acdream/src/AcDream.App/Rendering/Shaders
Erik bc43fb1d1d fix(ui,runtime): OP4 review fixes — live re-seed, enable-gating, Combat panel re-point, universal timestamps
Both OP4 reviews converged on one headline bug (Character-tab rows never
re-read live server truth after their pre-login constructor-word seed) plus
overlapping MUST-FIXes. All ten converged/consolidated findings land here:

MUST-FIX:
- BoolOptionRow.SaveCurrentValue now re-reads its live binding (retail's
  GetValue()-into-SaveCurrentValue) on every OnShown — panel open, tab
  switch in, initial activation — instead of trusting the pre-login
  constructor word it was built with. Reset/tab-switch can now only
  restore values that were actually live at the last show. LockUI's
  host.Root.UiLocked one-shot mount seed now also converges on every
  PlayerDescription via the existing OnCharacterOptionsChanged hook.
- Apply/Reset are wired to OptionPage.OnOptionChanged in production
  (Ghosted when nothing changed, Normal when dirty, run once at bind so
  both start disabled per retail's PostInit); Defaults stays ungated.
- The Combat panel's three LEDs (Repeat Attacks/Auto Target/Keep in View)
  now read/write the same RuntimeCharacterOptionsState seam the Character
  tab uses instead of a disconnected client-local GameplaySettings copy —
  closes the "two writable copies" divergence. The three now-orphaned
  GameplaySettings fields and RuntimeSettingsController's mirror
  properties/SetCombatGameplay are deleted outright; the headless host's
  hardcoded AutoRepeatAttack/AutoTarget now read the live option bit.
- RuntimeSettingsController.SetUiLocked's convergence guard now compares
  against the last value actually applied to the runtime target instead
  of the persisted GameplaySettings.LockUI snapshot, which could already
  match a server-derived request without ever having been pushed.

SHOULD-FIX:
- DisplayTimeStamps now prefixes every chat producer (ChatLog.Append is
  the one seam all of them funnel through), not just AddText's own
  callers — heard speech, emotes, Turbine channels, and combat text were
  previously missed. The prefix format escapes its colons and forces
  InvariantCulture instead of the culture-dependent TimeSeparator
  placeholder.
- sky.frag now honors uFogParams.w (fog mode) like the mesh/terrain
  shaders, so Disable Distance Fog stops the sky dome's horizon band from
  blending toward fog color too.
- Corrected the "byte-verified" overclaim on the timestamp format string
  doc comment (BN-sourced, wire doc U6) and the AP-194 anchor-column
  class-name typo; the RunAsDefaultMovement doc comments now cite retail's
  actual acclient.h enumerator name.
- Added: DispatcherMovementInputSource's option x modifier truth table
  (incl. || AutoRunActive with the option off), the per-page Apply/Reset
  enable-gate tests, a real checkbox.OnClick/ToggleBehavior-driven click
  test, and hash-pins for the six header string keys.
- Gate script step 8 corrected for the logout-flush false-failure
  (closing the panel before relogging is load-bearing); a new step
  documents the enable-gate sequence and the Combat-panel/Character-tab
  cross-check.

Register: AP-196 (the Group-C default-source change + GameplaySettings
retirement) and AP-197 (the ignored per-character timestamp format
override) filed in this commit.

Full Release suite: 13,044 passed / 4 skipped / 0 failed (was 13,008/4/0;
net +36 tests from new coverage and legitimate assertion updates from the
GameplaySettings retirement).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 05:30:26 +02:00
..
spv fix(ui,runtime): OP4 review fixes — live re-seed, enable-gating, Combat panel re-point, universal timestamps 2026-08-11 05:30:26 +02:00
debug_line.frag feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
debug_line.vert feat(render): put the retained UI and debug lines on both backends 2026-07-28 08:51:32 +02:00
mesh_modern.frag feat(render): V6e — move the world mesh's texture lookup to where Vulkan can express it 2026-07-28 09:21:22 +02:00
mesh_modern.vert feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
particle.frag feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
particle.vert feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
particle_mesh.frag feat(render): V6e — both particle shaders cross the dialect 2026-07-28 09:26:13 +02:00
particle_mesh.vert fix(ui): restore radar, retail wield switching, and protection meshes 2026-07-14 20:52:45 +02:00
portal_depth.frag feat(render): Campaign V slice V6l commit 2 - the portal mask draws on Vulkan 2026-07-28 17:36:45 +02:00
portal_depth.vert feat(render): Campaign V slice V6l commit 2 - the portal mask draws on Vulkan 2026-07-28 17:36:45 +02:00
sky.frag fix(ui,runtime): OP4 review fixes — live re-seed, enable-gating, Combat panel re-point, universal timestamps 2026-08-11 05:30:26 +02:00
sky.vert feat(render): V6e — the sky's uniforms become a buffer and its texture a table slot 2026-07-28 09:54:13 +02:00
terrain_modern.frag feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
terrain_modern.vert fix(render): Campaign V slice V6i-2 commit 1 — the terrain clip block reaches set 1 2026-07-28 13:31:13 +02:00
ui_text.frag feat(render): put the retained UI and debug lines on both backends 2026-07-28 08:51:32 +02:00
ui_text.vert feat(render): put the retained UI and debug lines on both backends 2026-07-28 08:51:32 +02:00
vk_probe.frag feat(render): Campaign V slice V6c - SPIR-V, pipelines, passes, and a Vulkan frame that draws 2026-07-28 08:17:24 +02:00
vk_probe.vert feat(render): Campaign V slice V6c - SPIR-V, pipelines, passes, and a Vulkan frame that draws 2026-07-28 08:17:24 +02:00