Closes a multi-bug knot in player motion outbound + remote inbound,
discovered via cdb live trace of retail (2026-05-01) and follow-up
visual verification.
Outbound (acdream → ACE):
- JumpAction velocity is BODY-LOCAL, not world (per retail
CPhysicsObj::get_local_physics_velocity at 0x00512140 + ACE
Player.HandleActionJump's set_local_velocity call). Was sending
world; observers saw jump rotated by player yaw.
- Capture get_jump_v_z BEFORE LeaveGround() — the latter resets
JumpExtent to 0, after which get_jump_v_z returned 0. Was sending
Z=0 in every JumpAction.
- Backward/strafe-left jumps lost their horizontal velocity because
LeaveGround → get_state_velocity returns zero for non-canonical
motion (faithful to retail's FUN_00528960; retail papers over via
adjust_motion translation, not yet ported). Compute the correct
body-local launch velocity from input directly and push it back
into the body so local prediction matches what we send.
- IsRunning HoldKey was gated on `input.Run && input.Forward`, so
strafe-run and backward-run incorrectly broadcast as walk to
observers — ACE then animated walk + dead-reckoned at walk speed
while server position moved at run speed (visible as observer
lag). Fixed: gate on any active directional axis.
- AutonomousPosition heartbeat 0.2s → 1.0s to match holtburger's
AUTONOMOUS_POSITION_HEARTBEAT_INTERVAL and the ~1Hz observed in
retail trace.
- Heartbeat now fires while in-world regardless of motion state
(matches holtburger + retail's transient_state-based gate, not
motion-based). Pre-fix the at-rest heartbeat was suppressed.
Inbound (ACE → acdream, remote retail player):
- Remote backward walk arrives as cmd=WalkForward + speed=-1.91
(retail's adjust_motion'd form). Two bugs were stacking:
1. AnimationSequencer fast-path returned without updating when
sign(speedMod) flipped while motion stayed equal — kept playing
forward at old positive framerate. Fixed: bypass fast-path on
sign change so the full re-setup runs.
2. GameWindow clamped negative speedMod to 1.0 when stuffing
InterpretedState.ForwardSpeed, making get_state_velocity
produce forward velocity. Fixed: pass speedMod through verbatim
so the dead-reckoning body translates backward.
Issue #38 filed: 30Hz physics tick produces a chase-camera smoothness
regression at 60+ FPS render. Standard render-time interpolation is
the recommended fix (separate phase).
Findings + comparison vs retail/holtburger:
docs/research/2026-05-01-retail-motion-trace/findings.md
docs/research/2026-05-01-retail-motion-trace/fixes.md
TODO: port retail's adjust_motion (FUN_00528010) properly so
get_state_velocity works for all directions natively — would let us
drop the workaround in PlayerMovementController jump path and the
clamp in GameWindow.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
1013 lines
55 KiB
Markdown
1013 lines
55 KiB
Markdown
# 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](plans/2026-04-11-roadmap.md).
|
||
|
||
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.
|
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|
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## Template
|
||
|
||
Copy this block when adding a new issue:
|
||
|
||
```
|
||
## #NN — Short title
|
||
|
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**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
|
||
|
||
## #38 — Chase camera + player feel "30 fps" since L.5 physics-tick gate
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|
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**Status:** OPEN
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**Severity:** MEDIUM (gameplay-feel regression; not a correctness bug)
|
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**Filed:** 2026-05-01
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**Component:** rendering / physics / camera
|
||
|
||
**Description:** User reports that running around in third-person /
|
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chase camera feels less smooth than it did before the L.5 physics-tick
|
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work. FPS counter still reads 60+, but the *motion* of the player
|
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character + camera looks like it's updating at ~30 fps.
|
||
|
||
**Root cause / status:**
|
||
|
||
Almost certainly the L.5 `_physicsAccum` gate in
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`PlayerMovementController.cs` (lines ~448-456). Retail integrates
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physics at 30 Hz (`MinQuantum = 1/30 s`); we ported that faithfully so
|
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collision behavior matches. Side effect: `_body.Position` only updates
|
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on physics ticks, i.e. every 33 ms. Render runs at 60+ Hz but the
|
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chase camera follows `_body.Position` directly — so the *visible*
|
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position changes in 33 ms steps, even though we render at 60+ FPS.
|
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First-person is less affected because the world rotates with Yaw (which
|
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*does* update every render frame); third-person is hit hardest because
|
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the character itself is the moving thing.
|
||
|
||
Retail in 2013 didn't see this because render was also ~30 fps —
|
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render rate ≈ physics rate. Our 60+ Hz render exposes the gap.
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|
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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).
|
||
|
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Recommended fix: **render-time interpolation between physics ticks**
|
||
(standard fixed-timestep + interpolated rendering pattern from Quake /
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Source / Unreal). Snapshot `_prevPhysicsPos` and `_currPhysicsPos` at
|
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each tick; render player + camera target at
|
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`Lerp(_prev, _curr, _physicsAccum / PhysicsTick)`. Cost: ~33 ms visual
|
||
latency between input and what you see (matches retail's perceived
|
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latency anyway). Network outbound stays on the discrete tick value —
|
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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:172` — `PhysicsTick` constant
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- `src/AcDream.App/Input/PlayerMovementController.cs:448-456` — `_physicsAccum` gate
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||
- `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)
|
||
- 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
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||
`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.
|
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- **Palette overlay (SubPalettes).** `ACDREAM_NO_PALETTE_OVERLAY=1`
|
||
(skip `ComposePalette`) → stub still visible (other colors broke
|
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as expected — confirms overlay was firing). Bug is NOT a body-skin
|
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SubPalette being mis-applied to coat fabric.
|
||
- **Bug source = part 16 (head).** `ACDREAM_HIDE_PART=16` → head goes
|
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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):
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||
|
||
- Player Setup `0x02000001` (Aluvian Male), 34 parts.
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- Server (ACE) sends `animParts=34 texChanges=12 subPalettes=10`.
|
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- Part 9 (upper torso/coat) has gfx `0x0100120D` after AnimPartChange.
|
||
- Part 9 has 2 surfaces, BOTH covered by 2 TextureChanges
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||
(`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`.
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||
|
||
**Remaining hypothesis space (untested):**
|
||
|
||
1. **Texture decode produces skin pixels** for `0x05001AFE/0x05001AFC`
|
||
where ACME / retail produces coat pixels. Compare our SurfaceDecoder
|
||
against ACME's `TextureHelpers.cs` for INDEX16 / palette-indexed
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||
chains.
|
||
2. **Polygon-to-surface mapping off-by-one.** Specific polygons of
|
||
part 9 reference an unintended surface. Add a dump: for each polygon
|
||
in gfx 0x0100120D, print `PosSurface` index + the resolved Surface id.
|
||
3. **Multi-layer texture composition retail does and we skip.** AC's
|
||
"ApplyCloth" or similar layered texture step. Grep
|
||
`acclient_2013_pseudo_c.txt` for `BlendBaseLayer`, `LayerSurfaces`,
|
||
any composition method that combines multiple textures into one.
|
||
4. **UV mapping bug.** Part 9's polygon UVs map to a skin region of
|
||
the coat texture. Dump per-vertex UV vs vertex Z; if a high-Z vertex
|
||
has UV.v near a skin region, that's the source.
|
||
|
||
**Files (diagnostic env vars committed for next-session reuse):**
|
||
|
||
- `src/AcDream.App/Rendering/InstancedMeshRenderer.cs:210-275`
|
||
— `ACDREAM_NO_CULL` env var
|
||
- `src/AcDream.App/Rendering/GameWindow.cs` — `ACDREAM_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:159-204` — `DecodeFromDats`
|
||
is the texture decode entry. Compare against
|
||
`references/WorldBuilder-ACME-Edition/.../TextureHelpers.cs`.
|
||
|
||
**Reproduction:**
|
||
|
||
```powershell
|
||
$env:ACDREAM_LIVE = "1"; $env:ACDREAM_DEVTOOLS = "1"
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||
# 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_up` → `step_up_slide` → `cliff_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::Execute` →
|
||
`CPhysicsObj::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.cs` — `SyncFromServer(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`.
|
||
|
||
---
|
||
|
||
---
|
||
|
||
## #13 — PlayerDescription trailer past enchantments (options / shortcuts / hotbars / desired_comps / spellbook_filters / options2 / gameplay_options / inventory / equipped)
|
||
|
||
**Status:** OPEN
|
||
**Severity:** LOW (no current user-visible bug; future panels will need the data)
|
||
**Filed:** 2026-04-25
|
||
**Component:** net / player-state
|
||
|
||
**Description:** `PlayerDescriptionParser` walks through enchantments (Phase H, 2026-04-25). The trailer beyond that — Options1 / Shortcuts / HotbarSpells (8 lists) / DesiredComps / SpellbookFilters / Options2 / GameplayOptions blob / Inventory / Equipped — is not yet parsed. Required for future Spellbook UI panel, hotbar UI, inventory UI, character options panel.
|
||
|
||
**Root cause / status:** Holtburger `events.rs:462-625` has the full layout. The trickiest piece is `gameplay_options` — a variable-length opaque blob; holtburger uses a heuristic forward search (`find_inventory_start_after_gameplay_options`) for plausibly-aligned inventory-count + GUID pairs to find the inventory start. Other sections are well-formed.
|
||
|
||
**Files:**
|
||
- `src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs` — extend `Parsed` record + walker.
|
||
- `tests/AcDream.Core.Net.Tests/PlayerDescriptionParserTests.cs` — add fixtures per section.
|
||
- `src/AcDream.Core.Net/GameEventWiring.cs` — route `parsed.Inventory` + `Equipped` to ItemRepository.
|
||
|
||
**Research:** holtburger `events.rs:462-625`; `references/actestclient/TestClient/messages.xml`.
|
||
|
||
**Acceptance:** All sections of a real-world PlayerDescription parse to completion (no truncation). New tests cover synthetic fixtures per section. `ItemRepository.Count` after login > 0.
|
||
|
||
---
|
||
|
||
---
|
||
|
||
## #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 (0–2400 m) are calibrated for terrain; sky meshes are authored at radii 1050–14271 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:
|
||
|
||
```c
|
||
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 | 0.03–0.19 | early morning |
|
||
| 17 | 0x02000589 | **0x3300042C** | **0.27–0.91** | **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::Execute` → `CPhysicsObj::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.cs` — `EnsureSetupUploaded`
|
||
|
||
**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.
|
||
|
||
---
|
||
|
||
---
|
||
|
||
# Recently closed
|
||
|
||
## #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.
|
||
|
||
<!--
|
||
Example:
|
||
|
||
## #0 — [DONE 2026-04-24 · 593b76f] Sky cube edges visible as cross in daytime sky
|
||
|
||
**Closed:** 2026-04-24
|
||
**Commit:** `593b76f sky(phase-8.1): CLAUDE_TO_EDGE on static sky meshes`
|
||
**Resolution:** Switched to `GL_CLAMP_TO_EDGE` wrap mode for static sky
|
||
meshes; scrolling cloud layers kept `GL_REPEAT`. The 5 dome walls were
|
||
sampling opposite-edge pixels via UV wrap + LINEAR filtering, producing
|
||
visible seam lines that formed a cube outline across the view.
|
||
-->
|