acdream/docs/architecture/retail-divergence-register.md
Erik 6c3bd4ce4b docs: reconcile project status and navigation
Add a canonical documentation map, modernize the public README, and align milestone, roadmap, architecture, issue, divergence, and session guidance with the July 20 baseline. Correct the far-teleport residual to issue #153, close visually accepted indicator and terrain-tiling work, record the remaining detail-overlay and build-warning debt, and deprecate the duplicate legacy bug ledger.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-20 13:00:41 +02:00

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# Retail Divergence Register — 2026-06-12
**What this is.** The single auditable register of every known place acdream's
runtime behavior can deviate from the retail client (Sept 2013 EoR build,
`docs/research/named-retail/`). It was triggered by a week of "small things"
surfacing one at a time through playtesting — a ±5 m culling-box promise
(#119), an epsilon eye-clip + rescue (knife-edge port), a half-ported cell
walk — each of which was a *known* deviation that lived only in a code
comment until it produced a visible symptom.
**The rule.** Every intentional deviation from retail behavior gets a row in
this register. A deviation discovered without a row here is a bug twice over:
once for the behavior, once for the missing row. When you add a deviation
(new adaptation, new stopgap, new approximation), add the row in the same
commit. When you retire one (port the retail mechanism), delete the row in
the same commit.
**The review trigger.** Any unexplained visual or physics symptom → scan this
register FIRST, before instrumenting. Filter by the subsystem you're staring
at; each row's "Risk if assumption breaks" column is written as the symptom
you would observe. Most of the historical multi-session sagas (#119 vanishing
staircase, #98 cellar ascent, the doorway FLAP) began as a deviation in
exactly this register's scope.
**Kinds.**
- **Intentional architecture** — deliberate design choices we stand behind; retiring them would be a redesign, not a fix.
- **Adaptation** — required by a real structural difference (async streaming vs synchronous load, ACE vs retail server semantics, GL vs D3D). Correct *given the difference*; each carries an equivalence argument.
- **Documented approximation** — we know retail's mechanism and chose a cheaper/safer stand-in with a recorded justification.
- **Temporary stopgap** — known-incomplete; explicitly awaiting a port/phase. These are scheduled debt.
- **Unclear** — the recorded justification is missing, contradictory, or never argued. These are the most dangerous rows and head the retire list.
Dedup convention: one divergence = one row at its primary site; secondary
sites listed in parentheses. Issue numbers in **bold** are the symptom
history. Sources: 5-area code sweep 2026-06-12 +
`docs/architecture/worldbuilder-inventory.md` + `docs/ISSUES.md`
accepted-divergence entries (#96, #49, #50).
---
## 1. Intentional architecture (IA) — 17 rows
| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
|---|---|---|---|---|---|
| IA-1 | Contact-plane pre-seed on grounded movers (**#96 ACCEPTED** per ISSUES.md) — retail's `CTransition::init` clears `contact_plane_valid`; we seed from the body's previous-frame plane | `src/AcDream.Core/Physics/PhysicsEngine.cs:919` | Removing it broke last-step stair `step_up` (`892019b`, reverted); seed propagates the body's *real current* plane, behavior matched retail in the A6.P3 gates | A stale pre-seeded plane lets `AdjustOffset` project sub-step 1 onto a plane retail wouldn't have yet — wrong slope motion / step-up acceptance right after leaving a surface | `CTransition::init`, pc:272547 family |
| IA-2 | Lateral self-heal beyond retail's keep-curr: when no candidate contains the sphere, try `FindVisibleChildCell` over the claim's stab-list before keeping the claim | `src/AcDream.Core/Physics/CellTransit.cs:912` | Reuses the recovery retail's own `AdjustPosition` performs (:280028 stab-list mode), applied at the `find_cell_list` site to heal near-miss claims without a doorway crossing | In containment-gap geometry, membership flips to a neighbouring room where retail keeps curr — wrong render root / collision cell at gap positions | `find_cell_list` keep-curr pc:308788-308825; `find_visible_child_cell` :311444 |
| IA-3 | **NARROWED 2026-07-17 — `get_state_velocity` may prefer a nonzero dat cycle velocity (`MotionData.Velocity × speedMod`) over the decompiled constant.** Production grounded player/remote translation no longer consumes this value; both use the literal CSequence root Frame. The accessor remains observable for jump launch and headless/test fallbacks | `src/AcDream.Core/Physics/MotionInterpreter.cs` (`get_state_velocity`); grounded owners in `PlayerMovementController` / `RemotePhysicsUpdater` | Installed Humanoid Walk/Run MotionData velocity is zero, so the retail constants remain the jump/fallback result. A nonzero exotic/modded cycle may override them, preserving the earlier adapter contract without affecting ordinary grounded motion | Jump horizontal speed for an exotic MotionTable with nonzero authored velocity can differ from the retail binary's constants | `CMotionInterp::get_state_velocity` 0x00527D50; `CPhysicsObj::UpdatePositionInternal` 0x00512C30 |
| IA-5 | Per-ENTITY vertex-derived AABB culling (+5 m animated-drift margin; animated entities bypass cull) vs retail per-PART dat drawing spheres | `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs:693` (bounds at `src/AcDream.Core/World/WorldEntity.cs:153`, `src/AcDream.Core/Meshing/GfxObjBounds.cs:14`; dead `PerEntityCullRadius=5.0f` at dispatcher :210) | Batched MDI rendering can't cheaply cull per part; bounds derive from the SAME dat vertex data that gets drawn (containment by construction — the **#119** fix, `6a9b529`; memory: feedback_culling_bounds_from_drawn_data) | Geometry escaping bounds+margin (pose drift >5 m, a hydration path skipping `SetLocalBounds`) makes the whole entity vanish on-screen — the #119 vanishing-staircase class | `CGfxObj.drawing_sphere` / viewconeCheck 0x005a09a4 |
| IA-6 | Chat scrollback 500 lines vs retail ~200 (configurable) | `src/AcDream.Core/Chat/ChatLog.cs:19` | Strictly more useful for a dev client + plugins; deliberate default | Negligible — only if a plugin/UI behavior is ever specified against retail's exact retention cap | retail chat scrollback (~200) |
| IA-8 | Synthetic outdoor cell node as render root (outdoor-as-cell, Option A): one unified `DrawInside` path; retail roots at a real CLandCell with a separate outdoor pipeline | `src/AcDream.App/Rendering/OutdoorCellNode.cs:23` | Eliminating the inside/outside render branch kills the indoor FLAP by construction (2026-06-07 cutover); R-A2 restored retail's per-building flood topology | Any consumer assuming the root is a real cell mis-handles the synthetic node — historically the 2↔6 flood-depth oscillation and doorway-flap class | `SmartBox::RenderNormalMode` → DrawInside, decomp:92635; `LScape::draw` 0x00506330; ConstructView(CBldPortal) decomp:433827 |
| IA-9 | One unified camera matrix for terrain — retail's separate `LScape::update_viewpoint` landscape viewpoint does not exist | `src/AcDream.App/Rendering/TerrainModernRenderer.cs:266` | Phase W T4.2: with one matrix everywhere, viewpoint-desync bugs are unrepresentable — the unification IS the correctness argument | Anything retail derives from the landcell-relative viewpoint (float precision at extreme coords, viewpoint-keyed state) has no analogue; a future port expecting it silently reads the camera | `LScape::update_viewpoint`; `LScape::draw` 0x00506330 |
| IA-10 | Transparent groups sorted back-to-front per GROUP by first-instance position (no within-group sort) vs retail per-poly BSP-order draw | `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs:1364` (comparer :1662) | One MDI call per pass requires group-granularity ordering; per-poly sorting is incompatible with instanced multi-draw; works when group instances are spatially coherent | Spatially spread or interleaved transparent groups composite in the wrong order — popping / wrong see-through layering as the camera moves | retail per-poly BSP-order transparent draw (D3DPolyRender / PView::DrawCells) |
| IA-11 | Tier-1 cross-frame batch-classification cache for static entities (retail re-walks part arrays every frame) | `src/AcDream.App/Rendering/Wb/EntityClassificationCache.cs:12` | Issue #53 perf tier; invariants documented (keys = EntityId + OWNING-landblock hint post-**#119** fix `2163308`; invalidation at despawn/LB-unload; mutation audit 2026-05-10) | Key collision or missed invalidation serves one entity another's batches — session-sticky wrong meshes (the #119 broken-stairs/water-barrel symptom) | retail per-frame part-array classification (no cache) |
| IA-12 | UI toolkit mirrors retail behavior from research docs, not a byte-port — keystone.dll is outside decomp coverage; observed constants embedded (drag 3 px, tooltip 1000 ms). Synthetic wrapper borders/whole-window drag regions use the exact DAT Type-2/Type-9 control cursors. `gmPanelUI` children are independently imported retained frames rather than one physical parent, but `RetailPanelUiController` owns their one canonical geometry and exclusive child lifecycle | `src/AcDream.App/UI/README.md:3`; `src/AcDream.App/UI/CursorFeedbackController.cs`; `src/AcDream.App/UI/Layout/RetailPanelUiController.cs` | keystone.dll has no PDB/decomp; semantics are reconstructed from retail UI deep-dives, named client methods, and production LayoutDesc media. Separate child wrappers preserve each LayoutDesc's content tree while typed move/resize synchronization gives all registered toolbar/detail children the same persistent parent rectangle | Edge-case low-level input semantics can differ silently even though outer geometry, visibility, and restore-previous ownership match | `UIElementManager::CheckCursor` 0x0045ABF0; `UIElement_Resizebar::StartMouseResizing` 0x0046B7E0; `UIElement_Dragbar::StartMouseMoving` 0x0046C760; `gmPanelUI::SetupChildren` 0x004BC9E0; docs/research/retail-ui/04-input-events.md |
| IA-13 | GameEventType registry deliberately omits event types retail ignores; unknown events fall through unhandled | `src/AcDream.Core.Net/Messages/GameEventType.cs:11` | Retail also ignores them — dropping matches retail by construction | If the "retail ignores X" judgment is wrong for any opcode (or a server mod uses one), the event is silently dropped with no diagnostic pointing at the omission | retail GameEvent dispatch (ignored-event set) |
| IA-14 | Rendering + dat-handling base is WorldBuilder's tested port, not a fresh retail-decomp port (Phase N.4/O design stance) | `docs/architecture/worldbuilder-inventory.md` (code at `src/AcDream.{Core,App}/Rendering/Wb/`) | WB visually verified on the AC world, MIT, same stack; known WB↔retail deltas resolved case-by-case — terrain split kept retail `FSplitNESW` (**#51**, pinned by `SplitFormulaDivergenceTest`), scenery drift accepted (AP-31) | A WB-upstream divergence not yet caught ships silently as "our" behavior; guard = the inventory doc's 🟢/🔴 split + per-formula divergence tests | retail decomp per algorithm; `tests/.../SplitFormulaDivergenceTest.cs` |
| IA-15 | D.2b gameplay UI is our own `UiHost`/`UiRoot` retained tree, not a byte-port of Keystone. `RetailUiRuntime` owns the production import/mount graph; `RetailWindowManager`/typed handles centralize registry, raise, focus/capture cleanup, lifecycle events, reverse-order grouped controller teardown, removable Silk input subscriptions, schema-v2 per-character/per-resolution automatic layouts, and portable named `saveui/loadui` profiles; `RetailWindowFrame` is the single production/Studio mount contract for imported-chrome and shared-wrapper windows. Production LayoutDesc imports include vitals `0x2100006C`, chat `0x21000006`, toolbar `0x21000016`, character `0x2100002E`, inventory `0x21000023` plus mounted `0x21000024/22/21`, dialog catalog `0x2100003C`, radar `0x21000074`, and external container `0x21000008` (shared bevel plus a user-directed compact 700-pixel initial content width instead of its authored 800-pixel root). The dialog context/queue/callback lifecycle is now a named-client port; only its retained rendering remains under this Keystone adaptation. | `src/AcDream.App/UI/RetailUiRuntime.cs`; `src/AcDream.App/UI/RetailWindowManager.cs`; `src/AcDream.App/UI/RetainedPanelControllerGroup.cs`; `src/AcDream.App/UI/UiHost.cs`; `src/AcDream.App/UI/RetailWindowLayoutPersistence.cs`; `src/AcDream.App/UI/Layout/RetailWindowFrame.cs`; `src/AcDream.App/UI/Layout/RetailDialogFactory.cs`; `src/AcDream.App/UI/Layout/RetailConfirmationDialogView.cs`; `src/AcDream.App/UI/Layout/ExternalContainerController.cs`; `src/AcDream.App/UI/Layout/LayoutImporter.cs`; binding supply in `GameWindow.cs` | Keystone has no matching PDB/decomp, so we preserve its observable ElementDesc/state/input behavior from DAT, named client call sites, and live evidence while using modern retained ownership. Real RenderSurfaces and imported element geometry remain the visual oracle; the external strip's initial width follows the connected visual direction and remains horizontally resizable to its authored extent or the viewport edge. | Persistence and low-level widget rendering are behaviorally reconstructed from retail semantics rather than a Keystone byte-port; lifecycle edge cases remain constrained by conformance tests. The external strip opens 100 pixels narrower than the raw LayoutDesc before user/persistence resizing. | Production LayoutDesc objects; `DialogFactory @ 0x004773C0..0x00478470`; `gmExternalContainerUI @ 0x004CBAD0..0x004CBFE0`; `docs/research/2026-07-13-retail-dialog-factory-pseudocode.md`; Keystone behavior notes in `docs/research/retail-ui/` |
| IA-17 | Toolbar chrome is toolkit-supplied through the central `RetailWindowFrame` mount (`UiCollapsibleFrame` 8-piece bevel) because LayoutDesc `0x21000016` carries no baked frame. It also supports a toolkit-defined collapse-to-one-row (bottom-edge resize snapping between a row-1-only and a two-row height, row-2 visibility tied to the stop) — retail's real collapse is keystone.dll (no decomp) and the DAT stacks both rows always. | `src/AcDream.App/UI/Layout/RetailWindowFrame.cs`; `src/AcDream.App/UI/UiCollapsibleFrame.cs`; toolbar policy in `GameWindow.cs`; spec: `docs/superpowers/specs/2026-06-20-d2b-toolbar-collapse-design.md` | The central mount now owns wrapper geometry/registration uniformly; border-over-content prevents the row-2 right cap from poking through | The collapse stops remain a toolkit reconstruction rather than a byte-port of Keystone behavior | gmToolbarUI WM chrome (keystone.dll, no PDB); no bevel ids in LayoutDesc 0x21000016 (toolbar dump) |
| IA-18 | Effect overlay tile (enum 0x10000005) is a `ReplaceColor` SURFACE SOURCE — pure-white pixels in the composited drag icon are replaced PER-PIXEL with the same (x,y) pixel of the effect tile (the SURFACE overload `SurfaceWindow::ReplaceColor` 0x004415b0), preserving the tile's texture/gradient; the tile itself is NOT blitted as an additional layer. This IS faithful retail behavior. **Anti-regression: do NOT re-implement this as a blit layer NOR as a flat-color replace (it is a per-pixel surface copy).** | `src/AcDream.App/UI/IconComposer.cs` (`ReplaceWhiteFromSurface`) | Faithful port of `IconData::RenderIcons` @407614 → the SURFACE overload `ReplaceColor` 0x004415b0 (`dst[x,y]=src[x,y]` where `dst==white`); confirmed via clean Ghidra decompile + named decomp + visual (the Energy Crystal's blue is a gradient, 2026-06-17). | A blit-layer or flat-color re-implementation would show the wrong effect look (no gradient) — the visual-verification regression that retired the mean-color approximation | `IconData::RenderIcons` acclient_2013_pseudo_c.txt:407524; `ReplaceColor` SURFACE overload 0x004415b0:71656; `docs/research/2026-06-17-stateful-icon-RESOLVED.md` |
| IA-19 | Automatic combat acquisition is narrowed to attackable non-player monsters. Retail `AutoTarget` falls back to `SelectNext(SELECTION_TYPE_COMPASS_ITEM)`, whose combat filter can also admit attackable enemy players in compatible PK states. | `src/AcDream.Core/Combat/CombatTargetPolicy.cs`; consumer `src/AcDream.App/Rendering/GameWindow.cs` | Explicit product direction: Auto Target must never select NPCs, players, pets, or other objects; manual player-selection commands remain available | In PK play, Auto Target will not acquire an otherwise valid hostile player as retail would; the player must be selected manually | `ClientCombatSystem::AutoTarget @ 0x0056BC80`; `CPlayerSystem::SelectNext @ 0x0055F9A0`; `ClientCombatSystem::ObjectIsAttackable @ 0x0056A600` |
| IA-20 | The basic combat bar keeps dark-red media `0x0600715E` visible as the centered middle baseline. Retail skill-gates field `0x100005EF` to trained Recklessness; the separate bright child remains faithful live `SetPowerbarLevel` feedback from the absolute left edge. | `src/AcDream.App/UI/UiScrollbar.cs`; child-policy extraction in `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` | Explicit connected visual direction: the dark middle track remains present behind live attack charge; the exact skill-gated treatment remains tracked by AP-112 | Untrained characters retain the dark-red baseline where retail may leave only the gray track; trained/untrained Recklessness presentation is not distinguishable | `gmCombatUI::RecvNotice_SetPowerbarLevel @ 0x004CC0E0`; `gmCombatUI::ListenToElementMessage @ 0x004CC430`; LayoutDesc `0x21000073` |
---
## 2. Adaptation (AD) — 37 rows (AD-31 retired 2026-07-15 — the DAT-authored portal-space viewport replaces the black transit cover)
| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
|---|---|---|---|---|---|
| AD-38 | Outgoing teleport viewports retire when retail's quantized animation level exceeds the last captured visible level 1022 (index 96), suppressing levels 1023/1024 up to 20.2 ms before retail's literal `elapsed >= 1.0` state edge. Incoming fades retain the exact timer. | `src/AcDream.Core/World/TeleportAnimSequencer.cs` (`OutgoingViewportReachedTerminalProjection`) | An uncapped 2000 FPS pass can publish the finite tunnel at levels 1023/1024 even though the paired 2013 retail capture switches viewports after 1022. The table-level cutover preserves the captured visible viewport ordering without throttling the application. | Exit sound, viewport replacement, and logout tunnel entry can occur at most two easing-table quanta (about 20.2 ms) earlier than retail's logical timer. | `UIGlobals::GetAnimLevel @ 0x004EE540`; `gmSmartBoxUI::UseTime @ 0x004D6E30`; paired retail/acdream captures documented in `docs/research/2026-07-15-retail-portal-space-pseudocode.md` |
| AD-1 | Lost-cell machinery replaced by recoverable outdoor demote (**#107** safety net) + outdoor-restore `max(terrainZ, z)` under-terrain lift; retail goes `GotoLostCell` | `src/AcDream.Core/Physics/PhysicsEngine.cs:553` (+ :808) | acdream has no lost-cell state machine; outdoor landcell is the recoverable equivalent; the #107 auto-entry hold should make the demote branch unreachable | Gap in the hold → player committed to outdoor terrain inside/under a building (fake-grounded spawn, fall-through); a legit below-heightmap server restore is silently lifted — upward warp vs server | `GotoLostCell` pc:283418; `SetPositionInternal` 0x00515bd0, pc:283892-283945 |
| AD-2 | Async readiness gates replace retail's synchronous destination cell load. Login placement keeps #135's split: a hydratable indoor claim gates on its EnvCell floor (`IsSpawnCellReady`) rather than meaningless dungeon terrain; outdoor placement gates on terrain. **#218 refinement (2026-07-16):** F751 portal-space exit joins BOTH publication domains in `TeleportWorldReady`: indoor requires the center landblock's Near-tier static/EnvCell mesh set uploaded plus the EnvCell in physics, while outdoor requires that Near-tier render readiness plus terrain/collision residency for the priority near ring. Hard-recenter generations and tier-aware completion application prevent stale overlapping loads/unloads or Far/Near jobs from opening or erasing the gate; mesh upload remains separate from balanced landblock ownership. Claims beyond NumCells still take the loud forced-placement path. The hold→materialize→regain-control lifecycle remains owned by `TeleportAnimSequencer`. | `src/AcDream.App/Rendering/GameWindow.cs` (`TeleportWorldReady` + TAS transit tick); `src/AcDream.App/Streaming/StreamingController.cs` (`IsRenderNeighborhoodResident`); `src/AcDream.App/Streaming/GpuWorldState.cs` (`IsRenderReady`); `src/AcDream.App/Rendering/Wb/LandblockSpawnAdapter.cs`; `src/AcDream.Core/Physics/PhysicsEngine.cs` (`IsSpawnCellReady`, `IsNeighborhoodTerrainResident`) | This is the asynchronous equivalent of retail completing its blocking cell load before `EndTeleportAnimation`: neither an empty collision world, a terrain-only Far shell, nor a published-but-not-drawable GPU landblock may be revealed. Indoor does not require a terrain heightmap, only the owning render landblock and the exact EnvCell. | Gate opens early → grey/untextured reveal, free-fall, wrong-cell rooting, or missing scenery; predicate never satisfies (streamer/DAT/upload failure) → portal transit reaches its existing loud timeout/forced-placement diagnostic instead of silently hanging forever. | retail synchronous cell load before SetPosition / `gmSmartBoxUI::EndTeleportAnimation` 0x004D65A0 |
| AD-3 | Outdoor seeds always walk the transit array (retail skips the walk when the seed CLandCell is null/unloaded); per-cell lookups no-op on unhydrated data | `src/AcDream.Core/Physics/CellTransit.cs:503` | Equivalence argument: with nothing hydrated every lookup inside the walk no-ops, so the result matches retail's skipped walk | Near partially-streamed landblocks, building-transit promotion silently can't fire until structs hydrate — membership stays outdoor while the player is inside a building | `CObjCell::find_cell_list` 0052b535-0052b56c (null-CLandCell case) |
| AD-4 | `point_in_cell` against an unhydrated CellBSP returns false (skip) rather than the null-node "inside" default; retail never queries unloaded cells | `src/AcDream.Core/Physics/CellTransit.cs:588` | The null-node default would make an unhydrated cell spuriously claim every point; skipping is the conservative streaming-safe choice | During hydration, a point genuinely inside a not-yet-loaded cell resolves outdoor/stale — transient membership misclassification driving wrong collision set and render root | `CEnvCell::find_visible_child_cell` :311397; cell-BSP vtable[0x84] |
| AD-5 | Outdoor `point_in_cell` is an identity compare against the global XY-column cell from `LandDefs.AdjustToOutside` (no per-cell containment test) | `src/AcDream.Core/Physics/CellTransit.cs:865` | Landcells are disjoint 24 m columns — identity-compare against the column under the sphere centre is exactly equivalent to retail's per-candidate test | If block-origin/lcoord math is wrong at a landblock seam, the compare silently never matches — outdoor membership freezes at boundaries (the pre-#106 symptom) | `find_cell_list` pick pc:308788-308825; `CLandCell::point_in_cell` (get_block_offset pc:308804) |
| AD-6 | Per-LANDBLOCK shadow re-flood on hydration vs retail per-CELL `recalc_cross_cells` | `src/AcDream.Core/Physics/ShadowObjectRegistry.cs:339` | The streaming unit IS the landblock; one hook per hydration event covers both race directions (entity-before-cells, cells-after-spawn) | Any cell-hydration path that doesn't raise the landblock hook leaves an entity's shadow set stale — walk-through / missing collisions in just-streamed cells | `CObjCell::init_objects``recalc_cross_cells`, 0x0052b420 / 0x00515a30 |
| AD-10 | Remote slope projection relocated to the queue-empty/head-reached combiner boundary; retail projects inside `CTransition::adjust_offset` during the sweep | `src/AcDream.Core/Physics/PositionManager.cs:47` | Remote bodies don't run a full local transition sweep; boundary projection removes the ~5 Hz Z staircase on slopes, no-op on flat ground | The single-point terrain-normal sample can differ from the sweep's contact plane (cell boundaries, props underfoot) — remote Z drift / stair-stepping | `CTransition::adjust_offset` pc:272296-272346 |
| AD-11 | Useability fallback: retail blocks Use entirely on null/zero useability; we allow it (behavioral fallback in the `IsUseableTarget` caller; justification recorded here) | `src/AcDream.Core/Physics/PhysicsDiagnostics.cs:163` | ACE's seed DB ships many weenies with `_useability` unset; without the fallback doors/lifestones/creatures are un-Useable on ACE | Objects a retail-faithful server intentionally marks non-useable become useable in acdream — wrong interaction gating when the ACE-ships-null assumption stops holding | `ItemHolder::UseObject` pc:402923 |
| AD-12 | SecondaryAttributeTable coefficients hardcoded (Health=End×0.5, Stam=End×1.0, Mana=Self×1.0) instead of dat-read; unknown attributes contribute 0 | `src/AcDream.Core/Player/LocalPlayerState.cs:279` | Coefficients never vary across retail dat versions; re-confirmed by ACE AttributeFormula.cs + holtburger; dat port can replace later | A customized portal.dat with modified vital formulas silently yields wrong max-vitals; a missing attribute snapshot underestimates max | SecondaryAttributeTable portal.dat 0x0E0..0x0E2; `CreatureVital::GetMaxValue` 0x0058F2DD |
| AD-13 | 1-second dedup window for identical system chat messages (retail has none) | `src/AcDream.Core/Chat/ChatLog.cs:29` | ACE dual-sends the same system text (0xF7E0 + 0x02EB) for back-compat; without dedup every line doubled (Phase J compromise) | Two genuinely distinct but textually identical system messages within 1 s collapse to one line where retail shows both | ACE dual-send 0xF7E0 + 0x02EB |
| AD-15 | `IsEnv` masks low-16 of the cell id (`(Id & 0xFFFF) >= 0x100`) where retail tests the full id | `src/AcDream.Core/World/Cells/ObjCell.cs:25` | Every real prefixed EnvCell id has low-16 ≥ 0x100 and every outdoor cell ≤ 0x40 — identical answers for all real dat ids, works for both bare and prefixed forms | None for real dat data; a hypothetical convention-violating id would route to the wrong (BSP vs terrain) point-in-cell logic | `CObjCell::GetVisible` pc:308215 |
| AD-16 | Building-flood gate is a CPU frustum test on each building's `PortalBounds` AABB; retail floods exactly when the shell draws and an aperture survives (no bounds constant anywhere) | `src/AcDream.App/Rendering/GameWindow.cs:7634` | Documented as the tight equivalent of the shell viewconeCheck for flood purposes (the FPS fix the Chebyshev≤1 hack approximated); per-portal admission still goes through BuildFromExterior's screen clip; missing-bounds buildings always flood (safe over-include) | A too-small/stale PortalBounds AABB means the interior never floods — doorway shows a hole/black aperture from outside (inverse of the vanishing-staircase class) | `DrawBuilding` 0x0059f2a0; `BSPPORTAL::portal_draw_portals_only` 0x53d870 |
| AD-17 | ≤8 GPU `gl_ClipDistance` half-planes per view region, degrading to a union-AABB scissor (over-include) on multi-polygon / >8-edge views; particles always scissor; scissor slices disable per-object viewcone culling. Retail CPU-clips against the exact portal polygon | `src/AcDream.App/Rendering/ClipPlaneSet.cs:23` | GL guarantees only 8 simultaneous clip planes; invariant documented: over-inclusion is safe, under-inclusion is the bug class | Fallback on complex multi-aperture views draws terrain/sky/particles/objects outside the true aperture but inside its AABB — background/interior bleed strips at doorways (the **#130** family) | `ACRender::polyClipFinish` decomp:702749; PView portal_view slices |
| AD-18 | Aperture far-Z punch is two-pass stencil-gated with an invented mark bias: 0.0005 NDC capped to a 0.5 m EYE-SPACE span (`MarkBiasNdc`); retail's single DEPTHTEST_ALWAYS punch is safe only under painter's far→near order we don't have | `src/AcDream.App/Rendering/PortalDepthMaskRenderer.cs:149` | **#117** (2026-06-11): the unconditional punch erased nearer occluders, painting interiors through them; the two-pass form is the z-buffered equivalent of retail's ordering safety. **#129** (2026-06-12): the constant-NDC bias spanned ~190 m of eye depth at a landblock (non-linear depth) → distant occluders punched; the eye-space cap bounds the reach (`Issue129PunchBiasTests`). DO-NOT-RETRY: punch must stay depth-gated (ISSUES #108) | Door-plane-hugging geometry beyond the 0.5 m cap re-occludes the aperture (a **#108**-class regression at >10 m viewing range); an occluder within the cap in front of a distant aperture still punches through | `D3DPolyRender::DrawPortalPolyInternal` 0x0059bc90 (maxZ1=7 / maxZ2=6) |
| AD-19 | Under outdoor roots, ALL dynamics draw in one z-buffered final pass; retail draws objects painter-ordered per landcell inside the landscape pass (interior roots route per **#118**) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs:126` | The dynamics-drawn-LAST invariant is what makes the aperture depth punch safe (first BR-2 attempt punched after dynamics and erased the player, reverted `88be519`); z-buffer substitutes for painter's order on opaque geometry | Punch/seal correctness hinges on an ordering invariant — any pass added after DrawDynamicsLast, or alpha content needing painter order, gets erased inside apertures or composites wrong | `LScape::draw``DrawBlock` 0x005a17c0 → DrawSortCell pc:430124; `PView::DrawCells` 0x005a4840 |
| AD-20 | Camera sweep fallback seeds the eye's `AdjustPosition` from the PLAYER's cell; retail re-seats at the sought eye's own tracked cell (rest of function is a verbatim `update_viewer` port) | `src/AcDream.App/Rendering/PhysicsCameraCollisionProbe.cs:97` | acdream's camera doesn't track the sought-eye's cell separately; the eye is near the player so the player-cell stab list is assumed to cover it | An eye outside the player cell's stab-list coverage (boundary corners, cross-landblock pull-back) seats in the wrong cell — and the viewer cell roots the whole render: one-frame wrong root (flap-class flash) | `SmartBox::update_viewer` 0x00453ce0, pc:92878-92883 |
| AD-21 | Null-clipRoot legacy outdoor safety path (no portal visibility, no punches/seals, no-clip terrain) for pre-spawn / login / legacy cameras; in-world retail always has a viewer_cell root | `src/AcDream.App/Rendering/GameWindow.cs:7671` | Result is null ONLY when neither an interior root nor the synthetic outdoor node exists; kept so the login screen shows the live sky | If viewer-root resolution ever returns null in-world (membership bug, fly-camera edge), the frame silently degrades — interiors stop drawing through doorways; the old two-branch FLAP reappears for those frames | `SmartBox::RenderNormalMode` decomp:92635 |
| AD-22 | Async streamed mesh loading with bounded CPU replay residency, per-frame upload budgets, and point-of-use self-heal (`EnsureLoaded` re-request in the dispatcher's mesh-missing path, **#128**); retail loads synchronously — geometry is never absent | `src/AcDream.App/Rendering/Wb/WbMeshAdapter.cs`; `src/AcDream.App/Rendering/Wb/MeshUploadCaches.cs`; `src/AcDream.App/Rendering/Wb/MeshUploadFrameBudget.cs` | Immutable preparation descriptors and the bounded CPU cache can re-stage an evicted mesh; dispatcher self-heal makes absence transient while upload budgets prevent a portal arrival from monopolizing a frame | A future consumer that neither retains an owner nor reaches the self-heal/replay path can remain invisible; under heavy admission pressure a valid mesh can pop in later than retail's synchronous path | retail synchronous content load; `docs/architecture/worldbuilder-inventory.md` portal-readiness and bounded-residency seams |
| AD-23 | Live entities with `ServerGuid != 0` and null `ParentCellId` are culled (ClipSlotCull) while indoor clip routing is active; retail objects are always cell-resident (synchronous add-to-cell at creation) | `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs:484` | Phase U.4 policy: parentless = unresolved indoors, equivalent to retail's not-in-any-visible-cell ⇒ not drawn, *given membership resolves promptly* | An entity whose membership lags (late CreateObject hydration, resolver hiccup) blinks invisible while the player is indoors, even in plain sight | retail per-cell object lists in PView traversal |
| AD-24 | EnvCell shell geometry hash-deduplicated ((environmentId, structure, surface overrides) → 31-multiplier hash) and instanced; retail draws each CEnvCell's own structure directly | `src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs:276` | Verbatim WB EnvCellRenderManager port (Phase A8); dedup is what makes the single-VAO MDI cell pipeline cheap; intended visuals identical | A hash collision between distinct tuples renders the wrong interior shell in some room with NO diagnostic firing — wrong walls/floor in a dungeon room | retail `PView::DrawCells` → per-cell drawing_bsp (cited at :319) |
| AD-25 | **REMOTE-DR sweep only** (the player half retired 2026-07-07 by the #182 verbatim rebuild): the remote dead-reckoning post-resolve still reflects velocity with the airborne-before-AND-after suppression; retail bounces unless grounded→grounded-and-not-sledding. The PLAYER path now runs the ported `handle_all_collisions` (`PhysicsObjUpdate`) with retail's `should_reflect` rule — the micro-bounce spiral it guarded is gone (contact is committed BEFORE the reflect and the small-velocity-zero is ungated) | `src/AcDream.App/Rendering/GameWindow.cs` (remote sweep post-resolve, #173 block) | The remote DR sweep hasn't been rebuilt yet (it has no fsf/SetPositionInternal chain); the old airborne-only suppression keeps remote landings from micro-bouncing on the remote landing-snap gate | Remote landing-reflection behavior (slope-landing momentum) won't reproduce; retire when the remote-DR sweep gets the same UpdateObjectInternal rebuild as the player | `handle_all_collisions` pc:282699-282715; ACE PhysicsObj.cs:2656-2721 |
| AD-27 | Use/PickUp action fired on natural moveto completion via the `MoveToComplete` client-addition seam (retail's `CleanUpAndCallWeenie` contains no weenie call in this build and notifies nothing on arrival); retail sends the action once (server MoveToChain callback completes it) | `src/AcDream.App/Rendering/GameWindow.cs:12939` (MoveToComplete subscription) + `src/AcDream.Core/Physics/Motion/MoveToManager.cs` (`MoveToComplete` seam doc) | ACE's server-side chain may have timed out by the time our body arrives; the close-range deferred send hits ACE's WithinUseRadius fast-path. R4-V5 re-anchored from the deleted B.6 `AutoWalkArrived` event — same fires-on-arrival-only contract (never on cancel) | If the server's chain has NOT timed out, the action executes twice — door toggles open-then-closed, use-once interactions double-fire; protocol noise on non-ACE servers | ACE CreateMoveToChain / WithinUseRadius; `MoveToManager::CleanUpAndCallWeenie` 00529650 §7e (no weenie call) |
| AD-28 | Chat transcript (`UiText`) and input (`UiChatInput`) are two separate widget classes placed inside their dat-authored container panels; retail's `ChatInterface` uses a single mode-flagged `UIElement_Text` (Type-12) that switches between read and edit mode | `src/AcDream.App/UI/Layout/ChatWindowController.cs:135` (transcript) + `:150` (input) | `UIElement_Text` is inside keystone.dll with no PDB/decomp; a two-widget split is functionally equivalent (read-only scroll, editable input) and is the structural adaptation required by our UiElement architecture | A future consumer expecting a single widget for both read/write (e.g. a plugin calling the chat API and getting one widget back) must be written to the two-widget contract | `UIElement_Text` (Type-12) @ keystone.dll; `gmMainChatUI::PostInit` @0x4ce130 |
| AD-29 | `ClientObjectTable` fires global `ObjectAdded`/`ObjectUpdated`/`ObjectRemoved` events; consumers filter by guid on their end. Retail dispatches per-object via `NoticeRegistrar` observer dispatch — each UI cell observes only its specific object guid | `src/AcDream.Core/Items/ClientObjectTable.cs:48` (events); `src/AcDream.App/UI/Layout/ToolbarController.cs:115` (guid filter) | `NoticeRegistrar` is inside keystone.dll with no PDB/decomp; global broadcast + consumer-side filter is functionally equivalent for the current panel count and object volumes seen in practice | At high object counts (>1 000 objects), every `ObjectUpdated` wakes every subscribed consumer — O(n·m) notification cost instead of retail's O(1) per-observer dispatch; a consumer that forgets the guid filter processes all objects (a latent correctness bug) | `NoticeRegistrar` (keystone.dll, no PDB); retail per-object observer registration in `CObjectMaint` |
| AD-30 | Cell-march preserves seed landblock id when `TryGetTerrainOrigin` returns false for an outdoor seed (#145 D, 2026-06-22): `BuildCellSetAndPickContaining` returns `currentCellId` verbatim rather than marching via `blockOrigin=(0,0,0)`; retail never encounters this state (cells stored block-local, no streaming-gap concept) | `src/AcDream.Core/Physics/CellTransit.cs:765` | Equivalence argument: "preserve-verbatim when unregistered" is the same contract as `PhysicsEngine.Resolve`'s NO-LANDBLOCK branch; the player's cell stays the last known-correct cell until the landblock's terrain registers — no march, no lbX=0 wire | A body whose seed landblock is genuinely absent for >1 physics tick holds its last-known cell rather than discovering the true containing cell; transient only — corrects the instant terrain registers; an indoor seed is explicitly excluded from the guard (outdoor low < 0x100 gate) | `CObjCell::find_cell_list` + block-local storage (retail has no streaming gap); `TryGetTerrainOrigin` pc path |
| AD-32 | Movement, Position, State, Vector, Pickup, Delete, and ObjDesc packets for a FUTURE object incarnation are dropped until its CreateObject arrives; retail queues each blob for the not-yet-created object (`SmartBox::QueueBlobForObject`, dispatch return 4) and replays it after construction. F754/F755 and ParentEvent are no longer part of this divergence: `EntityEffectController` preserves one mixed effect FIFO per server GUID until the canonical local owner is ready, while runtime-owned `ParentAttachmentState` retains parent relations by generation. Older-incarnation state packets drop in both clients. | `src/AcDream.Core/Physics/PhysicsTimestampGate.cs` (`TryAcceptInstance`); `src/AcDream.App/World/InboundPhysicsStateController.cs`; `src/AcDream.App/World/LiveEntityRuntime.cs`; effect exception `src/AcDream.App/Rendering/Vfx/EntityEffectController.cs`; Parent exception `src/AcDream.App/World/ParentAttachmentState.cs` | acdream has no general per-object mixed queue for non-effect state packets yet. Dropping those state families is generation-safe: a future packet cannot mutate the old body or advance its stamps, and the newer CreateObject wholesale-seeds all nine channels. The canonical runtime remains the seam for widening the queue later. | The first queued non-effect state can be absent until a later authoritative update; effect and Parent packets retain retail order and ownership | `SmartBox::HandleSetState` 0x004533E0; `HandleVectorUpdate` 0x00453480; `HandleParentEvent` 0x004535D0; `HandlePickupEvent` 0x00453530; `HandleDeleteObject` 0x00451EA0; `HandleObjDescEvent` 0x00453340; `UnpackPositionEvent` 0x004542C0; F754/F755 dispatch and pending replay pc:357214-357239 |
| AD-33 | `CSequence.frame_number` at C# `double` (64-bit); retail is x87 `long double` (80-bit extended) every frame-boundary comparison ran at extended precision on retail (Phase R1, 2026-07-02) | `src/AcDream.Core/Physics/Motion/CSequence.cs` (`FrameNumber`) | `double` is the widest C# float type; the R1 port removes ACE-style boundary epsilons so comparisons are exact-int against bare boundaries, minimizing ULP sensitivity (ACE's `float` is far worse) | A frame landing within 1 double-ULP of an integer boundary could classify differently than retail's 80-bit compare sub-frame timing skew at pathological framerate×dt combinations | `acclient.h:30747` (`long double frame_number`) |
| AD-34 | Retail's intrusive `DLListBase`/`DLListData` lists are managed `LinkedList<T>`s; node identity via `LinkedListNode<>` references (Phase R1 anim list, 2026-07-02; extended R2-Q3 to `MotionTableManager.pending_animations`; extended R4-V2 to `MoveToManager.pending_actions` whose node type, retail `MoveToManager::MovementNode`, is RENAMED `MoveToNode` to avoid colliding with R2's `Motion/MotionNode.cs` pending_motions node) | `src/AcDream.Core/Physics/Motion/CSequence.cs` (`_animList`); `src/AcDream.Core/Physics/Motion/MotionTableManager.cs` (`_pendingAnimations`); `src/AcDream.Core/Physics/Motion/MoveToManager.cs` (`_pendingActions`) + `MoveToNode.cs` | Same topology + cursor semantics (curr_anim/first_cyclic/tail-anchored scans are node references); unlink/delete becomes `Remove(node)`; conformance tests pin the surgery state tables | Any retail behavior depending on the 4 pointer adjustment or node memory reuse (none observed in the decomp) would diverge; a reader grepping for retail's `MovementNode` name must find it via this row | `acclient.h` DLListBase; `r1-csequence-decomp.md` §0; `r2-motiontable-decomp.md` §11; `r4-moveto-decomp.md` node factories §4a |
| AD-35 | `MotionTableManager.PerformMovement`'s unhandled-type default case returns the named sentinel `0xFFFFFFFF` (`MotionTableManagerError.NotHandled`); retail's compiled code leaks the `CSequence*` pointer reinterpreted as the return code (BN-confirmed artifact, dead/unreachable callers gate on type first) (R2-Q3, 2026-07-02) | `src/AcDream.Core/Physics/Motion/MotionTableManager.cs` (`PerformMovement` default case) | No retail caller consults the return value for unhandled types (RawCommand/StopRawCommand/MoveTo\*/TurnTo\* route elsewhere); returning a stable non-zero sentinel preserves the only observable contract (non-zero = not success) without fabricating a pointer-shaped number | If a future port wires a caller that passes unhandled types AND branches on the exact return value, it would see `0xFFFFFFFF` where retail saw an arbitrary pointer flag at that port | `PerformMovement` 0x0051c0b0 (`r2-motiontable-decomp.md` §11 default-case note) |
| AD-36 | `IMotionDoneSink.MotionDone` consumed for CREATURE-class entities only: R3-W2 binds the seam to the entity's `MotionInterpreter.MotionDone` (player via `PlayerMovementController.Motion`, remotes via `RemoteMotion.Motion`, resolved at fire time); interp-less entities (statics that never receive a UM/UP and so never get a `RemoteMotion`) keep a diagnostic-recorder-only target retail gives every CPhysicsObj a MovementManager/CMotionInterp (R2-Q4 seam, narrowed R3-W2, 2026-07-02; R5-V5 gave every `RemoteMotion`/player ONE literal `MovementManager` facade, so the residue is only the no-RemoteMotion class) | `src/AcDream.App/Rendering/GameWindow.cs` (TickAnimations MotionDoneTarget bind) | Motion for entities without a `RemoteMotion` (never UM/UP-touched) completes via the manager queue alone; nothing consumes their MotionDone until every sequencer-owning entity gets a host/`RemoteMotion` (doors DO have one since the R4-V5 door fix first UM creates it) | An entity behavior depending on pending_motions bookkeeping in that no-RemoteMotion class (none known) would silently no-op | `CPhysicsObj::MotionDone` 0x0050fdb0; retire when every sequencer-owning entity constructs a `RemoteMotion`/host (post-M1.5 entity-class unification; R5-V5 closed the facade half) |
| AD-37 | Camera rotation state is a forward VECTOR (nlerp + normalize; roll always 0, up = world Z); retail's sought carries a full Frame and slerps quaternions (`Frame::interpolate_rotation` shortest-path slerp with 2e-4 nlerp fallback). The dead-band compares forward-vector distance against the same 2e-4 epsilon retail applies per quaternion component | `src/AcDream.App/Rendering/RetailChaseCamera.cs` (`_dampedForward`, `ApplyConvergenceSnap`) | The chase camera never rolls (heading frames are Z-up by construction), so a forward vector spans the reachable rotation space; identified (not introduced) during the #180 UpdateCamera tail reading | If a future camera mode needs roll (death cam, cutscene) the vector state can't represent it; large-angle per-frame turns nlerp (chord) vs slerp (arc) imperceptible at 0.45-stiffness step sizes | `Frame::interpolate_rotation` 0x00535390, `Frame::close_rotation` 0x00455d70; pseudocode doc 2026-07-06-camera-sought-position |
| AD-39 | The `frames_stationary_fall` ladder + fsf3 UP-contact-plane manufacture runs AFTER acdream's fused LKCP-restore/contact-marking block, deriving retail's `_redo` as `cleanAdvance \|\| OnWalkable`; retail (ACE Transition.cs:1029-1061) interleaves the fsf block BETWEEN the LKCP-restore (sets `_redo`) and the contact-marking (reads the manufactured plane) (#182 rebuild, 2026-07-07) | `src/AcDream.Core/Physics/TransitionTypes.cs` (`ValidateTransition` fsf tail) | acdream deliberately fused ACE's separate LKCP-restore + contact-mark blocks (the L.2.3c/L.2.4/A6.P3 contact-retention divergences); running the ladder after them and re-marking grounding inside the manufacture branch is semantically equal (a grounded wall-slide is not a stuck-fall in either arrangement) without disturbing those hard-won fixes | If a future contact-retention change alters when OnWalkable is set relative to the ladder, `_redo` could misclassify a frame (grounded-jam mistaken for stuck-fall spurious velocity zero, or vice-versa) the fsf conformance tests pin the current arrangement | `CTransition::validate_transition` 0x0050aa70 pc:272625-656; ACE Transition.cs:1029-1061 |
| AD-40 | The fsf `Stationary*` transient-bit encode (fsf0x10/0x20/0x40) lives in the Core resolve writeback (`PhysicsEngine.ResolveWithTransition`), co-located with the fsf computation; retail encodes it in `handle_all_collisions` (pc:282737-758). Also: `PhysicsBody.CachedVelocity` is computed at the player chokepoint but not yet consumed outbound wire velocity still uses the existing `get_state_velocity` path, not retail's cached_velocity source (#182 rebuild, 2026-07-07) | `src/AcDream.Core/Physics/PhysicsEngine.cs` (writeback); `src/AcDream.App/Input/PlayerMovementController.cs` (`CachedVelocity`) | Encoding in the writeback keeps the seedladderwritebackseed round-trip self-contained in Core (testable without the App loop); the bit values + timing are identical to retail's (set after fsf is final, before the next resolve). CachedVelocity is faithful to carry now; routing the wire through it is a separate, unmeasured change | If a future consumer reads the Stationary* bits expecting retail's handle_all_collisions to have set them (it doesn't run in Core), the Core writeback is the source of truth; a wire-reporting change that assumes CachedVelocity is live would send the wrong velocity until it's wired | `handle_all_collisions` bit encode pc:282737-758; `get_velocity` 0x005113c0 (cached_velocity reader) |
| AD-41 | The `candidateMoved` gate (retail UpdateObjectInternal pc:283657 `candidate != m_position`) suppresses ONLY `handle_all_collisions` + `cached_velocity` on a no-move frame; acdream still runs `ResolveWithTransition` (zero-distance) for cell/contact tracking, where retail skips the whole transition (#182 rebuild, 2026-07-07) | `src/AcDream.App/Input/PlayerMovementController.cs` (`candidateMoved` guard) | The load-bearing effect is not re-zeroing the gravity velocity that rebuilds after a stuck-fall bleed; the zero-distance resolve is a near-no-op (numSteps 0 the zero-step early return, no ValidateTransition, contact plane persists via the writeback), so running it is harmless while keeping acdream's per-frame cell/membership refresh | If the zero-distance resolve ever gains a side effect on a no-move frame (a contact-plane clear, an fsf change), it would diverge from retail's skip a no-move frame must stay a near-no-op | `CPhysicsObj::UpdateObjectInternal` 0x005156b0 pc:283657 (candidate-moved gate) |
| AD-42 | Enter-world placement is split across two Core calls: legacy `Resolve` performs retail `AdjustPosition` + the host's established floor snap, then `ResolvePlacement` runs the verbatim object-aware `find_placement_pos` ring search. Retail runs initial environment placement, ring search, and final step-down inside one `find_placement_position` transition | `src/AcDream.App/Rendering/GameWindow.cs` (`EnterPlayerModeNow`); `src/AcDream.Core/Physics/PhysicsEngine.cs` (`ResolvePlacement`) | The first call has already committed the same validated cell/floor point that feeds the ring search; the second call uses the same sphere dimensions, collision registry, and cell id. Keeping the split preserves the proven indoor-login snap while adding the missing occupied-position behavior | A spawn that requires retail's final placement step-down after a ring candidate (rather than the existing floor snap before it) could settle at a slightly different Z on a ledge/water boundary; the overlap is still cleared | `CPhysicsObj::enter_world` 0x00516170; `CTransition::find_placement_position` 0x0050C170; `CTransition::find_placement_pos` 0x0050BA50 |
| AD-43 | A malformed/custom PhysicsScript `CallPES` cycle whose script timeline never advances is rejected with a diagnostic; retail's linked scheduler would continue draining that zero-time tail indefinitely | `src/AcDream.Core/Vfx/PhysicsScriptRunner.cs` (timeline-progress ancestry guard) | Prevents corrupt DAT content from hanging the single update/render thread. Installed-DAT audit plus conformance tests prove the real rolling-weather cycles advance 2.8 seconds per edge and continue unchanged; only a no-progress strongly connected cycle is rejected | A custom DAT that deliberately relies on an infinite zero-time loop observes a rejected play instead of freezing the client | `ScriptManager::AddScriptInternal` 0x0051B310; `ScriptManager::UpdateScripts` 0x0051B480; `CPhysicsObj::CallPES` 0x00511AF0 |
---
## 3. Documented approximation (AP) — 85 active rows
Wave-0 UI ledger repair (2026-07-10) retired stale AP-38, resolved the AP-84
collision, restored overwritten paperdoll rows as AP-92/AP-93, and registered
AP-94..AP-112 for the confirmed retail-UI completion gaps.
| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
|---|---|---|---|---|---|
| AP-1 | Snap-path Z settle: validated claims ground on their own walkable polys, but floor-less claims (thresholds, stair lips) fall through to a legacy nearest-in-Z scan over every CellSurface in the landblock; retail settles via `CheckPositionInternal` `find_valid_position` | `src/AcDream.Core/Physics/PhysicsEngine.cs:614` | `find_valid_position` unported; the **#111** fix narrowed the legacy pick's blast radius (validated claims bypass it) rather than replacing it | A threshold/stair-lip snap can still pick a neighbouring cell's same-height floor by iteration order wrong cell or Z at login/teleport arrival (the #111 clobber class) | `SetPositionInternal` :283426 find_valid_position |
| AP-3 | Step-down chain triggered only when contact is invalid OR steeper than walkable; retail's `transitional_insert` OK-path ALWAYS runs it | `src/AcDream.Core/Physics/TransitionTypes.cs:1197` | Conditional preserves the observed-to-matter cases (edge departure, steep cliff-slide) without running the chain every step (per pc:273191 agent reports) | Steps where retail runs step-down despite a valid walkable contact (bump maintenance, edge-slide arming) are skipped float-off or missed edge slides in untested geometry | `transitional_insert` OK-path pc:273191 |
| AP-4 | CliffSlide check moved BEFORE retail's Branch-1 (`!OnWalkable` restore+OK) gate, compensating our L.2.3i FloorZ OnWalkable bookkeeping | `src/AcDream.Core/Physics/TransitionTypes.cs:1316` | Retail's order with our incomplete OnWalkable stops the player dead every frame on steep slopes ("stay on the roof"); reorder restores downhill drift | CliffSlide fires in states where retail's Branch 1 would restore-and-OK body slides where retail holds, e.g. contact-plane-bearing steep geometry near edges | retail EdgeSlide dispatch order (transitional_insert step-down failure) |
| AP-5 | Step-down skips Placement validation for the contact-maintenance call (`runPlacement=false`); ACE/retail run it unconditionally (kept for DoStepUp) | `src/AcDream.Core/Physics/TransitionTypes.cs:3393` | Residual wall-slide artifacts made Placement misfire, leaving players stuck near walls; the skip was the targeted L.2.3h fix | Step-down can settle into positions Placement would reject slight wall embedding, or accepting a step-down through overlap geometry retail catches | `CTransition::step_down` pc:272952; ACE Transition.cs:731-741 |
| AP-7 | `calc_friction` threshold 0.0 with retail's state gate missing; retail uses 0.25 gated by an undecoded state check | `src/AcDream.Core/Physics/PhysicsBody.cs:307` | Bumping the threshold without the gate hammered normal walking (3 0.16 m/s); as-read 0.0 kept; locomotion probably state-exempted in retail. Filed L.3c-followup | Friction engages under different conditions post-landing slides, knockback decay, sledding speeds mismatch retail's deceleration | pc:276702-276705 (state gate + 0.25) |
| AP-10 | Dry-corner water depth: retail's 0.1 m allowed sink-in collapsed to 0 | `src/AcDream.Core/Physics/TerrainSurface.cs:481` | The 0.1 offset destabilizes the feet-exactly-on-plane contact-touch check (dist > EPSILON → SetContactPlane never fires → float/fall); retail's ~10 cm sink-in is visually indistinguishable | Masks a contact-touch epsilon fragility — other water-depth values exercising the same instability could oscillate shoreline walkable validation; retail's wet/dry corner sink-in visual absent | `ObjCell.get_water_depth` / `calc_water_depth` (via ACE port) |
| AP-11 | Hand-authored 4-keyframe fallback sky set (sunrise/noon/sunset, fog ~80350 m) when the Region dat isn't loaded yet | `src/AcDream.Core/World/SkyState.cs:167` | A renderable sky is needed during boot before the Region dat parses; safety net on region-load failure | Any window where the fallback is active shows sky/fog lighting only roughly resembling retail's dat-driven values | SkyTimeOfDay keyframes, Region dat 0x13000000 |
| AP-12 | Enchantment family-stacking tiebreak by largest SpellId; retail picks highest Generation, tie-broken by latest cast | `src/AcDream.Core/Spells/EnchantmentMath.cs:89` | `ActiveEnchantmentRecord` doesn't carry Generation; SpellId correlates with generation level in practice | Where spell ids don't track power within a family (or same-generation re-cast), the wrong buff wins — vital-max / stat values diverge from retail | `CEnchantmentRegistry::EnchantAttribute` 0x00594570 (pc:416110) |
| AP-13 | `ComputeDamage` is a simplified retail damage formula (no augmentations/ratings) — verified DEAD CODE as of 2026-06-04, M2 scaffolding | `src/AcDream.Core/Combat/CombatModel.cs:184` | Not on the critical path; stubbed from r02 §5 + ACE CombatManager for the future M2 predictive display | If wired into the M2 attack-bar estimate as-is, predicted numbers diverge whenever augs/ratings apply | r02 §5; ACE CombatManager |
| AP-14 | Encumbrance multiplier is a rough piecewise-linear stand-in (1.0→50%, ~0.7@100%, 0.1@300%) for retail's exact curve | `src/AcDream.Core/Items/ItemInstance.cs:187` | Hand-fit segments capture the curve's shape for scaffolding | Client-side burden-scaled effects (speed prediction) differ from retail at most burden ratios when loaded | r06 §6 (retail encumbered multiplier curve) |
| AP-15 | WeenieError translation table covers only ~30 common codes (from ACE enum docs, not retail string_table.bin); unknown codes render raw hex | `src/AcDream.Core/Chat/WeenieErrorMessages.cs:26` | Untranslated codes are rare, fall back losslessly, 30-second add when reported | Server messages outside the table show as raw hex instead of the retail sentence | retail string_table.bin; ACE WeenieError*.cs |
| AP-16 | Point/spot lights selected per-object / per-cell as the **8 nearest reaching lights** (sphere-overlap, nearest-first) via `LightManager.SelectForObject`, capped at `MaxLightsPerObject=8`; called from `WbDrawDispatcher.ComputeEntityLightSet` (objects) and `EnvCellRenderer.GetCellLightSet` (cell shells). Retail's bake (`SetStaticLightingVertexColors`) sums ALL reaching static lights per vertex with no count cap. Retail's *hardware* path (`minimize_object_lighting` 0x0054d480) DOES cap at 8 per object, so the cap is faithful to retail's hardware path — not to its bake path. The `LightManager.Tick` UBO path survives for DIRECTIONAL (sun) lights only; `mesh_modern.vert`'s UBO loop skips point/spot entries (`posAndKind.w != 0 → continue`) — point lights reach the shader exclusively via the per-object SSBO (binding 5) | `src/AcDream.Core/Lighting/LightManager.cs:234` (`SelectForObject`); `MaxLightsPerObject` ~line 174; call sites `WbDrawDispatcher.ComputeEntityLightSet` + `EnvCellRenderer.GetCellLightSet` | Matches retail's hardware constraint (8 lights per object/cell); selection is nearest-sphere-overlap which faithfully allocates lights to the surfaces that actually see them | Surfaces reached by >8 point lights are dimmer than retail's uncapped bake — rare (a dungeon room has a handful of torches), but real; see AP-35 for the bake-vs-GPU-evaluate architecture difference | `minimize_object_lighting` 0x0054d480 (retail's 8-light hardware cap); `SetStaticLightingVertexColors` 0x0059cfe0 (retail's bake, no count cap) |
| ~~AP-18~~ | **RETIRED 2026-07-10 — faithful retail radar port.** Exact `RGBAColor_Radar*` floats were recovered from named static data and `gmRadarUI::GetBlipColor` was re-ported with `_blipColor` overrides plus portal/vendor/attackable-creature/admin/PK/PKLite/free-PK/fellowship precedence. The old implementation was not merely hue-tuned: it also had wrong portal/vendor colors and an incomplete dispatch matrix. | `src/AcDream.Core/Ui/RadarBlipColors.cs` + radar classification tests | — | — | `gmRadarUI::GetBlipColor` 0x004d76f0; static RGBA initializers at named decomp pc:1089736-1089804 |
| AP-19 | `PortalSideEpsilon` 0.01 (≈1 cm) instead of retail F_EPSILON ≈ 0.0002 — a documented render-root-lag tolerance, NOT a retail constant. DO-NOT-RETRY: T2 (BR-4) tried the retail value; CornerFloodReplay refuted it | `src/AcDream.App/Rendering/PortalVisibilityBuilder.cs:49` | Retail's tight epsilon only works with eye-exact swept curr_cell tracking; our viewer cell lags the eye by up to ~1 cm at pressed corners. Tighten after the #108-membership family + cdstW near-clip pin land | A 1 cm misclassification band at portal planes can flood or cull a portal the eye hasn't crossed — one-frame leaks / grey flashes at knife-edge doorway/corner positions | F_EPSILON @0x007c8c70; `PView::InitCell` 0x005a4b70 |
| AP-20 | Sub-pixel view-polygon vertex merge fixed at 1080p-reference NDC units (2/1080); retail merges at ~1 actual screen pixel | `src/AcDream.App/Rendering/PortalProjection.cs:179` | Unit approximation whose coarseness only strengthens convergence — the merge is the flood's fixpoint floor (replaced MaxReprocessPerCell=16) | At 4K+ a legitimately visible 12 px sliver aperture collapses to degenerate and rejects — a thin/distant doorway stops admitting its flood slightly earlier than retail | `Render::copy_view` 0x0054dfc0 |
| AP-21 | Entity translucency retains the invented α<0.05 fragment discard. World GfxObj/Setup instances now apply their DAT AlphaBlend/Additive/InvAlpha factors through the retail shared alpha queue, but sealed off-screen WbDrawDispatcher consumers (paperdoll/UI Studio) retain the old immediate normal-alpha pass for all three kinds | `src/AcDream.App/Rendering/Shaders/mesh_modern.frag`; `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs` (`DrawDeferredAlphaBatch` versus immediate Phase 8) | World presentation needed exact per-surface blend for spell/particle density and translucent-object intersections. Off-screen object previews are isolated render targets and have not shown an authored additive entity surface that justifies splitting their compact immediate pass | A faint world fringe below 5% alpha is discarded; a hypothetical additive/inverse-alpha paperdoll or UI Studio entity composites darker than retail inside that private viewport | `D3DPolyRender::SetSurface`; `D3DPolyRender::RenderMeshSubset`; SurfaceType.Additive D3DBLEND_ONE |
| AP-22 | Invented `setup.Radius` cylinder (height = Height or Radius×2) for shapeless live entities; shape + height formula not from the retail shape walk | `src/AcDream.App/Rendering/GameWindow.cs:3250` | ShadowShapeBuilder (faithful walk) only emits CylSphere/Sphere/Part-BSP; the legacy cylinder preserves prior behavior so rare decorative props don't lose collision | Those props collide with an invented footprint (especially the Radius×2 height guess) slides/blocks at non-retail distances | `find_obj_collisions` `CPartArray::FindObjCollisions` pc:286236 |
| AP-23 | Invented per-type use-radius heuristic (3 m creatures / 2 m doors-lifestones-portals-corpses / 0.6 m rest) for close-range gating + the speculative local TurnToObject/MoveToObject install through the player's MoveToManager (R4-V5; retail's client use flow issues the same manager calls, §9a9b). **R5-V3 narrowed it: the speculative install now threads the target's REAL setup radius/height (`GetSetupCylinder`, same as the wire mt-6 route) and the player's own radius is real — only the use-radius BUCKETS remain invented** (retail reads the object's UseRadius property) | `src/AcDream.App/Rendering/GameWindow.cs` (`InstallSpeculativeTurnToTarget`) | ACE broadcasts nothing actionable on the close branch (WithinUseRadius shortcut); the true radius arrives only on the far MoveToObject branch a local stand-in is required | A target whose real UseRadius differs from the bucket misjudges the gate Use/PickUp deferred for a completion that never comes, or fires early into a server "too far" | ACE Player_Move.cs:66; wire MoveToObject (type 6) carries the true radius; `CPhysicsObj::TurnToObject/MoveToObject` callers §9a9b |
| ~~AP-24~~ | **RETIRED 2026-07-11** matching v11.4186 x86 disassembly recovered `ATTACK_POWERUP_TIME=1.0` seconds and `DUAL_WIELD_POWERUP_TIME=0.8` seconds from the operands loaded by `GetPowerBarLevel`; jump and combat now share those constants. | `src/AcDream.Core/Combat/CombatModel.cs`; `src/AcDream.App/Input/PlayerMovementController.cs`; `src/AcDream.App/Combat/CombatAttackController.cs` | | | `ClientCombatSystem::GetPowerBarLevel @ 0x0056ADE0`; static data `0x007CEFC8/0x007CEFD0` |
| AP-25 | Run/Jump skill pushed to movement = attributeBonus + Init + Ranks no augmentations, multipliers, or vitae | `src/AcDream.Core.Net/GameEventWiring.cs:346` | Closest to ACE's CreatureSkill.Current short of porting the full Aug/Multiplier/Vitae chain (K-fix7/13) | A character with augs or post-death vitae predicts wrong local run speed / jump arc dying would NOT slow the local player though the server moves them slower: drift + snap-back | ACE CreatureSkill.Current; ACE Skill.cs (Jump=22, Run=24) |
| AP-26 | DDD interrogation answered with an empty dat-version list (count=0); retail reports actual dat iteration state | `src/AcDream.Core.Net/Messages/DddInterrogationResponse.cs:18` | ACE is satisfied by the empty ack; pattern from holtburger | A dat-patching-enabled server could push a full patch or reject on version mismatch the lie is harmless only while the server never acts on it | DDD flow 0xF7E5/0xF7E6 |
| AP-27 | PlayerDescription trailer: GameplayOptions skipped by a 4-byte-aligned heuristic scan for a valid inventory parse; options blob captured opaque, never decoded (retail decodes + applies UI options) | `src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs:69` | Variable-length opaque blobs; mirrors holtburger's heuristics; follow-up issue extends when panels consume those sections | An options blob that coincidentally parses as a valid inventory (or inventory not landing at EOF) yields wrong/empty inventory+equipped at login; retail-persisted UI options silently ignored | ACE GameEventPlayerDescription.WriteEventBody; holtburger events.rs:195-218 |
| AP-28 | 3D audio falloff via OpenAL InverseDistanceClamped with picked constants (ref 2 m, max 1000 m, rolloff 1); voice pool/eviction IS cited to retail | `src/AcDream.App/Audio/OpenAlAudioEngine.cs:146` | Stands in for retail's DirectSound-era attenuation; r05 §5.3 documents inverse-square behavior but the three AL params were picked, not ported | Sounds attenuate at a different rate too loud/quiet at range side-by-side; gain-driven eviction comparisons inherit the skew | FUN_00550ad0 (voice pool only); r05 §5.3 |
| AP-30 | AutonomousPosition diff cadence compares with epsilons (1 mm pos, 1e-4 normal, 1 mm dist); retail's `Frame::is_equal` is an exact float compare | `src/AcDream.App/Input/PlayerMovementController.cs:1110` | Sub-millimeter epsilon is well below any movement worth suppressing; comparisons are against last-SENT state so drift accumulates past the epsilon | Sub-epsilon drift suppresses an AP send retail would have made negligible today; a consumer expecting retail's exact send-on-any-change cadence sees fewer packets | `Frame::is_equal` pc:700263 |
| AP-31 | Scenery placement drift + the 0xA9B1 road-edge tree WB-upstream divergences from retail, ACCEPTED (**#49/#50**, 2026-05-11) | `src/AcDream.Core/World/SceneryGenerator.cs` (via `WbSceneryAdapter`) | Piecemeal patching against WB upstream is net-negative (the `e279c46` road-check attempt over-suppressed scenery elsewhere, reverted `677a726`); visible impact = a handful of trees a few meters off | The same WB-upstream class could hide a *larger* placement divergence elsewhere; revisit only via a coherent ACME-style per-vertex filter port | `CLandBlock::get_land_scenes`; ACME GameScene.cs:1074 per-vertex road filter |
| AP-32 | Cell shells DRAW +0.02 m above the dat EnvCell origin (`ShellDrawLiftZ`, z-fight vs coplanar terrain); retail draws at the origin verbatim. Split invariant: PHYSICS + visibility graph UNLIFTED (f35cb8b, **#119**-residual), every DRAW-space consumer of portal/cell geometry LIFTED (OutsideView color gate via `Build(drawLiftZ)`, seal/punch fans **#130**) | `src/AcDream.App/Rendering/GameWindow.cs:5604` (const at `PortalVisibilityBuilder.ShellDrawLiftZ`) | Shell floors coplanar with terrain z-fight in our z-buffered frame; the 2 cm lift is the documented stand-in | A new draw-space consumer of portal/cell polygons that forgets the lift re-opens a 2 cm seam at horizontal aperture edges (the #130 top-edge strip, ~7 px at 2.4 m); a visibility consumer that picks up the LIFTED transform re-opens the #119-residual horizontal-portal side-cull | retail draws cell geometry at the dat EnvCell origin (no lift) |
| AP-33 | Interior-root look-in cells (**#124** sub-pass) draw their statics + DYNAMICS + emitters WHOLE no per-part/per-object viewcone check; retail viewconeCheck's each vs the installed view (the **#131** portal closure: a server object in a look-in cell drew nowhere dynamics-last culls cells absent from the main cone, and post-seal it z-fails anyway) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawBuildingLookIns`) | The main viewcone has no entries for look-in cells; over-include is the safe direction (z-correct, repainted outside apertures by the root's shells); look-in cell counts are small (~1-3 cells) | A few wasted draws on content outside the doorway region (repainted); no under-draw direction remains | `viewconeCheck` 0x0054c250; nested `DrawCells` objects pc:432878 |
| AP-34 | The world now shares one delayed alpha queue across Wb GfxObj/Setup entities and scene particles and drains it at retail's landscape/final boundaries. Residual: the modern reconstruction uses one stable scope-global CYpt sort rather than retail's per-`CPartCell` `CShadowPart` sort followed by cell traversal; `EnvCellRenderer` transparent shell batches also remain immediate and outside this queue | `src/AcDream.App/Rendering/RetailAlphaQueue.cs`; `RetailPViewRenderer.cs` (`FlushLandscapeAlpha`); `Rendering/Wb/WbDrawDispatcher.cs`; `ParticleRenderer.cs` | The mandatory modern renderer no longer owns retail `CPartCell` shadow lists. The shared queue restores the material consequence that motivated the portparticles and ordinary translucent parts can interleavewithout rebuilding a second scene graph; stable sequence retains authored order on equal CYpt | Transparent objects from different cells can exchange order at a narrow overlap compared with retail cell traversal; an alpha-blended EnvCell shell cannot interleave with a particle or Wb entity, so those rare overlaps can still overpaint differently | `RenderDeviceD3D::DrawObjCellForDummies` 0x005A0760; `CShadowPart::insertion_sort` 0x006B5130; `D3DPolyRender::FlushAlphaList` 0x0059D2E0; `PView::DrawCells` 0x005A4840 |
| AP-36 | Dungeon streaming gate triggers on the player's CURRENT cell being a sealed EnvCell (`CurrCell.IsEnv && !SeenOutside`), an approximation of ACE's full landblock `IsDungeon` (all-heights-zero + NumCells>0 + Buildings.Count==0). The retail BEHAVIOR (a dungeon loads no adjacent landblocks) is faithful — only the runtime TRIGGER is the cheap cell predicate instead of classifying the center landblock. **#135 pre-collapse:** at login/teleport the same collapse is triggered EARLY (the instant the streaming center is recentered onto the spawn/dest cell) via `IsSealedDungeonCell` reading the EnvCell **dat** `SeenOutside` flag — because the physics `CurrCell` is null until placement, which waits for hydration; without the early trigger the full 25×25 ocean-grid window loads then unloads (the ~30 s login FPS ramp). **#215 cell identity:** the pre-collapse/recenter decision compares the player's current `Position.objcell_id` landblock with the received destination `objcell_id`; it never reconstructs the source from XYZ because dungeon frame origins may be negative. **#145/#138 teleport-hold suppression:** during a teleport arrival HOLD the player is unplaced, so `CurrCell` is the frozen SOURCE cell, not the destination; the gate is suppressed for the hold (`DungeonStreamingGate.Compute(isTeleportHold:true)` → not-inside-dungeon) so a teleport OUT of a dungeon follows the destination (the PortalSpace observer pin) and `ExitDungeonExpand`s, instead of re-pinning streaming onto the source dungeon (which left the outdoor destination un-hydrated → 600-frame readiness timeout → force-snap to ocean — the #145 "second teleport does nothing" + #138 incomplete-world) | `src/AcDream.App/Streaming/TeleportLandblockTransition.cs` (source/destination cell-ID classification) + `src/AcDream.App/Streaming/DungeonStreamingGate.cs` (`Compute` — per-frame predicate + teleport-hold suppression, called from `GameWindow.OnUpdate` ~:7401) + `GameWindow:IsSealedDungeonCell` + `:OnLiveEntitySpawnedLocked`/`:OnLivePositionUpdated` (login/teleport pre-collapse hooks) + `src/AcDream.App/Streaming/StreamingController.cs` (collapse/expand/`PreCollapseToDungeon`) | The predicate is already computed for sun/sky gating (playerInsideCell) and exactly matches for sealed dungeons vs windowed building interiors (SeenOutside=true → not gated); no landblock re-classification needed. The dat-flag read is the same `EnvCellFlags.SeenOutside` the hydrated `ObjCell.SeenOutside` is built from (`EnvCell.cs:72`/`PhysicsDataCache.cs:224`), so the pre-collapse decision matches the eventual per-frame gate exactly. The cell-ID comparison matches retail's complete `Position` flow. | A dungeon cell that reports SeenOutside (an entrance cell open to the surface) briefly un-collapses and re-streams the window; a hypothetical windowless building back-room (IsEnv && !SeenOutside but HasBuildings) would wrongly collapse its outdoor neighbors; a sealed-dungeon entrance cell that is itself SeenOutside is simply MISSED by the early trigger and falls back to the existing late collapse (no worse than before #135) | ACE `LandblockManager.GetAdjacentIDs` (dungeons→empty) Landblock.cs:577-582; `IsDungeon` Landblock.cs:1264-1277; retail `SmartBox::TeleportPlayer` 0x00453910 |
| AP-43 | Per-object torch (point/spot) lighting AND sun are both gated on the OBJECT's own cell via the same `IndoorObjectReceivesTorches(ParentCellId)` predicate (`(id & 0xFFFF) >= 0x0100`): indoor objects (EnvCell-parented) get torches + NO sun; outdoor objects get the SUN + ambient + NO torches. This is the faithful per-draw port of retail's `useSunlight` gate — `DrawMeshInternal` (0x0059f398) calls `minimize_object_lighting` only `if (Render::useSunlight == 0)`, and `PView::DrawCells` (0x005a4840) calls `useSunlightSet(1)` (0x005a485a) for the outdoor stage and `useSunlightSet(0)` (0x005a49f3) for the interior-cell stage. **#142 (2026-06-20):** the sun gate is now PER-INSTANCE in the shader (binding=6 `instanceIndoor[]` flag in `mesh_modern.vert`, filled by `AppendCurrentLightSet`) — it was previously a per-FRAME global keyed on the PLAYER cell (`UpdateSunFromSky`). The per-frame global is retained for sealed dungeons (correctly kills the sun frame-wide when no sky is visible). **Residual:** the `ebp_2` second seen-outside test in `CellManager::ChangePosition` (0x004559B0) is unaudited — unclear whether it changes the ambient/sun regime for a subset of cells. No observed behavioral impact in tested cells. | `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs` (`IndoorObjectReceivesTorches`, `ComputeEntityLightSet`, `AppendCurrentLightSet`, `_instIndoorSsbo`/`_indoorData`/`InstanceGroup.IndoorFlags`); `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` (binding=6 `instanceIndoor[]` gate on sun loop); per-frame sun `src/AcDream.App/Rendering/GameWindow.cs:10421` (`UpdateSunFromSky`, unchanged) | Torches: outdoor objects never torch-lit (exact retail). Sun: indoor objects (furniture, NPCs, player in a windowed building) never sun-lit (exact retail per-stage). Ambient: per-player-cell regime unchanged (exact retail `ChangePosition`). | The `ebp_2` unaudited test in `ChangePosition` could affect a narrow class of cells (entrance cells? sub-cells with special flags?) — no symptom observed; audit it if a lighting edge case arises in an unusual cell type | `useSunlight` gate `DrawMeshInternal` 0x0059f398; `useSunlightSet` 0x0054d450; per-stage `PView::DrawCells` 0x005a4840 (`useSunlightSet(1)` 0x005a485a / `useSunlightSet(0)` 0x005a49f3); `minimize_object_lighting` 0x0054d480; `CellManager::ChangePosition` 0x004559B0 (ambient + seen_outside) |
| AP-35 | Point/spot lights are now PER-VERTEX Gouraud (`pointContribution` ~line 153 of `mesh_modern.vert`) matching retail's `SetStaticLightingVertexColors` bake path. Half-Lambert wrap (`(1/1.5)·(N·D + 0.5·d)`) AND norm distance attenuation (`distsq>1 ? distsq·d : d`) ARE ported (A7 Fix A, `aa94ced`). Point-light sum clamped to [0,1] on its own accumulator before adding ambient+sun (A7 Fix D D-1, mirrors retail's per-vertex bake clamp). CPU oracle: `src/AcDream.Core/Lighting/LightBake.cs`, locked by `tests/AcDream.Core.Tests/Lighting/LightBakeConformanceTests.cs`. **Residual (two parts):** (a) acdream lights in-shader each frame (per-frame GPU evaluate); retail bakes into the vertex buffer ONCE — an architecture/performance difference; the wrap + norm + clamp formula is the same, but bake-once is cheaper for static geometry; (b) acdream's `SelectForObject` keeps only the 8 NEAREST reaching point/spot lights per object/cell (`MaxLightsPerObject=8`, see AP-16), whereas retail's bake sums ALL reaching static lights per vertex — a surface reached by >8 point lights is dimmer in acdream than retail's bake result (rare in practice; a room has a handful of torches) | `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` (`pointContribution` ~line 153; wrap ~line 163; norm ~line 167; point-sum clamp line 210) | Per-vertex Gouraud + wrap + norm + clamp all match retail. The two residuals are: (a) per-frame GPU vs bake-once — architecture/perf only; (b) 8-light cap dimming when >8 lights reach one surface — rare. `LightInfoLoader.cs:81` folds static_light_factor 1.3 into Range | (a) A new frame-time consumer bypassing `accumulateLights` would need to replicate the wrap + norm formula; per-frame GPU re-evaluate has higher per-frame cost than bake for static geometry. (b) A densely lit scene (>8 torches reaching one wall) renders dimmer than retail — see AP-16 for the 8-cap ownership | `calc_point_light` 0x0059c8b0 (line 0x0059c9a2 ramp; 0x0059c925 wrap); `SetStaticLightingVertexColors` 0x0059cfe0; static_light_factor 0x00820e24 |
| AP-37 | LayoutDesc meters collapse Type-3 slice descendants into `UiMeter.BackLeft..FrontRight` and reuse `UiMeter.DrawHBar` rather than building those media descendants and dispatching retail `UIElement_Meter::DrawChildren`. Non-Type-3 meter children are imported normally. | `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` (`BuildMeter`/`SliceIds`); `LayoutImporter.cs` meter child predicate | The current vitals/character meter shapes are visually accepted and fixture-pinned; this is a representation adaptation, not a controller overlay. | A meter with a different descendant/media structure can render empty or with incorrect clipping/direction | `UIElement_Meter::DrawChildren @ 0x0046FBD0`; production meter LayoutDesc fixtures |
| AP-39 | Chat lines carry one color per `ChatKind` (per-line solid color); retail `UIElement_Text` supports per-glyph styled runs (bold, different hue per segment) | `src/AcDream.App/UI/UiText.cs:13` | Retail glyph-run parsing lives inside keystone.dll with no PDB/decomp; per-line per-kind coloring is the correct tonal palette and covers all existing chat types | Chat lines retail renders with multiple colors or bold names (e.g. "PlayerName says: text") render as one flat color; subtle visual difference but functionally complete | `UIElement_Text` glyph-run styling (keystone.dll, no decomp) |
| AP-40 | Chat uses one fixed `0.75` outer opacity and has no descendant-focus-driven active/default opacity transition | `src/AcDream.App/Rendering/GameWindow.cs` chat mount; `ChatWindowController.cs` | Font resolution is now live and per-element; only the opacity behavior remains deferred to the shared window/focus runtime | Focused chat remains too translucent and idle chat never restores the configured default alpha | `ChatInterface::SetOpacity @ 0x004F3120`; `SetDefaultOpacity @ 0x004F3BC0`; `SetActiveOpacity @ 0x004F3C40` |
| AP-41 | Scrollbar thumb 3-slice cap fallback only: single-tile draw (`0x06004C63`) used only when `ThumbTopSprite`/`ThumbBotSprite` are unset; the chat controller passes all three cap ids so the 3-slice path is drawn in practice | `src/AcDream.App/UI/UiScrollbar.cs:35` | The fallback single-tile path is unreachable when caps are bound (chat controller always sets them); the 3-slice path is the active code path | Only if a future caller omits the cap ids will the fallback fire — no visual regression in the chat window | `UIElement_Scrollbar::UpdateLayout @0x4710d0`; cap sprites `0x06004C60` (top) + `0x06004C66` (bottom) from base layout `0x2100003E` |
| AP-42 | `UiMenu` item model is flat (label + opaque payload, single-level popup); retail `UIElement_Menu::MakePopup @0x46d310` supports hierarchical nested submenus via recursive popup chain | `src/AcDream.App/UI/UiMenu.cs` | The chat talk-focus menu is single-level (14 rows, 2 columns, no submenu); hierarchy is latent and unreachable through the chat window — no behavioral difference in the current usage | A future menu with nested submenus would render flat (only the top-level items drawn, no drill-down) | `UIElement_Menu::MakePopup` @0x46d310 |
| AP-45 | `PublicUpdatePropertyInt (0x02CE)` sequence byte parsed-past but not honored; last update wins (no freshness check against sequence number) | `src/AcDream.Core.Net/Messages/PublicUpdatePropertyInt.cs` | Loopback ACE rarely reorders; this property stream has not yet joined the per-object freshness owner introduced for physics messages. | A reordered 0x02CE on a real network could apply a stale UiEffects value — item icon temporarily shows the wrong effect state, corrected on next update | `PublicUpdatePropertyInt` sequence byte (ACE GameMessagePublicUpdatePropertyInt) |
| AP-48 | Inventory burden reads the player's wire `EncumbranceVal` (PropertyInt 5) when present — delivered by B-Wire (login PD-bundle `UpsertProperties` + live `PrivateUpdatePropertyInt 0x02CD`); `ClientObjectTable.SumCarriedBurden` remains only as a defensive fallback for when the server omits it. | `src/AcDream.App/UI/Layout/InventoryController.cs` (`RefreshBurden`); `src/AcDream.Core.Net/ObjectTableWiring.cs` (player-int route) | B-Wire ports the retail read (`CACQualities::InqLoad` reads the server value); the client sum is now fallback-only, kept defensively. CONFIRM the server actually sends EncumbranceVal at the B-Wire visual gate, then DELETE this row. | If the server omits EncumbranceVal, the bar falls back to the client sum (the original drift) until the first 0x02CD — confirm at the gate. | `CACQualities::InqLoad` 0x0058f130; ACE PropertyInt.EncumbranceVal=5 |
| AP-49 | Carry-capacity augmentation (PropertyInt `0xE6`) read from the player's wire property bundle when present (B-Wire PD `UpsertProperties`); defaults to 0 (correct for un-augmented characters) when absent. | `src/AcDream.App/UI/Layout/InventoryController.cs` (`RefreshBurden`) caller of `BurdenMath.EncumbranceCapacity` | B-Wire delivers the player's full PropertyInt table (incl. `0xE6` when the server sets it) via `UpsertProperties`; aug=0 is the correct no-aug default. CONFIRM the server sends `0xE6` for an augmented char at the gate, then DELETE. | An augmented character whose server omits `0xE6` reads slightly low capacity (bar fills higher than retail); un-augmented chars are exact. | `EncumbranceSystem::EncumbranceCapacity` decomp 256393 (0x004fcc00); retail `0xE6` PropertyInt augmentation |
| AP-50 | Burden meter orientation/direction set programmatically (`Vertical=true`, `FillFromBottom=true`) rather than reading retail's `m_eDirection` property from the LayoutDesc element (property id `0x6f`). | `src/AcDream.App/UI/Layout/InventoryController.cs`; `src/AcDream.App/UI/UiMeter.cs` (`Vertical`/`FillFromBottom`) | The `m_eDirection` property is not yet read by `ElementReader`; bottom-up fill is visually confirmed against retail's burden bar art. Retire when `0x6f` is wired through `ElementReader``DatWidgetFactory`. | Wrong fill direction (top-down instead of bottom-up, or horizontal) if a future meter whose art requires a different direction is forced through the same code path. | `UIElement_Meter::DrawChildren` @0x46fbd0; property `0x6f` (`m_eDirection`) in the LayoutDesc |
| AP-51 | Main-pack `m_topContainer` cell (element `0x100001C9`) draws the constant backpack icon via a hardcoded base-icon literal `0x0600127E` + `ItemType.Container` (composited over the Container type-underlay), rather than resolving it at runtime the way retail does. Sprite VISUALLY CONFIRMED (2026-06-22 live gate). | `src/AcDream.App/UI/Layout/InventoryController.cs` (`Populate`, main-pack cell) | Retail's `IconData::RenderIcons` IsThePlayer branch draws a CONSTANT backpack with `m_itemType = TYPE_CONTAINER` (the original AP-51 "equipped-pack weenie icon" premise was wrong). The exact runtime resolution is unconfirmed: a research dat-dump misreported `GetDIDByEnum(0x10000004,7)` as the green tile `0x060011F4` (which rendered green-no-pack at the gate); the real backpack `0x0600127E` was identified by dat export + user confirmation. We pin the visually-verified literal (cf. AP-55). Retire when the runtime resolve is reproduced + confirmed. | If the pinned sprite diverges from what retail resolves at runtime, the main-pack icon goes stale. | `IconData::RenderIcons` IsThePlayer branch 0x0058d1ee (decomp 407546-407549); sprite `0x0600127E` dat-exported + visually confirmed |
| AP-52 | Side-bag column slot count defaults to 7 (the dat column height) when the player's `ContainersCapacity` is absent/0. | `src/AcDream.App/UI/Layout/InventoryController.cs` (`Populate`) | `ContainersCapacity` is not reliably on the player ClientObject yet; 7 is the standard side-pack cap + the dat column (`0x100001CA`, 36×252) holds exactly 7. | An 8th-pack (Shadow of the Seventh Mule aug) character shows one too few side-bag slots — cosmetic. | retail gmBackpackUI side-pack column; ACE `ContainersCapacity` |
| AP-53 | Contents grid slot count defaults to 102 (main pack) or 24 (side bag) when the open container's `ItemsCapacity` is absent/0. Container-switching is now wired (D.2b): clicking a side bag sends `Use 0x0036` and the grid repopulates from `ViewContents 0x0196`. This row covers only the capacity *default* when the server omits `ItemsCapacity`. | `src/AcDream.App/UI/Layout/InventoryController.cs` (`Populate`) | `ItemsCapacity` is not reliably on every ClientObject yet; 102/24 are the retail standard capacities. Retire when `ItemsCapacity` is confirmed delivered for all containers. | A non-102/24 pack shows the wrong empty-slot count — cosmetic only. | retail main-pack capacity 102; side-pack 24; ACE `ItemsCapacity`; `ViewContents 0x0196` |
| AP-54 | Inventory window vertical resize is a toolkit approximation: bottom-edge drag, expand-only (Min = dat default 372 px, Max = available screen height), contents grid/sub-window/scrollbar/backdrop stretched via overridden `Left\|Top\|Bottom` anchors. | `src/AcDream.App/UI/RetailUiRuntime.cs` (inventory frame setup) | retail's gmInventoryUI resize lives in keystone.dll (no decomp); using the screen rather than the former arbitrary 560 px cap keeps the full vertical resize usable at every persisted size. | Which elements reflow or whether retail permits shrink-below-default could differ; shrink below the authored default remains disabled. | retail gmInventoryUI resize (keystone.dll, no decomp); `UiNineSlicePanel` resize |
| AP-55 | The toolbar's item slots keep the hardcoded `UiItemSlot.EmptySprite = 0x060074CF` rather than resolving their cell template via attribute `0x1000000e`. Correct in outcome (the toolbar's `0x1000000e` resolves to a generic prototype whose empty media is `0x060074CF`) but not dat-resolved. | `src/AcDream.App/UI/UiItemSlot.cs` (`EmptySprite` default); `src/AcDream.App/UI/Layout/ToolbarController.cs` | The inventory lists now port the retail resolver (`ItemListCellTemplate`); the toolbar was left on its hardcoded default to avoid regressing frozen, working art. Retire when the toolbar is routed through `ItemListCellTemplate`. | If a future toolbar layout's `0x1000000e` points at a non-generic prototype, the toolbar would show stale art. | `UIElement_ItemList::InternalCreateItem` 0x004e3570; catalog `0x21000037` |
| AP-57 | The open-container triangle (`0x06005D9C`) + selected-item square (`0x06004D21`) are drawn as **procedural `UiItemSlot` overlays** keyed by `_openContainer` plus Core `SelectionState.SelectedObjectId`, reproducing the retail keying (`item.itemID == openContainerId / selectedID` per `UpdateOpenContainerIndicator 0x004e3070` / `SetSelectedObject 0x0058c2e0`) but not via the dat prototype's `m_elem_Icon_OpenContainer`/`m_elem_Icon_Selected` state elements + `SetOpenContainerState`/`SetSelectedState` calls. | `src/AcDream.App/UI/UiItemSlot.cs`; `src/AcDream.App/UI/Layout/InventoryController.cs` | The procedural overlay produces the correct visual result; the 36×36 container prototype (`0x1000033F`) lacks the square child, so the procedural overlay is the only way to show the square on a selected bag — the dat-state path retail uses would require the prototype to be richer than it is. | A cell that should show an indicator via a dat-state path retail uses but we don't would be missed; outcome currently matches retail for the open/selected indicator cases. | `UIElement_ItemList::UpdateOpenContainerIndicator` 0x004e3070; `ACCWeenieObject::SetSelectedObject` 0x0058c2e0; `SetOpenContainerState` 0x004e1200; `SetSelectedState` 0x004e1240 |
| AP-59 | The per-cell container **capacity bar** (retail `UIElement_UIItem::UpdateCapacityDisplay 0x004e16e0`, element `0x10000347`) is drawn as a **procedural `UiItemSlot` overlay** (track `0x06004D22` full + fill `0x06004D23` clipped bottom-up to `GetContents(guid).Count / ItemsCapacity`), not via a real dat `UIElement_Meter` child. **Right-anchored flush** (the dat rect X=26 in a 36px cell sat ~5px off the edge — flush per the visual gate) and **bottom-up fill assumed** (the dat `m_eDirection` 0x6f isn't read, cf. AP-50). A CLOSED side bag reads empty until opened (its contents aren't indexed until `ViewContents`) — faithful to retail's known-children count, divergent if retail pre-loads. | `src/AcDream.App/UI/UiItemSlot.cs` (`CapacityFill` draw); `src/AcDream.App/UI/Layout/InventoryController.cs` (`SetCapacityBar`) | UiItemSlot is a behavioral leaf that paints overlays procedurally (cf. AP-57); the meter sprites + fill formula are the faithful port. Right-anchor + bottom-up were visual-gate calls. Further visual polish is deferred — ISSUES #146. | Fill direction / exact bar rect could differ from retail's `m_eDirection` + dat X; closed-bag bars read empty if retail pre-loads container counts. | `UIElement_UIItem::UpdateCapacityDisplay` 0x004e16e0; element `0x10000347` (back `0x06004D22` / front `0x06004D23`); `GetNumContainedItems` |
| AP-60 | Inventory drag **`OnDragLift` is a no-op** + the source cell is **not dimmed**: retail dims the lifted item's source cell (`RecvNotice_ItemListBeginDrag`); acdream leaves the item in place during the drag + the floating ghost. | `src/AcDream.App/UI/Layout/InventoryController.cs` | Cosmetic only — the dragged item is still unambiguously identifiable; dimming the source requires tracking the source cell reference across drag events, deferred to a polish pass. | A drag in progress doesn't visually mark its origin — cosmetic only, no functional effect. | `RecvNotice_ItemListBeginDrag` acclient_2013_pseudo_c.txt |
| AP-61 | Drop on a **CLOSED side bag is advisory-accept**: the client can't know a closed bag's item count (contents aren't indexed until opened), so `OnDragOver` shows green + relies on the server's `InventoryServerSaveFailed` reject + the rollback; retail knows the count when loaded. | `src/AcDream.App/UI/Layout/InventoryController.cs` (`IsContainerFull`) | A drop into a closed-but-full bag shows green then snaps back (a flicker) instead of pre-showing red. Faithful only when the bag has been opened (then `GetContents` is populated). The server's `0x00A0` + optimistic rollback is the authoritative safety net. | A drop into a closed-but-full bag shows green → brief flicker → snap-back instead of retail's pre-emptive red circle. | `UIElement_ItemList::InqDropIconInfo 0x004e26f0` |
| AP-62 | **MissileAmmo slot mask LIKELY**`0x100001E0 → MissileAmmo 0x800000` is inferred; the decomp immediate at `GetLocationInfoFromElementID` 173676 is corrupted to a string pointer, so the mapping was not directly confirmed from the named-retail source. | `src/AcDream.App/UI/Layout/PaperdollController.cs` (`SlotMap`) | Dropping ammo onto that slot wields to the wrong location if the mapping is wrong. Gate-verify via dat dump + cdb. | Ammo wields to the wrong equip location — functional gap if wrong. | `GetLocationInfoFromElementID` decomp 173676; `acclient.h:3193` INVENTORY_LOC |
| AP-63 | **Dual-wield-into-shield-slot special not implemented** — retail `OnItemListDragOver` (decomp 174302) lets a melee-capable item also drop on the Shield slot; acdream's `wieldMask = ValidLocations & slotMask` rejects it. | `src/AcDream.App/UI/Layout/PaperdollController.cs` (`HandleDropRelease`) | A dual-wielder cannot off-hand a melee weapon via the doll. | Dual-wield via drag-onto-shield-slot is blocked — functional gap for dual-wield characters. | `gmPaperDollUI::OnItemListDragOver` decomp 174302 |
| AP-64 | **Wield-reject rollback assumes `InventoryServerSaveFailed 0x00A0`** — an optimistic wield rolls back only if ACE emits `0x00A0` for a `GetAndWieldItem` rejection; otherwise corrected by the next authoritative message. Gate-verify via WireMCP. | `src/AcDream.Core.Net/GameEventWiring.cs` (0x00A0 handler) | If ACE uses a different reject opcode for wield, the optimistic state is left dangling until the next full update. | Rejected wield briefly shows the item as equipped in the doll — cosmetic flicker or stuck state if `0x00A0` is not the rejection path. | `InventoryServerSaveFailed 0x00A0`; WireMCP gate-verify |
| AP-65 | **PickupEvent (0xF74A) no longer evicts the weenie from `ClientObjectTable`** — only `DeleteObject (0xF747)` evicts, matching the retail `object_table`-vs-`weenie_object_table` split. An item another player picks up near you (only ever gets `PickupEvent`, never `DeleteObject`) lingers as a data-only entry (`ContainerId 0`, not in any view) until teleport/relog `Clear()`. | `src/AcDream.Core.Net/ObjectTableWiring.cs` (EntityDeleted handler); `src/AcDream.Core.Net/WorldSession.cs` (PickupEvent branch) | The weenie entry for nearby pickups is a harmless data ghost — no UI shows it (no container, not wielded). Retail evicts it from `weenie_object_table` when the object fully leaves interest range via `DeleteObject`; acdream defers to teleport/relog clear. | Slight memory growth in long sessions if many world items are picked up by other players near you; item data ghosts cannot cause functional issues because no UI queries `ContainerId 0`. | `CACObjectMaint::DeleteObject` / `SmartBox::HandleDeleteObject`; ACE `Player_Inventory.cs TryDequipObjectWithNetworking` |
| ~~AP-66~~ | **RETIRED 2026-07-13 — authored paperdoll empty-slot presentation.** The earlier “no silhouettes” conclusion inspected the ItemList elements' own media but missed `UIElement_ItemList::InternalCreateItem`, which clones a distinct `UIElement_UIItem` catalog prototype for each location. All 21 supported jewelry, weapon, ammo, shield, clothing, cloak, trinket, and armor lists now resolve their exact `ItemSlot_Empty` surface from live DAT; `PostInit` confirms non-armor lists remain visible while the nine armor lists toggle with Slots. | `src/AcDream.App/UI/Layout/PaperdollSlotBackgrounds.cs`; `ItemListCellTemplate.cs`; `PaperdollController.cs` | — | — | `gmPaperDollUI::GetLocationInfoFromElementID @ 0x004A37F0`; `PostInit @ 0x004A5360`; `UIElement_ItemList::InternalCreateItem @ 0x004E3570`; `LayoutDesc 0x21000037` |
| AP-68 | acdream keeps the 128 nearest-to-CAMERA point lights live (`MaxGlobalLights=128`, `BuildPointLightSnapshot`) and selects per cell CAMERA-INDEPENDENTLY (by the cell's own bounds), so a building interior stays lit at any distance within a town; retail keeps only the 40 nearest-to-PLAYER static lights (`Render::max_static_lights=0x28`, distance-sorted replace-farthest `insert_light`) and re-bakes a cell when its live light set changes, so distant interiors are baked dark and "light up" only as the player approaches and their torches enter the live 40. INTENTIONAL — acdream's always-lit interiors are the preferred behavior (no 1999-era light-budget pop-in); user-confirmed 2026-06-20. | `src/AcDream.Core/Lighting/LightManager.cs` (`MaxGlobalLights=128`, `BuildPointLightSnapshot`, `SelectForObject`) | The retail pop-in is a fixed-function light-budget artifact, not an intended aesthetic; revert to retail by clamping the global set to 40 + distance-to-player sort if ever desired | Distant town interiors are lit in acdream where retail's are dark until approached — a deliberate, user-preferred divergence | `Render::max_static_lights` 0x28; `insert_light` 0x0054d1b0 (distance-sorted, replace-farthest); bake re-trigger `SetStaticLightingVertexColors` cache `burnedInStaticLights != num_static_lights` |
| AP-69 | acdream now preserves one accepted live record across rebucketing and ports retail's 25-second leave-visibility destruction lifecycle. Spatially resident records cancel expiry; otherwise the ACE compatibility boundary uses holtburger's conservative 384-unit distance envelope and retains attached/container/wielder/parent-owned objects. Expiry routes through the exact generation-safe F747 teardown. DIVERGENCE: the fallback does not yet derive visibility from retail/ACE ObjCell PVS (`SeenOutside` plus `VisibleCells`), and trade/container preview retention has no separate lifecycle flag. | `src/AcDream.App/World/LiveEntityRuntime.cs`; `src/AcDream.App/World/LiveEntityLivenessController.cs`; `src/AcDream.App/Streaming/GpuWorldState.cs`; `GameWindow.OnLiveEntityPruned` | Prevents stale portal destinations from accumulating animation/effect/render owners while retaining loaded long-view objects and canonical identity | A nonresident object outside 384 units that remains visible through an unusual long EnvCell PVS could expire early; a future preview-only object with no parent/container ownership could also expire. Replace the compatibility predicate when exact ObjCell PVS and preview lifetimes are available | `CPhysicsObj::prepare_to_leave_visibility` 0x00511F40; `CPhysicsObj::prepare_to_enter_world` 0x00511FA0; `CObjectMaint::AddObjectToBeDestroyed` 0x00508F70; `CObjectMaint::UseTime` 0x005089B0; `docs/research/2026-07-18-retail-object-liveness-and-mesh-reclamation-pseudocode.md` |
| AP-71 | **`CEnvCell::find_env_collisions` omits the `CObjCell::check_entry_restrictions` gate** — retail's `CEnvCell::find_env_collisions` (pc:309576) calls `CObjCell::check_entry_restrictions` (pc:309576) FIRST and returns `COLLIDED` when an access-locked cell's `restriction_obj` entity rejects the mover (`CanMoveInto` fails AND `CanBypassMoveRestrictions` is false). acdream's `FindEnvCollisions` (`src/AcDream.Core/Physics/TransitionTypes.cs:2088`) goes straight to BSP collision. | `src/AcDream.Core/Physics/TransitionTypes.cs:2088` | **No access-restriction cell data exists in acdream.** `CellPhysics` (`src/AcDream.Core/Physics/PhysicsDataCache.cs:540`) has no `restriction_obj` field; `DatReaderWriter` does not model per-cell access locks; no weenie-object-table exists on the client for the gate's `CanMoveInto` / `CanBypassMoveRestrictions` dispatch. The gap is **inert** in all dev content (ACE starter area has no access-locked env cells). | If access-locked dungeon cells are ever modeled (dat + wire), the player will walk through the restriction barrier without being blocked — wrong PK/housing gating. | `CObjCell::check_entry_restrictions` pc:309576; `CEnvCell::find_env_collisions` pc:309573309597 |
| AP-72 | **Cursor art falls back to OS standard cursors when dat resolution fails** — retail always renders MediaDescCursor / EnumIDMap-resolved dat cursor art; acdream's `RetailCursorManager.Apply` falls back to Silk `StandardCursor` (IBeam/crosshair/not-allowed/…) when the EnumIDMap chain or RenderSurface decode fails, and `RetailCursorResolver`/`RetailCursorManager` permanently negative-cache the failed enum/surface id for the session. | `src/AcDream.App/Rendering/RetailCursorManager.cs:47` (`ApplyStandard`), `RetailCursorResolver.cs:47` (negative cache) | Fallback triggers only when the dat lacks the asset — nominal EoR dats always resolve the 0x27/0x28/0x29 chain; an OS cursor keeps the UI usable rather than showing nothing. | A dat-read or decode regression silently shows OS-native cursors instead of surfacing an error — masked failure class; check the `[D.2b]` cursor log lines before suspecting art. | `ClientUISystem::UpdateCursorState` 0x00564630 |
| AP-74 | **UseDone WeenieError text comes from a hardcoded subset map, not the portal String tables** — retail resolves the 0x01C7 UseDone error code through the client String tables into the canonical line ("You are not trained in healing!"); acdream's `WeenieErrorText.For` hardcodes the handful of codes the current use/heal flows produce (0x001D/0x04EB/0x04FC/0x04FE, texts phrased after the ACE enum names) with a generic code-carrying fallback. | `src/AcDream.Core.Net/Messages/WeenieErrorText.cs` | Every refusal is now visible; only unmapped wording deviates, and those lines retain the raw code. Retire by porting the String-table lookup (#202). | An unmapped WeenieError shows a generic line instead of retail's exact sentence | retail String-table error lookup; ACE `WeenieError.cs` values |
| AP-73 | **Character raises mutate optimistically, contrary to retail's server-authoritative flow** — after sending RaiseAttribute/RaiseVital/RaiseSkill/TrainSkill, `CharacterSheetProvider.ApplyLocalRaise` immediately bumps ranks and debits XP/credits. Named retail permits one request in flight, ghosts the clicked button, and waits for an authoritative quality-change element message before changing displayed state (**#199**). | `src/AcDream.App/UI/Layout/CharacterSheetProvider.cs` | ACE usually accepts client-affordable raises, so its later property echoes conceal the incorrect prediction; Wave 8 removes local mutation and owns one awaiting request | A rejected/reordered raise can display invented state until a later full refresh, and repeated clicks can create multiple speculative spends | `gmAttributeUI`/`gmSkillUI` raise and quality-change paths, pinned in `docs/research/2026-07-10-retail-panel-behavior-pseudocode.md` |
---
| AP-75 | **NARROWED 2026-07-19 — adapter-boundary `adjust_motion` only.** `SetCycle` remaps TurnLeft/SideStepLeft/WalkBackward to their mirror command with negated speed before dispatch. Retail performs that normalization in `CMotionInterp`; GameWindow's local-player adapter can still pass raw ids directly | `src/AcDream.Core/Physics/AnimationSequencer.cs` (`SetCycle` head remap) | Preserves raw local callers until every caller enters through `MotionInterpreter`; literal DAT velocity and omega now flow through CSequence's complete Frame | A future caller that already normalizes a raw left/back command but still passes the original id can be adjusted twice | `CMotionInterp::adjust_motion` @305343; retire with the remaining local caller unification |
| AP-77 | **NARROWED 2026-07-19 — animation-less/headless movement fallback only.** When `MotionInterpreter.DefaultSink` or the local PartArray callback is absent, acdream writes grounded command-derived body velocity and applies the DAT-pinned Humanoid `TurnRight` rate (1.5 radians/second) directly to the body Frame. Production animated players/remotes bind `MotionTableDispatchSink` plus CSequence and instead consume the complete DAT-authored root Frame; that path preserves airborne orientation while suppressing only origin exactly like retail | `src/AcDream.Core/Physics/MotionInterpreter.cs` (`ApplyCurrentMovementInterpreted`); `src/AcDream.App/Input/PlayerMovementController.cs` (no-PartArray object-quantum fallback) | Keeps isolated/headless physics tests and a deliberately animation-less entity controllable without fabricating a PartArray | A future production entity missing its animation binding uses Humanoid-only yaw/velocity, can foot-slide, and can rotate through an airborne quantum differently from a real creature's DAT Frame | `CMotionInterp::apply_interpreted_movement` 0x00528600; `CPhysicsObj::UpdatePositionInternal` 0x00512C30; retire when animation-less production objects have an explicit motion owner |
| AP-80 | **PlanFromVelocity survives for velocity-only NPC cycles** (M16): UpdatePosition-derived speed picks Ready/Walk/Run cycles for server-controlled creatures whose UMs never arrive (scripted-path NPCs); retail derives every cycle from motion messages through the motion tables. The adaptation is now structurally limited to replacing Ready/Walk/Run-family states, so authoritative actions/substates (especially Dead) always win. | `src/AcDream.Core/Physics/ServerControlledLocomotion.cs` (`PlanFromVelocity`, `CanApplyVelocityCycle`); consumer `GameWindow.ApplyServerControlledVelocityCycle` | Some ACE entities move by position updates alone — without this, they slide in T-pose; constants (StopSpeed 0.2, RunThreshold 1.25) tuned against live ACE traffic | Cycle-pick thresholds are acdream inventions — a creature intended to walk fast may show run legs near the threshold | retire in R6 (root motion + full per-tick order) |
| AP-81 | **Remote-DR gravity toggled via the Gravity STATE bit**: the jump handler sets `Body.State \|= Gravity` at VectorUpdate and both landing blocks clear it after `HitGround()`; retail keeps GRAVITY set for the object's whole life and gates gravity ACCELERATION on the Contact transient (`calc_acceleration`) (pre-existing K-fix9/K-fix15 mechanism, row added during #161 — which also fixed the ordering so `Motion.HitGround()`'s verbatim `state&0x400` gate runs BEFORE the clear) | `src/AcDream.App/Rendering/GameWindow.cs` (VectorUpdate jump handler + the two landing blocks) | The DR tick integrates gravity only for airborne remotes; the flag dance delivers exactly that without porting the full contact-gated `calc_acceleration` chain; the #161 ordering fix keeps the retail HitGround contract satisfied | Any NEW call into `Motion.HitGround`/`LeaveGround` placed after the clear silently no-ops on the gravity gate (the #161 leg-2 class); grounded remotes carry a non-retail state word (probes comparing state bits vs retail mislead) | `CPhysicsObj::calc_acceleration` (contact-gated); `set_on_walkable` 0x00511310; retire in R6 (contact-gated accel + persistent GRAVITY) |
| AP-82 | **StickyManager deep-overlap back-off sign pin**: when the stick-gap overlap exceeds one tick's step (`speed×quantum < \|dist\|`, `dist < 0`), acdream applies `delta = (speed×quantum)` (rate-limited back-off); ACE's literal port keeps `+delta` there — a runaway that steers INTO the target with equilibrium at centers-coincident. The BN mush (0x00555554-0x00555597) is unreadable on exactly this compare; the pin is refuted-by-evidence against ACE-literal: #171 gate-3 probe showed 1661 deep-overlap ticks all steering inward (monsters converged to centerDist≈0 — "monster inside the player") while retail side-by-side on the same ACE shows separation. ACE servers essentially never reach the branch (quantum ≥1/30 → threshold ~1 m; render-rate quanta → ~0.13 m) | `src/AcDream.Core/Physics/Motion/StickyManager.cs` (`AdjustOffset` delta clamp; conformance `StickyManagerTests.AdjustOffset_DeepOverlap_BacksOff_RateLimited`) | Minimal interpretation consistent with the mush structure AND observed retail; identical to ACE-literal in every shallow/outside case | If retail's true deep-overlap behavior differs (e.g. no movement at all), our back-off rate diverges in that rare state; verify via cdb `StickyManager::adjust_offset` trace with a forced overlap when convenient | `StickyManager::adjust_offset` 0x00555430 (x87 mush); ACE StickyManager.cs:117-121 (the literal branch this pin overrides) |
| AP-85 | **Point-light pool = single 128-cap player-nearest list, optionally FILTERED by LAST FRAME's rendered visible-cell set, vs retail's dual pools (7 dynamic + 40 static, degrade-scaled) collected from a DBObj-load/flush-bounded resident registry** (A7.L1, 2026-07-09 — third revision, Town Network starvation fix #79/#93/#176/#177): retail's `CEnvCell::visible_cell_table` (`add_visible_cell` 0x0052de40) is populated ON DEMAND as cells are approached/seen (`DBObj::Get`-loads) and pruned by `flush_cells` — so a real dungeon's per-frame candidate set stays small (naturally proximity-bounded) even though the collection walk itself (`add_dynamic_lights` 0x0052d410) is "the whole resident table, not a re-flood." acdream's `_all` list instead registers at LANDBLOCK-granularity load/unload (a whole single-landblock dungeon streams as ONE unit), so for the Town Network (463 registered fixtures, one landblock) `_all` is effectively "everything ever loaded in this dungeon," not a proximity-bounded set — wide enough that the player-nearest-128 cap alone let a straight-line-closer-but-wall-disconnected corridor's fixtures out-rank the player's own room, starving it. Fix: `BuildPointLightSnapshot(playerWorldPos, visibleCells)` takes an optional candidacy FILTER — a light joins the pool iff `CellId==0` (cell-less, always in) or `visibleCells.Contains(CellId)` — narrowing candidates to the frame's actual visible cells BEFORE the existing dynamics-first player-nearest cap runs; `GameWindow` feeds LAST FRAME's already-rendered `RetailPViewFrameResult.DrawableCells` (one frame / ~16 ms latency, chosen specifically to avoid re-threading a mid-`DrawInside` callback — the exact mechanism, `c500912b`, that caused the #176 seam-floor flicker regression when it re-flooded an independent CAMERA-seeded set mid-frame). The distance-sort anchor stays the PLAYER (unchanged from the prior revision) — only candidacy narrows. Remaining deviation: this is a RENDER-visibility approximation of retail's true on-demand-load/flush RESIDENCY bound, with one frame of latency, not a port of the DBObj-load/flush mechanism itself; and the pool is still ONE 128-cap list vs retail's separate 7-dynamic/40-static degrade-scaled pools | `src/AcDream.Core/Lighting/LightManager.cs` (`BuildPointLightSnapshot`, `MaxGlobalLights`); `src/AcDream.App/Rendering/GameWindow.cs` (`_lightPoolVisibleCells`/`_lightPoolVisibleCellsValid`); pins `PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant`, `PointSnapshot_OverCap_DynamicsNeverEvictedByNearerStatics`, `PointSnapshot_ResidentCollection_CellTagDoesNotFilter`, `BuildPointLightSnapshot_VisibleCellScoping_RoomLightsSurviveOverEuclideanCloserInvisibleCell`, `BuildPointLightSnapshot_VisibleCellScoping_CellLessLightAlwaysIncluded` | The render already computes a visible-cell set every frame for drawing (single source of truth, no duplicate flood) — reusing it as a candidacy filter approximates retail's proximity-bounded residency without porting DBObj on-demand load/flush; one-frame latency is imperceptible at normal camera speeds and structurally differs from the reverted mechanism (no independent re-flood mid-frame) | On a portal crossing, the FIRST indoor frame after re-entry (or after any outdoor-only frame) is unscoped (fail-open) — one frame may show slightly wider pool composition than steady-state; a room with >7 resident dynamics still shows them all (retail trims to 7 player-nearest) — slightly purpler wedge than retail; adopt the dual pools + degrade caps + true DBObj-bounded residency in later A7-arc work | `insert_light` 0x0054d1b0 (player-sorted, capped); `add_visible_cell` 0x0052de40 (on-demand-load resident registry + flush); `add_dynamic_lights` 0x0052d410 (whole-table walk); caller 0x00452d30; `calc_point_light` 0x0059c8b0 (static 1/d³ curve — A7 fix #2) |
| AP-84 | **BSP shadow-shape part poses = motion-table default-state frame snapshot at registration, not retail's live CPhysicsPart pose** (#175): server entities with a wire MotionTableId register their BSP part shapes at the default style's first-cycle LowFrame pose (the closed pose for doors — `GameWindow.MotionTableDefaultPose`); retail collision reads each part's CURRENT pose every test. Equivalent for the door lifecycle (closed = default pose; open = ETHEREAL bypasses collision entirely, #150) and for idle statics | `src/AcDream.App/Rendering/GameWindow.cs` (`MotionTableDefaultPose` + the RegisterServerEntityCollision override); `src/AcDream.Core/Physics/ShadowShapeBuilder.cs` (`partPoseOverride`) | Registration is one-shot in acdream (retail re-poses parts per frame); the default-state pose is the correct idle pose and the only non-ethereal pose doors ever collide in | An entity whose server-driven motion state materially MOVES a BSP-bearing part while NON-ethereal would collide at the stale default pose (no known case — doors are the dominant BSP-part weenies); revisit if animated non-ethereal BSP movers appear | `CPhysicsPart` live pose (see #150 notes); motion-table default state = CPartArray init; ShadowShapeBuilder placement-frame fallback for table-less entities |
| AP-83 | **CylCollideWithPoint PerfectClip TOI sub-branches decoded via ACE, not the binary**: the CCylSphere family port (2026-07-05, retires AP-6) reads `collide_with_point`'s PerfectClip time-of-impact math (0x0053adb6+) from ACE `CylSphere.CollideWithPoint` because the BN x87 mush is unreadable there; two ACE-verbatim quirks ported as-is (`movement.Z + radius` in the not-definite ascending case; `GlobalCurrCenter[0]` used even for head-sphere hits — the latter matches the raw decomp read). No current mover sets PerfectClip: players never do, and shipped ordinary missiles add PathClipped only. The non-PerfectClip path — SetCollisionNormal + Collided — is decomp-verified. Separately, the grounded head-sphere slide passes the HEAD disp per retail 0x0053b843 where ACE passes the foot disp — retail wins (ACE bug, not copied) | `src/AcDream.Core/Physics/TransitionTypes.cs` (`CylCollideWithPoint`; pseudocode doc `docs/research/2026-07-05-ccylsphere-collision-family-pseudocode.md` §7-8) | The load-bearing paths (non-PerfectClip Collided; the family's step-up/step-down/land) are decomp-verified; the TOI tail remains dormant unless a future mover explicitly enables PerfectClip | If a future mover explicitly enables PerfectClip, the two ACE quirks may diverge from retail — clip-through or wrong deflection on cylinder targets; re-decompile 0x0053acb0 in Ghidra before shipping that mover | `CCylSphere::collide_with_point` 0x0053acb0 (pc:324173, x87 mush from 0x0053adb6); ACE CylSphere.cs `CollideWithPoint` |
| AP-91 | **CSphere `collide_with_point` PerfectClip TOI decoded via ACE, not the binary**: the CSphere family port reads the unreadable x87 tail from ACE `Sphere.CollideWithPoint`/`FindTimeOfCollision`; no current mover sets PerfectClip, and shipped ordinary missiles add PathClipped only | `src/AcDream.Core/Physics/TransitionTypes.cs` (`SphereCollideWithPoint`; `FindSphereTimeOfCollision`) | Load-bearing non-PerfectClip behavior is named-decomp verified; the adapted branch remains dormant unless a future mover explicitly enables PerfectClip | If a future mover explicitly enables PerfectClip, an ACE/retail TOI delta could cause clip-through or wrong sphere-target deflection | `CSphere::collide_with_point @ 0x00537230`; ACE `Sphere.CollideWithPoint` |
| AP-86 | **Remote SHADOW-follows-resolved via a pose/cell-gated per-tick re-flood** (remote-creature de-overlap #184): every remote's collision shadow is rewritten at the resolved body position by the DR tick or authoritative UP tail, so collision remains where the creature renders and de-overlap persists. The effect matches retail, but acdream runs the full multipart cell flood whenever the body moved more than 1 cm, changed complete orientation, or crossed a cell instead of translating the existing shadow in place and relinking only when its crossed-cell set changes. Cross-cell motion now commits body/root/full-cell before the canonical rebucket callback; local and authoritative remote publishers prove exact-record spatial residency after that callback; pending projection suspends the retained shadow and cannot re-add it, including initial-pending and callback GUID-reuse cases. | `src/AcDream.App/Physics/RemotePhysicsUpdater.cs`; `src/AcDream.App/Physics/LiveEntityShadowPublisher.cs`; `src/AcDream.App/Rendering/GameWindow.cs` (local projection + authoritative UP tails); `src/AcDream.App/World/LiveEntityPresentationController.cs` (ordinary projection residency); `src/AcDream.Core/Physics/ShadowObjectRegistry.cs` (`UpdatePosition`) | The pose/cell gate is exact at de-overlap equilibrium, preserves offset/multipart shapes during in-place turns, and the resulting registered cell set matches retail; loaded/pending residency is symmetric and incarnation-scoped | A dense moving or turning crowd can still perform a full registration flood per creature per tick and create CPU/Gen0 pressure; a still crowd is gated out. Retire with an in-place move plus cell-relink-on-change implementation | `CPhysicsObj::SetPositionInternal(CTransition const*)` 0x00515330 → `change_cell`, then `remove_shadows_from_cells`/`add_shadows_to_cells` after the resolved frame/contact commit |
| AP-87 | **NPC MoveOrTeleport placement adds a 4 m body-to-target snap + a no-Sequencer snap** beyond retail's <96 m-unconditional interpolate (remote-creature de-overlap #184, 2026-07-07): retail `CPhysicsObj::MoveOrTeleport` (0x00516330) hard-places only on the teleport-timestamp / cell==0 branch or the 96 m far-snap, and InterpolateTo-queues every near correction; acdream ADDS two snap conditions `|Body.Position worldPos| > 4 m` (a large correction / an unplaced first-UP body) and `!willBeDrTicked` (no Sequencer to consume the queue). Without them an unplaced body (origin / spawn seed) would enqueue, the InterpolationManager's 100 m far-blip would fire, and the per-tick sweep would run over a huge distance in a cell not containing the body garbage resolved pos the reverted attempt's INVISIBLE monster. `firstUp` (`LastServerPosTime<=0`) is a belt hint only the 4 m guard is the load-bearing backstop | `src/AcDream.App/Rendering/GameWindow.cs` (`OnLivePositionUpdated` NPC MoveOrTeleport routing, `BodySnapThresholdNpc`/`willBeDrTickedNpc`) | acdream's catch-up+sweep needs the body already near the target (a valid nearby cell) for the per-frame sweep to be small; the 4 m snap keeps it there, and retail's own large-correction path (the 100 m far-blip) is upstream of it. The de-overlap sweep also uses the fixed human sphere (R 0.48 / H 1.835) for the mover regardless of creature size, so large packed creatures de-overlap at human radii inherits **TS-46** | A grounded remote that legitimately lags >4 m from its server pos snaps (a small pop) where retail would slide; a no-Sequencer server-moved entity hard-snaps every UP (no DR smoothing). Both are rare | `CPhysicsObj::MoveOrTeleport` 0x00516330 (near-interpolate <96 m; teleport/cell-0 snap; far-snap 96 m); `InterpolationManager` 100 m `AutonomyBlipDistance` (the retail large-correction path) |
| AP-89 | **TransparentPartHook fade multiplies the SAMPLED TEXTURE alpha, not a separate material alpha channel** (#188, 2026-07-08 the fading-wall secret-passage doors, e.g. "Pedestal Weak Spot"): retail's `CPhysicsPart::SetTranslucency` (0x0050e670) `CMaterial::SetTranslucencySimple` (0x005396f0) REPLACES the D3D9 material's 4 alpha channels wholesale (`Ambient.a = Diffuse.a = Specular.a = Emissive.a = 1 translucency`) a per-material alpha that composes with, but is conceptually separate from, the surface's own sampled texture alpha. acdream's `mesh_modern.frag` has no material-alpha concept at all; the port multiplies the runtime fade's opacity multiplier directly against the already-sampled `color.a` (`FragColor = vec4(rgb, color.a * vOpacityMultiplier)`) | `src/AcDream.App/Rendering/Shaders/mesh_modern.frag` (final `FragColor` line); `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs` (`ClassifyBatches` `opacityMultiplier` param, `InstanceGroup.Opacities`); `src/AcDream.Core/Rendering/TranslucencyFadeManager.cs` | Observably identical to retail for any surface whose base texture alpha is 1.0 everywhere the Pedestal Weak Spot's stone-wall texture, and the overwhelming majority of AC surfaces, since `color.a * 1.0 == color.a` and the fade multiplier alone then drives the ramp exactly as `1 translucency` would | A hypothetical object that is BOTH already alpha-keyed/blended from its own texture (stained glass, a flame surface) AND plays a TransparentPartHook fade simultaneously would compound the two alphas (texture-alpha × fade-multiplier) instead of the fade cleanly replacing/overriding the surface's own alpha as retail's material-replace does such an object would fade darker / more-transparent than retail, not just at retail's rate | `CPhysicsPart::SetTranslucency` 0x0050e670; `CMaterial::SetTranslucencySimple` 0x005396f0 (`alpha = 1 translucency`, applied to all 4 D3D9 material alpha channels) |
| AP-90 | **Radar fellowship/allegiance relationship state is modeled but not yet delivered at runtime.** `RetailRadar.GetBlipShape` and `RadarBlipColors.For` implement retail's leader/member/allegiance precedence, and `RadarSnapshotProvider` exposes a `relationshipFor(guid)` seam, but acdream does not yet maintain live fellowship membership and its `AllegianceTree` is not wired into GameWindow. PK/PKLite relationship shapes do work from PWD flags. | `src/AcDream.App/UI/Layout/RadarSnapshotProvider.cs`; `src/AcDream.Core/Ui/RetailRadar.cs`; `src/AcDream.Core/Ui/RadarBlipColors.cs` | Preserve the exact model/seam now and avoid inventing membership from names or chat; connect it when the social game-event state is ported | Fellowship members render their ordinary player color/shape instead of bright-green leader/member triangles; allegiance members render an ordinary plus instead of a hollow box | `gmRadarUI::GetBlipColor` 0x004D76F0; `gmRadarUI::GetBlipShape` 0x004D7B60 |
| AP-92 | Paperdoll renders its creature through a private FBO/RTT and blits it into `UiViewport`; retail renders `CreatureMode` directly in the UI viewport/in-cell presentation path | `src/AcDream.App/Rendering/PaperdollViewportRenderer.cs`; `src/AcDream.App/UI/UiViewport.cs` | GL RTT is the modern backend equivalent and the accepted pixels/camera/pose match retail; state is sealed with `GLStateScope` | FBO origin, alpha, lighting, or state isolation can diverge from direct viewport rendering | `gmPaperDollUI::PostInit @ 0x004A5360`; `UIElement_Viewport::SetCamera`; retail `CreatureMode::Render` |
| AP-93 | Paperdoll does not port `UpdateForRace`; all characters use the cdb-confirmed default held pose `0x030003C0` and default presentation | `src/AcDream.App/Rendering/DollEntityBuilder.cs`; paperdoll mount wiring | Exact for the tested Horan character; unresolved for other heritage/gender/body combinations | Non-default races can use the wrong pose, heading, camera framing, or presentation asset | `gmPaperDollUI::UpdateForRace @ 0x004A3ED0` |
| AP-94 | Imported Type-12 text defaults to interactive/selectable behavior; display labels can focus/capture/drag, and vitals synthesize duplicate runtime labels instead of binding `0x100000EB/ED/EF` | `src/AcDream.App/UI/UiText.cs`; `src/AcDream.App/UI/Layout/VitalsController.cs` | Historical widget-generalization default; Wave 1 ports explicit Display/Selectable/Editable roles | Invisible/static text steals input and duplicate labels drift from DAT geometry | `UIElement_Text` property handlers; `gmVitalsUI::PostInit @ 0x004BFCE0` |
| ~~AP-95~~ | **RETIRED 2026-07-11** `UiButton` owns retail hover/pressed/released-outside, disabled, selected/toggle, missing-state fallback, hot-click, and distinct press/release controller callbacks. | `src/AcDream.App/UI/UiButton.cs`; `UiButtonStateMachine.cs` | | | `UIElement_Button::UpdateState_ @ 0x00471CF0`; mouse handlers `0x00471FF0..0x004721F0` |
| AP-96 | Layout/property import loses raw edge-mode semantics (especially 3/4) and treats default scalar values as absent, so explicit `false`/`0` cannot override inheritance | `src/AcDream.App/UI/Layout/ElementReader.cs`; `LayoutImporter.cs` | Existing shipped layouts are hand-gated; Wave 1 adds presence-aware properties and the exact solver | Non-reference resizing recenters/stretches incorrectly; derived DAT properties silently inherit the wrong base value | `UIElement::UpdateForParentSizeChange @ 0x00462640`; production LayoutDesc inheritance |
| ~~AP-97~~ | **RETIRED 2026-07-10 (Wave 1 retained-widget foundation)** the prior generic Device-timer premise was a decomp misread. Named retail polls the hovered element's tooltip deadline, then broadcasts global UI time message `3`; it does not expose the assumed arbitrary timer queue. `UiRoot.Tick` now preserves that order and subtree removal clears input/time ownership before another pulse. | `src/AcDream.App/UI/UiRoot.cs`; `IUiGlobalTimeListener.cs` | | | `UIElementManager::UseTime` and hover/focus paths, pinned in `docs/research/2026-07-10-retained-widget-foundations-pseudocode.md` |
| ~~AP-98~~ | **RETIRED 2026-07-10 (Wave 2.3)** typed handles/manager own lifecycle; every production/Studio window uses `RetailWindowFrame`; schema-v2 `UiWindowLayout` persists outer bounds, visibility, toolbar collapse, and chat maximize by character/resolution with legacy-radar migration, nearest-resolution fallback, clamping, and a pre-login `default` write guard. Chat maximize uses DAT 100360 limits and preserves its lower edge when growing upward. | `src/AcDream.App/UI/RetailWindowManager.cs`; `RetailWindowLayoutPersistence.cs`; `RetailWindowHandle.cs`; `Layout/RetailWindowFrame.cs`; `ChatWindowController.cs`; `SettingsStore.cs` | | | `gmMainChatUI::HandleMaximizeButton @ 0x004CCE50`; retail `saveui/loadui` behavior |
| ~~AP-99~~ | **RETIRED 2026-07-11 (Wave 3.2)** Core `ItemInteractionPolicy` ports the complete ordered `DetermineUseResult`/`UseObject`/`AttemptPlaceIn3D` matrix; PWD flags and `CombatUse` survive CreateObject; component-pack membership comes from portal.dat; App owns throttle, UseDone-balanced busy state, target mode, wire/optimistic dispatch, and typed confirmation/auxiliary seams. The two corrupt decompiler operands were pinned from matching x86 as `BF_REQUIRES_PACKSLOT` and `BF_VENDOR`. | `src/AcDream.Core/Items/ItemInteractionPolicy.cs`; `src/AcDream.App/UI/ItemInteractionController.cs` | | | `ItemHolder::DetermineUseResult @ 0x00588460`; `UseObject @ 0x00588A80`; `AttemptPlaceIn3D @ 0x00588600` |
| ~~AP-101~~ | **RETIRED 2026-07-11 (Wave 4.4e)** toolbar control coverage is complete: DAT panel launchers, combat, Use/Examine, selected-object strip, shortcuts, and exact thrown-weapon/separate-ammo count resolution on authored element `0x10000194`. | `src/AcDream.Core/Items/ToolbarAmmoPolicy.cs`; `src/AcDream.App/UI/Layout/ToolbarController.cs` | | | `gmToolbarUI::UpdateAmmoID @ 0x004BF210`; `UpdateAmmoNumber @ 0x004BE9E0` |
| AP-104 | Vitals detail element `0x100004A9` and root `HideDetail`/`ShowDetail` transitions are not wired | `src/AcDream.App/UI/Layout/VitalsController.cs` | Compact vitals values/bars are correct | Detail click does nothing and expanded retail state is unreachable | `gmVitalsUI::ListenToElementMessage @ 0x004BFC00`; `PostInit @ 0x004BFCE0` |
| AP-105 | **PARTIAL 2026-07-13** inherited scrollbar media/roles now come from DAT (decrement/top `0x06004C69`, increment/bottom `0x06004C6C`), and both chat backends share typed client-command routing plus one retained `ChatVM` for reply state. Retained chat still lacks complete tab/filter/unread, social availability, incoming squelch enforcement, and focus-opacity behavior. | `src/AcDream.App/UI/Layout/DatWidgetFactory.cs`; `ChatWindowController.cs`; `src/AcDream.App/UI/ClientCommandController.cs`; chat mount in `GameWindow.cs` | Shared log/send path, wrapping, scrollbar roles, command ownership, and outer maximize geometry work; later chat work consolidates the remaining presentation/filter state | Tabs are no-ops, squelched lines can still render, contextual social actions are absent, and focus visuals diverge | `gmMainChatUI @ 0x004CCCC0..0x004CE2A0`; `UIElement_Scrollbar::OnSetAttribute @ 0x004714D0`; `ChatInterface` methods |
| ~~AP-107~~ | **RETIRED 2026-07-11 (Wave 3.3 / #197)** typed `OfferPrimaryClick` returns `NotActive`, `ConsumedSuccess`, or `ConsumedRejected`; every retained item surface plus radar/world offers active target mode before local selection/open/use fallback. Rejections are consumed and cannot drift selection. | `src/AcDream.App/UI/ItemInteractionController.cs`; inventory/paperdoll/toolbar/radar/world call sites | | | `UIElement_ItemList::HandleTargetedUseLeftClick @ 0x004E24D0` |
| AP-108 | Paperdoll/AutoWield still omit full `AutoWieldIsLegal`/dual-wield rules, double-click examine/drag from the doll, body-part selection lighting, and retail's synchronous `" - cannot unwield the %s"` failure suffix (the current send seam reports rejection asynchronously). **Primary replacement retired from this row 2026-07-14:** inventory activation and paperdoll drops share the confirmed blocker transaction, preserve explicit slot intent, relocate an already-worn item to an explicitly selected compatible slot, and emit retail's successful move-to-backpack status. **Aetheria retired 2026-07-13.** | `src/AcDream.App/UI/Layout/PaperdollController.cs`; `src/AcDream.App/UI/AutoWieldController.cs` | Basic equip slots, Aetheria, and live doll work; primary weapon, incompatible shield, and mismatched ammo blockers sequence through server-confirmed dequipwield in both peace and war | Remaining illegal/off-hand cases, asynchronous dequip rejection wording, doll examine/drag, and selection lighting still differ functionally | `CPlayerSystem::AutoWield @ 0x00560A60`; `ACCWeenieObject::BlocksUseOfShield @ 0x0055D3E0`; `gmPaperDollUI @ 0x004A3590..0x004A5F90` |
| AP-109 | Character Titles page is inert and live displayed-title/luminance state is absent | `src/AcDream.App/UI/Layout/CharacterStatController.cs`; `CharacterSheetProvider.cs` | Attributes/skills core output is user-accepted | Titles cannot be selected/displayed and level-200 luminance fields are missing | `gmCharacterTitleUI @ 0x0049A610`; `gmStatManagementUI::UpdateExperience @ 0x004F0A70` |
| AP-110 | Remaining retained gameplay panels and world HUD are absent: advanced-combat powerbar, residual social/examine/floating chat, quests/map/options/smartbox, vendor/trade/salvage/tinkering, mini-game gameplay, Link Status NAK/retransmission packet-loss averaging, and D.6 nameplates/floaters | `src/AcDream.App/UI/RetailUiRuntime.cs`; `src/AcDream.Core.Net/LinkStatusSnapshot.cs`; D.5/D.6 roadmap | Basic combat plus M3 spellbook/component/effects/favorite-spell/Link/Vitae surfaces now cover the active melee/missile/magic loops; the Link page has exact ping RTT but reports the current transport's zero default until its missing reliability statistics land | Large portions of retail gameplay still have no production UI; real packet loss is displayed as 0.00% instead of retail's moving average | Named `gm*UI::PostInit` methods; `CLinkStatusAverages::GetAveragePacketLoss @ 0x00546610`; LayoutDesc catalog |
| ~~AP-111~~ | **RETIRED 2026-07-11 (M2 held-object parenting)** equipped hand items are no longer omitted from the render world. CreateObject now preserves Placement/Parent/position timestamp bootstrap; live `0xF749` ParentEvent is parsed with retail sequence freshness; a focused render controller resolves `Setup.HoldingLocations`, applies the child's placement frame, and recomposes the separate child entity after every parent animation tick. Pickup retains the weenie's visual metadata for a later wield. | `src/AcDream.Core.Net/Messages/{CreateObject,ParentEvent}.cs`; `src/AcDream.Core/Meshing/EquippedChildAttachment.cs`; `src/AcDream.App/Rendering/EquippedChildRenderController.cs` | | | `ClientCombatSystem::GetDefaultCombatMode @ 0x0056B310`; `SmartBox::HandleParentEvent @ 0x004535D0`; `CPhysicsObj::set_parent @ 0x00515A90`; `CPhysicsObj::UpdateChild @ 0x00512D50` |
| AP-112 | The basic combat bar ports visibility, height selection, desired-power slider, exact 1.0/0.8-second charge, ready-stance gating, request/release, `MaybeStopCompletely`, server-response queueing, and auto-repeat, but still omits `StartAttackRequest`'s `FinishJump` call and exact trained-Recklessness visibility semantics (IA-20 keeps the dark range as the accepted baseline) | `src/AcDream.App/Combat/CombatAttackController.cs`; `src/AcDream.App/UI/Layout/CombatUiController.cs` | The shared player movement owner now performs retail's server-control-gated full stop and movement report before an attack build; the remaining seams require the jump owner and a distinct Recklessness treatment | Starting an attack while charging a jump may not finish that jump exactly when retail does; trained/untrained Recklessness presentation is identical | `ClientCombatSystem::StartAttackRequest @ 0x0056C040`; `CommandInterpreter::MaybeStopCompletely @ 0x006B3B90`; `gmCombatUI::ListenToElementMessage @ 0x004CC430` |
| AP-113 | Invalid lifestone-command arguments display the local text `Usage: /lifestone`; retail definitely emits a local usage/error line but Binary Ninja misidentifies the referenced wide-string address, so its exact wording is not yet recovered | `src/AcDream.UI.Abstractions/Panels/Chat/ChatCommandRouter.cs`; `RetailClientCommandCatalog.cs` | The behavior boundary is exact (handled locally, no chat and no game action); only a low-impact diagnostic sentence differs | `/ls now` can show different wording/color from retail while still refusing the invalid request correctly | `ClientCommunicationSystem::DoLifestone @ 0x0056FC70` |
| ~~AP-114~~ | **RETIRED 2026-07-14 (protection-effect corrective gate)** the particle renderer no longer replaces every authored GfxObj with one bounding-box quad. Retail `Always2D` classification preserves mode-1/no-degrade full meshes through the modern shared mesh buffer and leaves only other degrade modes on the billboard path; stable emitter handles balance mesh ownership. | `src/AcDream.App/Rendering/ParticleRenderer.cs`; `RetailParticleGeometryClassifier.cs`; `particle_mesh.vert/.frag` | | | `CPhysicsPart::Draw @ 0x0050D7A0`; `CPhysicsPart::Always2D @ 0x0050D8A0`; `ParticleEmitter::SetInfo @ 0x0051CE90`; `docs/research/2026-07-13-retail-projectile-vfx-pseudocode.md` |
| AP-115 | The DAT-authored portal-space viewport and its animation `SoundTweakedHook` are live, but the separate `ClientUISystem` enter/exit sound enums and centered repeating `"In Portal Space - Please Wait..."` display string are not yet presented. | `src/AcDream.App/Rendering/PortalTunnelPresentation.cs`; teleport event switch in `GameWindow.cs` | acdream has no retained cross-stack centered display-string owner or ClientUISystem sound-table-enum resolver yet; routing the line into chat or inventing direct wave IDs would be less faithful | Portal travel has the correct animated wormhole, timing, direct viewport switch, view-plane transitions, and animation-authored sound, but lacks retail's short UI cue sounds and center notice | `gmSmartBoxUI::BeginTeleportAnimation @ 0x004D6300`; `gmSmartBoxUI::UseTime @ 0x004D6E30` |
| AP-116 | Default `Particle Range = Extended` multiplies DAT-authored particle degradation distances by 2; the `Retail` option restores exact values | `src/AcDream.UI.Abstractions/Panels/Settings/DisplaySettings.cs`; `src/AcDream.App/Rendering/Vfx/ParticleVisibilityController.cs`; `src/AcDream.Core/Vfx/ParticleSystem.cs` | User explicitly requested doubled range as the normal non-dev-UI behavior; it changes no terrain, scenery, entity, fog, or streaming distance, and remains reversible through settings | The default roughly enlarges the active particle area and reduces the CPU gain from MP2; distant VFX remain visible beyond retail's authored cutoff | `CPhysicsPart::GetMaxDegradeDistance @ 0x0050D510`; `GfxObjDegradeInfo::get_max_degrade_distance @ 0x0051E2D0`; `CPhysicsObj::ShouldDrawParticles @ 0x0050FE60` |
| AP-117 | Outdoor particle `CLandCell::IsInView` state is reconstructed with the modern landscape renderer's per-cell frustum plus active doorway clip-plane/scissor-AABB tests; retail `LScape::landcell_check` uses `Render::get_clip_height` + `Render::block_check` on terrain-cell corner intervals | `src/AcDream.App/Rendering/TerrainModernRenderer.cs` (`CollectVisibleCells`) | The mandatory modern renderer batches terrain by landblock and has no retail `ViewIntervalType` product. Publishing cell visibility from the exact landscape draw slices preserves ownership/order and removes the former object-survivor dependency without adding a second view pipeline | At a terrain cell grazing a frustum or doorway boundary, the conservative AABB test may freeze or resume particles on a slightly different frame than retail; whole regions outside the active doorway slice are rejected, and authored distance, login/portal fail-closed behavior, and indoor PView cells remain exact | `LScape::landcell_check @ 0x005050A0`; `CLandCell::IsInView @ 0x00532CB0`; `CPhysicsObj::ShouldDrawParticles @ 0x0050FE60` |
| AP-118 | An AutoWield transaction begun in active combat preserves the ready mode implied by the requested weapon. After authoritative `WieldObject`, a mode that settled without a blocker transition clears immediately; local ACE's observed pre-wield transition plus `ready -> NonCombat`, or post-wield `NonCombat -> ready -> NonCombat`, causes one normal `ChangeCombatMode` request from the trailing notice. Explicit user combat input cancels settlement. Retail's client does not need this extra request against the retail server. | `src/AcDream.App/UI/AutoWieldController.cs`; production binding in `GameWindow.cs` | Local ACE queues a trailing NonCombat callback during primary-weapon replacement and rejects an earlier request while the shuffle is busy; responding to the authoritative notice that completes that exact sequence orders the ordinary request after it without suppressing any server state | A non-ACE server that emits a different intermediate sequence can retain the settlement until a later explicit combat request, replacement, or logout clears it; peace-mode equips send none | `CPlayerSystem::AutoWield @ 0x00560A60`; `ACCWeenieObject::ServerSaysMoveItem @ 0x0058DBB0`; ACE `Player_Inventory.TryShuffleStance` / `TryDequipObjectWithNetworking` |
## 4. Temporary stopgap (TS) — 34 active rows + TS-37 historical note (TS-20 retired 2026-07-16 — the later named-retail audit disproved the proposed DrawingBSP polygon filter; TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded; TS-45 retired 2026-07-07 — hand-rolled `SphereCollision` replaced by the faithful CSphere family port, fixing the player-vs-monster crowd wedge; TS-3 retired 2026-07-07 — `frames_stationary_fall` accounting ported in the #182 verbatim UpdateObjectInternal rebuild, fixing the airborne falling-animation wedge; TS-41 retired 2026-07-07 — SERVERVEL synth-velocity remote body-drive replaced by the retail interp catch-up + unconditional MovementManager::UseTime, the remote-creature de-overlap #184; TS-42 retired 2026-07-19 — semantic animation completion now precedes the ordered Target/Movement/PartArray/Position tail; TS-44 narrowed again 2026-07-19 — complete orientation joined interpolation, only during-stick enqueue suppression remains)
| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
|---|---|---|---|---|---|
| TS-1 | PrecipiceSlide context missing conservative stop-at-edge instead of retail's EdgeSlide PrecipiceSlide / CliffSlide | `src/AcDream.Core/Physics/TransitionTypes.cs:1254` | Awaiting the next L.2c slice; a diagnostic records which ingredient (precipice context / steep plane / EdgeSlide flag) is missing | Player stops dead at precipice edges where retail slides along/over visible mismatch at cliff and roof edges | retail EdgeSlide PrecipiceSlide chain |
| TS-4 | Path-6 steep-poly slide-tangent shortcut: airborne hits on >FloorZ polys skip retail's SetCollide → Path-4 → ContactPlane landing chain, returning Slid in place. **Includes a `SetSlidingNormal` write at both sites** — retail's BSP layer never writes `collision_info.sliding_normal` (only `validate_transition` 0x0050ac21 does; the #137 mechanism-2 class), so on transition success the steep-face normal persists to the body and seeds the next frame | `src/AcDream.Core/Physics/BSPQuery.cs` (Path-6 steep branches, `worldNormal.Z < FloorZ`) | Deliberate deviation: our faithful port DID wedge (missing step_up_slide / cliff_slide details on grounded-steep); validated against the 2026-04-30 retail cdb trace (retail body didn't wedge). Filed L.5+ for retail-strict | Airborne steep contact never commits Contact / lands as retail — roof-bounce trajectories, landing events, grounded-steep transitions diverge; a persisted steep-face normal can absorb an exactly-anti-parallel next-frame push (#137 wedge class) until an oblique input clears it | `BSPTREE::find_collisions` SetCollide pc:323783-323821 |
| TS-5 | `CanJump` always true — burden/stamina gating deferred (stat plumbing incomplete pre-M2). R3-W3 extends this row: `IWeenieObject.JumpStaminaCost`/`PlayerWeenie.JumpStaminaCost` are new (feeding `jump_is_allowed`'s verbatim stamina-refusal branch) and are ALSO always-affordable/cost-0 stubs for the same reason | `src/AcDream.Core/Physics/PlayerWeenie.cs:44` (`CanJump`), `:52` (`JumpStaminaCost`, R3-W3) | Marked deferred; harmless until stats matter | Client launches jumps retail refuses (exhausted/overburdened) — server rejection / rubber-band; divergent jump availability vs retail muscle memory | CMotionInterp jump path stamina/burden inquiry; `jump_is_allowed` 0x005282b0 `JumpStaminaCost` vtable +0x44 |
| TS-6 | Weather particle emission suppressed — all weathery DayGroups map to Overcast (correct fog/cloud tone, no precipitation); retail's camera-attached weather subsystem not yet located in the decomp | `src/AcDream.Core/World/WeatherState.cs:200` | Decomp research verified the sky loop never reads `DefaultPesObjectId`; an earlier name-based rain spawn regressed (rained where retail didn't, 2026-04-23) — inventing a name→rain path is forbidden until the real subsystem is found | Rainy/snowy/stormy days never show retail's precipitation effects (permanent missing visuals until the subsystem is found and ported) | FUN_00508010 / FUN_0051bed0→FUN_0051bfb0 (negative findings) |
| TS-7 | SkyObject `weather_enabled` gate not honored — weather-flagged sky objects (bit 0x04) always instantiate | `src/AcDream.Core/World/SkyDescLoader.cs:50` | No weather_enabled toggle exists yet; IsWeather flag parsed + documented as the gate to wire | Weather-only sky meshes (rain cylinders) appear where retail-with-weather-off suppresses them | `GameSky::MakeObject` 0x00506ee0, guard at decomp:268630 |
| TS-8 | `MagicUpdateEnchantment` (0x02C2) records carry no StatMod — mid-session buffs don't move vital max until relog (**#7/#12**) | `src/AcDream.Core/Spells/Spellbook.cs:150` | The wire parser hasn't been extended to the full ~60-64 byte Enchantment payload; PlayerDescription's block IS parsed | Vitals HUD percent reads differently from retail for the whole session after any buff cast | `EnchantAttribute` 0x00594570; holtburger magic/types.rs |
| TS-9 | MP3 (0x55) and MS-ADPCM (0x02) waves undecoded — affected sounds skipped; retail decoded both via winmm ACM | `src/AcDream.Core/Audio/WaveDecoder.cs:33` | Managed decoder (NAudio or similar) deferred; PCM covers the vast majority of ~3500 waves | Any MP3 (common for music-ish clips) or ADPCM cue plays as silence where retail plays it | winmm ACM path (r05 §2.1) |
| TS-14 | Setup `Flatten` ignores ParentIndex part hierarchy (treats every placement as root-local); still in production use (GameWindow hydration, SkyRenderer) | `src/AcDream.Core/Meshing/SetupMesh.cs:15` | Most Setups are flat single-level rigs where root-local equals composed; hierarchical composition deferred ("Phase 3") | Any Setup with genuinely nested parts renders them at wrong offsets — mis-assembled multi-part objects in the Flatten paths | retail Setup ParentIndex chain composition |
| TS-15 | No distance-driven degrade (LOD): always close-detail slot 0; plus the **#47** static `Degrades[0]` swap for 34-part humanoids only (structural sentinel detector) | `src/AcDream.Core/Meshing/GfxObjDegradeResolver.cs:57` (+ `src/AcDream.App/Rendering/GameWindow.cs:2608`) | LOD plumbing doesn't exist; slot 0 is correct for player + nearby NPCs; #47 closed the visible low-detail-arms bug without porting UpdateViewerDistance | Distant objects render max-detail (perf + wrong visuals where far meshes intentionally differ/hide parts); a future 34-part non-humanoid matching the sentinel gets the wrong mesh swap | `CPhysicsPart::UpdateViewerDistance` 0x0050E030; ::Draw 0x0050D7A0; ::LoadGfxObjArray 0x0050DCF0 |
| TS-17 | AttackConditions suffix always empty in combat chat — formatting ported, wire bitflag not plumbed (Phase I.7 follow-up) | `src/AcDream.Core/Chat/CombatChatTranslator.cs:233` | Only the wire plumbing is missing; the holtburger-ported formatter is ready | Combat log omits "[Sneak Attack]"-style suffixes retail displays — hidden combat-mechanic feedback | holtburger chat.rs:588-595 |
| TS-18 | `LandCell.BuildingCellId` (CSortCell building bridge) declared but never populated — always null in Stage 1 | `src/AcDream.Core/World/Cells/LandCell.cs:19` | Cell graph shipped in stages; population is explicitly membership Stage 2 (the outdoor→indoor entry path the physics digest flags as unvalidated) | Cell-graph paths that should discover a building's EnvCells from the outdoor cell silently find nothing — the doorway-entry bug class | CSortCell (acclient.h:31880) |
| TS-19 | Legacy non-retail ChaseCamera (invented pitch/distance, K-fix12 airborne Z-pin) retained behind `ACDREAM_RETAIL_CHASE=0` / DebugPanel toggle; both update every frame | `src/AcDream.App/Rendering/ChaseCamera.cs:49` | Diagnostic before/after comparison path, "pending the follow-up deletion commit" | When toggled on, the eye diverges from retail's spring-arm — and the render roots at the VIEWER cell, so a non-retail eye changes the render root near doorways, masking or manufacturing flap symptoms during debugging | `CameraManager::UpdateCamera` (retail path in RetailChaseCamera.cs) |
| ~~TS-20~~ | **RETIRED AS A FALSE ATTRIBUTION 2026-07-16**`CGfxObj::InitLoad` passes the complete polygon array to `D3DPolyRender::ConstructMesh`; ordinary GfxObj rendering does not filter it through DrawingBSP. Building DrawingBSP traversal discovers and orders portal apertures after `RemoveNonPortalNodes`; it is not a global visible-polygon selector. The alleged building-shell "orphans" are `DrawingBSPNode.Portals`, omitted by the old diagnostic collector; the corrected node-polygons portal-polygons audit finds no true orphans. Applying the proposed filter would repeat the door disappearance regression from `e46d3d9`. | `docs/research/2026-06-11-holistic-map/wf1-gfxobj-draw.md`; `docs/research/2026-06-11-holistic-map/wf1-building-shells.md`; `tests/AcDream.Core.Tests/Rendering/Wb/Issue113DoorVanishDiagnosticTests.cs` | — | — | `CGfxObj::InitLoad @ 0x005346B0`; `D3DPolyRender::ConstructMesh @ 0x0059DFA0`; `BSPTREE::build_draw_portals_only @ 0x00539860` |
| TS-21 | Default run/jump skills 200/300 tuned to feel until the first PlayerDescription lands (the stale "we don't parse yet" comment was FIXED in R4-V5; K-fix7 parses PD → SetCharacterSkills) | `src/AcDream.App/Input/PlayerMovementController.cs:311` | Defaults rule only pre-PD or on PD parse failure; jump bumped 200→300 on user complaint (3.01 m max felt too low) | Any window with defaults live predicts run/jump speeds the server disagrees with — observer rubber-banding, local snap-backs | retail height = (skill/(skill+1300))×22.2 + 0.05 |
| TS-23 | PK/PKLite/Impenetrable mover bits never set (PlayerKillerStatus not parsed from PD); moverFlags always `IsPlayer EdgeSlide` — for BOTH the LOCAL player mover and, as of **#184 Slice 2b**, every remote-PLAYER dead-reckoning mover | `src/AcDream.App/Input/PlayerMovementController.cs:1177`; `src/AcDream.App/Physics/RemotePhysicsUpdater.cs` (`Tick` sweep, `IsPlayerGuid` branch) | Non-PK pair walks through other non-PK players — retail's default for ACE's character-creation defaults. Slice 2b gave the remote-player mover `IsPlayer` (was bare `EdgeSlide`) so remote-vs-remote non-PK players WALK THROUGH exactly like the local player and like retail (they still collide with monsters + terrain + walls); without it Slice 2b would have de-overlapped players (MORE solid than retail) | On a PK/PKLite character the client lets players walk through where retail collides — now for the local player AND remote-vs-remote — the moment PvP statuses enter play (M2+) | PWD._bitfield acclient.h:6431-6463; pc:406898-406918; FindObjCollisions PvP block pc:276812 (mover IsPlayer via OBJECTINFO::init 0x0050cf30 `state\|=0x100`) |
| TS-24 | RawMotionState action list always empty at runtime — the packer emits `num_actions` (bits 1115) + per-action u16 pairs (L.2b, `RawMotionState::Pack` 0x0051ed10), and R3-W1 gives `RawMotionState`/`InterpretedMotionState` the retail-faithful action FIFO (`AddAction`/`RemoveAction`/`ApplyMotion`/`RemoveMotion`, `src/AcDream.Core/Physics/RawMotionState.cs` + `MotionInterpreter.cs`), but nothing calls `AddAction` yet — the outbound caller still builds an empty `Actions` list, so discrete motion events (emotes, one-shots) are still never broadcast | `src/AcDream.App/Rendering/GameWindow.cs:8297` (empty Actions); packer `src/AcDream.Core.Net/Messages/RawMotionStatePacker.cs:91`; FIFO capability `src/AcDream.Core/Physics/RawMotionState.cs` | Discrete client-initiated motions (D2) not wired yet; packer-ready, state-ready (W1), runtime emission lands with R3-W2's `add_to_queue`/`DoInterpretedMotion` population | When player-triggered emotes land, they silently never broadcast — observers see idle while the local client animates | `RawMotionState::Pack` 0x0051ed10; num_actions `PackBitfield` acclient.h:46487 |
| TS-25 | `current_style` (stance, flag bit 0x2) never populated at runtime — the packer now emits it when it differs from the retail default 0x8000003D (L.2b), but the outbound caller leaves `CurrentStyle` at default (stance not tracked here) | `src/AcDream.App/Rendering/GameWindow.cs:8286` (CurrentStyle left default); packer `src/AcDream.Core.Net/Messages/RawMotionStatePacker.cs:80` | Stance switching is M2 combat scope | Once combat-mode switching ships, mid-stance MoveToStates omit the style — server/observers keep the stale stance, wrong cycle family for every subsequent movement | `RawMotionState::Pack` current_style 0x0051ed10 |
| TS-27 | Retransmit handling absent: `RetransmitRequests`/`RejectRetransmit` parsed, but nothing re-sends lost outbound or requests missing inbound sequences (class-doc gap list otherwise stale — ack/position/chat exist) | `src/AcDream.Core.Net/WorldSession.cs:29` | Deferred since the one-shot test harness; dev loop is loopback (no loss) | On any lossy link a dropped fragment is gone forever — entities never spawn, chat vanishes, reassembly stalls; server retransmit requests ignored until session timeout. Stale doc list also misleads readers | PacketHeaderFlags RequestRetransmit 0x1000 / Retransmission 0x1 |
| TS-28 | **NARROWED 2026-07-15** — F751 teleports now resend LoginComplete only after the DAT-authored portal-space viewport and final world fade finish. Initial login still sends LoginComplete directly from the PlayerCreate (0xF746) handler and does not enter the portal-space presentation. | `src/AcDream.Core.Net/WorldSession.cs` (PlayerCreate branch); `src/AcDream.App/Rendering/GameWindow.cs` (F751 `FireLoginComplete`) | The live-session bootstrap currently needs the acknowledgement to unlock the initial authoritative object/property stream; moving initial login behind the App presentation requires an explicit session→presentation readiness contract rather than withholding it inside Core.Net | Initial login can expose server updates earlier than retail and skips the wormhole presentation; recalls/portals now have retail ordering | `gmSmartBoxUI::UseTime @ 0x004D6E30`; retail post-EnterWorld flow; holtburger `client/messages.rs:391-422` |
| TS-29 | Background music (MIDI) + ambient loops not ported: PlayMusic/StopMusic no-op; StartAmbient reserves a handle that never plays | `src/AcDream.App/Audio/OpenAlAudioEngine.cs:331` | Explicitly outside R5 audio-phase scope; a landblock-attached ambient system is planned separately | Silent world where retail has music/atmosphere; code trusting StartAmbient's handle to mean "playing" is already subtly wrong (StopAmbient looks up a never-created source) | retail MIDI + ambient system (r05) |
| TS-30 | Chat DAT elements `0x10000522``0x10000525` render but have no controller semantics; the older claim that they are numbered in-window filter tabs is **unproven** | `src/AcDream.App/UI/Layout/ChatWindowController.cs` | Named retail proves separately filtered main/floaty chat windows, not an in-window numbered-tab model. Wave 5 must live/DAT-confirm these element roles before assigning behavior | The controls may be inert today, but inventing tab switching could be a larger divergence than leaving an unconfirmed role inactive | `gmMainChatUI @ 0x004CCCC0..0x004CE2A0`; correction in `docs/research/2026-07-10-retail-panel-behavior-pseudocode.md` |
| TS-31 | **NARROWED 2026-07-13**`/squelch`, `/unsquelch`, `/filter`, `/unfilter`, and `/messagetypes` send the exact modification events and consume the authoritative retail `SquelchDB`; incoming `ChatLog` lines are not yet filtered through that database, and clickable name-tag social actions remain absent | `src/AcDream.Core/Social/SquelchState.cs`; `src/AcDream.Core.Net/Messages/SocialStateMessages.cs`; `src/AcDream.App/UI/ClientCommandController.cs`; `src/AcDream.Core/Chat/ChatLog.cs` | Command/state transport is complete; enforcement belongs at the shared inbound-chat boundary so both backends remain identical | A squelch appears in the list and persists server-side but matching incoming lines can still render; contextual name actions remain unavailable | `SquelchDB::UnPack @ 0x006B1900`; `ChatFilter::IsSquelched`; retail right-click player name → Squelch menu |
| TS-32 | `ClientObjectTable` has no pre-queue for a child `CreateObject` that arrives before its parent (out-of-order PARENTED create); such objects are ingested as root objects and their `ContainerId` links a not-yet-known container. Retail's `null_object_table` + `null_weenie_object_table` hold unresolvable objects until the parent arrives | `src/AcDream.Core/Items/ClientObjectTable.cs` (`Ingest`) | PD↔`CreateObject` ordering is handled (upsert semantics); out-of-order PARENTED creates are observed only at high packet loss or in vendor/corpse multi-object bursts on non-loopback links; deferred to D.5.5+ | A container's child object arriving before the container is ingested as a root item — it won't appear in `GetContents` until the next `RecordMembership` or a move event corrects the parent link | `CObjectMaint::null_object_table` / `null_weenie_object_table` (acclient.h / named-retail pc) |
| TS-33 | **NARROWED 2026-07-15** — full AP tracker semantics are ported: MTS stamps time only; AP stamps complete cell-local Position + contact plane + time; `ShouldSendPositionEvent` compares cell/contact inside the interval and the complete Frame including orientation afterward. Residual: acdream's single update path snapshots the AP predicate, emits a same-update MTS first when input changed, then AP. Retail proves `UseTime` performs Should→AP, but MTS originates in separate input callbacks; their relative same-tick callback/wire order is not yet traced | `src/AcDream.App/Rendering/GameWindow.cs` (outbound MTS/AP blocks); `src/AcDream.App/Input/PlayerMovementController.cs` (ported tracker) | Preserve the pre-existing acdream wire order until a focused retail packet/breakpoint trace establishes input callback versus `UseTime`; do not infer it from `UseTime` alone | In the rare update where both packets are due, ACE may observe their position timestamps/action sequences in the opposite order from retail, shifting only that correction tick; stationary target-facing is live-gated because full-frame orientation now publishes | `CommandInterpreter::UseTime` 0x006B3BF0; `SendMovementEvent` 0x006B4680; `SendPositionEvent` 0x006B4770; `ShouldSendPositionEvent` 0x006B45E0; `Frame::is_equal` 0x00424C30 |
| TS-40 | Retail's `physics_obj->cell` ("placed in the world") is proxied by the explicit `PhysicsBody.InWorld` flag — set by `SnapToCell` (local player placement) and `RemoteMotion` construction (remotes exist only for world entities); consumed by `CMotionInterp`'s detached-object link-strip guards (`if (cell == 0) RemoveLinkAnimations`, raw @305627). Replaces the UNREGISTERED `CellPosition.ObjCellId == 0` proxy, which only the local player ever seeded (#145 `SnapToCell`), so every REMOTE body read "detached" and every dispatched transition link (door swings, remote walk↔run links) was stripped the same tick it was appended — the 2026-07-03 door-snap bug | `src/AcDream.Core/Physics/PhysicsBody.cs` (`InWorld`); `src/AcDream.Core/Physics/MotionInterpreter.cs` (3 guard sites) | acdream has no per-body CObjCell pointer; a boolean placement flag carries exactly the guard's retail meaning until cell-pointer plumbing exists | A body used without either placement path (a future entity class constructing bodies directly) reads detached and loses transition links until its creation site sets the flag | `CMotionInterp::DoInterpretedMotion` 0x00528360 tail @305627; `CPhysicsObj::RemoveLinkAnimations` |
| TS-35 | `PhysicsBody.IsFullyConstrained` is a stub property (default `false`, never set by any physics code), read by `jump_is_allowed`'s verbatim `IsFullyConstrained` gate (raw 305524-305525) | `src/AcDream.Core/Physics/PhysicsBody.cs` (`IsFullyConstrained`) | R3-W3 needed the read site to port `jump_is_allowed`'s full chain. **R5-V1 CORRECTED the mechanism** (the earlier "per-cell contact-plane / doorway-jamming" guess was WRONG): the write side is the **ConstraintManager server-position rubber-band leash** — armed by `SmartBox::HandleReceivedPosition` on every inbound server position, `IsFullyConstrained` = `max*0.9 < offset`. R5-V1 ported `ConstraintManager` (`src/AcDream.Core/Physics/Motion/ConstraintManager.cs`) but does NOT arm it (no acdream `SmartBox` + two x87 distance constants BN elided) — so this read stays false. Arming = issue #167 | A body retail would consider fully constrained (still rubber-banding toward a server position inside the tight leash) never refuses the jump (0x47) — a jump succeeds mid-rubber-band where retail blocks it. Low practical risk (the leash band is tight + short-lived) | `CPhysicsObj::IsFullyConstrained` 0x0050ec60 → `ConstraintManager::IsFullyConstrained` 0x005560d0; `jump_is_allowed` 0x005282b0; arming `SmartBox::HandleReceivedPosition` 0x00453fd0 (issue #167) |
| TS-37 | RETIRED misattribution note (not a live divergence — kept here as the historical record R3-W3 closes): the S2a port had `contact_allows_move` (0x00528240) arm `StandingLongJump` as a side effect, explicitly flagged "PRE-EXISTING acdream side effect (not part of 0x00528240)". R3-W3 deletes that side effect; `ChargeJump` (0x005281c0) is now the ONLY arming site, matching retail exactly. No further action — recorded per the register's retire-in-same-commit rule | `src/AcDream.Core/Physics/MotionInterpreter.cs` (`contact_allows_move`, `ChargeJump`) | N/A — retired | N/A — retired | `CMotionInterp::charge_jump` 0x005281c0 @305448 |
| TS-38 | `MotionInterpreter.Initted` defaults to `true` in both constructors, not retail's `false` — retail's `CMotionInterp` is never observed pre-`enter_default_state` (every real construction path calls it before exposing the interpreter); acdream's constructors are used directly by ~40 pre-existing tests and both App call sites as complete, immediately-usable objects with no separate "enter default state" step | `src/AcDream.Core/Physics/MotionInterpreter.cs` (`Initted` property + both constructors) | Defaulting `true` is the C# equivalent of "the constructor already did what `enter_default_state` would have done to this flag" — `EnterDefaultState()` remains available, verbatim, for the REST of retail's reset semantics (state defaults, sentinel enqueue, `LeaveGround` tail) when a caller wants them | None observed: no code path needs `apply_current_movement`/`ReportExhaustion` to no-op before an explicit `EnterDefaultState()` call, since nothing constructs a `MotionInterpreter` and defers initialization today. If a future caller DOES need staged construction (build now, `EnterDefaultState()` later), it must explicitly set `Initted = false` first | `CMotionInterp::enter_default_state` 0x00528c80 @306124 sets `initted = 1`; retire if/when construction is staged through `EnterDefaultState()` uniformly |
| ~~TS-41~~ | **RETIRED 2026-07-07 (remote-creature de-overlap #184)** — the SERVERVEL synth-velocity body-drive (`Body.Velocity = ServerVelocity` / `get_state_velocity()` leg) is DELETED. Grounded NPC remotes now translate by the retail interp CATCH-UP (`RemoteMotionCombiner.ComputeOffset``InterpolationManager::adjust_offset` toward the MoveOrTeleport-queued server waypoint) and `MovementManager::UseTime` (`TickRemoteMoveTo`) runs UNCONDITIONALLY per tick — the retail `UpdateObjectInternal` shape (no wire-velocity leg-driver). The de-overlap sweep resolves the catch-up movement; the resolved position is written back into the SHADOW (AP-86) so it persists. Residual: the non-retail anim-cycle stale-stop heuristic (`ApplyServerControlledVelocityCycle(Zero)` on a >0.6 s velocity-staleness timer) is kept as ANIM-only and stays covered by **AP-80**; it no longer drives the body. | `src/AcDream.App/Rendering/GameWindow.cs` (`TickAnimations` grounded NPC branch) | — | — | `CPhysicsObj::UpdateObjectInternal` 0x005156b0 (`MovementManager::UseTime` @0x00515998, unconditional); `MoveOrTeleport` 0x00516330; `InterpolationManager::adjust_offset` 0x00555d30 |
| TS-44 | NPC UpdatePosition **enqueue is suppressed while StickyManager is armed** (`PositionManager.GetStickyObjectId() != 0`). Position and complete orientation otherwise share the ported `InterpolateTo → Position::subtract2 → PositionManager::adjust_offset` Frame, so the former orientation hard-snap residual is retired. Retail would still enqueue the server Position and let Sticky overwrite that Frame each tick; acdream retains the gate so no queued waypoint survives the stick | `src/AcDream.App/Rendering/GameWindow.cs` (`OnLivePositionUpdated` NPC `snapSuppressedByStick` gate) | Avoids replaying an old ACE waypoint immediately after a stick lease ends; all live during-stick pose ownership is now otherwise retail-shaped | After unstick the body waits for the next UP instead of consuming the latest waypoint already in the queue; at low packet cadence this can pause correction for one update interval | `PositionManager::adjust_offset` 0x00555190; `CPhysicsObj::MoveOrTeleport` 0x00516330; retire by allowing enqueue while Sticky overwrites the shared complete Frame |
| TS-46 | Player/remote collision spheres are passed as TWO SCALARS (radius, capsule-top height) and reconstructed by `SpherePath.InitPath` (foot center at `radius`, head center at `height radius`) — retail passes the Setup's SPHERE LIST verbatim (`CPhysicsObj::transition` 0x00512dc0 → `init_sphere(GetNumSphere, GetSphere, m_scale)`, ≤2 spheres, each origin AND radius × m_scale). With the corrected callers (0.48, 1.835 = Setup.Height) the reconstruction sits 5 mm off the dat: foot center 0.480 vs dat 0.475, head center 1.355 vs dat 1.350 (human Setup 0x02000001). **#184 Slice 3 (2026-07-07) NARROWED this: the remote de-overlap sweep now derives its scalars from the creature's OWN Setup (`GetSetupCylinder` = `setup.Radius`/`setup.Height` × ObjScale) — remotes NO LONGER use human dims regardless of Setup/scale.** RESIDUAL: (a) it is still the two-SCALAR reconstruction, not retail's ≤2-sphere LIST (lossy for creatures whose foot/head spheres differ), for both player and remotes; (b) the remote sweep's `stepUpHeight`/`stepDownHeight` stay a hardcoded 0.4 m, where retail derives them from `setup->step_up_height`/`step_down_height` (0x005180d0/0x005180f0, 0.04 m fallback, `radius×0.5` clamp) — an adjacent non-Setup divergence left for a later slice. (The pre-2026-07-06 value 1.2f put the head TOP at 1.2 m — the #137 window climb; fixed same day.) | `src/AcDream.Core/Physics/TransitionTypes.cs` (`InitPath`); `src/AcDream.App/Input/PlayerMovementController.cs` (player, human — correct as-is); `src/AcDream.App/Rendering/GameWindow.cs` (remote sweep now `GetSetupCylinder`-fed with a shapeless→human fallback) | The scalar API predates the Setup ingestion; 5 mm is below the visual/feel threshold; the remote scalars are now the creature's real (radius,height)×ObjScale, consistent with the shadow registration's entScale and the moveto/sticky radii | Marginal rε/r+ε grazes still flip on the 5 mm scalar offset; a creature whose head sphere is wider than its foot de-overlaps by the single (radius) approximation, not the true 2-sphere profile; the 0.4 m step heights are non-Setup for all movers | `CPhysicsObj::transition` 0x00512dc0; `SPHEREPATH::init_sphere` 0x0050c670 (≤2, ×m_scale); `set_description` 0x00514f40 (m_scale from wire ObjScale); retire by plumbing the full Setup sphere list into `InitPath` |
| ~~TS-45~~ | **RETIRED 2026-07-07** — the hand-rolled `SphereCollision` (forced `combinedR+1 cm` radial de-penetration + leaked `SetSlidingNormal` + always-Slid, head-sphere ignored) is REPLACED by the faithful `CSphere::intersects_sphere` family port (branch dispatcher 0x00537A80 + `step_sphere_up`/`slide_sphere`/`land_on_sphere`/`collide_with_point`/`step_sphere_down`), routing the grounded slide through the shared crease `SlideSphere` (0x00537440). Humanoid creatures collide via body Spheres, so this was the player-vs-monster crowd path; the radial de-penetration was the "can't wiggle free in a packed crowd" wedge. `SphereCollisionFamilyTests` (slide-around, block, ethereal) + `docs/research/2026-07-07-csphere-collision-family-pseudocode.md`. Residual `AP-84` (PerfectClip TOI dead in M1.5). | — | — | — | `CSphere::intersects_sphere` 0x00537A80 (pc:321678) |
| TS-47 | **NARROWED 2026-07-13** — typed routing now ports the named-retail recall/house/PK travel, age/birth, local display/location, UI persistence, AFK/consent, emote, friends, squelch/filter, and fill-components families. Retail-owned verbs outside the researched family set still fall through to ACE until individually verified. | `src/AcDream.UI.Abstractions/Panels/Chat/RetailClientCommandCatalog.cs`; `src/AcDream.App/UI/ClientCommandController.cs`; `src/AcDream.Core.Net/Messages/ClientCommandRequests.cs` | The high-use researched families have decomp pseudocode, typed actions, and conformance tests; unresearched registry entries must follow the same evidence-first path | An unported retail-owned verb can still produce ACE unknown-command output or server-specific behavior instead of its client action | `ClientCommunicationSystem` command-table construction around `0x00581A40..0x005850A0`; `docs/research/2026-07-13-retail-client-command-routing-pseudocode.md`; `docs/research/2026-07-13-retail-client-command-families-pseudocode.md` |
| TS-48 | Dragging an item onto another player honors the authoritative `DragItemOnPlayerOpensSecureTrade` option, but the option's default-true branch stops at the existing unavailable toast because the secure-trade transaction and UI are not ported. Direct player giving through `GiveObjectRequest 0x00CD` works when the option is disabled; NPC giving is complete. | `src/AcDream.App/UI/ItemInteractionController.cs` (`PlaceIn3D`, `PolicyActionMessage`); `src/AcDream.Core/Items/ItemInteractionPolicy.cs` | The player/NPC distinction and character preference are now faithful; inventing a direct gift while the option requests secure trade would be a worse behavioral divergence. Secure trade is a separate multi-party state machine beyond the starter-dungeon NPC-give slice. | With retail's default character options, an item dragged onto another player cannot be exchanged until the secure-trade subsystem lands. | `ItemHolder::AttemptPlaceIn3D @ 0x00588600`; `PlayerModule::DragItemOnPlayerOpensSecureTrade @ 0x005D31B0`; `ClientTradeSystem`; `docs/research/2026-07-13-retail-give-item-pseudocode.md` |
| TS-49 | Hidden-object availability is bridged through `TargetManager.NotifyVoyeurOfEventAndClear(ExitWorld)` because acdream has not ported retail's DetectionManager. Retail `CObjCell::hide_object` sends `LeftDetection` to detection voyeurs; acdream instead uses the existing non-Ok target update to tear down MoveTo/Sticky consumers and clear watched-role subscriptions while preserving the hidden object's own watcher role. | `src/AcDream.App/Rendering/EntityPhysicsHost.cs` (`NotifyHidden`); `src/AcDream.Core/Physics/Motion/TargetManager.cs` (`NotifyVoyeurOfEventAndClear`) | The current movement consumers already share TargetManager's status fan-out; the bridge prevents pursuit of an unavailable object without inventing a second partial detection database. | Plugins or future systems listening specifically for retail detection enter/leave events receive no `LeftDetection`; only movement/sticky target consumers observe the equivalent availability loss. | `CObjCell::hide_object @ 0x0052BE30`; retire by porting DetectionManager/CObjCell detection-voyeur delivery and routing Hidden through `LeftDetection` |
| TS-50 | `AnimationDone` executes semantically at each owner's retail `CPhysicsObj::process_hooks` boundary, but all other animation hooks are retained in `AnimationHookFrameQueue` until final root/part/equipped-child pose publication. Retail executes the complete hook stream before transition and the Target/Movement/PartArray/Position manager tail because its current CPartArray pose already exists in-place. Static owners correctly reach `process_hooks` only after their root, parts, and children are current. | `src/AcDream.App/Rendering/Vfx/AnimationHookFrameQueue.cs`; `src/AcDream.App/Rendering/RetailStaticAnimatingObjectScheduler.cs`; frame drain in `src/AcDream.App/Rendering/GameWindow.cs` | The modern renderer publishes immutable effect-pose snapshots after all root/child composition; deferred visual sinks avoid attaching particles/lights/audio to the previous pose. Semantic `AnimationDone` is split out and exact, so motion completion and manager behavior are not delayed. Pose-owner lifetime tokens prevent deferred hooks from crossing delete/local-ID reuse. | A non-AnimationDone hook with same-quantum semantic consequences (notably `CallPES`, default-script chaining, audio/particle creation relative to a transition) runs later than retail and can observe post-tail state or start one render frame late. | `CPhysicsObj::process_hooks @ 0x00511550`; `CPhysicsObj::UpdatePositionInternal @ 0x00512C30`; `CPhysicsObj::animate_static_object @ 0x00513DF0`; retire by publishing the current per-object/child pose before hook routing or splitting semantic and presentation sinks without changing authored hook order |
| TS-51 | Particle and PhysicsScript tails advance once per render frame after the complete ordinary/static object worksets. Retail advances each object's ParticleManager and ScriptManager inside every admitted `UpdateObjectInternal` quantum; `animate_static_object` also advances that static owner's managers using its whole admitted elapsed interval. | `src/AcDream.App/Rendering/GameWindow.cs` (`AdvanceLiveObjectRuntime` final `_particleSystem.Tick(dt)` / `_scriptRunner.Tick(...)`) | The current managers are shared presentation/runtime owners rather than per-object manager instances. R6 makes root motion, animation, object clocks, workset membership, and manager order faithful without pretending the shared tails have per-owner timing. Splitting ownership safely requires a later effect-lifetime slice. | A render fragment below retail's minimum object quantum can advance an effect while its owner waits; a catch-up frame advances an owner's root through several quanta but its effect tail only once; static default scripts/particles use render elapsed rather than `animate_static_object` elapsed/discard timing. | `CPhysicsObj::UpdateObjectInternal @ 0x005156B0`; `CPhysicsObj::animate_static_object @ 0x00513DF0`; retire by giving live/static owners incarnation-bound particle/script managers and ticking each manager in the owning object quantum |
| TS-52 | The terrain shader applies retail-authored base/overlay/road `TerrainTex.TexTiling` but omits the separate Environment Detail Textures pass and its viewer-distance fade (**#226**). | `src/AcDream.App/Rendering/TerrainAtlas.cs`; `src/AcDream.App/Rendering/TerrainModernRenderer.cs`; `src/AcDream.App/Rendering/Shaders/terrain_modern.frag` | `bb5acab9` fixed the user-visible stretched/blurry regression by porting the distinct base-tiling contract. An earlier experimental detail array darkened the whole ground because its source/neutral blend contract was wrong, so it was correctly reverted rather than guessed into production. | With retail's Environment Detail Textures preference enabled, close terrain lacks the extra high-frequency modulation/fade even though authored base texture scale is correct. | `LScape::GenerateDetailSurfaces` / `SetDetailTexturing @ 0x00506B40`; `ACRender::landPolyDraw @ 0x006B6450..0x006B6525`; issue #226 |
---
## 5. Unclear (UN) — 5 rows
These rows have a missing, contradictory, or never-argued justification.
They are the highest-priority audits: each needs either a recorded
equivalence argument (promote to AD/AP) or a fix.
| # | Divergence | Where (file:line) | Recorded justification (deficient) | Risk if assumption breaks | Retail oracle |
|---|---|---|---|---|---|
| UN-1 | `CheckOtherCells` iterates the overlap set SORTED by cell id; retail walks the CELLARRAY in build order — and the loop halts on the first non-OK result, so order is behavior-bearing | `src/AcDream.Core/Physics/CellTransit.cs:1718` | Justified only as "deterministic order for greppable probe logs" — no equivalence argument vs retail's array order recorded | A sphere straddling two cells that would each return a different non-OK result halts on a different cell than retail — different collision normal / slide direction at multi-cell straddles | `CTransition::check_other_cells` pc:272717-272798 |
| UN-3 | AdminEnvirons fog-override RGB tints hardcoded with no retail constant cited (RedFog 0.60/0.05/0.05 etc.); Snapshot replaces fog COLOR only, keeping keyframe distances on an unverified assumption | `src/AcDream.Core/World/WeatherState.cs:350` | Enum semantics cite ACE EnvironChangeType + r12 §5.2; no source for the RGB values or the color-only override scope | A server-forced fog event renders the wrong hue and/or wrong density vs what retail clients showed for the same packet | AdminEnvirons 0xEA60; ACE EnvironChangeType.cs |
| UN-4 | GfxObj double-sided/negative-surface handling keeps WB's legacy logic (cull-mode double-siding, no reversed-winding duplicate, different neg-surface predicate) while the CellStruct path follows the retail-cited `ConstructMesh` reading | `src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs:1059` (CellStruct contrast :1396-1410) | No recorded justification on the GfxObj side — it is the unmodified WB extraction; the retail citation was added only to the CellStruct path | GfxObj models retail draws via duplicated-reversed-winding get wrong back-face lighting (normals not inverted) or missing/extra negative faces — dark or absent faces from behind | `D3DPolyRender::ConstructMesh` 0x0059dfa0 |
| UN-6 | Fixed 200 ms sleep between ConnectRequest and ConnectResponse; retail inserts no delay. Annotated only as "with 200ms race delay"; the 2026-06-04 audit flagged it, the follow-up refuted "forbidden workaround" but wrote no fuller rationale back | `src/AcDream.Core.Net/WorldSession.cs:484` | Presumed ACE port+1 listener race guard — four words, no citation | Every login eats a flat 200 ms; if the race needs longer on a loaded server, the handshake fails intermittently (ConnectResponse ignored → CharacterList never arrives, exit-29 shape) with no retry — a timing constant masking an unconfirmed root cause | (none recorded) |
| UN-7 | Outdoor OBJECT point lighting uses `calc_point_light` (wrap/norm + per-channel cap, `~1/d²`) for ALL meshes including static buildings, but retail's object path is unconfirmed — `config_hardware_light` (0x0059ad30) sets D3D-FF point lights (`Diffuse=color×intensity`, `Attenuation=(0,1,0)``1/d`, `Range=falloff×1.5`, `material.diffuse=white`) yet that math would blow walls WHITE while retail stays DIM, so static buildings may instead use the `SetStaticLightingVertexColors` bake. Model + the brightness-scaling factor both UNRESOLVED (issue #140 / Fix D) | `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` (`pointContribution`); `src/AcDream.Core/Lighting/LightManager.cs` (`SelectForObject`) | Fix A/B ported calc_point_light + per-object selection for objects without confirming retail uses that model for static buildings; cdb captured the D3D-FF path but it contradicts the observed dim result | Outdoor buildings blow out warm near torches (the #140 meeting-hall symptom); whichever model is wrong, the object torch contribution is too strong | `config_hardware_light` 0x0059ad30; `SetStaticLightingVertexColors` 0x0059cfe0; `rangeAdjust=1.5` 0x00820cc4 — see docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md |
---
## 6. Retire-next shortlist
Temporary-stopgap + unclear rows, ordered by risk (symptom severity ×
likelihood the guarding assumption breaks). Items below the line are
phase-gated — they carry their trigger in their row and should land
WITH that phase, not before.
1. **TS-27 — Retransmit handling** — sole hard blocker for any non-loopback play; failure mode is silent permanent stalls (entities never spawn). Also fix the stale class-doc gap list while there.
2. **TS-4 — Path-6 steep slide-tangent shortcut** — landing/contact state diverges on every airborne-steep hit; the L.5+ retail-strict followup is already filed with the missing-ingredient analysis.
3. **UN-1 — CheckOtherCells iteration order** — behavior-bearing halt order with a log-cosmetics justification; trivial to fix (iterate CELLARRAY build order, sort only in probe output).
4. **TS-1 — PrecipiceSlide stop-at-edge** — visible movement mismatch at every cliff/roof edge; diagnostic already records which ingredient is missing.
5. **UN-6 — 200 ms ConnectResponse sleep** — unexplained constant on every login with an intermittent-failure shape; either find the ACE race and cite it, or replace with an acknowledged-ready check.
6. **UN-4 — GfxObj sides/negative-surface logic** — diagnose against the retail-cited CellStruct interpretation on a known double-sided GfxObj; promote to AP with a citation or align it.
7. **TS-8 — MagicUpdateEnchantment StatMod parse (#7/#12)** — vitals wrong for the whole session after any buff; parser shape is known from holtburger.
8. **UN-3 — AdminEnvirons tints** — invented RGB constants + unverified color-only scope; one decomp lookup against the 0xEA60 handler.
9. **TS-19 — Legacy ChaseCamera deletion** — already marked "pending the follow-up deletion commit"; its continued existence can mask or manufacture flap symptoms during debugging.
**Phase-gated (do WITH the phase, flagged here so they aren't forgotten):**
M2 combat must land TS-5 (CanJump gating), TS-23 (PK bits), TS-25
(stance in MoveToState), TS-17 (AttackConditions),
and revisit AP-13 (ComputeDamage) + AP-24 (jump-charge constant via the
0x0056ADE0 decompile). Emote work must land TS-24 (command-list packing).
Membership Stage 2 must land TS-18 (BuildingCellId).
The audio phase lands TS-9/TS-29; the remaining live-pose animation work lands
TS-14.
---
*Maintenance: this register is part of the definition of done for any
phase that adds or removes a divergence. Sources merged 2026-06-12:
5-area code sweep, `docs/architecture/worldbuilder-inventory.md`,
`docs/ISSUES.md` accepted-divergence entries (#96, #49, #50).*