acdream had no application icon on either executable. Two marks now ship, built from the game's own material rather than drawn freehand: * Client - the retail mosswart head. Not an illustration of one: the actual creature mesh (Setup 0x02000B4F part 14, skin atlas 0x05001E11, ClothingBase 0x10000344) read out of client_portal.dat through acdream's own GfxObjMesh/SetupMesh port, then smoothed, lit and graded. Palette values are sampled from that texture, including the mustard belly the Mosswart lore calls a "foul yellow". * Launcher - a forged ring enclosing a barbed crescent, rebuilt from measurements of the retail wordmark and the acclient.exe icon resource. An original construction in the same visual language, not a copy of the trademarked logo. Its warm field matches the retail client icon. Three techniques carry the render quality, all in tools/IconForge: * PN-triangle tessellation (smooth.py). The retail head is 104 triangles and renders faceted. Each triangle becomes a cubic Bezier patch built from its own corner positions and normals, so the silhouette genuinely rounds rather than merely shading smoothly - and it needs no mesh connectivity, which matters because UV seams would otherwise pull apart. Normals are welded across coincident positions first, but only within a crease angle, so ear fins and tusk edges stay sharp. * Matcaps (ring.py). A Lambert rasterizer cannot produce chrome, because chrome is almost entirely reflection and there is nothing here to reflect. Sampling a lit-sphere image by the camera-space normal is the standard stand-in for an environment map. * Distance-transform bevelling (chisel.py). Flat shapes become chiselled metal by treating distance-to-edge as height. The height field is blurred before differentiating; without that the medial axis of each stroke shows through as a hatched ridge. Two facts worth recording, both discovered the hard way. Creature Setups define no upright pose in PlacementFrames, so the exporter must be handed the weenie's MotionTable id or all 17 parts stack on the origin. And a mosswart's eyes sit on the sides of the skull like a frog's, so a dead-on frontal turns them edge-on and the face stops reading as a mosswart at all; the hero angle is az 266 / el 32. Wiring: <ApplicationIcon> gives each executable its PE icon. The client's runtime window icon is embedded rather than copied beside the binary - a window icon has no sensible fallback if the file goes missing, and embedding survives single-file publish. WindowIconLoaderTests guards the resource names, which are coupled to LogicalName in the csproj by string alone and would otherwise fail only as a silently icon-less window. Both halves of the pipeline are deterministic and reproduce the committed PNGs byte-for-byte, so an accidental edit shows up as a diff. Solution builds clean; 14,378 tests pass on the standard hermetic lane filter, 0 failures. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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# Build output
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bin/
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obj/
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out/
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# NOTE: the repo-root /bin folder holds the alpha distribution feed written by
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# tools/publish-bin.ps1. It stays IGNORED here on purpose so a stray `git add`
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# can never put ~150 MB of payloads on main (GitHub also hard-rejects any file
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# over 100 MB). tools/publish-dist.ps1 force-adds it onto the Gitea-only `dist`
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# branch instead, which is what the launcher's update feed reads.
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# Rider / VS
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.idea/
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.vs/
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*.user
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*.suo
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# NuGet
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*.nupkg
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packages/
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# OS
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.DS_Store
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Thumbs.db
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# Reference repos and retail client (large, not our code, separate licenses)
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# WorldBuilder is exempt — it's a load-bearing dependency tracked as a git
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# submodule pointing at our fork (Phase N, see docs/architecture/worldbuilder-inventory.md).
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references/*
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!references/WorldBuilder
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!references/WorldBuilder/
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# Claude Code session state
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.claude/
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# Superpowers brainstorm visual-companion scratch (mockups regenerate; not source)
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/.superpowers/
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launch.log
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launch-*.log
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proveout*.log
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launch.utf8.log
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n4-verify*.log
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# A6.P5 (2026-05-25) — door-stuck reproduction captures (multi-MB);
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# the 3-record fixture extracted from these lives at
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# tests/AcDream.Core.Tests/Fixtures/door-bug/over-penetration-capture.jsonl
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door-stuck-capture.jsonl
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door-stuck-*.launch.log
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door-stuck-*.launch.utf8.log
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door-fix-*.launch.log
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door-fix-*.jsonl
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door-walkthrough.*
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# ImGui auto-saved window/docking state (per-user, not source)
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imgui.ini
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# User-only download cache (per-developer, not source)
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refs/
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# Python tooling (under tools/) — bytecode caches
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__pycache__/
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*.pyc
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# Per-session scratch (Claude commit message drafts, ad-hoc temp files)
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tmp/
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# Disposable dotnet test/build output redirected by local validation runs
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.test-out/
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# Connected-gate, benchmark, and visual-capture artifacts are machine-local
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logs/
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# Git worktrees for isolated feature work
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.worktrees/
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# Per-session retail-debugger scratch — cdb scripts, logs, analysis helpers.
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# The committed reference workflow lives in CLAUDE.md "Retail debugger toolchain";
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# session-specific traces should not pollute the repo.
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*.cdb
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# tools/cdb/ holds committed reference scripts — exempt them from the blanket rule above.
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!tools/cdb/*.cdb
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launch_*.log
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launch_*.err
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launch_*.ps1
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launch[0-9]*.log
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analyze_*.ps1
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peek_*.ps1
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run_cdb_*.ps1
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find_cdb.ps1
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find_acclient.ps1
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kill_cdb.ps1
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append_memory.ps1
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sky_*.log
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smoke_test*
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steep_roof_trace*
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substep_trace*
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sg_built.txt
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# Stray bash-mangled path artifacts from PowerShell-via-bash escaping
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C[-]*
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# Obsidian vault config (personal, not project-wide)
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.obsidian/
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# Junction to Claude Code per-project memory (Obsidian vault visibility)
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claude-memory
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studio-shots/
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# MP1b acdream-bake output — user-machine artifact, never committed
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# (docs/superpowers/plans/2026-07-05-mp1b-pak-and-bake.md, Task 5).
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*.pak
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# session-local physics capture artifacts (worktree root)
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/resolve-*.jsonl
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/launch-*.log
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# Campaign V capture/evidence output - session-local, never tracked (423 MB lesson, 2026-07-29)
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artifacts/
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341-slope-capture.jsonl
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# IconForge DAT extraction scratch (geometry + textures dumped from the
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# installed client dats; regenerate with tools/MosswartArt, never commit).
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tools/IconForge/work/
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