User directive (gate 2, verbatim): "mark all options that are not implemented now, so I can clearly see what is not implemented." Store-only rows keep full interactivity (still persist/send) but render their caption in a shared dimmed grey (UiRenderContext.StoreOnlyCaptionColor, matching the existing UiMenu.TextColorGhosted convention) instead of white/DAT color. No invented marker text anywhere -- the dim IS the marker. Config tab (ConfigOptionsPageController, 21 of 27 rows dimmed): Sound Features menu, Interface Sound trio, Play Sound Only When Active (AP-199); Screen Brightness, Automatic Degrades, Graphics Performance, Degrade Distance, the four Rendering Quality menus, Building Detail Textures, Multi-Pass Alpha (AP-198); Camera Stiffness, Camera Adjustment Speed, Align To Slope, Mouse Look Sensitivity, Invert Mouselook Y Axis, Use Mouse Turning (TS-74); Chat Font Face/Size (AP-200). NOT dimmed: Sound/Ambient trios, Resolution, Full Screen (LIVE), VSync and Field of View (NEXT-LAUNCH -- still implemented, just deferred to next process start, per the controller's own doc). Character tab (CharacterOptionsPageController, 35 of 50 rows dimmed): every Group A (wire+store only) and Group D (deferred) row, plus the Group B rows the OP4 gate script's own step 16 confirms are unbound (ShowTooltips, SideBySideVitals, SpellDuration, AdvancedCombatUI, StayInChatMode, DisableMostWeatherEffects, PersistentAtDay, FilterLanguage, MainPackPreferred). NOT dimmed (15 rows): the six ListenTo*Chat ids (TurbineChatMembershipGate), DisableDistanceFog/ DisplayTimeStamps/ToggleRun (bound at GameWindow.cs), the Group-C re-point (ViewCombatTarget/VividTargetingIndicator/CoordinatesOnRadar/ AutoTarget/AutoRepeatAttack), and DragItemOnPlayerOpensSecureTrade (TS-48). Cross-checked against actual shipped consumers via source grep, not just the research doc's Group table, since OP4 only wired a subset of the doc's aspirational Group B. Configure Keyboard (KeyboardConfigController): a row whose RetailActionIdentityTable lookup fails (MappedAction null -- AP-203's Emote/CharacterSettings set) dims its synthesized caption; the key buttons stay fully bindable/persisted/conflict-checked. Chat tab (ChatOptionsPageController): audited, zero store-only rows -- every filter block and both opacity sliders already have a live consumer (ChatWindowState / RetailWindowOpacityController). Ambiguity flagged, not guessed: the character-options-map.md research doc lists AcceptLootPermits in BOTH Group A and Group C; its only code site (LiveSessionRuntimeFactory.cs, the /consent command) is a second setter for the same server bit, not a behavioral reader, so it is classified Group A / dimmed here. Register: AD-78 documents the convention (retail dims nothing; this is a deliberate acdream-only divergence that retires as consumers land). New per-surface conformance tests pin the exact dimmed/live set against a literal expected list, so wiring a future consumer without also flipping its row's literal fails the build: CharacterOptionsPageControllerTests.StoreOnlyRows_MatchTheDerivationTableExactly + Bind_AppliesDimmedCaptionColor_ForStoreOnlyRows_AndWhiteForLiveRows, ConfigOptionsPageControllerTests.CaptionDimming_MatchesTheStoreOnlySetExactly, KeyboardConfigControllerTests.UnmappedRows_DimTheirCaption_MappedRowsStayWhite. Build green; full Release suite 13,086 passed / 4 skipped / 0 failed (baseline 13,082/4/0 -- delta is exactly the four new tests above). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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acdream documentation map
This page is the entry point for project documentation. It distinguishes current sources of truth from implementation history so an old plan or issue banner cannot silently override the current program state.
Current snapshot — 2026-07-27
- Milestone state: M3, “Cast a spell,” landed 2026-07-21. M4, “Live in the world,” is active.
- M4 gameplay program: resume the pre-M4 world-interaction completion program. Favorite-spell overflow, status Use/Assess, and the complete assessment surface are user-accepted. Equipped-child picking and vendor browse/transactions remain Slices 4–6.
- Structural/runtime state: all eight
GameWindowdecomposition slices, Modern Runtime Slices A–J, and the connected visual/lifecycle gates are complete.GameWindowis a 1,622-line composition/callback shell.AcDream.Runtime.GameRuntimeowns canonical session, entity/object, gameplay, movement, physics, projectile, environment, and portal state; graphical and no-window hosts borrow the same owner graph. - Headless state: Slice K is complete.
AcDream.Headlessis a presentation-free Windows/Linux host with deterministic commands/events, shared immutable content, multi-session isolation, reconnect, resource telemetry, and 1/5/10/30-session gates. The final two-account native-Linux soak completed ten minutes, logged out through ACE, and converged every ownership ledger. - Linux graphical state: Slice L0 and the L1 implementation checkpoint are
complete at
66f114b2and11501d52. Native Windows passes the active modern-GL/audio/window smoke. WSLg X11/Wayland correctly reject their missingGL_ARB_bindless_texture. Physical-Linux validation and L2–L6 are explicitly deferred; resume at the supported AMD/NVIDIA L1 gate. - Completed gameplay gates: R6 locomotion/collision/projectile/teleport/ radar, two-client portal-out/materialization, indoor prepared collision, loot ordering, local/remote ground drops, and selection-marker lifetime.
- Separate visual verification: issue
#225, the shared-alpha lifestone/particle result; its connected resource-lifetime and performance routes pass. - Carried behaviour debt: issue
#153(far teleport onto an unstreamed edge),#116(narrowed slide response),#235(capped/RDP jump cadence), and the active temporary-stopgap rows in the divergence register. - Divergence audit: 189 active rows — IA 18, AD 38, AP 91, TS 38, and UN 4 — plus retained struck/retired historical rows such as TS-37.
- Latest automated baseline: the Release build succeeds with the 17
test-project warnings tracked by issue
#228; 8,826 tests pass and five are intentionally skipped. App passes 3,763 / 3 skips. The L1 Windows supported smoke and WSLg X11/Wayland negative-capability reports all end with zero window/GL/input/audio ownership.
Sources of truth
Read these in this order when deciding what to do next:
plans/2026-05-12-milestones.md— the active playable outcome, freeze boundaries, and visual gates.plans/2026-04-11-roadmap.md— strategic phase ledger: shipped, active, deferred, and future work.ISSUES.md— tactical defects and small follow-ups. The status inside an issue is authoritative; physical order is not.architecture/retail-divergence-register.md— every known place runtime behavior can differ from retail.architecture/acdream-architecture.mdandarchitecture/code-structure.md— ownership, dependency, update-thread, and extraction rules.architecture/worldbuilder-inventory.md— rendering/DAT code already owned in-tree versus mechanisms still ours to port.
If these disagree, milestones control the current outcome, the roadmap controls work ordering, the issue status controls the individual defect, and the architecture documents control implementation shape. Reconcile the stale document in the same change; do not leave both claims standing.
Research and implementation records
research/named-retail/is the primary retail oracle: named pseudo-C, headers, symbols, and types from the Sept 2013 build.research/decompiled/is the older Ghidra fallback.research/contains focused pseudocode, traces, fixtures, and gate reports. A dated research note records evidence; it does not become a new roadmap.superpowers/specs/andsuperpowers/plans/are per-slice design and execution records. Completed plans remain historical.audit/contains completion and conformance audits.reference/ace-commands.mdpreserves the local ACE server's complete in-game command catalog and points to the authoritative per-command help surface.
Durable memory
../claude-memory/MEMORY.mdindexes the live subsystem memories and the render/physics digests. Read a domain digest before changing that subsystem, especially its DO-NOT-RETRY table.../memory/contains stable engineering references such as the modern rendering pipeline, two-tier streaming, and toolchain notes.
Memory accelerates recall; it does not outrank the canonical documents above. When current truth changes, update the relevant canonical document and distill only the durable lesson into memory.
Historical and deprecated documents
bugs.mdis the April 2026 bug snapshot. It is preserved for archaeology and is not an active ledger.- Dated plans and specs describe the decision at that time. Their completion wording is historical unless the current milestone/roadmap explicitly links the item as active.
- Old
R1→R8architecture sequencing is superseded. Current execution comes from the milestones and strategic roadmap.
Documentation maintenance rules
- Update milestone, roadmap, issue, divergence, architecture, and memory claims in the same commit when a shipped change affects them.
- Keep one issue ID per defect. Narrow an issue in place; do not reuse another issue's number as a shorthand.
- Mark automated, connected, and visual gates separately. An automated pass is not a visual acceptance, and an RDP throughput sample is not a local-display visual comparison.
- Preserve research history, but remove stale “current/next” claims from living documents once the state advances.