acdream/tests/AcDream.Core.Tests
Erik 22b86b9ff4 feat(ui): Campaign OP slice OP4 — the Character tab
Binds LayoutDesc 0x21000028 (gmCharacterSettingsUI) through OP2's
template-list mechanism and OP3's OptionPage model: 6 authored group
headers + 50 toggle rows (49 from the 2013 build + D3's "Listen to PK
death messages", AP-193) in research doc §2's authored order, each row
resolved by PlayerOption id through CharacterOptionTable, seeded from
live RuntimeCharacterOptionsState, defaulted from CharacterOptionTable.
ClientDefault (byte-verified against UIOption_Checkbox::SetPlayerOption
@0x00486e80's own GetDefaultOptionValue call — AP-194 updated to confirm
the directive was followed), labels/tooltips resolved by name from
string table 0x23000003 (never hard-coded English), and registered with
OptionsPanelController.CharacterPage. Apply/Reset/Defaults
(0x100001FC/FD/FE) are now wired per-page via a scoped subtree search
(UiElement.FindDescendant, promoted from UiTabPanel) since Character/
Chat/Config each author their own physical instance under the SAME
element ids.

Consumers: Group A (29 ids) wire+store only via the existing
SetSingleCharacterOptionRuntimeCmd/TrySetOption seam. Group B: Display
Timestamps prefixes new transcript lines (RuntimeCommunicationState.
DisplayTimestampsSource); Disable Distance Fog forces FogMode.Off
(WeatherSystem.DisableDistanceFogSource, retiring half of TS-73); Run as
Default Movement inverts the walk-mode modifier's default
(RuntimeLocalPlayerMovementState.RunAsDefaultMovementSource). Group C
re-points AutoTarget/AutoRepeatAttack/ViewCombatTarget
(CharacterOptionCombatSettingsSource), VividTargetingIndicator/
CoordinatesOnRadar/LockUI/AcceptLootPermits from the client-local
GameplaySettings record to the canonical server bit — closing two
previously-unfiled divergences where AutoRepeatAttack and
AcceptCorpseLootingPermissions never reached the wire despite being
retail auto-save ids. TS-73 narrowed to its two still-open cases;
TS-75..TS-80 file the genuine gaps (no day/night force, no weather-
particle/profanity-filter/salvage/housing/pickup-preference subsystem,
fellowship-create's unaudited client-sourced field) rather than
inventing stand-ins.

Conformance: CharacterOptionsPageControllerTests pins all 50 rows
against CharacterOptionTable in both directions (an invented or dropped
row fails the build), the authored group/order row-by-row, and the
build/seed/Apply/Reset/Defaults/wire-publish behavior end-to-end against
the committed fixture. 52 new tests; full solution suite 13,008 passed /
4 skipped / 0 failed (was 12,956/4/0).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 04:31:34 +02:00
..
Allegiance feat(allegiance): Phase H.2 AllegianceRequests + AllegianceTree model 2026-04-18 17:17:45 +02:00
Audio feat(audio): Ctrl+M instant mute + inn-chatter investigation closed as server content 2026-08-09 14:09:24 +02:00
Chat fix(chat): CH6a/b rework — grip media, retail window-id model, floaty fixture 2026-08-10 13:09:32 +02:00
Combat fix(combat): #298 — admit player targets to melee/missile attack and the camera 2026-08-03 21:29:15 +02:00
Conformance refactor(pipeline): MP1a cleanup - narrow public surface, csproj parity, move residue 2026-07-05 20:52:01 +02:00
Fixtures fix(physics): enforce retail step-down support radius (#273) 2026-07-31 12:10:03 +02:00
Input refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
Items fix(vendor): grand-gate findings — wire-truth container counts, the live split bar, arrival-gated use, prepend-order race 2026-08-08 14:03:57 +02:00
Lighting perf(lighting): bound global light selection 2026-07-25 05:40:32 +02:00
Meshing feat(vfx): bind effects to live animated poses 2026-07-14 10:56:01 +02:00
Physics docs(physics): #347 closed WITHOUT a code change — retail's glide alternates exactly as ours does; AD-70 retired as a wrong inference 2026-08-07 14:05:53 +02:00
Player feat(player): port retail augmentation stat chain 2026-07-31 08:08:23 +02:00
Plugins fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
Properties feat(core): adopt retail's full WeenieError code table 2026-07-29 07:33:27 +02:00
Rendering fix(physics): validate retail cell containment roots 2026-07-31 14:48:26 +02:00
Selection refactor(net): converge live session state reset 2026-07-21 12:00:48 +02:00
Social refactor(net): converge live session state reset 2026-07-21 12:00:48 +02:00
Spells fix(ui): spell-bar drag-reorder works — the per-frame rebuild was destroying the dragged cell (#354) 2026-08-08 18:28:47 +02:00
Streaming fix(test): stop the streaming priority-apply tests reading a warm JIT 2026-07-28 18:09:08 +02:00
Terrain fix #108-residual (root cause): terrain drew DOUBLE-SIDED - port retail landPolysDraw eye-side gate as terrain backface cull 2026-06-12 22:05:31 +02:00
Textures fix(render): keep authored surface translucency on composite textures 2026-07-29 21:40:26 +02:00
Ui feat(chat): port retail client command families 2026-07-13 14:50:15 +02:00
Vfx fix(vfx): classify hardwareless particle emitters once 2026-07-27 00:03:44 +02:00
World feat(ui): Campaign OP slice OP4 — the Character tab 2026-08-11 04:31:34 +02:00
AcDream.Core.Tests.csproj test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation 2026-06-02 15:20:24 +02:00
GlobalUsings.cs refactor(runtime): own local movement and outbound cadence 2026-07-26 12:33:53 +02:00
SmokeTest.cs chore: phase 1 — add Core, Abstractions, App, Tests projects 2026-04-10 09:22:33 +02:00
xunit.runner.json test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation 2026-06-02 15:20:24 +02:00