acdream/tests/AcDream.UI.Abstractions.Tests/Input
Erik 7b7ffcd278 fix(gameplay): reconcile wield ownership and target facing
Preserve PlayerDescription inventory/equipment ownership across authoritative manifest replacement, make weapon switching and combat/UI consumers read the same canonical object state, and carry the complete outbound player position frame across landblocks.

Route target-facing and mouse-look through the shared MovementManager and MotionInterpreter completion owner. Match retail input aggregation, toggle ordering, turn/sidestep remapping, per-axis hold keys, and synchronous movement publication without render-only heading state.

Initialize the live streaming origin from the first accepted canonical player Position, defer other projections until that origin exists, and retain logical entity identity through hydration.

Advance the project ledger from completed M2 to active M3, synchronize CLAUDE.md/AGENTS.md and durable memory, and record the next cast-lifecycle, spellbook/enchantment, and two-client portal gates.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-15 08:19:23 +02:00
..
FakeKeyboardSource.cs feat(input): #21 Phase K.1a - input architecture skeleton (parallel to existing handlers) 2026-04-25 23:17:41 +02:00
FakeMouseSource.cs feat(input): #21 Phase K.1a - input architecture skeleton (parallel to existing handlers) 2026-04-25 23:17:41 +02:00
InputDispatcherCaptureTests.cs feat(ui): #25 Phase K.3 — Settings panel + click-to-rebind + Phase K shipped 2026-04-26 09:44:56 +02:00
InputDispatcherDoubleClickTests.cs feat(B.4b): InputDispatcher detects double-clicks 2026-05-13 18:10:25 +02:00
InputDispatcherIsActionHeldTests.cs feat(D.2b): write-mode movement gate that preserves autorun 2026-06-16 15:24:19 +02:00
InputDispatcherTests.cs feat(input): #22 Phase K.1b - cut handlers over to dispatcher (single input path) 2026-04-25 23:43:11 +02:00
KeyBindingsJsonTests.cs feat(combat): port retail basic combat bar 2026-07-11 14:03:28 +02:00
KeyBindingsRetailTests.cs feat(combat): port retail basic combat bar 2026-07-11 14:03:28 +02:00
KeyBindingsTests.cs feat(input): #23 Phase K.1c - retail-faithful keymap cutover + JSON persistence (muscle memory change) 2026-04-26 00:14:25 +02:00
KeyChordTests.cs feat(input): #21 Phase K.1a - input architecture skeleton (parallel to existing handlers) 2026-04-25 23:17:41 +02:00
MmbMouseLookTests.cs fix(gameplay): reconcile wield ownership and target facing 2026-07-15 08:19:23 +02:00
ModifierMaskTests.cs feat(input): #21 Phase K.1a - input architecture skeleton (parallel to existing handlers) 2026-04-25 23:17:41 +02:00