Files: tools/pdb-extract/check_exe_pdb.py, tools/pdb-extract/dump_pdb_info.py, CLAUDE.md, memory/project_retail_debugger.md.

Acceptance: Future sessions can attach cdb to a live retail client in under 5 minutes by following the CLAUDE.md workflow.


#36 — Sky-PES dispatch port (consolidates #2 / #28 / #29 visual gaps)

Status: OPEN Severity: MEDIUM (aesthetic feature-parity, but addresses a cluster of bugs) Filed: 2026-04-30 Component: sky / weather / particles

Description: Three open sky bugs (#2 lightning, #28 aurora, #29 cloud density) all trace back to the same missing infrastructure: retail's sky-PES (Particle Effect Script) dispatch chain. We have it now from a 2026-04-30 cdb live trace.

What retail does (live trace evidence):

Trace over 24,576 GameSky::Draw frames:
  GameSky::Draw                    = 24,576  (60 Hz render rate)
  GameSky::UseTime                 = 12,288  (30 Hz — half rate, MinQuantum)
  GameSky::CreateDeletePhysicsObjects = 12,288  (also 30 Hz)
  CPhysicsObj::CallPES             = 372     (~150/min average)
  CallPESHook::Execute             = 372     (1:1 with CallPES)
  CreateParticleHook::Execute      = 62      (15 at cell load + 47 burst at transition)
  CPhysicsObj::create_particle_emitter = 62  (matches CreateParticleHook)

Three findings:

  1. Retail has persistent particle emitters on celestial / sky objects. Created at cell load (15 initial) and dynamically as conditions change (the trace caught a +47 burst on a region/weather/time transition).
  2. The PES script-hook system (CallPESHook::ExecuteCPhysicsObj::CallPES) drives those emitters periodically, ~150 times per minute on average.
  3. Earlier research said "GameSky doesn't read pes_id" — correct in scope, but missed that the dispatch chain runs through the script- hook system, not from inside GameSky directly. Cell/region/weather handlers schedule PES script hooks; those hooks call into CallPES.

Decomp anchors:

  • CallPESHook::Execute @ 0x00526e20 — script-hook action that fires CallPES
  • CreateParticleHook::Execute @ 0x00526ec0 — particle-creation hook
  • CPhysicsObj::CallPES @ 0x00511af0
  • CPhysicsObj::create_particle_emitter @ 0x0050f360
  • GameSky::CreateDeletePhysicsObjects @ 0x005073c0
  • LongNIHash<ParticleEmitter> instance — emitter registry
  • CelestialPosition.pes_id @ struct offset +0x004 — populated by SkyDesc::GetSky but consumed downstream of GameSky (via the hook system, not GameSky itself)

Implementation outline:

  1. Decomp dive: read CallPESHook::Execute, CreateParticleHook::Execute, CPhysicsObj::CallPES, and GameSky::CreateDeletePhysicsObjects (and any cell/region weather handlers that spawn the dynamic 47).
  2. Identify what triggers CreateParticleHook for sky objects — is it inside CreateDeletePhysicsObjects, the region/weather change handler, or somewhere else?
  3. Port the persistent-emitter creation path: when a cell loads or weather/time changes, instantiate the appropriate ParticleEmitters on celestial objects.
  4. Port the PES timeline driver — periodic dispatch from a script timeline into our equivalent CallPES.
  5. Port the actual PES script execution (rate of emission, particle parameters, etc.) into our particle system.
  6. Live verify with cdb during specific weather windows: aurora at dusk on Rainy DayGroup, lightning during storm.

Files (likely):

  • src/AcDream.App/Rendering/Sky/SkyRenderer.cs — emitter wiring
  • src/AcDream.Core/World/SkyDescLoader.cs — already parses pes_id
  • src/AcDream.Core/Particles/* — particle system foundation
  • src/AcDream.App/Rendering/ParticleRenderer.cs — visual layer

Live-trace verification plan (next cdb session): Reattach to retail during a specific aurora moment, log this pointer + pes_id arg on every CallPES invocation, log the GfxObj being attached on every create_particle_emitter. That tells us EXACTLY which celestial objects retail PES-drives and with which IDs.

Acceptance: During the same in-game time/weather where retail shows aurora-style light play (Rainy DayGroup, dusk/dawn windows), acdream shows comparable colored sky effects. Cloud sheets look as dense / purple as retail. Lightning flashes appear during storm windows.

Closes-when-done: #28, #29, partially #2 (lightning may need additional flash-shader work).


#33 — Live entity collision shape collapses to one cylinder

Status: OPEN Severity: MEDIUM Filed: 2026-04-29 Component: physics / entities

Description: Live world entities do not yet use exact retail CSphere / CCylSphere shape semantics. Several paths collapse the entity to a simplified root-centered cylinder or fallback radius, which is not enough for retail object and creature collision parity.

Root cause / status: Tracked under Phase L.2d. Requires auditing object shape extraction, Setup.Radius fallback, building object identity, and live entity broadphase records against named retail.

Files: src/AcDream.Core/Physics/CollisionPrimitives.cs, src/AcDream.Core/Physics/ShadowObjectRegistry.cs, src/AcDream.Core/Physics/PhysicsDataCache.cs.

Research: docs/plans/2026-04-29-movement-collision-conformance.md.

Acceptance: Live object collision uses the appropriate retail sphere or cylsphere data where available. Tests prove at least one multi-shape object and one live creature case no longer use the single-cylinder fallback.


#2 — Lightning visual mismatch (sky PES path disproved)

Status: OPEN Severity: MEDIUM Filed: 2026-04-25 Component: weather / sky / vfx

Description: Lightning/storm sky visuals still do not match retail. A 2026-04-28 named-retail recheck disproved the prior assumption that SkyObject.PesObjectId drives sky-render flash particles: SkyDesc::GetSky copies the field into CelestialPosition.pes_id, but GameSky::CreateDeletePhysicsObjects, GameSky::MakeObject, and GameSky::UseTime never read it.

Root cause / status: Open again. The sky-PES path is non-retail and must stay disabled for normal rendering. The remaining mismatch likely lives in the sky/weather mesh material path, the lightning/fog flash path, or another weather subsystem outside GameSky; do not reintroduce per-SkyObject PES playback without new decompile evidence.

Files:

  • src/AcDream.App/Rendering/Sky/SkyRenderer.cs — sky/weather mesh draw, material state, pre/post split
  • src/AcDream.App/Rendering/Shaders/sky.frag — flash/fog/lightning coloration path
  • src/AcDream.Core/World/SkyDescLoader.cs — keep PesObjectId parsed for diagnostics, not render playback

Research:

  • docs/research/2026-04-28-pes-pseudocode.md — C.1 correction: CelestialPosition.pes_id copied but ignored by GameSky
  • docs/research/2026-04-23-sky-pes-wiring.md — earlier decompile trace reached the same no-sky-PES conclusion
  • docs/research/2026-04-23-lightning-real.md (decompile trace + dat discovery)
  • docs/research/2026-04-23-physicsscript.md (runtime semantics)
  • docs/research/2026-04-23-lightning-crossfade.md (crossfade mechanism)

Acceptance: During a Rainy DayGroup's storm window, visible flashes appear in the sky at the dat-scripted moments, the fragment-shader flash bump briefly brightens the scene, and (later, once thunder audio is wired) a thunder clap plays with a short propagation delay.

See also #36 (Sky-PES dispatch port) — the lightning visuals likely route through the same PES-hook chain that drives aurora and cloud-density. Most of #2's storm-flash visuals will be unblocked by the #36 port.


#3 — Client clock drifts from retail after ~10 minutes (periodic TimeSync missing)

Status: OPEN Severity: MEDIUM Filed: 2026-04-25 Component: net / sky

Description: Our WorldTimeService.DayFraction syncs with the server once at login via ConnectRequest + TimeSync, then advances from the local wall-clock. Retail receives periodic TimeSync refreshes (header flag 0x1000000) carrying a fresh PortalYearTicks double and re-anchors its clock. Without those, acdream's keyframe state drifts from retail's over 10+ minutes — observed during the 2026-04-24 sky-color debug sessions where retail was at DayFraction 0.976 while acdream was at 0.634.

Root cause / status: Mechanism is well-understood (see research). WorldTimeService.SyncFromServer(double) already exists — we just need to detect the periodic flag in the packet header and call it whenever a fresh tick arrives.

Files:

  • src/AcDream.Core.Net/WorldSession.cs — header-flag parsing; currently only the initial sync is consumed
  • src/AcDream.Core/World/WorldTimeService.csSyncFromServer(double ticks) ready; needs caller wiring

Research: docs/research/deepdives/r12-weather-daynight.md §TimeSync (line ~563). References retail packet-header flag 0x1000000 carrying PortalYearTicks double.

Acceptance: Probe retail via tools/RetailTimeProbe and acdream's ACDREAM_DUMP_SKY log at the same wall-clock moment after a 20-minute session without re-login; abs(acdream.DayFraction - retail.DayFraction) < 0.01.



#4 — Sky horizon-glow disabled (fog-mix skipped on sky meshes)

Status: OPEN Severity: LOW (aesthetic feature-parity, not regression from pre-session state) Filed: 2026-04-25 Component: sky

Description: Phase 8.1 (commit 593b76f) disabled the fog-mix on sky meshes to fix the "entire dome swallowed by fog color" regression. Dereth's keyframe FogEnd values (02400 m) are calibrated for terrain; sky meshes are authored at radii 105014271 m so every sky pixel was past FogEnd, saturated to uFogColor, destroying stars / moon / dome texture. Disabling the mix restored visibility but we lost retail's horizon-glow effect (gradient from clear zenith to fog-tinted horizon band at dusk/dawn).

Root cause / status: Three competing hypotheses, none pinned down: (a) retail uses a different fog range for sky than terrain; (b) retail applies fog with an elevation-angle weighting rather than linear distance; (c) retail's sky meshes don't participate in the global fog and the "horizon glow" comes from a different atmospheric-scatter path. Need to identify retail's actual sky-fog behaviour before re-enabling with correct parameters.

Files:

  • src/AcDream.App/Rendering/Shaders/sky.frag — line ~55, rgb = mix(uFogColor.rgb, rgb, vFogFactor) currently commented out
  • src/AcDream.App/Rendering/Shaders/sky.vert — lines 109-114, vFogFactor computation

Research: docs/research/2026-04-23-sky-fog.md. Partial; doesn't pin the sky-specific fog path.

Acceptance: At dusk in Holtburg, the sky dome shows a clear zenith and a warm fog-tinted horizon band that matches retail's appearance, with stars / moon / sun / clouds all still visible at their correct brightnesses elsewhere in the frame.


#28 — Aurora ("northern lights") effect not rendered

Status: OPEN Severity: LOW (aesthetic feature-parity) Filed: 2026-04-26 Component: sky / vfx

Description: Retail renders a dynamic colored "light play" effect in the sky during certain Rainy/Cloudy DayGroup time windows. The user describes it as aurora-borealis-style. acdream renders no comparable effect.

Root cause / status: Open again. The prior root cause was wrong: CelestialPosition.pes_id exists in the retail header and is populated by SkyDesc::GetSky, but named retail GameSky code does not read it during sky object creation, update, or draw. A 2026-04-28 C.1 experiment that played those PES ids produced colored blobs/wash that did not match retail's broad aurora-like rays, and the path is now debug-only behind ACDREAM_ENABLE_SKY_PES=1.

Retail header at acclient.h line 35451 still documents the copied field:

struct CelestialPosition {
    IDClass<...> gfx_id;
    IDClass<...> pes_id;          // ← particle scheduler ID
    float heading; float rotation;
    Vector3 tex_velocity;
    float transparent; float luminosity; float max_bright;
    unsigned int properties;
};

StarsProbe confirmed Dereth Rainy DayGroup 3 carries multiple PES-bearing entries (verified 2026-04-27). Sample for the user's observed Warmtide-Rainy state:

OI Gfx PES Active window Notes
5 0x02000714 0x330007DB always low-rate background
7 0x02000BA6 0x33000453 0.030.19 early morning
17 0x02000589 0x3300042C 0.270.91 active during user's screenshot

acdream's geometry half is now wired (commit landing 2026-04-27 — EnsureSetupUploaded walks Setup.Parts for 0x020xxx IDs). The remaining dynamic visual half is not SkyObject.PesObjectId; likely suspects are sky/weather mesh material state, texture transform/blending, or a separate weather/lightning subsystem outside GameSky.

Implementation outline:

  1. Keep SkyObject.PesObjectId parsed for diagnostics only.
  2. Compare retail/acdream material state for the active sky/weather GfxObj/Setup ids (0x02000588, 0x02000589, 0x02000714, 0x02000BA6).
  3. Trace the named retail sky/weather draw path for texture transforms, translucency, diffusion, luminosity, and any non-GameSky weather effect dispatch.
  4. Only add a new runtime visual path once the decompile has an actual caller.

Decomp pointers:

  • SkyDesc::GetSky named retail 0x00501ec0 — copies SkyObject.default_pes_object into CelestialPosition.pes_id.
  • GameSky::CreateDeletePhysicsObjects named retail 0x005073c0 — creates/updates sky objects from gfx_id, does not read pes_id.
  • GameSky::MakeObject named retail 0x00506ee0 — calls CPhysicsObj::makeObject(gfx_id, 0, 0), no PES.
  • GameSky::UseTime named retail 0x005075b0 — updates frame/luminosity/diffusion/translucency, no PES.

Files:

  • src/AcDream.Core/World/SkyDescLoader.cs — carries PesObjectId for diagnostics.
  • src/AcDream.App/Rendering/Sky/SkyRenderer.cs — likely material/texture-transform parity work.
  • src/AcDream.App/Rendering/GameWindow.cs — sky-PES playback remains debug-only, disabled by default.

Acceptance: When retail shows aurora-style light play at a specific in-game time / weather, acdream shows a visually-comparable effect at the same time.

See #36 (filed 2026-04-30) — a live cdb trace confirmed retail's aurora rendering uses the script-hook PES dispatch chain (CallPESHook::ExecuteCPhysicsObj::CallPES) on persistent particle emitters, with a cell-load population (15 initial emitters) plus dynamic spawning on region/weather/time transitions (caught a +47 burst). Implementation work consolidated under #36.


#29 — Cloud surface 0x08000023 still appears thinner than retail despite blend-mode + Setup fixes

Status: OPEN Severity: LOW (aesthetic feature-parity) Filed: 2026-04-27 Component: sky / clouds

Description: User screenshot comparison showed acdream's clouds let too much sun through; retail's are denser and have a purpleish tint. Two follow-up fixes landed without visible improvement:

  1. TranslucencyKindExtensions.FromSurfaceType now applies retail's Translucent-override at D3DPolyRender::SetSurface (decomp 425246-425260) — surface 0x08000023 (Type=0x10114 = B1ClipMap | Translucent | Alpha | Additive) is now correctly classified as AlphaBlend instead of Additive.
  2. SkyRenderer.EnsureSetupUploaded now loads 0x020xxxxx Setup IDs (e.g. 0x02000588, 0x02000589, 0x02000714, 0x02000BA6) which were silently dropped. Setup parts are flattened via SetupMesh.Flatten and uploaded with their per-part transform baked into vertex positions.

Despite both being decomp-correct fixes, the user reports no observable visual change in dual-client comparison. Two follow-up hypotheses:

  • The Setup objects are tiny placeholder meshes (one 0x010001EC part each) that exist mainly to anchor a PES emitter — the cloud "density" / "purple sheen" the user perceives is entirely the PES particle layer, not the static mesh.
  • The cloud surface might still be rendering correctly per its dat data, and what looks "thicker" in retail is the additional aurora-like PES sheen overlaid on top.

If hypothesis (a) is correct, this issue effectively rolls into #28 — the PES rendering work would resolve both.

Files:

  • src/AcDream.Core/Meshing/TranslucencyKind.cs — Translucent override
  • src/AcDream.App/Rendering/Sky/SkyRenderer.csEnsureSetupUploaded

Acceptance: Cloud sheets look as dense/purple as retail in dual-client side-by-side. May require #28 (PES) to land first.

See #36 (filed 2026-04-30) — confirmed via live cdb trace: retail's cloud density comes from the same PES-driven particle-emitter chain as aurora. Implementation consolidated there.


#47 — [DONE 2026-05-06 · 0bd9b96] Humanoid Setup 0x02000001 renders bulky / lacks shape detail vs retail

Status: DONE Closed: 2026-05-06 Commit: 0bd9b96 Severity: MEDIUM (cosmetic — characters readable but visibly different from retail) Filed: 2026-05-06 Component: rendering / mesh / character animation

Resolution: Root cause was that we drew the base GfxObj id from Setup / AnimPartChange directly. Retail's CPhysicsPart::LoadGfxObjArray (0x0050DCF0) treats that base id as an entry point to the DIDDegrade table; for close/player rendering it draws Degrades[0].Id, which is the higher-detail mesh that carries the bicep / deltoid / shoulder geometry. ACViewer also has this bug — that was the key signal it wasn't acdream-specific.

Concrete swaps the resolver now performs:

  • Aluvian Male upper arm 0x010000550x01001795 (14/17 → 32/60 verts/polys)
  • Aluvian Male lower arm 0x010000560x0100178F
  • Heritage variants: 0x010004BF → 0x010017A8, 0x010004BD → 0x010017A7, 0x010004B7 → 0x0100179A, etc.

Fix landed as GfxObjDegradeResolver, default-on and scoped to humanoid setups (34-part with ≥8 null-sentinel attachment slots). Set ACDREAM_RETAIL_CLOSE_DEGRADES=0 only for diagnostic before/after comparisons. User confirmed visually 2026-05-06.

Files: src/AcDream.Core/Meshing/GfxObjDegradeResolver.cs, src/AcDream.App/Rendering/GameWindow.cs (wiring), 5 unit tests in tests/AcDream.Core.Tests/Meshing/GfxObjDegradeResolverTests.cs. Research note: docs/research/2026-05-06-issue-47-close-degrade-pseudocode.md.


Original investigation (kept for reference)

Description: Every humanoid character using Setup 0x02000001 (Aluvian Male) renders in acdream with a "bulky, less-defined" silhouette compared to retail's view of the same character. Specifically: shoulders look smoother/rounder where retail has pointier shoulder pads; back has less contour; arms appear puffier. The effect is identical for player characters (+Acdream, +Je) and for humanoid NPCs using the same setup (e.g. Woodsman, Sedor Wystan the Blacksmith, Thelnoth Cort). Drudges and other monster setups (e.g. 0x020007DD) render identically to retail, so this is not a pipeline-wide bug.

The bug is independent of equipment — +Je stripped naked still shows the same bulky silhouette.

Investigation 2026-05-06 (~3 hr session, ruled out many hypotheses):

What was ruled out:

  • 0xF625 ObjDescEvent appearance updates being dropped. Was a real bug for skin/hair colors; fixed in commit e471527. Does not affect the bulky-shape issue (which persists with the fix in place and with no equipment).
  • Position-pop on equip toggle. Caused by re-applying with cached spawn's stale position; fixed in same commit. Doesn't affect shape.
  • Clothing/armor overlapping the base body (HiddenParts hypothesis). User stripped naked; bulky shape persists.
  • ParentIndex hierarchy not walked in SetupMesh.Flatten. Setup 0x02000001 has a real hierarchy (-1, -1, 1, 2, 3, -1, 5, 6, 7, 0, 9, 10, 11, 12, 13, 14, 15, 0, ...), but implementing parent-walk produced no visible change — confirming AC's idle animation frames are already in setup-root coordinates, not parent-local.
  • Equipment / wielded items. No equipment on +Je and bug persists.
  • Player-specific data flow. Humanoid NPCs using same setup (Woodsman) show same bug.

What was confirmed (data captured via ACDREAM_DUMP_CLOTHING=1):

  • Setup 0x02000001: setup.Parts.Count = 34, flatten.Count = 34, APC = 34..38 depending on equipment.
  • All 34 parts emit triangles successfully (no silent GfxObj load failures). Total ~648-700 tris per character.
  • Idle animation frames place parts at sensible humanoid Z-heights (head Z=1.587, mid-body Z=0.5-1.0, ground Z=0.085).
  • Per-part orientations are nearly all 180° around -Z (W≈0, Z≈-1) — a setup-wide coordinate-flip convention. Drudges have varied per-part orientations.
  • setup.DefaultScale.Count = 0 for both humans and drudges → all parts use Vector3.One scale.

Working hypotheses (next session):

  1. Per-vertex normal style. AC dat may store per-face normals for human GfxObjs (one normal per polygon, copied to all 3 vertices) but smooth normals for monster GfxObjs. acdream uses dat normals directly. Test by computing smooth normals from face adjacency and comparing render. User said "not shaders" but the screenshots clearly show smooth-vs-faceted lighting differences.
  2. Lighting setup. Cell ambient may be too low, leaving back- facing surfaces in flat shadow. Compare uCellAmbient value against retail's behaviour at the same time-of-day.
  3. Anti-aliasing. Retail may use MSAA; acdream window may not. Polygon edges in acdream would be visibly stair-stepped, reading as "more faceted" / blockier.
  4. Surface flags interpretation. Specific Surface.Type bits for character textures (skin, fabric) may need handling acdream doesn't yet do (e.g. SmoothShade flag, or a mip bias).

Diagnostic infrastructure landed this session (env-var-gated, no runtime cost when off):

  • ACDREAM_DUMP_CLOTHING=1 extended:
    • setup.Parts.Count, flatten.Count, APC count on header line
    • ParentIndex[] array dump
    • DefaultScale[] array dump
    • IdleFrame.Frames[] per-part Origin + Orientation (first 17 parts)
    • EMIT part=NN gfx=0xXX subMeshes=N tris=N per part
    • TOTAL tris=N meshRefs=N per entity

Files (suspect surface area for next investigation):

  • src/AcDream.Core/Meshing/SetupMesh.cs — Flatten composition
  • src/AcDream.Core/Meshing/GfxObjMesh.cs — polygon emission + vertex normal handling (line 142)
  • src/AcDream.App/Rendering/Shaders/mesh.frag — lighting eq
  • src/AcDream.App/Rendering/Shaders/mesh.vert — normal transform

Acceptance: Side-by-side screenshots of +Acdream (or any humanoid NPC using 0x02000001) viewed from the same angle in acdream and retail show matching silhouette and shape definition.


#46 — Retail observer of acdream sees blippy / laggy movement

Status: OPEN Severity: MEDIUM (degrades external perception of acdream-driven characters) Filed: 2026-05-06 Component: net / motion (acdream's outbound path: PlayerMovementControllerMoveToState (0xF61C) / AutonomousPosition heartbeat → ACE → retail observer)

Description: When viewing acdream's local +Acdream character through a parallel retail acclient.exe, the retail observer sees the character's movement as visibly blippy and laggy — position appears to step in discrete jumps rather than translating smoothly. The local acdream view of the same character looks fine, and acdream observing a retail-driven character (after #39 / #45) also looks fine. The degradation is specifically on the outbound side: what acdream sends to ACE for relay to other clients.

Root cause / status:

Unverified. The likely culprits, ranked by suspected probability:

  1. AutonomousPosition heartbeat cadence. memory/project_retail_motion_outbound.md notes acdream's fixed 200 ms heartbeat is a probable retail mismatch. Retail's CommandInterpreter::SendPositionEvent gates on transient_state (Contact + OnWalkable + valid Position) and may broadcast at a different cadence — fewer / more / variable. If acdream sends too rarely, observer dead-reckons too long between updates and visibly stutters when each AutoPos arrives.
  2. MoveToState send conditions. PlayerMovementController.cs:813-840 decides when a fresh MoveToState fires (state-change detection). If important transitions are missed (e.g., direction changes that don't flip ForwardCommand/SidestepCommand), the observer's last-known motion stays stale and AutoPos updates blip the body to the new authoritative position.
  3. InstanceSequence / ObjectMovement sequence counters. ACE rejects out-of-order packets. If acdream's sequence stamping is off, ACE silently drops some packets; observer dead-reckons through the gap.
  4. Velocity field absent on AutoPos. ACE relays UPs without HasVelocity for player characters (per OnLivePositionUpdated comment). Observer's dead-reckoning between UPs may extrapolate using stale velocity, producing visible position drift that snaps back on the next UP — exactly the blippy pattern.

Verification approach:

  • Run two retail clients + one acdream client. Drive acdream; observe acdream's character on retail #1 and on retail #2 (both retail observers see the same wire). Compare to a retail-driven character observed from the same retail clients — does it look smooth there? If yes, the issue is acdream-outbound-specific. If both look blippy, it's something on the ACE side (less likely).
  • cdb-attach a retail observer client and breakpoint MovementManager::unpack_movement to count UPs and UMs received per second from the acdream-driven character vs from another retail character. The cadence delta will identify which packet stream is misbehaving.
  • Compare acdream's outbound packet timing against holtburger's client/movement/system.rs heartbeat logic — that's the closest known-working reference for how a non-retail client should pace its outbound.

Files:

  • src/AcDream.App/Input/PlayerMovementController.cs — outbound state-change detection + heartbeat
  • src/AcDream.Core.Net/WorldSession.cs — sequence counters + send path
  • src/AcDream.Core.Net/Net/Outbound/...MoveToState.cs / AutonomousPosition.cs — wire builders
  • references/holtburger/crates/holtburger-core/src/client/movement/system.rs — reference cadence

Acceptance:

  • Side-by-side comparison: retail observer of acdream-driven character and retail observer of retail-driven character look equally smooth during running, walking, sidestepping, turning, and stopping.
  • No visible "step" pattern when acdream-driven character translates between AutoPos updates.

Cross-reference:

  • memory/project_retail_motion_outbound.md — 2026-05-01 cdb live trace of retail's outbound (CommandInterpreter::SendMovementEvent for WASD, Event_Jump per-frame while charging).
  • CLAUDE.md "Outbound motion wire format" — the WalkForward + HoldKey.RunRunForward auto-upgrade ACE applies on broadcast.

#45 — [DONE 2026-05-06 · e9e080d] Local +Acdream sidestep walking renders too slow

Status: DONE Closed: 2026-05-06 Commit: e9e080d Component: physics / animation (local player path: UpdatePlayerAnimation)

Resolution: PlayerMovementController.cs:871 computes localAnimSpeed as raw runRate || 1.0, but ACE's BroadcastMovement converts the inbound MoveToState.SidestepSpeed via speed × 3.12 / 1.25 × 0.5 (Network/Motion/MovementData.cs:124-131). Observer-side cycles play at the ACE-scaled value (~1.248 slow / ~3.0 fast clamped); the local cycle was playing at the raw 1.0 / runRate — about 80% of retail cadence for slow strafe.

UpdatePlayerAnimation now multiplies animSpeed by WalkAnimSpeed / SidestepAnimSpeed × 0.5 = 1.248 when animCommand is SideStepLeft / Right (low byte 0x0F or 0x10). User-verified: local strafe cadence matches retail / observer-side rendering.

Original investigation note (preserved): Same constant mismatch pattern as #39 fix #5 (commit 349ba65) but on the local-player render path instead of the observer-side ApplyPlayerLocomotionRefinement — both fixed by aligning the speedMod base to ACE's wire formula.



Recently closed

#53 — [DONE 2026-05-11 · f928e66] A.5/tier1-redo: entity-classification cache retry

Closed: 2026-05-11 Commit chain (newest first):

  • f928e66 — incomplete-entity flag must persist across same-entity tuples (mid-list null-renderData)
  • c55acdc — skip cache populate when classification is incomplete (drudge fix)
  • 95ebbf3 — key cache by (entityId, landblockHint) tuple to defeat ID collision
  • 71d0edc — namespace stab Ids globally (0xC0LLBB01..) for Tier 1 cache safety
  • 4df1914 — clarify DebugCrossCheck's wiring status
  • f16604b — DEBUG cross-check + tripwire + 2 tests
  • 489174f — wire InvalidateLandblock callback at LB demote/unload
  • 1d1afcd — wire InvalidateEntity at live-entity despawn
  • f7e38c2 — cache-hit fast path must fire per-entity, not per-tuple
  • 0cbef3c — cache-hit fast path + dispatcher integration tests
  • 00fa8ae — cache Populate must flush at entity boundary, not per-MeshRef tuple
  • 2f489a8 — cache-miss populate on first frame for static entities
  • 28513ea — optional CachedBatch collector + restPose param on ClassifyBatches
  • a65a241 — inject EntityClassificationCache into WbDrawDispatcher
  • 60fbfce — plumb landblockId through _walkScratch
  • a171e70, aea4460, 694815c, 773e970 — cache InvalidateLandblock / InvalidateEntity / Populate / skeleton+first test
  • c02405c — extract GroupKey to namespace-scope internal
  • 2f8a574 — implementation plan
  • 4abb838 — mutation audit + cache design spec

Component: rendering / WbDrawDispatcher / EntityClassificationCache / LandblockLoader

Resolution. New EntityClassificationCache keyed by (entityId, landblockHint) tuple in src/AcDream.App/Rendering/Wb/EntityClassificationCache.cs. The dispatcher routes static entities (NOT in _animatedEntities) through the cache — first-frame slow-path populates flat CachedBatch[] (one entry per (partIdx, batchIdx) with the part-relative RestPose and resolved BindlessTextureHandle); subsequent-frame cache hits skip classification entirely and append cached.RestPose * entityWorld to each matching group. Animated entities bypass. Invalidation fires from RemoveLiveEntityByServerGuid (per-entity, 0xF747/0xF625) and RemoveEntitiesFromLandblock (per-LB, Near→Far demote + unload).

Perf result. Entity dispatcher cpu_us median ~1200 µs, p95 ~1500 µs at horizon-safe + High preset on AMD Radeon RX 9070 XT @ 1440p. Pre-Tier-1 baseline was ~3500m / ~4000p95. ~66% reduction in median, ~63% in p95. Well under the A.5 spec budget (median ≤ 2.0 ms, p95 ≤ 2.5 ms). No BUDGET_OVER flag observed.

Verification. Build green; full suite 1711 passed / 8 pre-existing physics/input failures unchanged; N.5b sentinel 112/112; visual gate confirmed via +Acdream test character (NPCs animate, lifestone renders, multi-part buildings + scenery + Nullified Statue of a Drudge on top of the Foundry all render fully — no airborne geometry, no Z-fighting, no missing parts, no wrong textures).

Lessons surfaced during implementation (4 bug-fix iterations):

  1. Audit must verify ID uniqueness for cache keys. The original mutation audit verified Position/Rotation/MeshRefs stability post-spawn but didn't verify entity.Id was globally unique. Stabs from LandblockLoader.BuildEntitiesFromInfo restarted at nextId = 1 per landblock → cross-LB collisions. Scenery (0x80LLBB00 + localIndex) and interior (0x40LLBB00 + localCounter) overflow at >256 items/LB. Cache key collision produced "buildings up in the air with wrong textures." Fixed by namespacing stab Ids (71d0edc) then by changing cache key to (entityId, landblockHint) tuple (95ebbf3) — defensive against ALL future hydration paths.

  2. Per-tuple iteration with per-entity cache state is a recurring trap. Three separate bugs caught by code review or visual gate hit this same root cause:

    • Populate fired per-tuple → multi-MeshRef entities lost all but the last MeshRef's batches (00fa8ae).
    • Cache hit fired per-tuple → multi-MeshRef entities drew N× copies, severe Z-fighting (f7e38c2).
    • Incomplete-flag reset fired per-tuple → mid-list null-MeshRef trees populated partial cache, branches never rendered (f928e66).

    The fix pattern in all three: track previous entity Id (prevTupleEntityId / lastHitEntityId); execute per-entity logic only on actual entity-change detected against that tracker, not unconditionally per tuple.

  3. Async mesh loading interacts with cache populate. WB's ObjectMeshManager.PrepareMeshDataAsync decodes meshes off the main thread. If a MeshRef's GfxObj is still decoding at first-frame visibility, TryGetRenderData returns null and the slow path skips it. Without the drudge fix (c55acdc), the cache populated a partial classification and cache hits served it forever — even after the missing mesh loaded. With the fix, the dispatcher tracks currentEntityIncomplete per entity and drops the populate scratch when any MeshRef returned null; the slow path retries every frame until all meshes load.

  4. A/B diagnostic env-var paid for itself. ACDREAM_DISABLE_TIER1_CACHE=1 forces every static entity through the slow path. Used twice during debugging to instantly differentiate "bug is in the cache" vs "bug is elsewhere entirely." Kept in tree (read once in WbDrawDispatcher ctor) for future cache investigations.

Memory. See ~/.claude/projects/C--Users-erikn-source-repos-acdream/memory/project_tier1_cache.md for the audit-gap and per-tuple-vs-per-entity pattern documented for future cache work.


#54 — [DONE 2026-05-10 · bf31e59] A.5/jobkind-plumbing: far-tier worker loads full entity layer then strips

Closed: 2026-05-10 Commits: bf31e59 (factory signature change to 2-arg + back-compat overload + far-tier early-out) Component: streaming / LandblockStreamer

Resolution. LandblockStreamer.cs primary ctor now takes Func<uint, LandblockStreamJobKind, LoadedLandblock?> so the factory can branch on the job kind. A back-compat overload preserves the old single-arg signature for existing test code (5 ctor sites in LandblockStreamerTests.cs resolved to the overload with no test changes). BuildLandblockForStreaming(uint, JobKind) in GameWindow.cs early-outs for LoadFar with a heightmap-only path (_dats.Get<LandBlock>(landblockId) + Array.Empty<WorldEntity>()); near-tier path is unchanged. The Bug A post-load entity strip in LandblockStreamer.HandleJob is retained as a Debug.Assert + Release safety net. Per-LB worker cost on far-tier dropped from ~tens of ms (LandBlockInfo + scenery + interior) to ~sub-ms (single LandBlock dat read).

Verification. Build green; 1688/1696 tests pass (8 pre-existing physics/input failures unchanged); 30 streaming-targeted tests (LandblockStreamer + StreamingController + StreamingRegion) all green via the back-compat overload.


#52 — [DONE 2026-05-10 · e40159f] A.5/lifestone-missing: Holtburg lifestone not rendering

Closed: 2026-05-10 Commits: e40159f (alpha-test discard removal + cull state restoration + uDrawIDOffset uniform) Component: rendering / WbDrawDispatcher / shaders

Resolution. Three independent root causes regressed with the WB rendering migration (Phase N.5 retirement amendment, commit dcae2b6, 2026-05-08). The original ISSUE #52 hypothesis (Bug A far-tier strip catching the lifestone) was wrong — the lifestone is server-spawned (WCID 509, Setup 0x020002EE) and never goes through the far-tier strip. Real causes:

  1. Alpha-test discard. mesh_modern.frag transparent pass discarded fragments with α >= 0.95. The lifestone crystal core surface 0x080011DE decoded with α≥0.95 across its visible surface, so 100% of the crystal's fragments were discarded — invisible. The original N.5 §2 rationale ("high-α belongs in opaque pass") doesn't hold for surfaces dat-flagged transparent: those pixels can't reach the opaque pass at all. Fix: remove the high-α discard from the transparent pass; keep α < 0.05 as a fragment-cost optimization.

  2. Cull state regression. Legacy StaticMeshRenderer had Phase 9.2's Enable(CullFace) + Back + CCW setup at the top of its translucent pass (commit 6f1971a, 2026-04-11) — fix for "lifestone crystal one face missing" reported at the time. When dcae2b6 deleted the legacy renderer, the new WbDrawDispatcher never inherited that GL state, so closed-shell translucents composited back-faces over front-faces in iteration order under DepthMask(false). Fix: re-establish Phase 9.2's exact setup at the top of Phase 8.

  3. uDrawIDOffset indexing bug. gl_DrawIDARB resets to 0 at the start of each glMultiDrawElementsIndirect call. The transparent pass starts at byte offset _opaqueDrawCount * stride in the indirect buffer, but the vertex shader read Batches[gl_DrawIDARB] directly — so transparent draws read from Batches[0..transparentCount) (the OPAQUE section) instead of Batches[opaqueCount..end). The lifestone crystal's apparent texture flickered to whatever opaque batch sorted to index 0 each frame; with the player character in view, this often appeared as a lifestone wearing the player's body / face textures. Fix: add uniform int uDrawIDOffset to mesh_modern.vert, change Batches[gl_DrawIDARB] to Batches[uDrawIDOffset + gl_DrawIDARB], and set the uniform per-pass in WbDrawDispatcher (0 for opaque, _opaqueDrawCount for transparent). Mirrors WorldBuilder's BaseObjectRenderManager.cs:845.

Verification. User-confirmed visually via +Acdream test character at the Holtburg outdoor lifestone (Z=94 platform). Tests 1688/1696 passing (8 pre-existing physics/input failures unchanged). N.5b conformance sentinel 94/94 clean.

Lesson. The WB rendering migration's "lift legacy state into the new dispatcher" was incomplete in two non-obvious ways: (a) GL state setup that lived inside legacy per-pass blocks, and (b) shader uniforms that the legacy per-draw flow didn't need but the multi-draw-indirect flow does. Future WB-migration work should systematically diff the legacy renderer's GL setup + shader I/O against the new dispatcher's. The uDrawIDOffset bug was particularly hidden because it only manifested for entities that mixed transparent draws with the visible opaque sort order — single-pass content (pure opaque or pure transparent) was unaffected.


#13 — [DONE 2026-05-10 · d3b58c9..078919c] PlayerDescription trailer past enchantments

Closed: 2026-05-10 Commits: d3b58c9 (scaffold) → 6587034 (rename nit) → becbde6 (OptionFlags+Options1) → 9a0dfe0 (TrailerTruncated + diag) → f7a5eea (Shortcuts) → 8cbb991 (HotbarSpells) → 75e8e26 (DesiredComps) → b17dc3b (SpellbookFilters) → 98eebef (Options2) → d9a5e40 (strict Inventory+Equipped) → 91693ea (heuristic GAMEPLAY_OPTIONS walker) → 58095d8 (combined fixture test) → 078919c (ItemRepository wiring) Component: net / player-state Plan: docs/superpowers/plans/2026-05-10-issue-13-pd-trailer.md

Resolution. PlayerDescriptionParser now walks every trailer section through Inventory + Equipped, ported faithfully from holtburger events.rs:503-625 + shortcuts.rs:13-34. The trickiest piece — gameplay_options — uses a 4-byte-aligned forward heuristic (TryHeuristicInventoryStart) that probes candidate offsets with a strict (inventory + equipped consume to EOF) test, mirroring holtburger's find_inventory_start_after_gameplay_options.

The trailer walk is wrapped in its own inner try/catch (separate from the outer parse-wide catch) so a malformed trailer cannot destroy the already-extracted attribute / skill / spell / enchantment data. A new Parsed.TrailerTruncated flag lets callers distinguish a clean parse from a graceful-degradation parse (set true if the inner catch fires; log under ACDREAM_DUMP_VITALS=1).

GameEventWiring's PlayerDescription handler now registers each inventory entry with ItemRepository.AddOrUpdate(...) and applies MoveItem(...) for equipped entries so paperdoll picks up CurrentlyEquippedLocation at login. The acceptance criterion "ItemRepository.Count after login > 0" is now exercised by PlayerDescription_RegistersInventoryEntries_InItemRepository in GameEventWiringTests.

12 tasks, 13 commits, +9 PD parser tests + 1 wiring test (20 PD tests total, 282 Net.Tests pass). Code-review nits during the run produced two refactor commits: Shortcut → ShortcutEntry rename to avoid a homograph with the CharacterOptionDataFlag.Shortcut flag bit (6587034); TrailerTruncated flag + diagnostic logging (9a0dfe0).

Forward-looking notes (low priority, no follow-up issues filed):

  • WeenieClassId = inv.ContainerType for inventory entries is a placeholder; CreateObject overwrites it with the real weenie class later in the login sequence.
  • The 10,000 count cap throws FormatException on validation failure, which the inner catch treats the same as truncation. If a future diagnostic UI needs to distinguish "EOF mid-section" from "garbage count rejected", split TrailerTruncated into two flags. For now the ACDREAM_DUMP_VITALS=1 log message gives the developer enough signal.

Files: src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs, src/AcDream.Core.Net/GameEventWiring.cs, tests/AcDream.Core.Net.Tests/PlayerDescriptionParserTests.cs, tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs.


#51 — [DONE 2026-05-09 · da56063 + N.5b SHIP] WB's terrain-split formula diverges from retail's FSplitNESW

Closed: 2026-05-09 Commit: da56063 (black-terrain fix; landed within Phase N.5b — see docs/superpowers/plans/2026-05-09-phase-n5b-terrain-modern.md for the ship commit chain) Component: terrain math / Phase N.5b

Resolution: Path C. Phase N.5b lifted terrain rendering onto the modern path (bindless atlas + glMultiDrawElementsIndirect) WITHOUT adopting WB's TerrainUtils.CalculateSplitDirection. The pre-implementation divergence test (tests/AcDream.Core.Tests/Terrain/SplitFormulaDivergenceTest.cs) confirmed the two formulas disagree on 49.98% of sweep cells — fundamentally incompatible with our shared physics + visual mesh, which both rely on retail's FSplitNESW (constants 0x0CCAC033 / 0x421BE3BD / 0x6C1AC587 / 0x519B8F25).

Path C: keep retail's FSplitNESW formula via LandblockMesh.BuildTerrainBlending.CalculateSplitDirection; mirror WB's TerrainRenderManager architectural pattern (single global VBO/EBO + slot allocator + bindless atlas + multi-draw indirect) but feed it acdream's mesh. Modern dispatcher (TerrainModernRenderer) replaces TerrainChunkRenderer (deleted in T9 along with TerrainRenderer + terrain.vert/.frag).

Path A (substitute WB's formula) was killed by the divergence test. Path B (fork-patch WB's renderer to use retail's formula) was rejected for permanent maintenance burden. Path C ships the architectural pattern while preserving retail-formula compliance.

Visual mesh and physics both still consume retail's FSplitNESW; they remain in lockstep, no triangle-Z hover. The N.6 / N.7 sequencing implication this issue carried (substitute physics math only when the visual mesh migrates) is moot — neither side ever switches to WB's formula.

Files added:

  • src/AcDream.App/Rendering/TerrainModernRenderer.cs
  • src/AcDream.Core/Terrain/TerrainSlotAllocator.cs
  • src/AcDream.App/Rendering/Shaders/terrain_modern.vert
  • src/AcDream.App/Rendering/Shaders/terrain_modern.frag
  • tests/AcDream.Core.Tests/Terrain/SplitFormulaDivergenceTest.cs (the test that killed Path A)

Files deleted (T9):

  • src/AcDream.App/Rendering/TerrainChunkRenderer.cs
  • src/AcDream.App/Rendering/TerrainRenderer.cs
  • src/AcDream.App/Rendering/Shaders/terrain.vert
  • src/AcDream.App/Rendering/Shaders/terrain.frag

#43 — [DONE 2026-05-05 · 9e4772a] Slope staircase on observed player remotes (anim-only fallback ignored slope)

Closed: 2026-05-05 Commit: 9e4772a Component: motion (PositionManager.ComputeOffset queue-empty fallback)

Resolution: Grounded player remotes showed a ~5 Hz Z staircase when running up/down hills. PositionManager.ComputeOffset has two modes: queue-active (3D direction toward server's broadcast position, Z follows naturally) and queue-empty / head-reached (seqVel × dt rotated into world). Every locomotion cycle bakes Z=0 in body-local, so the world result has Z=0 too. With server UPs at ~5 Hz and catchUpSpeed = 2× maxSpeed, body chases each waypoint in ~100ms (Z ramps), then sits in seqVel-only mode for ~100ms (Z flat) until the next UP. Visible 5 Hz staircase.

Fix mirrors retail's CTransition::adjust_offset contact-plane projection (named-retail acclient_2013_pseudo_c.txt:272296-272346), applied at the queue-empty boundary instead of inside the sweep. ComputeOffset gains an optional Vector3? terrainNormal; when the seqVel fallback runs and the supplied normal is non-trivial, rootMotionWorld -= N × dot(rootMotionWorld, N). XY motion gains a Z component proportional to slope × forward speed; body Z follows the terrain mesh between UPs. No-op on flat ground (N ≈ +Z, dot ≈ 0) so no regression to L.3 M2's flat-ground verification.

GameWindow.TickAnimations grounded-remote path samples PhysicsEngine.SampleTerrainNormal (a thin public wrapper over the existing internal SampleTerrainWalkable) at the body's current XY each tick and passes it to ComputeOffset.

Two unit tests in PositionManagerTests: 30° east-tilted slope (asserts (3.0, 0, 1.732) for 4 m/s east motion over 1s — body descends along slope) + flat-ground no-op (asserts unchanged behaviour with N = +Z).

Verified via launch-slope-verify.log over a 34m vertical traversal: 9,193 queue-empty-with-non-zero-offset.Z ticks on slopes (the path that previously stair-cased), 26,497 sloped-normal ticks total, zero #42 regressions.

Diagnostic kept in tree: ACDREAM_SLOPE_DIAG=1 enables the [SLOPE] per-tick trace (bodyZ before/after, offset, queue active, sampled cpN.Z) for future regression hunts.


#31 — [DONE 2026-04-29] Low outdoor cell id can go stale after transition movement

Closed: 2026-04-29 Commit: (this commit) Resolution: ResolveWithTransition now refreshes outdoor cell ownership from the resolved world position while the sphere sweep runs. Intra-landblock 24m outdoor seams update the low cell id, and full-cell callers crossing a landblock seam get the destination landblock prefix plus the correct outdoor low cell.


#34 — [DONE 2026-04-29] Missing routine local/server correction diagnostic

Closed: 2026-04-29 Commit: (this commit) Resolution: Added ACDREAM_DUMP_MOVE_TRUTH=1, which logs local resolved position/contact/cell, outbound movement fields, server UpdatePosition echo, and local/server correction delta for the player in grep-friendly move-truth OUT / move-truth ECHO lines.


#30 — [DONE 2026-04-29] AutonomousPosition contact byte is too often grounded

Closed: 2026-04-29 Commit: (this commit) Resolution: GameWindow now derives the movement contact byte from MovementResult.IsOnGround and passes it explicitly to both MoveToState.Build and AutonomousPosition.Build. Added packet tests proving both builders encode an explicit airborne contact byte.


#27 — [DONE 2026-04-26] Cloud meshes appeared missing or faint vs retail

Closed: 2026-04-26 Commit: 4678b3e fix(sky): apply per-Surface Translucency + Luminosity for retail-faithful weather Resolution: Resolved as a side-effect of the Bug A fix. The original observation came from a session where every sky mesh got effEmissive = 1.0 (saturated vTint to white), which made stars/clouds look full-bright instead of time-of-day-tinted. Fix 2 corrected the emissive default to sub.SurfLuminosity so cloud surfaces (Lum=0.0) now run through the ambient+diffuse vertex-lit path and pick up keyframe tint. Fix 1 separately plumbed surface.Translucency to the shader, picking up the 0.25 translucency on cloud surface 0x08000023 (75% opacity). Visual verification under Phase 0 of the followup plan: clouds and colors now match retail at LCG-picked DayGroups across the day cycle.


#1 — [DONE 2026-04-26] Rain falls only to horizon, not to the player's feet

Closed: 2026-04-26 Commits: 3e0da49 (sky pass split + retail -120m Z offset), 4678b3e (Surface.Translucency + Luminosity correctness), d95a8d2 (legacy emitter delete) Resolution: Two-part fix. First, rain rendering was completely re-architected to match retail's LScape::draw pattern at 0x00506330 — sky pass before the landblock loop (RenderSky), weather pass after (RenderWeather). Weather meshes now overlay terrain instead of being painted over. Camera anchored inside the rain cylinder via the retail-correct -120m Z offset (constant 0xc2f00000 in GameSky::UpdatePosition at 0x00506dd0). Second, the per-Surface Translucency float (rain = 0.5) and Luminosity float (rain = 0.1484) were both being ignored by the renderer; plumbed end-to-end so streaks contribute at retail-correct intensity instead of 6.7× too bright. Legacy camera-attached particle emitter (UpdateWeatherParticles + BuildRainDesc + BuildSnowDesc) deleted; world-space mesh is the only path now. Snow rides the same fix automatically. Filed alongside two follow-up issues from the visual-verify session: #27 (cloud rendering parity), #28 (aurora/northern lights).


#26 — [DONE 2026-04-26] Stars rendered as a square in one corner of the sky

Closed: 2026-04-26 Commit: 7b88fde fix(sky): drive wrap mode from mesh UV range — fixes Bug B (stars-as-square) Resolution: SkyRenderer's wrap-mode heuristic was GL_CLAMP_TO_EDGE unless TexVelocity != 0, which mis-classified the inner sky/star layer 0x010015EF (UVs in [0.398, 4.602], TexVel=0). Most of the dome sampled the texture's edge texels; only the small region where UVs fell in [0,1] showed actual texture content. Fixed by computing NeedsUvRepeat per submesh from the actual UV range during GfxObjMesh.Build() and driving the wrap-mode choice from that flag plus the existing scrolling check. Outer dome 0x010015EE/F0/F1/F2 (UVs strictly in [0,1]) keeps CLAMP_TO_EDGE so no seam regression. Probe tools/StarsProbe/ (commit 991fb9a) committed alongside as the diagnostic that found this.


#25 — [DONE 2026-04-26] Phase K.3 — Settings panel + click-to-rebind UI

Closed: 2026-04-26 Commit: (this commit) Resolution: SettingsPanel with click-to-rebind UX (modal capture via InputDispatcher.BeginCapture, Esc cancels, conflict prompt with Yes/No, draft / Save / Cancel semantics), F11 toggle + ImGui MainMenuBar entry, per-action / per-section / reset-all-defaults buttons. Roadmap + ISSUES + memory crib + CLAUDE.md updated.


#24 — [DONE 2026-04-26] Phase K.2 — auto-enter player mode + MMB mouse-look

Closed: 2026-04-26 Commit: af74eac Resolution: Auto-enter player mode at login (one-shot guard reusing the existing Tab handler logic); MMB-hold mouse-look (CameraInstantMouseLook — cursor-locked camera + character yaw drive together); Tab → ChatPanel.FocusInput(); DebugPanel "Toggle Free-Fly Mode" button.


#23 — [DONE 2026-04-26] Phase K.1c — retail-default keymap + JSON persistence

Closed: 2026-04-26 Commit: da18910 Resolution: ~149 retail-faithful bindings byte-precise to docs/research/named-retail/retail-default.keymap.txt; %LOCALAPPDATA%\acdream\keybinds.json with merge-over-defaults migration; acdream debug F-keys relocated to Ctrl+F*.


#22 — [DONE 2026-04-26] Phase K.1b — cut handlers over to dispatcher

Closed: 2026-04-26 Commit: 256e962 Resolution: Drop the legacy mouse-X-character-yaw path; fix WantCaptureMouse gating; single input path via the multicast InputDispatcher.


#21 — [DONE 2026-04-26] Phase K.1a — input architecture skeleton

Closed: 2026-04-26 Commit: 84512d3 Resolution: Action enum, multicast InputDispatcher with scope stack, KeyChord / Binding / KeyBindings, Silk.NET adapters; parallel to existing handlers (no behavior change).


#20 — [DONE 2026-04-25] CombatChatTranslator — retail-faithful combat-text formatters

Closed: 2026-04-25 Commit: 3d26c8e Resolution: Retail-faithful combat-text formatters into ChatLog ("You hit drudge for 50 slashing damage"). Subscribes to CombatState's DamageTaken / DamageDealtAccepted / EvadedIncoming / MissedOutgoing / AttackDone / KillLanded events; templates ported verbatim from holtburger panels/chat.rs:221-308.


#19 — [DONE 2026-04-25] TurbineChat codec (0xF7DE) + ChatChannelInfo

Closed: 2026-04-25 Commit: ca968fc Resolution: 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. Note: ACE doesn't run a TurbineChat server — codec is ready for retail-server-emulating setups.


#18 — [DONE 2026-04-25] Holtburger inbound chat parity + Windows-1252 codec

Closed: 2026-04-25 Commit: ff5ed9e Resolution: EmoteText (0x01E0) / SoulEmote (0x01E2) / ServerMessage (0xF7E0) / PlayerKilled (0x019E) parsers + WeenieError routing through GameEventWiring. Global codec switch from Encoding.ASCII to Encoding.GetEncoding(1252); matches retail + holtburger; accented names round-trip correctly.


#17 — [DONE 2026-04-25] ChatPanel input field + slash commands

Closed: 2026-04-25 Commit: f14296c Resolution: ChatPanel gains Enter-to-submit input field; ChatInputParser recognises /say /t /tell /r /g /f /a /m /p /v /cv /lfg /trade /role /society /olthoi; ChatVM tracks LastIncomingTellSender for /r reply.


#16 — [DONE 2026-04-25] LiveCommandBus + WorldSession chat senders

Closed: 2026-04-25 Commit: 8e6e5a0 Resolution: Real ICommandBus impl + WorldSession.SendTalk / SendTell / SendChannel wrappers + SendChatCmd record + ChannelResolver legacy-id mapping per holtburger.


#15 — [DONE 2026-04-25] DebugPanel migration

Closed: 2026-04-25 Commit: 56037a4 Resolution: Migrates the 473-LOC StbTrueTypeSharp DebugOverlay to an ImGui DebugPanel with collapsing-headers + checkbox diagnostics + combat-event tail. Deletes DebugOverlay.cs; TextRenderer + BitmapFont kept for future HUD-in-world (D.6 damage floaters, name plates).


#14 — [DONE 2026-04-25] IPanelRenderer widget extension

Closed: 2026-04-25 Commit: b131514 Resolution: Adds 14 widget signatures (TextColored / Checkbox / Combo / InputTextSubmit / BeginTable / etc.) to IPanelRenderer + ImGuiPanelRenderer impl. Foundation for I.2 DebugPanel and I.4 ChatPanel input.


#7 — [DONE 2026-04-25] PlayerDescription parser stops after spells (enchantment block parsed)

Closed: 2026-04-25 Commit: feat(net): #7 PlayerDescriptionParser — enchantment block walker + StatMod flow Resolution: Extended PlayerDescriptionParser past the spell block to parse the Enchantment trailer per holtburger events.rs:462-501. Added EnchantmentEntry record with full wire payload (16 fields including the StatMod triad — type/key/val) + EnchantmentBucket (Multiplicative / Additive / Cooldown / Vitae per EnchantmentMask). Parsed now exposes IReadOnlyList<EnchantmentEntry> Enchantments. GameEventWiring routes each entry through the new Spellbook.OnEnchantmentAdded(ActiveEnchantmentRecord) overload with StatModType / StatModKey / StatModValue / Bucket populated. 2 new parser tests cover the enchantment block schema + Vitae singleton.

The remaining trailer sections (options / shortcuts / hotbars / inventory / equipped) are not yet parsed; filed as #13. Stopping after enchantments is intentional — it covers the highest-value section (issue #6 lights up) and avoids the heuristic gameplay_options walker that #13 needs.


#12 — [DONE 2026-04-25] Capture full Enchantment wire payload (StatMod) on ActiveEnchantmentRecord

Closed: 2026-04-25 Commit: feat(net): #7 PlayerDescriptionParser — enchantment block walker + StatMod flow Resolution: Closed alongside #7 in the same commit. ActiveEnchantmentRecord extended with optional StatModType, StatModKey, StatModValue, Bucket fields. Spellbook got an OnEnchantmentAdded(ActiveEnchantmentRecord) overload that accepts the full record. EnchantmentMath.GetMod aggregator now consumes the StatMod data: multiplicative bucket (1) → multiplier ×= val; additive bucket (2) → additive += val; vitae bucket (8) → multiplier ×= val (applied last, matching retail CEnchantmentRegistry::EnchantAttribute semantics). 5 new EnchantmentMath StatMod-aware tests cover: multiplicative buffs aggregate, additive buffs sum, stat-key mismatch is filtered out, vitae applies multiplicatively, family-stacking picks the higher spell-id buff.

ParseMagicUpdateEnchantment (the live-update opcode 0x02C2) is not yet extended — it still uses the 4-field summary. That's a separate refactor; PlayerDescription's enchantment block is the load-bearing path for issue #6, and that's now flowing.


#6 — [DONE 2026-04-25 architecture; data flowing as of #12] Vital max ignores enchantment buffs + vitae

Closed: 2026-04-25 Commit: feat(player): #6 fold enchantment buffs into vital max via EnchantmentMath Resolution: Ported CEnchantmentRegistry::EnchantAttribute (PDB 0x00594570) as EnchantmentMath.GetMod(IEnumerable<ActiveEnchantmentRecord>, SpellTable, statKey) returning (Multiplier, Additive). Family-stacking dedup via SpellTable.Family (only one buff per family bucket wins, by highest spell-id as a generation proxy). Spellbook.GetVitalMod(statKey) delegates. LocalPlayerState.GetMaxApprox reworked to apply (unbuffed × mult) + add with retail's min-vital clamp (>= 5 if base ≥ 5 else >= 1, matches CreatureVital::GetMaxValue at PDB 0x0058F2DD). Stat-key constants (MaxHealth=1, MaxStamina=3, MaxMana=5) verified against docs/research/named-retail/acclient.h line 37287-37301.

Architecture in place; data still flat. Until ISSUES.md #12 lands the wire-format extension that captures StatMod (type/key/val) on ActiveEnchantmentRecord, the per-enchantment modifier value isn't aggregated yet — EnchantmentMath.GetMod returns Identity (1.0, 0.0) for every stat key. Once #12 wires the data, the existing aggregator + formula light up automatically. Live +Acdream Stam/Mana percent will continue to read ~95% until #12 lands.

6 new EnchantmentMathTests cover: empty list returns Identity, no-table-entries returns Identity, stat-key constants match ACE enum, Identity is (1, 0), family-stacking dedup, family=0 (no-bucket) treated as separate.


#11 — [DONE 2026-04-25] Spell metadata loader (spells.csv → SpellTable)

Closed: 2026-04-25 Commit: feat(spells): #11 SpellTable — hydrate metadata from spells.csv at startup Resolution: Added SpellMetadata record + SpellTable CSV loader (hand-rolled RFC 4180-ish parser for the quoted Description column with embedded commas). Wired into Spellbook constructor as optional metadata source; Spellbook.TryGetMetadata(spellId, out) returns the static record when found. GameWindow loads data/spells.csv from bin output at construction (file copied via <None Include> in AcDream.App.csproj from docs/research/data/spells.csv). Falls back to SpellTable.Empty + console warning if the file is missing (e.g. tooling contexts). 10 new tests covering: empty table, header-only, simple row, quoted description with commas, blank lines skipped, bad spell-id rows skipped, lookup hit/miss, RFC 4180 escaped-quote parsing.


#9 — [DONE 2026-04-25] Address-correction sweep on acclient_function_map.md

Closed: 2026-04-25 Commit: docs(research): #9 sweep acclient_function_map.md against PDB symbols Resolution: Wrote tools/pdb-extract/check_function_map.py that cross-checks 63 hand-curated entries against docs/research/named-retail/symbols.json. Findings: zero entries matched address-and-name exactly (confirms ~0x800-0xC10 byte delta vs the binary that produced our Ghidra chunks — different build revision). 38 entries corrected by PDB name lookup; 25 entries either lack PDB symbol records (inlined / non-public) or had wrong class assignments (e.g. 0x5387C0 claimed as CTransition::find_collisions was actually CPolygon::polygon_hits_sphere). Updated acclient_function_map.md with corrected addresses, kept legacy addresses in a "Was" column for traceability, added a top-of-file sweep summary.


#10 — [DONE 2026-04-25] Wire KillerNotification (0x01AD)

Closed: 2026-04-25 Commit: docs(issues): #8/#9/#11 filed; #10 wired (KillerNotification) Resolution: Orphan parser at GameEvents.ParseKillerNotification existed but was never registered for dispatch in GameEventWiring.cs. Added a combat.OnKillerNotification(victimName, victimGuid) method on CombatState that fires a new KillLanded event, then registered the handler. One-line dispatch + 12-line CombatState method + one regression test fixture in GameEventWiringTests.


#8 — [DONE 2026-04-25] pdb-extract tool: PDB → symbols.json + types.json

Closed: 2026-04-25 Commit: tools(pdb-extract): #8 PDB -> symbols.json + types.json sidecar Resolution: Pure-Python (no deps) MSF 7.00 PDB parser at tools/pdb-extract/pdb_extract.py. Reads refs/acclient.pdb (Sept 2013 EoR build), extracts S_PUB32 records from the symbol stream + named class/struct types from TPI, and writes JSON sidecars to docs/research/named-retail/:

  • symbols.json — 18,366 named functions (address + demangled name + raw mangled)
  • types.json — 5,371 named class/struct records (name + size + kind)

Best-effort MSVC C++ demangler handles the common ?Method@Class@@<sig> patterns + ctors (??0) + dtors (??1); operator overloads and vtables left mangled. Spot-check verified: CEnchantmentRegistry::EnchantAttribute resolves to 0x00594570 exactly as the discovery agent reported. Runtime <1s.

Regen workflow: py tools/pdb-extract/pdb_extract.py refs/acclient.pdb. The committed JSON outputs are stable + ~3 MB combined; ripgrep/jq on them is faster than re-parsing.


#5 — [DONE 2026-04-25] VitalsPanel stamina/mana bars always null

Closed: 2026-04-25 Commit: feat(player): #5 PlayerDescription parser — Stam/Mana via attribute block Resolution: First attempt (commit d42bf57) used AppraiseInfoParser for PlayerDescription (0x0013) — wrong wire format. ACE source confirmed via GameEventPlayerDescription.WriteEventBody: PlayerDescription is hand-written (DescriptionPropertyFlag-driven property hashtables, vector flags, attribute block, skills, spells, options/inventory tail) — distinct from IdentifyObjectResponse (0x00C9)'s AppraiseInfo.Write. Pivoted to a real port: new PlayerDescriptionParser.cs that walks property hashtables (Int32/Int64/Bool/Double/String/Did/Iid + Position) gated on the property flags, then reads vector flags + has_health + the attribute block where vitals 7/8/9 carry ranks/start/xp/current. Also redesigned LocalPlayerState to track per-vital snapshots (replacing the sentinel-API of attempt 1) plus per-attribute snapshots, with GetMaxApprox applying the retail formula vital.(ranks+start) + attribute_contribution (Endurance/2 for Health, Endurance for Stamina, Self for Mana). Live verified: +Acdream shows three bars; ~95% reading on Stam/Mana traced to active buff multipliers (filed as #6). Wire-port also added PrivateUpdateVital (0x02E7) + PrivateUpdateVitalCurrent (0x02E9) for delta updates per holtburger UpdateVital. ~700 LOC C#, 30+ new tests.