acdream/docs/research/2026-08-16-campaign-cc-gate-round1-findings.md
Erik 834c2547a9 fix(chargen): Campaign CC gate round 1 Batch G — real color wheel (DoColorSpots/DoGradDisk color rendering)
R2-5: retail's gmCGAppearancePage::DoColorSpots/SetSelection/DoGradDisk
paint the nine color swatches and the gradient disc with a real,
computed representative color (PalSet-averaged for Hair/Nose+Mouth+
Skin/Headgear/Shirt/Trousers/Footwear at fixed sample indices
0xd0/0xb0/0x520; direct-Palette for Eyes at 0x103), not the static
authored art acdream showed before this batch.

Ports the full palette-to-RGB pipeline: a new pure Core resolver
(ChargenSwatchColorResolver + IChargenPaletteColorSource) backed by a
new ChargenAppearanceCatalog.TryGetColor reading real Palette dat
objects, pinned against the installed EoR dat. CharacterCreationAppearancePage
recomputes all nine swatches + the gradient disc's tint on every
refresh (part/color/heritage change) and paints them through a new
ChargenSwatchColorTile overlay child — a flat-color-fill approximation
of retail's actual recolored-sprite blit, since neither UiButton
(sealed) nor UiDatElement exposes a per-instance sprite tint today.

Two STOPPED items remain outside this batch's file contract before the
mechanism is visually live: (1) wiring PalSetSource/ClothingTableSource/
PaletteColorSource from CharacterCreationUiController.cs (mirrors the
existing PreviewControl seam); (2) a small additive Tint property on
UiButton/UiDatElement for a byte-true recolor instead of the flat fill.
Also ports Nose/Mouth/Skin's single non-interactive representative
swatch, beyond AP-216/AP-217's original six-part scope.

Register AP-216/AP-217 rewritten (not retired — the two STOPPED items
keep them open). Tests: 11 new Core, 6 new Content live-DAT, 8 new
App-layer fixture. App suite 5321/3 -> 5329/3, Runtime 1735/0
unchanged, zero regressions.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 14:16:14 +02:00

33 KiB

Campaign CC connected gate — round 1 findings (2026-08-16)

ROUND 1 RE-TEST (build 1.0.2-cc.i, post-Batches B/C/D) — findings R2-1..R2-8

User's second visual pass with retail side-by-side screenshots (heritage description, profession template text, "Attribute\n Credits" overlap, skills credits overlap, retail skill-info box, retail Skills page, the acdream GradCircle vs retail's color wheel).

  • R2-1 (COMMON, regression from Batch C): description-box text misaligned LEFT, clipping outside the frame on Heritage, Profession, Appearance, Town, Summary — first characters cut ("rained Starting Skills", "OW HUNTERS", "ump, Loyalty"). Pre-Batch-C (cc.e screenshots) the text started INSIDE the box. One shared cause suspected: the rich-text/un-consume changes moved the text draw origin to the element's outer rect where retail insets to an interior text region (authored margins or interior-relative origin). PIN IT with a probe before fixing.
  • R2-2: Attribute\n Credits renders the LITERAL \n (UiButton captions never escape-normalize — only BuildText does), AND the value ("24") overlaps the caption text — the ValueLabel is not drawing in its authored child rect.
  • R2-3: Skills "Available Skill Credits" value overlaps mid-caption ("Available Skill Credit0Credits") — same ValueLabel-rect family as R2-2.
  • R2-4: Skills page functional gaps (retail screenshots 5-6): (a) rows are NOT selectable — retail selection turns the row brighter white AND writes the skill's info into the lower-left description box ("Loyalty (5) / Affects experience given to your patron... / Training Bonus +5 / Formula :") — the info panes 0x100003FB/FC are still never written (investigation root-1c, missed by Batch C's scope); (b) NOT divided into the four retail buckets (Specialized / Trained / Useable Untrained / Unuseable Untrained with headers) — the user's gate OVERTURNS AP-213's remaining flat-list half: implement the buckets; (c) the skill list's scrollbar is missing.
  • R2-5: the color wheel renders as static authored art (mirror-like disc) where retail shows the gradient wheel + gold swatch dots that CHANGE per selected part — the user's gate PROMOTES AP-216/AP-217's remaining halves (real palette-color swatch rendering + gradient tint) from partial-closed to must-port. CODE-COMPLETE at Batch G (2026-08-16), register AP-216/AP-217 rewritten (not retired — see their own rows): the retail mechanism (gmCGAppearancePage::DoColorSpots @0x0047d850 / SetSelection @0x0047e260 / DoGradDisk @0x0047da90) is fully re-derived and ported — a new pure Core resolver (AcDream.Core.CharGen.ChargenSwatchColorResolver) computes each of the nine swatches' representative RGB (PalSet-averaged for Hair/Nose+Mouth+ Skin/Headgear/Shirt/Trousers/Footwear at retail's own fixed sample indices 0xd0/0xb0/0x520, direct-Palette for Eyes at 0x103) backed by a new ChargenAppearanceCatalog.TryGetColor reading real Palette dat objects, pinned against the installed EoR dat (ChargenAppearanceCatalogColorTests — e.g. Aluvian male's shared skin PalSet measures a plausible flesh-tone RGB(182,148,118)). CharacterCreationAppearancePage recomputes all nine swatches + the gradient disc's tint on every refresh (part change / color change / heritage change, CharacterCreationAppearancePageSwatchColorTests), and paints them through a new ChargenSwatchColorTile overlay element. Two STOPPED items block this from being visually live, both outside Batch G's file contract: (1) the new PalSetSource/ClothingTableSource/ PaletteColorSource late-bound seams (mirroring the existing PreviewControl pattern) are never assigned by the composition root (CharacterCreationUiController.cs) — until wired, the mechanism stays fully inert, matching PRE-Batch-G behavior exactly; (2) the rendering primitive is a flat-color-fill approximation of retail's actual recolored-sprite blit — neither UiButton (sealed) nor UiDatElement exposes a per-instance sprite Tint, though the retained-UI sprite pipeline's DrawSprite already carries the Vector4 tint multiply retail's own Blit_Multiply needs; adding that property is a small, precisely-specified addition to those two shared widget files for the lead to sequence. Nose/Mouth/Skin (retail's own non-interactive single representative swatch, SetSelection's hard-coded var_1e0 = 1) is ALSO ported, beyond AP-216/AP-217's original six-part scope. Tests: 11 new Core (ChargenSwatchColorResolverTests), 6 new Content live-DAT (ChargenAppearanceCatalogColorTests), 8 new App-layer fixture (CharacterCreationAppearancePageSwatchColorTests) — App suite 5321/3 -> 5329/3, Runtime 1735/0 unchanged, zero regressions.
  • R2-6: Town description text misaligned — R2-1 family.
  • R2-7: Summary — (a) text misaligned (R2-1); (b) the summary OVERVIEW listbox is missing its scrollbar; (c) the how-to box's scrollbar renders but OVERLAPS the text area and has no thumb ("slider").
  • R2-8: the name field should show [ Name ] — the user re-asserts retail's prefill. Batch A verified retail's CODE never writes it; the UNCHECKED hypothesis is the field's AUTHORED initial text (P0x17 on 0x10000402) — probe the DAT; if authored, render authored initial text (display-only; the committed state name stays empty, retail's NameInputFilter forbids [ so it can never be committed as a name).

MILESTONE (2026-08-16, post-Batch-A build 1.0.2-cc.g): the user completed the FIRST LIVE CHARACTER CREATE from acdream against local ACE — launcher → character select → Create → six pages → name → Finish → real character created. USER-CONFIRMED: "Yes i could now create a char." The create flow's core path is live; the round continues for visual parity (Batches B-D) and the remaining script checks (rejection dialogs, log-straight-in confirmation, credit/randomize/exit warnings).

Batch B (selection state media + label state) is CODE-COMPLETE 2026-08-16, pending the user's visual gate. GF-1, GF-8, GF-9, GF-10, GF-11b, and GF-11c are fixed — see each entry's own FIXED note below. Fixture + live-DAT tests only this round (no graphical client launch); App suite 5282/3 (was 5266/3), Runtime 1735/0 unchanged. Register: AP-222 RETIRED, AP-215 NARROWED (item 1 retired, item 2 stays open).

Batch C (text/frame/label fidelity, the largest visual batch) is CODE-COMPLETE 2026-08-16, pending the user's visual gate. GF-2, GF-3, GF-4, GF-6, GF-11a, GF-12, and GF-14's text half are fixed — see each entry's own FIXED note below. Three commits: (1) chargen-scoped rich text + labels + backdrops (new shared DatRichText composer; UiButton gains a coexisting ValueLabel slot; Heritage/Profession backdrop SetState cascades; AP-216/AP-217 partially closed — the "beyond count"/ "Eyes-blank" halves ship, the palette-to-RGB "actual color"/"gradient tint" halves stay open, judged disproportionate to add alongside this batch's ~10 other fixes), (2) a CLIENT-WIDE LayoutImporter fix un-consuming media-bearing dat children on UiText/UiField (37 distinct (layout, element) pairs across 15 layouts, independently re-derived — includes MAIN GAME UI and CHAT INPUT, closing the build half of pre-filed issue #366), (3) the Summary how-to text (gmCGSummaryPage::SetHowToText) plus the scrollbar-to-text-scroll linkage Commit 2 left unbound. Fixture + live-DAT tests only (no graphical client launch); App suite 5307/3 (was 5282/3, +25 tests, one pre-existing full-suite-only allocation flake unrelated to this batch — passes in isolation and in the full Release run), Runtime 1735/0 unchanged. Register: AP-215/AP-216/AP-217 rewritten, AP-218 retired, AD-103 retired. FLAG FOR THE LEAD: chat and the main game UI both render new dat children (gold frames, an unseen-text indicator) for the first time this batch — the user's own visual check of both is owed before considering Commit 2 closed; automated coverage cannot catch a purely visual placement regression.

Batch D (chargen 3D preview backdrop) is CODE-COMPLETE 2026-08-16, pending the user's visual gate. GF-7 and GF-14 are fixed — see each entry's own FIXED note below. GF-16 (client-wide tooltips) was investigated in the same root-cause pass but is explicitly out of this batch's scope — deferred as docs/ISSUES.md #409 with its own decomp anchors. Fixture + live-DAT tests only this round (no graphical client launch); App suite went from 5307/3 to 5321/3 (+14, zero regressions), Runtime 1735/0 unchanged. Both Launcher test projects (this being the first build of the merged tree carrying the #406 launcher merge) pass at their own baselines: Launcher.Core.Tests 337/0, Launcher.Tests 67/0. Blast radius: PrivateEntityViewportRenderer (shared with paperdoll and creature-appraisal) gained an OPTIONAL second entity slot reserved via a backdropRenderId constructor parameter — paperdoll and creature-appraisal never pass one, so their draw stays single-entity by construction (SetBackdrop throws if called without a reserved slot, and the entity-list-assembly helper BuildDrawEntities degrades to exactly the main entity whenever no backdrop is configured/set).

User ran the six-page chargen flow live (build 1.0.2-cc.e, RDP session, windowed). Screenshots: retail Heritage, acdream Heritage, retail Profession. The user's side-by-side retail reports are AXIOMS (feedback_retail_oracle_no_whack_a_mole). Pre-page findings #405 (fixed 344d88bf), #406 (open), #407 (fixed e601a496) are recorded in ISSUES.md; this doc is the six-page batch.

Functional (blocking or behavior-dead)

  • GF-1 Heritage selection dead/unmarked — FIXED (Campaign CC gate round 1, Batch B). Root cause: retail authors a custom radio-selection state pair (RetailUiStateIds.Unselected/Selected, 0x10000016/ 0x10000017) on the heritage row (property-only state descriptors, no media) with the actual art on a single stateful CHILD (the dot, 0x100003C0, media 0x06006E35/0x06006E21, live-DAT-probe-confirmed). UiButton.AddAvailableStates only recognized the standard Normal/ Highlight/Ghosted name space, so _availableStates never admitted the custom pair and .Selected committed nothing (probe-verified before the fix: Selected=true left ActiveState=="Unselected", while the raw TrySetRetailState(0x10000017) already worked). Fixed by teaching UiButton to detect the authored pair (HasStateMedia("Unselected") && HasStateMedia("Selected")) at construction and bypass the standard state machine for it — .Selected now routes directly to RetailUiStateIds.Selected/Unselected, additive and gated on the pair's presence, so every OTHER button's Normal/Highlight path is byte-identical. The SAME fix also lights the Profession template icon (0x100003D9), the Appearance Face/Clothes sub-tabs (GF-8, below), and the gender buttons (whose media lives directly on the button, not a child — the OTHER shape this fix covers). The open-roll's own no-lit-dot-on-entry symptom shares this same root: CharacterCreationHeritagePage.Refresh already sets button.Selected = heritageId == snapshot.HeritageId for every row on every refresh (including the first one after open), so the same .Selected-was-a-no-op bug silently ate the initial roll's own dot too — this fix closes both halves of GF-1 with the same change.
  • GF-5 Skills page empty — FIXED (Campaign CC gate round 1, Batch A). Root cause was CharacterCreationSkillsPage.RebuildRows resolving Templates[0] (retail's own 3-child bucket-HEADER row, 0x100002F4) instead of Templates[1] (the REAL skill row, 0x100002FF, live-DAT-probe-confirmed 7 children) and requiring the resolved root to be a UiButton (it's a plain container). Byte-traced against gmCGSkillsPage::DoSkillRecords @0x004817e0 + tagSkillRecord's copy-constructor field order to map every child id: name (0x10000301), pSkillLevelText (0x10000302), pUpCostText (0x10000303), pSkillUpButton (0x10000304), pSkillDownButton (0x10000305), pDownCostText (0x10000306). Fixed to resolve Templates[1], wire the real per-row up/down arrow buttons to ListenToElementMessage @0x004814c0's own plain-click dispatch (IncreaseSkillLevel/DecreaseSkillLevel), retiring AP-213's click-to- advance/double-click-retreat single-button substitution (narrowed, not fully retired — the flat-list-vs-four-bucket half stays). The credits- caption clobber (SkillsPage.cs:81-82, now different line numbers) is UNCHANGED — Batch C's scope.
  • GF-9 Appearance color swatches do nothing observable — FIXED (Campaign CC gate round 1, Batch B). Root cause confirmed as working-but- invisible, not a dead dispatch: the SelectColor/SetAppearanceIndex click path was already intact end to end (unchanged by this fix). The swatch buttons themselves author ONLY an unnamed DirectState sprite — live-DAT-probe-confirmed NO Normal/Highlight media at all — so the existing swatch.Selected = ... highlight assignment in RefreshColorAndShadeControls was a permanent no-op; nothing could ever have shown a click's effect. Retail's REAL feedback mechanism is nine separate companion overlay elements (0x10000318-0x10000320, CharacterCreationAppearancePage.SwatchOverlayIds, live-DAT-confirmed siblings of the swatches under the color-wheel container 0x100003B9, index-paired 1:1 with SwatchIds) that retail's SetColor @0x0047DD50 shows/hides via m_tColorWheel[...][0x10][iCurColor*7]->SetVisible — cross-confirmed against gmCGAppearancePage::InitializePage's own swatch/overlay id-pair table (@0x004800ff-00480164). Fixed by wiring exactly one overlay visible per part, tracking the current part's selected color index; retires AP-215's swatch-selection substitution (item 1 — the icon-vs-ordinal item 2 stays open).
  • GF-11a Town description text does not change when switching towns — FIXED (Batch C, Commit 1). The composed string (gmCGTownPage::SetTownString @0x0047c1f0's howTo + "\n\n" + townText + "\n" — this ONE composition site is where retail's OWN code, not the authored DAT string content, inserts the separator, confirmed via the compiled format literal's raw bytes u"\n\n%s\n") was already byte-correct; the real gap was rendering it as a single un-wrapped line, so the town-specific SUFFIX rendered past the clipped viewport — switching towns changed the underlying string but not what was visibly on screen. Fixed by routing through DatRichText.Compose (same fix family as GF-2).
  • GF-13 Summary shows "-Non-admin or Non-envoy" below the name — FIXED (Campaign CC gate round 1, Batch A) — this commit. Root cause: dat property 0x3B (Invisible — UIElement::OnSetAttribute @0x00462d80 case 8) was never read by the importer at all; elements 0x10000403 ("Non-Admin") and 0x10000494 ("Non-Envoy") both author it true (live-DAT-probe-confirmed, path 0x100003CC > 0x100003D0 > 0x100003D6 > {0x10000403,0x10000494}). Blast-radius sweep found 1,083 elements client-wide author the same flag — a blanket importer-wide honor is its own visual gate, filed as ISSUES.md #408. This fix is CHARGEN-SCOPED ONLY: ElementInfo.Invisible/UiElement.AuthoredInvisible are pure data additions (read/stored everywhere, acted on nowhere by the shared importer path), and CharacterCreationUiController.HideAuthoredInvisibleElements walks its own mounted subtree once at construction and hides whatever the dat itself marked hidden — by the authored flag, not a hardcoded id list. Register AP-230 records the scoped-vs-general split.
  • GF-15 Summary name entry DEAD + Finish unpressable — FIXED (Campaign CC gate round 1, Batch A) — this commit, LIVE-VERIFIED end to end. The live-repro investigation (offline ACDREAM_OPEN_CHARGEN=1 alone does NOT open the chargen screen — RuntimeCharacterCreationState only activates via LiveSessionController.StartAsync's authenticated- connect path, LiveSessionController.cs:791; the repro required a real connect to the project's own local ACE test server) showed the FIRST click into the name field correctly focuses it and typing correctly lands characters — the modal/pick/focus mechanics the earlier static investigation examined were never broken. The REAL cause only surfaces after the FIRST dialog opens: pressing Finish with an empty name successfully creates the NoName RetailMessageDialogView (visible=true, live-DAT-probe-confirmed nonzero popup/message/button geometry — 400x95 popup, correctly centered) but it renders NOTHING and silently absorbs every subsequent click across the WHOLE canvas, including clicks aimed at the name field or Finish button underneath. Root cause: CharacterCreationUiController.Tick() (and CharacterManagementUiController.Tick()) call UiRoot.BringToFront(Root) UNCONDITIONALLY every frame while their screen is open (needed so chargen stays above the occluded character-management screen underneath, register AP-229); a dialog's root is a direct sibling of those screen roots under the same UiRoot, and RetailWindowManager.BringToFront is a simple "highest ZOrder among siblings + 1" — whichever sibling's own BringToFront call runs LAST in a frame wins. RetailDialogFactory.Tick() never re-asserted its own open dialogs' z-order, so the VERY NEXT frame's screen Tick() (which always runs before the dialog factory's own Tick() in RetailUiRuntime.Tick(double)'s per-frame sequence) silently buried the dialog behind the screen's opaque backdrop — while the dialog remained the registered UiRoot.Modal and kept EXCLUSIVE input priority (OnMouseDown's Modal-vs-bounds gate is independent of render/z-order). Fixed by having RetailDialogFactory.Tick() re-raise every open dialog (in _openOrder, so the most recently opened stays topmost) every tick, matching retail's real always-on-top dialog behavior. Live-verified the COMPLETE user sequence after the fix: click name field (focuses), type (lands), press Finish empty (NoName dialog now VISIBLY renders: "You must enter a name for this character!"), click OK (dismisses cleanly, Modal clears), click the field again (still focusable/typable). The [ Name prefill question is CLOSED, not a bug: byte-verified neither CharGenState::RandomizeCharacter @0x005c6d80 nor gmCGSummaryPage::InitializePage @0x0047bbf0 ever write text into the name field (InitializePage only sets the input filter) — retail's field is genuinely code-empty on a freshly-rolled character, matching acdream's existing (correct) behavior; the [ Name the user saw was most likely the field's own bracket-style empty-state chrome (GF-2/GF-12 textbox-decoration family), not a missing name-prefill feature.

Presentation families (retail parity)

  • GF-2 Description textboxes broken everywhere — FIXED (Campaign CC gate round 1, Batch C, Commit 1 + Commit 2). Root cause was TWO stacked gaps, both closed: (1) the Heritage/Town/Profession description pages bypassed escape-normalize + word-wrap entirely, assigning a raw unwrapped single-Line LinesProvider — fixed by routing every description box through the new shared DatRichText.Compose helper (ports UIElement_Text::SetStringInfoWithFont/AppendStringInfoWithFont's composition model: escape-normalize, per-segment word-wrap, per-segment palette color — Heritage's own header/body segments now render in retail's own green/white, matching AppendStringInfoWithFont's font-index argument). (2) The authored gold frame (8 pieces) and linked scrollbar were silently dropped by UiText.ConsumesDatChildren — fixed by Commit 2's client-wide LayoutImporter carve-out (see GF-12). Both halves are pinned by live-DAT tests (CharacterCreationLiveDatTests, LayoutImporterMediaBearingChildSweepTests) and unit tests (DatRichTextTests).
  • GF-3 Profession template description textbox missing — FIXED (Batch C, Commit 1). gmCGProfessionPage::InitializePage @0x00483068's m_pTextBox (0x100003e0) was never bound. Fixed: CharacterCreationProfessionPage now binds it and composes the per-template string (ID_CharGen_CustomText/BowText/SwashText/ LifeText/WarText/WayText/SoldierText, UpdateProfession @0x004821b0's per-case literal, plain SetStringInfo — one color, no palette) through the same DatRichText helper.
  • GF-4 Profession labels missing — FIXED (Batch C, Commit 1). Two distinct mechanisms, both closed: (a) the four display buttons (avail/health/stamina/mana credits) author their caption directly as their own P0x17 AND carry a separate media-less Type-12 value child that UiButton.ConsumesDatChildren used to drop entirely — pages substituted the button's own .Label, destroying the caption. Fixed by giving UiButton a coexisting ValueLabel/ValueBox/ValueFont/ValueColor slot (DatWidgetFactory.BuildButton, gated on the button's own P0x17 caption existing), so the caption and the live value now render independently — the same fix also closes the Skills page's credits badge. (b) The six slider name labels (0x100002ed, live-DAT-measured as UIElement_Button — retail's UIElement_Button is DynamicCast(0xc)- compatible with UIElement_Text) are now written once at construction with CharGenState::GetAttributeName @0x005C3A20's six hardcoded literals, matching retail's own single InitializePage-time write (never re-written on refresh, same as retail).
  • GF-6 Appearance spin captions are numbers — FIXED (Batch C, Commit 1), retiring AP-218. gmCGAppearancePage::Update @0x0047e8f0 writes a heritage-flavored STATIC caption to the Hair/Eyes/Skin spins only (normal / GearText_* / OlthoiText_* variants) — never an index, and never touches the other six spins' own DAT-authored caption at all. Removed the prior 1-based-ordinal/gear-name substitution outright. AP-215's own icon-thumbnail item (the four icon-only spins still show no per-choice icon art — a DIFFERENT, still-open gap) is rewritten, not retired — see that row.
  • GF-7 Preview backdrop black on Appearance (and Summary, GF-14) — FIXED (Campaign CC gate round 1, Batch D). Root cause: retail's gmCG3DView::Update @0x004EE9D0 (~0x004eecd3-0x004eed44) constructs a SECOND CPhysicsObj from the current heritage's own HeritageGroup_CG.environmentSetupID field (verbatim struct layout, acclient.h) and adds it to the SAME viewport's creature_mode_objects the player object lives in — this codebase already parsed that id as ChargenHeritageOptions.EnvironmentSetupId (ChargenTableReader.cs) but never consumed it anywhere. The decompiler elides the actual field read (var_b8/eax_32, an unresolved-call artifact — see claude-memory/feedback_bn_decomp_field_names.md); cross-referencing acclient.h's HeritageGroup_CG struct (environmentSetupID sits right after setupID) confirmed what the elided value is. The backdrop object gets NO explicit position/orientation/scale — CPhysicsObj::makeObject (0x004eed2f) leaves it at the scene origin with identity orientation, same as the player object's own default placement, and retail's own AddObject insertion order puts the backdrop BEFORE the player (the player's own re-AddObject happens later, at ~0x004ef199, after the full clothing ObjDesc composes). Fixed by extending ChargenPreviewEntityBuilder with TryBuildBackdrop (builds a plain, unposed Setup mesh from the heritage's EnvironmentSetupId, returning null for id 0/unset or an unresolvable Setup — matching retail's own if (eax_32 != INVALID_DID.id) gate at 0x004eed29), giving PrivateEntityViewportRenderer an optional second entity slot (SetBackdrop, reserved via a backdropRenderId constructor param so paperdoll/creature-appraisal — which never pass one — cannot acquire a second entity even by accident), and wiring ChargenPreviewController to rebuild the backdrop whenever the HERITAGE changes (narrower than the existing camera-eye-reset gate, since environmentSetupID is a pure function of heritage, never gender or appearance selection). Both Appearance and Summary get the fix from the SAME ChargenPreviewRenderer facade — no page-specific code needed, confirmed both pages call the identical gmCG3DView::Update on their own separate gmCG3DView instance. Lighting was independently re-verified against the same function's SetLight call (DISTANT_LIGHT, 2.0, (0.3, 1.9, 0.65) direction, default white color) and found to ALREADY match byte-for-byte what CC6a shipped — no lighting change was needed.
  • GF-8 Appearance Face/Clothes sub-tab selection unmarked — FIXED (Campaign CC gate round 1, Batch B). Same root and same fix as GF-1: the Face (0x100003A9)/Clothes (0x100003AA) sub-tab buttons author the identical custom Unselected/Selected radio-pair shape (media on a stateful icon child, 0x100002E9, live-DAT-probe-confirmed) — not the AP-222 family as originally suspected (AP-222 turned out to be a DIFFERENT mechanism, the per-state label color/outline gap fixed alongside GF-11b below). UiButton's custom-selection-pair bypass fixes both in one change.
  • GF-10 Zoom buttons show identical art — FIXED (Campaign CC gate round 1, Batch B). Pure wiring gap, not a widget mechanism problem — both zoom buttons already author a standard Normal/Highlight(/rollover) pair (live-DAT-probe-confirmed). gmCGAppearancePage::ZoomIn @0x0047CF00 (@0x0047d005/0x0047d00f) ends ZoomInButton->SetState(6) (Highlight), ZoomOutButton->SetState(1) (Normal); ZoomOut @0x0047D050 mirrors. CharacterCreationAppearancePage's click handlers only ever called PreviewControl.ZoomIn()/ZoomOut(), never touching either button's state — fixed to set the mutual-exclusive pair on every click. Re- derived the INITIAL state from InitializePage @0x0047fdd0-0048032e: m_bZoomedIn = 0 is set at construction, but NO explicit initial SetState call exists for either zoom button anywhere in InitializePage — both start at their DAT-authored "Normal" default until the first real zoom click; this port does not force an initial Highlight either.
  • GF-11b Town selected marker does not turn white — FIXED (Campaign CC gate round 1, Batch B). The marker PIN art itself already swapped correctly (the town button's own Normal/Highlight state machine was never broken — its marker child, 0x1000040C, authors real Highlight media). What was missing: retail ALSO recolors the town NAME caption (a lifted Type-12 child, id collides with the page-level description panel's own id 0x10000409 in the installed dat — two distinct elements in two distinct subtrees, harmless for the per-button lift) from gold (218,167,85) to white (255,255,255) on selection, live-DAT- measured. DatWidgetFactory.BuildButton lifted the caption's font COLOR once at build time with no per-state override. Same root and fix as AP-222 (below): per-state label color/outline, applied off the REQUESTED retail state id.
  • GF-11c Town names misaligned on the map — FIXED (Campaign CC gate round 1, Batch B). The per-button caption's own authored rect ((0,4,100,37), Center-justified, live-DAT-measured) was being discarded in favor of a Left-aligned offset computed from the marker FACE's rect (face.X + face.Width + 4) — correct for the heritage/ template/Face-Clothes row family (label authored DIRECTLY on the button, beside a single-purpose face segment) but wrong here, where a DISTINCT Type-12 caption child was lifted with its own independent geometry. Fixed by adding UiButton.LabelBox: when a distinct lifted caption carries its own rect, the label draws within THAT box using its own authored justify instead of the face-relative offset; every other button (LabelBox null) keeps the EXACT prior draw math.
  • GF-12 Missing authored gold frames around boxes — FIXED (Batch C, Commit 2). Root cause: UiText.ConsumesDatChildren (true unless a state authors PassToChildren) and UiField.ConsumesDatChildren (unconditionally true) dropped EVERY dat child at import time, including the eight gold-frame pieces (0x100002DE..E3, 0x100000E8/EA) every description/report box authors. Fixed by a new LayoutImporter.BuildWidget carve-out (mirroring the existing UiMeter text-overlay carve-out): build any child with its OWN non-empty StateMedia, leaving purely structural/property-only children dropped as before. Independently re-derived blast radius: 37 distinct (layout, element) pairs across 15 layouts (see the commit message for the full enumeration), including MAIN GAME UI (0x21000005/0x1000059A) and CHAT INPUT (0x2100006F/0x10000011 — closing the BUILD half of pre-filed issue #366's own "fix shape" recommendation, which proposed this EXACT carve-out). Full App suite (5304 tests): zero regressions. The user's own visual check of chat + the main game UI is still owed — automated coverage cannot catch a purely visual placement regression.
  • GF-14 Summary paperdoll backdrop black — FIXED (Campaign CC gate round 1, Batch D, same fix as GF-7 above — both pages call the identical gmCG3DView::Update on their own gmCG3DView instance). Summary textbox wrapper + scrollbar — FIXED (Batch C, Commit 2 for the frame/build half, Commit 3 for the scrollbar LINK and the how-to text's own content — see the Suspected-shared-roots entry and Commit 3's own composition of gmCGSummaryPage::SetHowToText into 0x10000404).
  • GF-16 Hover tooltips missing on all pages (retail pops tooltips). DEFERRED to its own gate round — filed as docs/ISSUES.md #409 with the decomp anchors (UIElement::StartTooltipAtMouse @0x00460D70, UIElementManager::StartTooltip @0x0045DE90 + @0x00459700, layout DID 0x21000041, properties P0x47-P0x4B, ~253 authored elements, prefs Misc_TooltipEnable/Misc_TooltipDelay) the Batch D investigation surfaced. Out of Batch D's scope: it is a CLIENT-WIDE mechanism, not the chargen 3D preview backdrop Batch D actually fixed (GF-7/GF-14 above).

Suspected shared roots (to be CONFIRMED by the investigation, not assumed)

  1. Missing frames/labels/statics across every page (GF-3, GF-4 labels, GF-12) — one importer/mount-level gap OR retail writes them at runtime; decide per element from the authored DAT + decomp. CONFIRMED, CLOSED at Batch C: TWO distinct mechanisms, both a single shared fix each. (a) GF-3/GF-4's labels were runtime-composition gaps (unbound description textbox; a value-write clobbering a caption) — fixed per-page, Commit 1. (b) GF-12's frames were the importer-level gap the investigation suspected: LayoutImporter.BuildWidget's ConsumesDatChildren handling dropped every dat child of a UiText/UiField, client-wide — fixed by the new media-bearing-child carve-out, Commit 2.
  2. Rich text (escape decoding, wrap, scroll, frame) — one text-widget gap feeding GF-2/GF-3/GF-11a/GF-14. CONFIRMED, CLOSED at Batch C: the new shared DatRichText.Compose helper (escape-normalize + per-segment word-wrap + per-segment palette color, Commit 1) plus the Commit-2 frame/ scrollbar un-consume plus Commit-3's scrollbar-to-text-scroll linkage (UiScrollbar.Model = text.Scroll, the same pattern ChatWindowController already used) together close the WHOLE family — GF-2/GF-3/GF-11a/GF-14's text half are all FIXED; GF-14's backdrop half (GF-7 family) is unrelated and stays open.
  3. Selection state media (GF-1 dot, GF-8 sub-tabs, GF-11b white marker, GF-10 zoom art) — the AP-222 measured mechanism (state media authored vs applied) across widget kinds. CLOSED, split into TWO distinct mechanisms, both fixed at Batch B: (a) GF-1/GF-8 share a genuinely UNRECOGNIZED custom state-name pair (UiButton never admitted "Unselected"/"Selected" into its available-states set at all); GF-10 was pure wiring (the standard Normal/Highlight pair was never even requested). (b) GF-11b turned out NOT to be a state-media gap — the marker's own media swap already worked; the actual gap was AP-222's real mechanism, per-state LABEL COLOR/OUTLINE (a property commit distinct from the art/media commit, and NOT gated by the same art- availability check ActiveState is). See each GF's own FIXED entry above and the retired AP-222 / narrowed AP-215 register rows.
  4. Preview backdrop (GF-7/GF-14) — what gmCG3DView clears/draws. CONFIRMED, CLOSED at Batch D: gmCG3DView::Update's own m_pbgObject/m_bgSetupID pair, sourced from the heritage's HeritageGroup_CG.environmentSetupID field — already parsed into this codebase as ChargenHeritageOptions.EnvironmentSetupId but never consumed before this fix. See GF-7's own FIXED entry above for the full decomp citation.
  5. Input routing on Summary (GF-15) — focus/typing path on the stacked chargen screen. CLOSED: focus/typing routing was never broken (live- verified); the real cause was RetailDialogFactory never re-asserting its open dialogs' z-order against the chargen/char-management screens' own per-tick BringToFront — see GF-15's own entry above. Batch A fixed it.

Process

Root-cause investigation FIRST (report-only, static + live-DAT probe tests, NO client launches while the user's client may be running), then batched fix rounds per family with Opus review, one republish per batch.