acdream/docs
Erik 55bfd9ca82 feat(chargen): Campaign CC slice CC6a — index→ObjDesc factory + preview renderer foundation
Delivers the CC6a foundation half of the chargen 3D preview: the missing
index->ObjDesc appearance factory the campaign plan's acdream-seams
section named, plus a static-pose offscreen renderer following
PrivateEntityViewportRenderer's proven paperdoll/appraisal architecture.
Page mount, spin/color-wheel controls, and rotate/zoom behavior stay out
of scope per the CC4-parallel worktree contract (CC6b, after CC4 merges).

Core (src/AcDream.Core/CharGen/, pure, no Chorizite on public surfaces):
ChargenAppearanceFactory.TryCompose ports gmCG3DView::Update @0x004EE9D0's
ObjDesc rebuild in its exact decompiled order - base body, hair style,
clothing in retail's own Headgear/Trousers/Shirt/Footwear order (not the
UI tab order or the wire's field order, both of which differ), eyes
(bald-aware), nose, mouth, then the unconditional skin subpalette, hair
color, eye color. ChargenPalSetMath ports PalSet::GetPaletteID's
shade-to-index formula, cross-checked three ways (decomp control flow,
ACE's PaletteSet.GetPaletteID "Taken from acclient.c" citation, ACViewer's
identical slider math). ChargenPalSet/ChargenClothingTable are pure
projections behind IChargenPalSetSource/IChargenClothingTableSource so the
factory itself never touches a dat.

Content (src/AcDream.Content/CharGen/): ChargenAppearanceCatalog is the
cached dat-backed implementation of those two source interfaces, mirroring
ChargenTableReader's no-leak discipline.

App (src/AcDream.App/Rendering/): ChargenPreviewRenderer is a third facade
over PrivateEntityViewportRenderer beside PaperdollViewportRenderer and
CreatureAppraisalViewportRenderer - no existing rendering file touched.
ChargenPreviewCamera carries the four retail-verbatim per-heritage eye
profiles from gmCGAppearancePage::Update @0x0047E8F0 (cross-checked
against ZoomIn/ZoomOut's identical literals) plus the recovered rotation
(3.0 s/revolution) and zoom-tween (0.6 s, reconstructed from the
decompiler's garbled float literals - the plan's own "measure if it
matters" note is resolved, not garbled beyond recovery). Rotation applies
to the character model, not the camera, per gmCGAppearancePage::DoRotation.
ChargenPreviewEntityBuilder resolves Setup/GfxObj/Surface/Animation itself
(there is no live entity yet), reusing DatLiveEntityProjectionMaterializer's
surface-override algorithm and RetailPaperdollPoseApplicator's held-pose
technique, generalized to chargen's per-heritage rest-pose DID.

Two register rows filed: TS-83 (the plan-named CC6a static-pose-vs-retail-
idle-loop staging, CC6b to retire) and TS-82 (measured, not assumed - the
un-ported clothing Setup-substitution fallback chain costs nothing for the
9 standard heritages with clothing UI, but Undead's default gear choices
genuinely lack ClothingBaseEffects coverage for Undead's own body Setup).

Tests: ChargenPalSetMathTests, ChargenAppearanceFactoryTests (hand-built
fixtures), ChargenAppearanceCatalogInstalledDatTests (installed-DAT sweep,
all 26 heritage/gender combinations, zero missing PalSet/ClothingTable
ids), ChargenPreviewCameraTests, ChargenPreviewEntityBuilderTests
(installed-DAT-gated, proves a real 34-part Aluvian mesh resolves).
Core.Tests 4767/1 skip, Content.Tests 146/0, App.Tests 5121/6 skips - all
pre-existing skips, zero failures, full solution Release build green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 17:22:06 +02:00
..
architecture feat(chargen): Campaign CC slice CC6a — index→ObjDesc factory + preview renderer foundation 2026-08-15 17:22:06 +02:00
audit docs: update audit — Sprint 1 items verified (sequence counters + scenery LCG) 2026-04-13 13:51:39 +02:00
plans feat(chargen): Campaign CC slice CC6a — index→ObjDesc factory + preview renderer foundation 2026-08-15 17:22:06 +02:00
reference docs(reference): preserve local ACE command catalog 2026-07-27 00:03:58 +02:00
reports docs: the overnight consolidation report, open questions first 2026-07-29 03:54:43 +02:00
research merge: Campaign LA LA11 - automated closeout review-closed 2026-08-15 02:07:39 +02:00
superpowers feat(launcher): complete Campaign LA11 pre-gate support 2026-08-15 00:02:04 +02:00
bugs.md docs: reconcile project status and navigation 2026-07-20 13:00:41 +02:00
ISSUES.md fix(ui,runtime): Campaign LA gate-round-2 batch-review fixes F1,F3-F8; file #401 2026-08-15 12:28:06 +02:00
README.md docs: reconcile project state and refresh README 2026-07-27 12:53:31 +02:00

acdream documentation map

This page is the entry point for project documentation. It distinguishes current sources of truth from implementation history so an old plan or issue banner cannot silently override the current program state.

Current snapshot — 2026-07-27

  • Milestone state: M3, “Cast a spell,” landed 2026-07-21. M4, “Live in the world,” is active.
  • M4 gameplay program: resume the pre-M4 world-interaction completion program. Favorite-spell overflow, status Use/Assess, and the complete assessment surface are user-accepted. Equipped-child picking and vendor browse/transactions remain Slices 46.
  • Structural/runtime state: all eight GameWindow decomposition slices, Modern Runtime Slices AJ, and the connected visual/lifecycle gates are complete. GameWindow is a 1,622-line composition/callback shell. AcDream.Runtime.GameRuntime owns canonical session, entity/object, gameplay, movement, physics, projectile, environment, and portal state; graphical and no-window hosts borrow the same owner graph.
  • Headless state: Slice K is complete. AcDream.Headless is a presentation-free Windows/Linux host with deterministic commands/events, shared immutable content, multi-session isolation, reconnect, resource telemetry, and 1/5/10/30-session gates. The final two-account native-Linux soak completed ten minutes, logged out through ACE, and converged every ownership ledger.
  • Linux graphical state: Slice L0 and the L1 implementation checkpoint are complete at 66f114b2 and 11501d52. Native Windows passes the active modern-GL/audio/window smoke. WSLg X11/Wayland correctly reject their missing GL_ARB_bindless_texture. Physical-Linux validation and L2L6 are explicitly deferred; resume at the supported AMD/NVIDIA L1 gate.
  • Completed gameplay gates: R6 locomotion/collision/projectile/teleport/ radar, two-client portal-out/materialization, indoor prepared collision, loot ordering, local/remote ground drops, and selection-marker lifetime.
  • Separate visual verification: issue #225, the shared-alpha lifestone/particle result; its connected resource-lifetime and performance routes pass.
  • Carried behaviour debt: issue #153 (far teleport onto an unstreamed edge), #116 (narrowed slide response), #235 (capped/RDP jump cadence), and the active temporary-stopgap rows in the divergence register.
  • Divergence audit: 189 active rows — IA 18, AD 38, AP 91, TS 38, and UN 4 — plus retained struck/retired historical rows such as TS-37.
  • Latest automated baseline: the Release build succeeds with the 17 test-project warnings tracked by issue #228; 8,826 tests pass and five are intentionally skipped. App passes 3,763 / 3 skips. The L1 Windows supported smoke and WSLg X11/Wayland negative-capability reports all end with zero window/GL/input/audio ownership.

Sources of truth

Read these in this order when deciding what to do next:

  1. plans/2026-05-12-milestones.md — the active playable outcome, freeze boundaries, and visual gates.
  2. plans/2026-04-11-roadmap.md — strategic phase ledger: shipped, active, deferred, and future work.
  3. ISSUES.md — tactical defects and small follow-ups. The status inside an issue is authoritative; physical order is not.
  4. architecture/retail-divergence-register.md — every known place runtime behavior can differ from retail.
  5. architecture/acdream-architecture.md and architecture/code-structure.md — ownership, dependency, update-thread, and extraction rules.
  6. architecture/worldbuilder-inventory.md — rendering/DAT code already owned in-tree versus mechanisms still ours to port.

If these disagree, milestones control the current outcome, the roadmap controls work ordering, the issue status controls the individual defect, and the architecture documents control implementation shape. Reconcile the stale document in the same change; do not leave both claims standing.

Research and implementation records

  • research/named-retail/ is the primary retail oracle: named pseudo-C, headers, symbols, and types from the Sept 2013 build.
  • research/decompiled/ is the older Ghidra fallback.
  • research/ contains focused pseudocode, traces, fixtures, and gate reports. A dated research note records evidence; it does not become a new roadmap.
  • superpowers/specs/ and superpowers/plans/ are per-slice design and execution records. Completed plans remain historical.
  • audit/ contains completion and conformance audits.
  • reference/ace-commands.md preserves the local ACE server's complete in-game command catalog and points to the authoritative per-command help surface.

Durable memory

  • ../claude-memory/MEMORY.md indexes the live subsystem memories and the render/physics digests. Read a domain digest before changing that subsystem, especially its DO-NOT-RETRY table.
  • ../memory/ contains stable engineering references such as the modern rendering pipeline, two-tier streaming, and toolchain notes.

Memory accelerates recall; it does not outrank the canonical documents above. When current truth changes, update the relevant canonical document and distill only the durable lesson into memory.

Historical and deprecated documents

  • bugs.md is the April 2026 bug snapshot. It is preserved for archaeology and is not an active ledger.
  • Dated plans and specs describe the decision at that time. Their completion wording is historical unless the current milestone/roadmap explicitly links the item as active.
  • Old R1→R8 architecture sequencing is superseded. Current execution comes from the milestones and strategic roadmap.

Documentation maintenance rules

  • Update milestone, roadmap, issue, divergence, architecture, and memory claims in the same commit when a shipped change affects them.
  • Keep one issue ID per defect. Narrow an issue in place; do not reuse another issue's number as a shorthand.
  • Mark automated, connected, and visual gates separately. An automated pass is not a visual acceptance, and an RDP throughput sample is not a local-display visual comparison.
  • Preserve research history, but remove stale “current/next” claims from living documents once the state advances.