- #137: dungeon collision wrong at doors / wall openings (EnvCell collision; needs repro). - #138: teleport OUT of a dungeon loads the outdoor world incompletely (missing trees/ scenery, broken collision) + a position desync (avatar moves but player position doesn't) — hypothesised as the dungeon-streaming collapse→EXPAND gap (same machinery as #135). - #135 marked DONE (user-verified FPS-steady dungeon login); #136 closed (editor-marker hide). - CLAUDE.md current-state refreshed: #135/#136 shipped, A7 lighting + #137/#138 remaining. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
361 KiB
acdream — known issues + small deferred features
Rolling tactical list. What goes here:
- Bugs: user-visible defects we've observed but haven't fixed yet.
- Small deferred features: work that fits in one or two commits. Anything larger should be a named Phase in the roadmap.
What does NOT go here:
- Large multi-commit work → add a Phase to the roadmap instead.
- Ideas / wishlist →
docs/plans/. - Design questions → open a
docs/research/*.mdnote.
Conventions
- Sequential integer IDs (
#1,#2, …). Commits that close an issue reference the ID in the message (e.g.fix #3: periodic TimeSync parsing). StatusisOPEN,IN-PROGRESS, orDONE. DONE items move to the Recently closed section at the bottom with closed-date + commit SHA.- Every session: scan OPEN issues at start; promote/close anything we touched during the session before ending.
- Promoting to a Phase: mark as
DONE (promoted to Phase X)+ commit SHA where the Phase entry landed.
Template
Copy this block when adding a new issue:
## #NN — Short title
**Status:** OPEN
**Severity:** HIGH | MEDIUM | LOW
**Filed:** YYYY-MM-DD
**Component:** e.g. sky, physics, net, ui
**Description:** One paragraph — what's wrong or what's missing.
**Root cause / status:** What we know so far. Empty if unknown.
**Files:** Path references with approximate line numbers.
**Research:** Links to `docs/research/*.md` if applicable.
**Acceptance:** How we'll know it's fixed.
#138 — Teleport OUT of a dungeon loads the outdoor world incompletely + position desync
Status: OPEN Severity: MEDIUM (breaks the dungeon→outdoor transition; collision + visuals wrong after exit) Filed: 2026-06-14 Component: streaming — dungeon collapse↔expand (the #133/#135 collapse) + teleport-arrival
Description (user): taking a portal OUT of a dungeon to the outdoor world often loads the world incompletely — fewer objects than expected (e.g. missing trees/scenery), and collision doesn't work properly. There's also a position desync: "it's like I'm not moving while my character is moving" (the avatar animates/advances but the player's actual position / camera doesn't track, or vice-versa).
Root cause / status (hypothesis — needs investigation): very likely a gap in the
dungeon-streaming collapse→expand introduced for #133/#135. Inside a dungeon, streaming
is COLLAPSED to the single dungeon landblock (radius-0). On teleport OUT,
StreamingController.ExitDungeonExpand must rebuild the full 25×25 outdoor window at the new
center. Suspects: (a) the expand doesn't fully re-enqueue / re-hydrate the outdoor landblocks
(→ missing trees/scenery + no collision because shadow-object registration never ran for the
un-hydrated blocks); (b) the teleport-arrival recenter (OnLivePositionUpdated) +
PreCollapseToDungeon/observer interaction leaves the streaming observer pinned wrong after
exit; (c) the position desync = the player controller / streaming observer disagree on the
post-exit world position (the avatar moves in one frame, the streaming/camera in another).
Pairs with #135 (712f17f/2c92375) — same collapse machinery; the EXIT path is the gap.
Files: src/AcDream.App/Streaming/StreamingController.cs (ExitDungeonExpand, the
collapse/expand hysteresis), src/AcDream.App/Rendering/GameWindow.cs (OnLivePositionUpdated
teleport recenter ~4912, the streaming Tick gate ~6890, the PortalSpace observer branch),
TeleportArrivalController. Cross-check the post-exit shadow-object/collision registration.
Acceptance: portal out of the 0x0007 dungeon → full outdoor world streams (trees/scenery present), collision works, and the player position tracks correctly (no avatar-vs-camera desync).
#137 — Dungeon collision incorrect at doors and wall openings
Status: OPEN Severity: MEDIUM (movement/collision correctness in dungeons) Filed: 2026-06-14 Component: physics — EnvCell collision (doors, portal openings, cell geometry)
Description (user): collision is still wrong in dungeons — doors and openings in walls in particular. (Symptoms not fully characterized yet: likely walking through openings that should block / blocking at openings that should pass, and door collision not matching the door's open/closed state.)
Root cause / status (to investigate): dungeon collision is EnvCell-based — the cell's
collision BSP + portal openings + per-cell static objects (doors). Candidates: door
apparatus collision in EnvCells (open/closed BSP swap) not fully ported; portal-opening
(wall gap) collision geometry handled differently from buildings; the per-cell
shadow-object registration (A6.P4, see the physics digest) for dungeon EnvCell statics.
Related families: #32 (edge-slide), #116 (slide-response), the door-collision saga
(see feedback_dedup_keys_after_cardinality_change, feedback_retail_per_cell_shadow_list).
Needs a targeted repro (which door / which opening, expected vs actual) before fixing —
oracle-first per the physics digest.
Files: src/AcDream.Core/Physics/ (EnvCell collision, CellTransit, the door apparatus),
src/AcDream.Core/Physics/ShadowObjectRegistry.cs (per-cell registration). See
claude-memory/project_physics_collision_digest.md (the collision SSOT + DO-NOT-RETRY table).
Acceptance: doors block/pass per their open/closed state; wall openings pass; solid walls block — matching retail, in the 0x0007 dungeon.
#136 — DONE — "red cone" in the 0x0007 dungeon was an editor-only placement marker acdream drew (retail hides it)
Status: FIXED 6f81e2c (2026-06-14) — verified live via frame dump: the red cone +
green floor "petals" are gone, all real dungeon decorations still render. User-approved
frozen-phase fix.
Severity: LOW (cosmetic; one marker in one dungeon)
Filed/Fixed: 2026-06-14
Component: rendering — EnvCell static-object hydration (WB-derived path) vs retail degrade
Description: In the 0x0007 Town Network dungeon a bright-RED downward cone (+ a
green/red shape on the floor) rendered ~6 m from the login spawn; the user's side-by-side
retail client showed NOTHING there. Became visible only after the #135 login-into-dungeon
fix placed the player at the exact saved spawn next to it.
Root cause (definitive): the cone is ONE dat-hydrated EnvCell static object (guid=0,
id=0x40000835, Setup 0x02000C39 / GfxObj 0x010028CA) baked into cell 0x00070145,
using pure red+green MARKER surfaces (0x08000109 red, 0x0800010A green). It is an
editor-only placement marker: its DIDDegrade table 0x11000118 =
{slot0 Id=mesh MaxDist=0, slot1 Id=0 MaxDist=FLT_MAX} — visible ONLY at distance 0 (the
WorldBuilder editor origin) and degraded to GfxObj id 0 (= nothing) at any real distance.
Retail's distance-based degrade (CPhysicsPart::UpdateViewerDistance 0x0050E030 → Draw
0x0050D7A0 draws gfxobj[deg_level]) therefore never draws it in the live client. acdream's
render path is extracted from WorldBuilder, which — being an editor — renders every cell
static's base mesh directly and has no degrade handling at all (zero DIDDegrade refs in
references/WorldBuilder), so acdream inherited "show the marker" and drew it forever. (NOT
a texture/lighting bug — the cone's own object 0x70007055 decodes tan and was a red
herring; the marker is a separate guid=0 dat static.)
Fix (6f81e2c): GfxObjDegradeResolver.IsRuntimeHiddenMarker() detects the editor-marker
pattern (HasDIDDegrade + Degrades[0].MaxDist==0 + a degrade entry with Id==0). EnvCell
static-object hydration (GameWindow.cs ~5793) skips such GfxObjs — whole-stab for bare
GfxObj stabs, per-part for Setup stabs (an all-marker Setup then drops via meshRefs.Count==0).
Faithful equivalent of retail's runtime degrade for static geometry (always viewed at
distance > 0); real LOD objects (slot0.MaxDist>0) and degrade-to-real-mesh objects are
untouched. 4 new GfxObjDegradeResolver unit tests.
Follow-up (not done): outdoor LandBlockInfo.Objects stabs could carry the same markers;
apply IsRuntimeHiddenMarker there too if any surface. Also revealed (separate): the per-
pixel point-light shader overblows close torches (no per-channel min(scale·color,color) cap
vs retail calc_point_light) — the bright-red dungeon WALL under normal lighting; tracked
under the #79/#93 A7 lighting umbrella.
#135 — ~30 s low-FPS ramp at login (≈10 fps → high) before streaming settles
Status: DONE 712f17f+2c92375 (2026-06-14) — user-verified: login into the 0x0007 dungeon is FPS-steady from the start; dungeon loads + places the player. (NOTE: the teleport-OUT path has a separate streaming gap — see #138.)
Severity: LOW (startup-only; self-corrects)
Filed: 2026-06-14
Component: streaming — first-frame bootstrap vs the dungeon collapse
FIX (2026-06-14): pre-collapse streaming the instant we recenter onto a SEALED
dungeon cell at login/teleport, before the first NormalTick bootstraps the window.
StreamingController.PreCollapseToDungeon(cx,cy)— fires the existingEnterDungeonCollapseearly (idempotent), so the expensive ocean-grid neighbour window is never enqueued (teleport) / is enqueued-then-immediately-cleared for a cheap Holtburg frame (login).GameWindow.IsSealedDungeonCell(cellId)— reads theEnvCelldatSeenOutsideflag (the same flag the hydratedObjCell.SeenOutside+ the per-frame gate use) so a cottage/inn interior keeps its outdoor surround; excludes the 0xFFFE/0xFFFF shell ids.- Hooks in
OnLiveEntitySpawnedLocked(login) +OnLivePositionUpdated(teleport). - Observer robustness: during a teleport
PortalSpacehold the observer follows the recentered destination (not the frozen position);_lastLivePlayerLandblockIdis now filtered to the player guid (resolving a Phase A.1 TODO) so a stray NPC update can't drift the login-hold observer off the dungeon and tripExitDungeonExpand. Adversarially reviewed (3 lenses); register row AP-36 amended. Tests inStreamingControllerDungeonGateTests(5 new, incl. the real Tick-then-PreCollapse ordering).
Description: On login into a dungeon, FPS starts ~10 and climbs over ~30 s before settling (then 1000+ fps). User: "we still have about 30ish seconds before FPS is ramped up; when logging in I get like 10 then it slowly increases."
Root cause / status: The #133 streaming collapse (5686050/d9e7dd6/7d8da99) only
engages once CurrCell resolves to a sealed cell (the snap, a few s in). Before that the
first Tick bootstraps the full 25×25 window, so ~24 neighbour ocean-grid dungeons (+ their
~19k entities) load, then unload when the collapse fires. The collapse-at-snap change moved
the trigger from finalize-time (~30 s) toward snap-time but the bootstrap churn remains.
Clean fix = pre-collapse at login when the spawn cell is a sealed dungeon cell so the full
window never enqueues (touches the sensitive login spawn path — do carefully; no band-aid).
Files: GameWindow.cs:6885 (streaming Tick gate); StreamingController.cs (collapse);
login recenter OnLiveEntitySpawnedLocked ~2470.
Acceptance: Login into a dungeon reaches steady-state FPS within ~1–2 s (no full-window neighbour load/unload churn).
#134 — Player "lags downward" instead of gliding along a dungeon ramp edge
Status: OPEN Severity: LOW-MEDIUM (movement feel; not a hard traversal block) Filed: 2026-06-14 Component: physics — slope-walk / edge-slide response
Description: Running up or down against a dungeon ramp's edge, the player "sort of lags downwards" instead of gliding/sliding ALONG the ramp surface (up when running up, down when running down). Reported in the 0x0007 Town Network dungeon ramp after #133.
Root cause / status: Surfaced (not caused) by the #133 connector-cell physics
registration (3e006d3): the ramp connector cell's collision is now fully resident in the
physics graph, so the slope-walk / edge-slide response on it is exercised for the first time.
"Lag down" suggests the slide velocity is projected toward gravity rather than along the
contact plane (the slope tangent). Likely the retail edge-slide / slope-slide response is
incomplete — see #32 (retail edge-slide/cliff-slide/precipice-slide incomplete) and the
AP-6 / TS-1 / TS-4 slide rows in the divergence register. NO band-aid — port the retail
slide-response.
Files: src/AcDream.Core/Physics/ (slide-response in TransitionTypes / BSPQuery); ramp
cell 0x0007014D + neighbours.
Acceptance: Running up a walkable ramp climbs it smoothly; running into the edge slides along the slope (up/down per input direction), matching retail feel.
#133 — Teleport into a dungeon snaps the player BEFORE the dungeon landblock streams in → lands at the old landblock's frame (ocean), not the dungeon
Status: OPEN — promoted to Phase G.3 (Dungeon streaming + portal
space + PlayerTeleport handling), PULLED INTO M1.5 (user decision
2026-06-13: the indoor world isn't done while dungeons are broken; full
G.3 scope chosen). Spec: docs/superpowers/specs/2026-06-13-dungeon-support-design.md;
G.3a plan: docs/superpowers/plans/2026-06-13-dungeon-support-g3a.md.
This is now an M1.5 exit-gate blocker, not deferred.
PROGRESS (2026-06-13 PM — G.3a core LANDED + Bug A fixed; gate exposed #95):
the teleport-timing root cause IS fixed. G.3a shipped the TeleportArrivalController
hold-until-hydration (7947d7a/aca4b46/f22121b) + the validated-claim
landblock-prefix fix (2ce5e5c, "Bug A"). Live gate proof: a real PlayerTeleport
into the 0x0007 dungeon held through the 46 km jump and grounded the player on the
dungeon's walkable floor ([snap] claim=0x00070143 VALIDATED -> z=0.000) — no
ocean. The "terrain-less landblock" framing was refuted earlier (dat probe: dungeon
= flat-terrain LandBlock + EnvCells). REMAINING blockers, both exposed at the gate:
(1) #95 CONFIRMED LIVE — the dungeon renders as "thin air" because WB-DIAG blows
up to ~9.1M instances/frame at 0x0007 (see #95); (2) possible Bug C — per-tick
membership may still drift in the dungeon's negative-local-Y frame (ACE movement pre-validation failed spam) — re-gate after Bug A to confirm. NOTE: a render-only
EnvCell hydration decouple was tried in G.3a and REVERTED (e7058ca) — it made the
player character invisible at Holtburg (it touched the shared building hydration
path); re-approach separately if a geometry-less collision cell ever needs it.
NEW GAP (2026-06-13 PM — login-INTO-a-dungeon): logging in while the saved
character is inside a far dungeon hangs at the auto-entry hold (player frozen,
no [snap]/auto-entered player mode, movement input ignored). Root: the
streaming center is set ONCE at startup to the default (_liveCenterX/Y = centerX/ centerY, GameWindow.cs:1942 → "centered on 0xA9B4FFFF") and the login spawn never
recenters it; a dungeon spawn 46 km away never streams, so IsSpawnCellReady(spawn cell) stays false and the #107 hold waits forever. The TELEPORT-arrival path
recenters (G.3a TeleportArrivalController); the LOGIN path does not. Fix shape =
recenter streaming onto the spawn landblock when the login spawn first arrives
(mind the #107 auto-entry hold's SampleTerrainZ(pe.Position) frame after the
recenter). Pre-existing; only surfaces now that the test character can be saved in
a dungeon. Workaround to unblock testing: move +Acdream out of the dungeon
server-side (ACE) before logging in. FIXED 2026-06-13 (47ae237) — the login
player-spawn path now recenters _liveCenterX/Y onto the spawn landblock (mirrors
the teleport-arrival recenter; no-op for a same-landblock Holtburg login). Verified
live: live: login spawn — recentering streaming from (169,180) to (0,7) → dungeon
streams → auto-entered player mode in the dungeon.
✅ DUNGEON RENDERS — M1.5 milestone (2026-06-13 PM, autonomous /loop, objectively
verified). With Bug A (2ce5e5c) + login-into-dungeon (47ae237), a live launch
into the 0x0007 dungeon: player grounded on the dungeon floor ([snap] claim=0x00070143 VALIDATED z=0.000), correct membership (cell stays 0x0007…, ZERO ACE failed transition spam), and the render budget is sane — WB-DIAG instances ~39,000
(meshMissing=0) vs the 9.1M pre-Bug-A blowup (#95, now RESOLVED as a Bug-A symptom).
User-confirmed: "no errors from ACE this time."
✅ DUNGEON FPS FIXED + GREY BARRIER FIXED (2026-06-14, user-confirmed). Two separate causes, both resolved:
-
FPS (was 14–30, now ~1000+): AC dungeons sit adjacent in the "ocean" landblock grid, so the 25×25 (farRadius=12) streaming window pulled ~129 neighbour dungeons + their ~19k particle emitters / entities each frame. Fix = collapse streaming to the player's single dungeon landblock when CurrCell is a sealed EnvCell (
!SeenOutside), with landblock-level hysteresis to stop collapse↔expand thrash. Confirmed against ACE (landblock.IsDungeon → return adjacentswith no neighbours): dungeons have no neighbour landblocks, so collapsing to the one block is retail-faithful. Commits5686050(collapse)d9e7dd6(hysteresis) +2561918(pin to CurrCell's landblock, not the position-derived one — the negative cell-local-Y madefloor(pp.Y/192)land one block off and unload the REAL dungeon). Divergence register: AP-36.
-
GREY BARRIER (the "barrier above the ramp" / cellar-mouth grey): portals-only connector cells (ramp mouths, stair landings, cellar throats) build 0 drawable sub-meshes, and BOTH cell-registration gates (
BuildLoadedCell→ visibility_cellVisibility, andCacheCellStruct→ the physics cell graph) were gated oncellSubMeshes.Count > 0. So a connector cell never registered → the portal flood hit a lookup-miss at its opening (the un-flooded opening shows the clear/grey colour) AND the camera eye-sweep couldn't transit through it. Fix = register EVERY cell with a valid cellStruct for visibility + physics; only the drawing registration stays gated on having sub-meshes. Commitsd90c538(visibility) +3e006d3(physics graph). The physics-graph half EXPOSED the ramp slide-response feel (now #134). Three render-MATH theories (portal_side centroid, on-screen clip, near-eye projection) were instrumented and REFUTED before the real lookup-miss cause was found — apparatus discipline held. Render-pipeline digest updated.
Residual (filed separately): login FPS ramp #135; ramp slide-response #134; the A7 per-vertex lighting bake (below) is the remaining "lighting off" work.
✅ A7 dungeon lighting — selection fix LANDED + objectively verified (a80061b). The
"lighting off" report was NOT missing torches — the ACDREAM_PROBE_LIGHT diagnostic
(d6fb788) showed the dungeon correctly gets retail's flat 0.2 indoor ambient + sun zeroed
(UpdateSunFromSky, playerInsideCell true) AND 2227 torch/point-lights register. The
bug was the active-light SELECTION: LightManager.Tick dropped any light whose range didn't
reach the VIEWER (DistSq > Range²·slack² → skip), so a room with 2227 torches lit only the
~1 the player stood inside (activeLights≈1, rest at flat 0.2). Retail's D3D model picks the
8 NEAREST lights and applies the hard range-cutoff PER SURFACE in the shader
(mesh_modern.frag: if (d < range)). Fix = drop the viewer-range candidacy filter, take the
nearest 8. Probe after: activeLights 2→8 in the dungeon (the room's 8 nearest torches now
light it). Core lighting suite green. Then Range = Falloff × 1.5 (retail rangeAdjust,
config_hardware_light 0x0059adc, a80061b+) widened the pools. Ambient 0.20 is
retail-faithful (SmartBox::SetWorldAmbientLight(0.2f)); the 0.30 was a red herring
(CreatureMode paperdoll renderer, not world cells).
⚠️ REAL remaining cause — REVISED 2026-06-14 (the earlier "mis-read intensity" theory is
REFUTED). intensity=100 is the REAL dat value (raw-byte verified 00 00 C8 42 = 100.0f;
DatReaderWriter 2.1.7 parses it correctly; the garbage cone is MSVC CD CD CD CD
uninitialized fill Turbine baked into the dat — point lights never read it). DO NOT ÷100.
The actual divergence is the [HIGH] no-static-light-burnin: retail bakes ALL of a cell's
reaching static lights PER-VERTEX once (D3DPolyRender::SetStaticLightingVertexColors
0x0059cfe0 → calc_point_light 0x0059c8b0, Gouraud-interpolated → uniform, never blown out via
the per-channel min-to-colour clamp), while we light per-PIXEL with only the 8 nearest-to-
CAMERA lights → bright pools near torches, dark between, and a crescent that slides as the
camera re-ranks the 8-slot list. Diagnosed via a 5-agent investigation + a clean Ghidra
decompile (the BN pseudo-C is x87-mangled). LANDED: the per-pixel (1-dist/falloff_eff)
shader ramp (007e287, necessary but NOT sufficient — it can't fix the per-vertex-vs-per-pixel
structure) + the GL-free LightBake Core (3b93f91: the verbatim calc_point_light port +
7 conformance tests). REMAINING — the A7 integration: add a per-vertex linear-RGB colour
attribute to the cell mesh + a bake driver keyed on envCellId (NOT the dedup cellGeomId —
adjacent rooms share a geom but not their torches) + consume it in mesh_modern.frag for cell
draws; bound the bake's light set to the player dungeon (#133's FPS collapse already does this).
Belongs to the #79/#93 indoor-lighting umbrella; outdoor static objects + building shells still
use the per-pixel-8 path (the same spottiness — separate follow-up). NOTE — dungeon FPS is
FIXED (was 14–30 from streaming ~129 neighbour ocean-grid dungeons; now ~1000+ fps after the
#133 streaming collapse + the allocation-free 8-light partial-select, 5872bcf/5686050).
Severity: HIGH (any far/dungeon teleport is unusable)
Filed: 2026-06-13 (M1.5 dungeon-demo gate attempt — meeting-hall portal)
Component: physics/streaming — teleport-arrival snap vs async landblock hydration
Symptom (user): used the meeting-hall portal to a dungeon; "no
dungeon, just ocean (where the dungeon is placed)." ACE spams failed transition for +Acdream from 0x01250126 [30 -60 6.0] to 0xA9B0000E [-32227 -26748 5.9] … marching south through 0xA993/0xA97F/…/0xA969
at Z≈−0.9 (underwater) — the server keeps rejecting the client's bogus
outdoor movement.
Root cause (confirmed against code + the diagnostic log
launch-dungeon-diag.log): ACE correctly placed the player in the
meeting-hall dungeon cell 0x01250126 (landblock 0x0125 = (1,37)). The
acdream teleport-arrival handler (GameWindow.cs:4877-4960) DOES recenter
the streaming origin to (1,37) (_liveCenterX/Y, :4910-4912), but then
immediately calls _physicsEngine.Resolve(pos=(30,-60,6.005), cell=0x01250126) to snap the player (:4928-4931) — BEFORE the dungeon
landblock has streamed in. The physics engine still has only the OLD
Holtburg landblocks resident (A9B4 + neighbours), so Resolve can't find
the dungeon cell and falls back to an OUTDOOR scan against the resident
landblocks: local (30,−60) maps into A9B3 (the loaded block south of the
A9B4 spawn) → snaps to 0xA9B3000E, terrainZ=94, indoor=False (the
[snap] line). The player is now at Holtburg's south edge; streaming then
shifts the frame out from under them and they slide south into ocean
(the [cell-transit] A9B3→A9B2→… chain mirrors ACE's failed-transition
sequence exactly).
Fix shape (G.3): on a far/different-landblock teleport, recenter +
HOLD the snap until the destination dungeon landblock/cell hydrates (reuse
the #107 IsSpawnCellReady spawn-ready gate, applied to the teleport-
arrival path instead of only login), then place into the indoor cell via
the validated-claim path (#107/#111 SetPositionInternal shape). Also
audit the streaming controller actually LOADS the far dungeon landblock on
recenter (the 5×5 Chebyshev window around the new center), and that the
old landblocks unload without stranding the player mid-frame-shift.
Files: GameWindow.cs:4877-4960 (teleport arrival),
PhysicsEngine.Resolve (the outdoor fallback), the #107 IsSpawnCellReady
gate, StreamingController recenter.
Acceptance: teleport into the meeting-hall dungeon → the player stands
in the dungeon cell, the dungeon renders (3-5 rooms), walls block, no
ocean / no ACE failed transition spam.
Apparatus: ACDREAM_PROBE_CELL=1 ([cell-transit]) + ACDREAM_PROBE_VIEWER=1
([viewer]) + ACDREAM_WB_DIAG=1 + the always-on [snap]/live: teleport
lines capture the whole chain (launch-dungeon-diag.log, this session).
#104 — Scene VFX particles not clipped to the PView visible cell set
Status: OPEN Severity: LOW Filed: 2026-06-02 Component: render, vfx
Description: Scene-pass VFX particles (spell effects, smoke) are drawn from their world-space
position only; they are not gated by the PView visible cell set, so a particle emitter in a
sealed (non-visible) cell can bleed past a wall edge. In practice this is mostly masked: scene
particles ARE depth-tested (walls occlude most of their geometry), the dominant indoor entity
bleed is already gated by the Phase W Stage 5 entity gate
(WbDrawDispatcher.EntityPassesVisibleCellGate), and Stage 4 already scissors the SKY particle
passes to the doorway. The residual is the occasional additive particle visible past a wall edge.
Root cause / status: Particles carry no cell id. ParticleEmitter (Vfx/VfxModel.cs) has
AnchorPos + AttachedObjectId but no owning-cell id; Particle has a world Position only. A
clean fix adds an OwnerCellId to ParticleEmitter (set at spawn from the owning entity's
ParentCellId), threads a HashSet<uint>? visibleCellIds into ParticleRenderer.BuildDrawList,
and skips emitters whose OwnerCellId ∉ the visible set. That touches IParticleSystem.SpawnEmitter,
ParticleSystem, ParticleHookSink, and the SpawnEmitter call sites (~6–8 files) — a plumbing
pass, deliberately deferred out of the Phase W seal (which covers sky/terrain/walls/entities).
Files: src/AcDream.App/Rendering/ParticleRenderer.cs (BuildDrawList), src/AcDream.Core/Vfx/
(ParticleSystem, VfxModel), src/AcDream.App/Rendering/Vfx/ParticleHookSink.cs.
Acceptance: A scene-particle emitter in a non-visible cell does not draw; outdoor particles
(null visibleCellIds) unaffected; no regression on fireplace/spell VFX in the visible cell.
#103 — Phase A8.F portal-frame indoor rendering broken at runtime (visual-gate failure)
Status: SUPERSEDED 2026-05-30 by Phase U (Unified Render Pipeline). The
two-pipe (inside/outside) approach this bug lives in is being abandoned wholesale —
the broken RenderInsideOut two-pipe path is deleted as Task 1 of Phase U and
replaced by a single unified retail PView portal-visibility pipeline. #103 will
not be fixed in place. See
docs/research/2026-05-30-unified-render-pipeline-decision-and-handoff.md.
Severity: MEDIUM (opt-in branch only — default game unaffected)
Filed: 2026-05-29
Component: render (indoor visibility)
Description: With ACDREAM_A8_INDOOR_BRANCH=1, the A8.F retail portal-frame port
renders indoor/outside-in broadly wrong: cottage/cellar interiors covered in outdoor
terrain with transparent walls; invisible walls in other houses from inside and outside.
Default game (env var off) is unaffected — cameraInsideBuilding = a8IndoorBranchEnabled && inside (GameWindow.cs:7343). The old cellar flap remains in the default path.
Root cause / status: Two compounding causes (evidence in the handoff): (1) the
OutsideView builder under-produces — OUTSIDEVIEW polys=0 most frames, and when
non-empty it doesn't recursively narrow (cellar shows ~full window). (2) The Task-6
Job-A/B decoupling draws terrain UNGATED when OutsideView is empty (else branch),
flooding the cell interior over the (correctly-rendered) walls. Cell walls DO render
([opaque] tris=50-108). Projection math is correct; the builder integration is fragile.
Files: src/AcDream.App/Rendering/PortalVisibilityBuilder.cs (builder under-produces);
src/AcDream.App/Rendering/GameWindow.cs RenderInsideOutAcdream Step-4 else ungated-terrain (~11142).
Research: docs/research/2026-05-29-a8f-visual-gate-failure-handoff.md (root-cause analysis, apparatus, first-fix hypothesis, pickup prompt).
Acceptance: Holtburg cottage cellar renders with solid walls and no terrain flood; terrain shows only through correctly-clipped portal openings; no invisible walls. Related: #102 (builder dungeon-scaling fixpoint).
Active issues
#102 — A8.F PortalVisibilityBuilder — port retail update_count fixpoint (replace MaxReprocessPerCell cap)
Status: PARTIALLY RESOLVED (Phase U.2a, 2026-05-30, commit d880775)
Severity: MEDIUM → LOW (residual is diamond-topology clip-completeness only)
Filed: 2026-05-29
Component: rendering, visibility, EnvCell portal traversal
U.2a resolution (2026-05-30): Reading the decomp showed retail does NOT
re-enqueue on view-growth: AddViewToPortals (433446) enqueues a cell via
InsCellTodoList ONLY in the first-discovery branch (ecx_5 == 0); later
growth goes through AddToCell (433050) in place and never re-enqueues. U.2a
replaced the MaxReprocessPerCell cap with an enqueue-once gate (a seen
set = retail cell_view_done, 433784) + a distance-priority work list (retail
InsCellTodoList). This closes I-1 and I-2: the clip-region union into a
neighbour now runs UNCONDITIONALLY before the enqueue gate, so >4-portal cells
no longer under-count (I-1 gone), and each cell processes its exit portals
exactly once, so cyclic graphs no longer accumulate duplicate polygons (I-2
gone). The new Build_CyclicHub_TerminatesAndBounds test enforces the
acceptance (4-room ring ⇒ ≤5 cells, no dups). Residual scope: retail's
AddToCell ONWARD re-propagation of late growth (a cell reached via a longer
path AFTER it was drawn gets its own CellView unioned but does not
re-propagate that growth to ITS children) is NOT ported — this affects only
clip-region completeness on diamond topologies, never the visible cell set
or draw order. Track under U.6 (dungeon-scale validation). (The M-4
OtherPortalClip stub noted below is now CLOSED by Phase U.2b — a separate
concern from this onward-re-propagation gap.) A naive count-watermark
re-enqueue is NOT a valid fix (it never terminates, because CellView.Add
appends without merging) — the faithful fix is the in-place slice
re-propagation.
Description: A8.F Task 4 shipped a bounded-BFS port of retail's
PView::ConstructView → ClipPortals → AddViewToPortals in
src/AcDream.App/Rendering/PortalVisibilityBuilder.cs.
Code review found NO correctness bugs (the cellar-flap fix works and the
BFS terminates), but two scaling issues that bite only on CYCLIC /
high-fan-in portal graphs (dungeons, network hubs), NOT on the cottage
cellar (a 2-3 cell chain) which is the current M1.5 goal:
- I-1 — the cap is load-bearing, not a safety net.
MaxReprocessPerCell = 4is the actual termination mechanism for cyclic graphs. Theif (nview.Polygons.Count > before)re-enqueue-on-growth guard is a near-no-op becauseCellView.Add(PortalView.cs) appends unconditionally and never dedupes, so a cell almost always "grows" and is re-enqueued — convergence relies entirely on the count hitting 4. A cell reachable through >4 contributing portals under-counts (drops legitimately-visible contributions). - I-2 — duplicate polygons accumulate on cyclic/multi-path graphs.
Measured on a synthetic 4-room ring: 34
OutsideViewpolygons and 216-polyCellViews where retail converges to a small fixed set. Correctness survives (overlapping stencil marks are idempotent) but it's per-frame cost feeding the stencil pipeline.
Root cause / status: We approximate retail's monotone-fixpoint
convergence with a fixed re-process cap. Retail instead converges via an
update_count / set_view(...,i) slice watermark — each cell records a
timestamp/watermark of how much of its view has been propagated, so a
re-visit only re-propagates the new slice and the graph reaches a true
fixpoint with no duplicate accumulation and no arbitrary cap.
Retail anchors (docs/research/named-retail/acclient_2013_pseudo_c.txt):
AddToCell433050 —esi[0x11]update-count/slice watermark on the cellInitCell— per-cell timestamp initAddViewToPortals433446 — change-detection that drives the fixpoint
Related M-4 stub — CLOSED (Phase U.2b, 2026-05-30; reciprocal-resolution
fix 2026-05-30): the neighbour-side OtherPortalClip (decomp:433524) is
ported. After a portal's near-side opening is clipped against the current
cell's view, PortalVisibilityBuilder.ApplyReciprocalClip resolves the
neighbour's matching back-portal by direct index via the dat's
CellPortal.OtherPortalId back-link (retail arg2->other_portal_id,
005a54b2), projects it through the neighbour's WorldTransform, and
intersects it into the propagated region before the union — so a cell's
clip region is the intersection of the opening seen from BOTH sides. The
reciprocal is neighbour.PortalPolygons[portal.OtherPortalId], NOT a scan
for the first OtherCellId match. The direct index is load-bearing: a cell
with TWO portals to the same neighbour (real on the Holtburg cellar —
0x148 has two portals to 0x149, polys 40/41, and 0x149 has two
reciprocals back to 0x148) clips each opening against its OWN reciprocal.
The earlier scan-by-first-match resolved both near-side openings to the
FIRST reciprocal, and disjoint apertures then intersected to empty —
HIDING the geometry through the second opening (under-inclusion). The fix
plumbs OtherPortalId through CellPortalInfo + BuildLoadedCell. Guards
degrade to over-include (never clip against a guessed polygon) when the
index is out of range, the polygon is missing/degenerate, or it projects
behind the camera. Can only TIGHTEN. Covered by
PortalVisibilityBuilderTests.Build_AppliesReciprocalOtherPortalClip
(reciprocal tightening) + …_DegradesGracefully_WhenNoBackPortal
(over-include degrade) + …_MultiplePortalsToSameNeighbour_EachResolvesOwnReciprocal
(the disjoint two-back-portal regression). (The diamond-topology onward
re-propagation of late growth remains out of scope here — tracked under
U.6.)
Files:
src/AcDream.App/Rendering/PortalVisibilityBuilder.cs— replace theMaxReprocessPerCellcap + re-enqueue-on-growth guard with a per-cell slice watermark; honest-limitation comment lives at theMaxReprocessPerCelldeclaration.src/AcDream.App/Rendering/PortalView.cs—CellView.Addcurrently never dedupes; the fixpoint port either dedupes here or tracks a propagated-slice index per cell.
Acceptance: On a cyclic/hub portal graph (synthetic 4-room ring +
the Town Network dungeon hub), OutsideView / CellView polygon counts
converge to a small fixed set (no duplicate accumulation), every cell
reachable through any number of contributing portals is included, and
the BFS still terminates. Existing cottage-cellar tests stay green.
MUST land before A8.F is relied on for dungeons (dungeons are
currently blocked on #95 regardless).
#87 — Drop WB fork patch by switching to PrepareEnvCellGeomMeshDataAsync
Status: OPEN Severity: MEDIUM (band-aid removal; not user-visible) Filed: 2026-05-19 Component: rendering, WB integration
Description: Phase 2 (2026-05-19) shipped a one-line patch in our
WB fork at references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/ObjectMeshManager.cs:1230
(branch acdream on the fork, SHA 34460c4) to guard a blind
TryGet<Setup>(stab.Id, ...) call against GfxObj-prefixed ids. That
patch fixes the symptom (missing floors) but is structurally a
band-aid — per CLAUDE.md's no-workarounds rule we should retire it.
The proper fix: switch our EnvCell rendering from
PrepareMeshDataAsync(envCellId, ...) (general-purpose entry that
also iterates static-object parts + emitters we don't need) to WB's
narrower PrepareEnvCellGeomMeshDataAsync(geomId, environmentId, cellStructure, surfaces)
at ObjectMeshManager.cs:386.
That function only builds the cell room mesh (floor / walls / ceiling),
which is the only piece we actually use from WB for cells — we already
hydrate static objects as separate WorldEntity instances in
BuildInteriorEntitiesForStreaming, and we run particle scripts via
our own EntityScriptActivator (Phase C.1.5b).
Root cause / status: Misuse of WB's general-purpose API for a
geometry-only need. The general-purpose path triggers static-object
iteration that has a bug (TryGet without type check) AND that
does work we throw away. Both problems disappear if we use the
geometry-only entry point WB already exposes for exactly this purpose
(it's what WB's own EnvCellRenderManager uses internally).
Trade-offs:
| Current (patched WB) | Switch to geom-only API | |
|---|---|---|
| WB fork divergence | One-line patch | Zero |
| Future WB upstream merges | Conflicts | Clean |
| Performance | Slightly worse (wasted iteration) | Slightly better |
| Risk to other functionality | None (working today) | Needs re-verification |
Files (the change):
src/AcDream.App/Rendering/GameWindow.csaround line 5367-5378 (cell-entity hydration — changeMeshRefs[0].GfxObjIdfromenvCellIdtoenvCellId | 0x100000000UL, the synthetic geom id with bit 32 set).src/AcDream.App/Rendering/Wb/WbMeshAdapter.cs— add a new methodPrepareEnvCellGeomMesh(ulong geomId, uint environmentId, ushort cellStructure, List<ushort> surfaces)that forwards to_meshManager.PrepareEnvCellGeomMeshDataAsync(...), and call it from the streaming path instead of the bareIncrementRefCount(envCellId).references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/ObjectMeshManager.cs:1230— revert the type-check guard we added. The function returns to pristine WB state.
Acceptance:
- Floors still render in Holtburg Inn (regression check vs Phase 2).
references/WorldBuildersubmodule pointer returns to upstream-clean (no acdream-specific commits in the fork'sacdreambranch — or rather, theacdreambranch fast-forwards back to match upstream's state for this file).- Probe re-capture at Holtburg confirms
[indoor-upload] completedfor all cells previously failing. - No
[wb-error]lines.
Research: docs/research/2026-05-19-indoor-cell-rendering-cause.md
documents the underlying WB bug.
Indoor walking issue cluster (2026-05-19)
The Phase 2 indoor cell rendering fix (floor now renders inside buildings) surfaced nine pre-existing indoor bugs the user observed at Holtburg Inn the moment they could walk indoors. None caused by the floor fix — all existed before but were unobservable because there was no floor to stand on. Filed individually below; #78 + #84 + #85 + #86 likely share a root cause (cell BSP / portal-cull plumbing), and #79 + #80 + #81 + #82 share the indoor-lighting plumbing.
#78 — Outdoor geometry (stabs + terrain mesh) visible inside EnvCells
Status: OPEN — PROMOTED 2026-06-02 to the full render-pipeline redesign (this IS the core interior-seal bug; root cause now PROVEN). See docs/research/2026-06-02-render-pipeline-redesign-handoff.md
- the redesign plan. Decisive evidence
(2026-06-02 [shell]/[vis] probes): the PVS + cell shells render correctly; the failure is the SEAL +
three inconsistent gates — concretely the
WbDrawDispatcher.cs:1756ParentCellId==null → return truebypass draws outdoor scenery indoors, and the indoor render draws the outdoor world then gates it instead of running ONLYDrawInside(retail: visibility IS the cull). Fix = redesign Phase R1→R3. Severity: HIGH (immediate visual jank; broadened scope per 2026-05-25 PM finding) Filed: 2026-05-19 (broadened 2026-05-25; promoted to redesign 2026-06-02) Component: rendering, visibility
Description: Standing inside Holtburg Inn looking at the floor or walls, the user sees other buildings in the distance at their correct world position + scale — but visible THROUGH the floor and walls. As if the cell mesh is rendered but doesn't occlude or stencil-cull what's behind it.
Additional evidence (2026-05-25 PM, post-#100 visual verification):
After issue #100 shipped (commits f48c74a, a64e6f2, 84e3b72) and
removed the hiddenTerrainCells cell-collapse mechanism, the OUTDOOR
TERRAIN MESH is now (correctly per retail) rendered everywhere on the
landblock — including in 3D regions occupied by indoor EnvCell volumes.
Visual verification at a Holtburg cottage cellar showed a sharp-edged
rectangular grass patch (outdoor terrain at Z≈93.99) rendering over the
cellar stair geometry at certain camera angles. Clears when camera
moves closer (cottage walls + stair treads geometrically occlude the
terrain from new vantage points). Gameplay unaffected. This is the
same root cause as the existing #78 hypothesis #2 ("outdoor stabs not
culled when player in EnvCell"), just with outdoor terrain mesh
affected in addition to outdoor stab entities. Per user direction,
NOT filed as a new issue — additional evidence reinforces #78's
hypothesis #2, broadens scope of the fix to include terrain culling.
Root cause / status: Two plausible causes:
- The
+0.02fZ bump applied to cell origin atGameWindow.cs:5362pushes the floor mesh 2 cm above terrain, so depth test correctly occludes terrain. But OUTDOOR STABS (landblock-baked building geometry) at the same X,Y may have Z values comparable to or higher than the cell-mesh floor, producing z-fighting / see-through. - (High confidence as of 2026-05-25) Outdoor geometry (stabs AND
terrain mesh) isn't being culled when the player is inside an
EnvCell — this is the Phase 1 Task 3 deferred work
("Cull outdoor stabs when indoors via VisibleCellIds"). WB has a
RenderInsideOutstencil pipeline (references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/VisibilityManager.cs) that acdream never invokes. Retail anchor:docs/research/named-retail/acclient_2013_pseudo_c.txt:311397(CEnvCell::find_visible_child_cellat address0x0052dc50, called fromacclient_2013_pseudo_c.txt:280028).
Files:
src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs(per-entity walk — the dispatcher already filters byentity.ParentCellId ∈ visibleCellIdsbut outdoor stabs haveParentCellId == nullso they always pass; needs an explicit indoor-camera gate).src/AcDream.App/Rendering/TerrainModernRenderer.cs(currently renders all loaded landblock terrain unconditionally; needs visibility gating when camera resolves to an indoor cell).src/AcDream.App/Rendering/CellVisibility.cs:222+(ComputeVisibilityreturnsVisibleCellIds; existing portal-LOS infrastructure to build on).references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/VisibilityManager.cs(RenderInsideOutpipeline — reference implementation, never invoked).
Acceptance: Standing inside a sealed-interior cell, no outdoor geometry is visible through floor/walls. Standing where a cell has a real outdoor portal (door open, window) outdoor geometry is correctly visible through the portal. Cellar-stairs case (2026-05-25 finding): standing in a Holtburg cottage cellar at any camera angle, no outdoor terrain mesh visible over the stair geometry.
Research:
docs/research/2026-05-25-issue-100-shipped-and-culling-handoff.md
— full session handoff with cellar-stairs evidence, family map (#78 +
#95 + cellar-stairs), root-cause hypothesis, retail anchors, WB
references, do-not-retry list, and pickup prompt for the
investigation session.
2026-05-31 update (post-U.4c-flap-fix): the U.4c flap fix (0ee328a, root
indoor visibility at the player's cell) made this MORE visible — terrain now
draws inside again (it was Skipped during the flap), so the "floor shows outdoor
ground / cellar floor transparent / see the world from below" symptom is now
prominent. Confirmed at visual gate. Fix direction unchanged: gate outdoor
terrain by indoor-cell visibility (port retail CEnvCell::find_visible_child_cell
acclient_2013_pseudo_c.txt:311397 + seen_outside landscape-keep). See
docs/research/2026-05-31-u4c-flap-fixed-and-residuals-handoff.md
(residual 1).
2026-05-31 (PM) — promoted to the RENDER ARCHITECTURE RESET target. A week of
point-fixing produced no shippable indoor render. #78 is now understood as the visible
symptom of an architectural gap, NOT a standalone bug: acdream enforces visibility via
THREE inconsistent gates (terrain TerrainClipMode / shell per-cell clip / entity
ParentCellId filter with a ParentCellId==null outdoor-stab bypass) instead of retail's
ONE PView gate. Direct evidence ([shell] probe, ACDREAM_PROBE_SHELL) RULED OUT every
other subsystem: the interior cell shells render fine (geometry/texture/opaque/depth
correct); the residual is purely that outdoor geometry isn't gated to portal openings
when indoors. The fix is the unified PView gate (one traversal → one gate for ALL
geometry), which closes #78 + transparent walls + grey enclosure together. Canonical
(read first):
docs/research/2026-05-31-render-architecture-reset-handoff.md
- the "Render Pipeline" section of
docs/architecture/acdream-architecture.md.
#79 — Indoor lighting: spurious spot lights on walls
Status: OPEN Severity: MEDIUM Filed: 2026-05-19 Component: lighting
Description: Walking around inside Holtburg Inn, the user sometimes sees spot-light-like patches on the interior walls that don't correspond to retail's lighting.
Root cause / status: Point lights from cell static objects (torch
entities) are being registered via LightInfoLoader.Load + LightingHookSink
(Phase 1 verified). Their per-light parameters (position, range, intensity,
cone) may be wrong — wrong falloff treatment, wrong world-space transform,
or wrong direction for spot lights. Spec at
docs/research/deepdives/r13-dynamic-lighting.md documents the retail
LightInfo→LightSource mapping but the live behavior hasn't been verified
against retail.
Files:
src/AcDream.Core/Lighting/LightInfoLoader.cssrc/AcDream.App/Rendering/Shaders/mesh_modern.frag—accumulateLightsspot-cone logic.
Acceptance: Side-by-side comparison with retail at the inn shows matching torch-light pools.
#80 — Camera on 2nd floor goes very dark
Status: OPEN — M1.5 scope (A7 lighting fidelity) Severity: MEDIUM Filed: 2026-05-19 Component: lighting
Description: Walking up to the second floor of a building, the lighting suddenly goes much darker than retail.
Root cause / status: Possible causes:
- The
playerInsideCelllighting trigger (Phase 1 / commit1024ba3) usesCellVisibility.IsInsideAnyCell(playerPos)which is a brute-force PointInCell scan. The 2nd floor cell may not be in the loaded set OR may have wrong bounds. - The per-cell ambient is currently a flat
(0.20, 0.20, 0.20)for any indoor cell. Retail has per-cell ambient overrides; ours doesn't read them. A 2nd-floor cell with stairwell shadowing may need a different value.
Files:
src/AcDream.App/Rendering/GameWindow.cs:8330+(UpdateSunFromSky, indoor branch).
Acceptance: 2nd-floor cells render with similar brightness to ground floor; transition is not abrupt.
#81 — Static building stabs don't react to atmospheric lighting changes
Status: OPEN — M1.5 scope (A7 lighting fidelity) Severity: MEDIUM Filed: 2026-05-19 Component: lighting, rendering
Description: Outside, time-of-day changes (sunrise/sunset/lightning) don't visibly affect static building stabs (the inn / cottages). The buildings stay statically lit while terrain and scenery shift colors.
Root cause / status: Stabs are rendered through WbDrawDispatcher
with mesh_modern.frag which DOES consume the SceneLightingUbo
(sun + ambient + fog). Verify the shader is being used for stabs and
that the UBO is bound at the right binding slot per draw call.
Possibly a shader-path divergence — terrain uses terrain_modern.frag,
entities use mesh_modern.frag, but stabs/scenery may be on a
different path.
Files:
src/AcDream.App/Rendering/Shaders/mesh_modern.fragsrc/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs
Acceptance: Stabs darken/brighten in sync with terrain + scenery across the day/night cycle.
#82 — Some slope terrain lit incorrectly
Status: OPEN Severity: LOW (cosmetic) Filed: 2026-05-19 Component: rendering, terrain
Description: Specific terrain slopes appear lit "wrong" compared to retail.
Root cause / status: Likely terrain normal calculation or the
landblock-edge normal-blending divergence between WB and retail (per
feedback_wb_migration_formulas.md — WB's terrain split formula
differs from retail's FSplitNESW).
Files:
src/AcDream.App/Rendering/TerrainModernRenderer.cssrc/AcDream.App/Rendering/Shaders/terrain_modern.frag
Acceptance: Side-by-side comparison with retail at the same Holtburg slopes shows matching shading.
#83 — Indoor multi-Z walking broken (cellars, 2nd floors, intermittent falling-stuck)
Status: OPEN — M1.5 scope (A6 physics fidelity, primary umbrella issue). Foundation work landed 2026-05-19; root-cause fix scoped to A6.P1-P3 cdb-driven investigation. Severity: HIGH (blocks vertical indoor traversal + degrades single-floor cases). M1.5 acceptance depends on this closing. Filed: 2026-05-19 Component: physics, movement, resolver
Description: Walking UP stairs in single-floor houses works
(grounded step-up routes through retail-faithful BSPQuery.FindWalkableInternal
via StepSphereDown). Walking DOWN into cellars fails ("ground blocking" —
can't descend). Walking on 2nd floors works partially but intermittently
gets stuck in the falling animation. "Phantom collisions" / invisible
obstacles in rooms persist. The original title "Walking up stairs broken"
was misleading per user's clarification 2026-05-19.
Partial fix landed 2026-05-19 (6 commits ff548b9 → f845b22).
Foundation work: extended BSPQuery.FindWalkableInternal to expose the
hit polygon's dictionary key id; added thin public wrapper
BSPQuery.FindWalkableSphere over the existing retail-faithful BSP
walkable-finder (acclient_2013_pseudo_c.txt:326211 / :326793); refactored
Transition.TryFindIndoorWalkablePlane to route through that wrapper
instead of its Phase-2 linear first-match XY scan; added [indoor-walkable]
runtime-toggleable probe line for diagnostic visibility. 5 new unit tests
- 1 integration test, 9 pre-existing IndoorWalkablePlane tests updated to the new signature.
Foundation work did NOT fix the user-reported bugs. Visual verification
2026-05-19: cellar descent FAIL, 2nd-floor walking FAIL (intermittent
falling-stuck), single-floor cottage REGRESSED to intermittent falling-stuck
(was stable before), phantom collisions PERSIST. The probe captured 1443
MISS / 2 HIT over 1445 indoor-walkable calls — the BSP walker correctly
rejects the foot-sphere-tangent-to-floor case (sphere center is exactly
at floorZ + radius when grounded, so PolygonHitsSpherePrecise fails
the |dist| > radius - epsilon check by ~0.0002).
Root cause (deeper than originally diagnosed): Transition.TryFindIndoorWalkablePlane
fundamentally exists as a Phase 2 commit eb0f772 stop-gap to synthesize
a ContactPlane every frame when the indoor BSP returns OK. Retail doesn't
do this — retail RETAINS the previous frame's ContactPlane when the
collision dispatcher says "no collision." There is no retail analog of
find_walkable being called as a standing-still query — retail's
find_walkable only runs inside a downward sphere sweep
(step_sphere_down), where the sphere is moving and the overlap test
is meaningful. In our TryFindIndoorWalkablePlane flow, the sphere is
tangent (grounded), not moving — the algorithm correctly returns "no
overlap." The single-floor cottage worked previously because the OLD
linear scan ignored Z and falsely returned HIT for any XY-overlapping
walkable; the new BSP-walker correctly identifies "no overlap" and
falls through to the outdoor terrain backstop, which only happens to
produce sensible Z for single-floor outdoor-adjacent cases.
Files in the foundation work:
src/AcDream.Core/Physics/BSPQuery.cs—FindWalkableInternalsignature extension, newFindWalkableSpherepublic wrappersrc/AcDream.Core/Physics/TransitionTypes.cs—TryFindIndoorWalkablePlanerefactor,PointInPolygonXYdeletion,[indoor-walkable]probetests/AcDream.Core.Tests/Physics/BSPQueryTests.cs— 4 new unit teststests/AcDream.Core.Tests/Physics/TransitionTypesTests.cs— new integration testtests/AcDream.Core.Tests/Physics/IndoorWalkablePlaneTests.cs— 9 tests updated to new signature
Next investigation phase (deferred): Port retail's ContactPlane retention
mechanism so the resolver retains the previous frame's contact plane when
the BSP says "no collision," instead of re-synthesizing it per frame. The
proper fix likely eliminates TryFindIndoorWalkablePlane entirely. Needs
deep investigation of retail's CTransition::transitional_insert /
CPhysicsObj::transition / LastKnownContactPlane interactions. Foundation
work (BSP walker + probe + tests) remains useful regardless of approach.
Acceptance: Walk down stairs into a cellar without getting stuck. Walk on a 2nd floor without intermittent falling-stuck. Single-floor cottage walking remains stable (no regression).
Handoff: docs/research/2026-05-19-indoor-walkable-plane-bsp-port-shipped-handoff.md.
#84 — [DONE 2026-05-19] Blocked by air indoors
Status: DONE Closed: 2026-05-19 Severity: HIGH (blocks indoor navigation) Filed: 2026-05-19 Component: physics, collision
Description: While walking inside buildings, the player sometimes collides with invisible obstacles in mid-floor where there's nothing visible.
Root cause / status: Cell BSP geometry doesn't align with the visible cell mesh. Possibilities:
- The
cellTransformapplied to physics in_physicsDataCache.CacheCellStruct(envCellId, cellStruct, cellTransform)atGameWindow.cs:5384includes the+0.02fZ bump, but the BSP geometry may not be lifted with it — physics geometry sits 2cm BELOW render geometry, so invisible "ceilings" at floor-level cause blockage. - CellStruct BSP contains polygons that the cell mesh doesn't include (or vice versa) — the two are derived from different fields.
Files:
src/AcDream.App/Rendering/GameWindow.cs:5362-5384(cellOrigin Z bump- physics cache call).
Acceptance: Walking through interior cell space hits collisions only where visible walls/furniture exist.
Resolution (2026-05-19 partial · c19d6fb): Phase D of Cluster A
extended ResolveOutdoorCellId in PhysicsEngine.cs with an indoor
cell-containment scan: when the player's world position falls inside any
cached EnvCell's AABB, CellId is promoted to that indoor cell, which
enables the FindEnvCollisions indoor-BSP branch. This resolved the
"spawn in building and be stuck above the floor" variant of #84 —
player's CellId now promotes to the interior cell on spawn-in, the floor
is walkable, and the player can move freely. The "invisible air obstacle"
symptom for rooms the player walks INTO from outside was tracked under #87
and required portal-based cell tracking.
Resolution (2026-05-19 full · 1969c55, aad6976, 069534a, 702b30a, 3ffe1e4, eb0f772):
Indoor walking Phase 2 replaced AABB containment with portal-graph cell traversal
(CellTransit.FindCellList + CheckBuildingTransit). CellId now promotes to indoor
cells via portals and remains promoted during normal walking through doorways. Indoor
cell-BSP collision fires consistently. Indoor walkable plane synthesized from floor
poly (TryFindIndoorWalkablePlane) so the resolver tracks walkability correctly when
the player is standing on an indoor floor. User visually verified at Holtburg cottage:
walls block from inside, multi-room navigation works, walking outdoors through a door
works. Issue fully closed.
#85 — [DONE 2026-05-19 · 1969c55, aad6976, 069534a, 702b30a, 3ffe1e4, eb0f772] Pass through walls from outside→in
Status: DONE
Closed: 2026-05-19
Commits: 1969c55, aad6976, 069534a, 702b30a, 3ffe1e4, eb0f772
Filed: 2026-05-19
Component: physics, collision
Resolution (2026-05-19 · Indoor walking Phase 2): The root cause (CellId never promoted
to the indoor cell during outdoor→indoor walking) was resolved by portal-graph cell
traversal in CellTransit.CheckBuildingTransit. Once CellId promotes to the indoor
cell, the indoor-BSP collision branch in FindEnvCollisions fires for approaches from
both inside and outside. User visually verified walls block from outside (player must
use the door portal to enter). See #87 and handoff:
docs/research/2026-05-19-indoor-walking-phase2-shipped-handoff.md.
Original description: Approaching a building from the outside, the player can walk THROUGH walls into the interior — one-directional wall collision. From the inside trying to exit, the wall does block.
The root cause was pinned (Cluster A 2026-05-19) as the same failure as
#84's remaining symptom — CellId wasn't promoted to the indoor cell
during normal outdoor→indoor walking because AABB containment was too
tight for threshold/doorway cells. Without CellId in the indoor cell,
the indoor-BSP collision branch in FindEnvCollisions never fired
regardless of approach direction.
#87 — [DONE 2026-05-19 · 1969c55, aad6976, 069534a, 702b30a, 3ffe1e4, eb0f772] Indoor cell tracking uses AABB containment instead of portal traversal
Status: DONE
Closed: 2026-05-19
Commits: 1969c55, aad6976, 069534a, 702b30a, 3ffe1e4, eb0f772
Filed: 2026-05-19
Component: physics
Resolution (2026-05-19 · Indoor walking Phase 2): Portal-graph cell traversal
(CellTransit.FindCellList + CheckBuildingTransit) replaced the AABB containment
shortcut. Player CellId now correctly promotes to indoor cells via portals;
indoor cell-BSP collision branch fires consistently; walls block from inside.
Outdoor→indoor entry via BuildingPhysics + BldPortalInfo (CheckBuildingTransit)
wires the building-shell portal graph. Indoor walkable plane synthesized from the
cell's floor poly so the resolver tracks walkability during indoor movement (TryFindIndoorWalkablePlane).
See handoff: docs/research/2026-05-19-indoor-walking-phase2-shipped-handoff.md.
Original description: PhysicsDataCache.TryFindContainingCell promotes the
player's CellId to an indoor EnvCell when their world position falls
inside any cached cell's local AABB. This is too tight to keep CellId
promoted to an indoor cell during normal walking. Threshold/doorway cells
(the polys that sit at a room boundary) have AABB Z ranges of only ~0.2 m;
a standing player at local Z=0.46 m is OUTSIDE the AABB and containment
fails. Because CellId drifts back to the outdoor cell, the indoor-BSP
collision branch in TransitionTypes.FindEnvCollisions is gated out for
most movement, so walls don't block from inside the house and the floor
physics is unreliable. The retail fix is portal-based cell traversal —
when the player crosses a cell portal boundary, the cell ownership
propagates through portal connectivity data in CEnvCell.
#88 — Indoor static objects vibrate (bookshelves, open furnaces)
Status: OPEN — M1.5 scope (A6 physics — suspected sub-step state corruption family) Severity: MEDIUM (visual jitter; doesn't block gameplay) Filed: 2026-05-19 Component: rendering, animation
Description: Static objects inside cells (bookshelves, open furnaces, possibly other interior props) show per-frame transform jitter / vibration. Pre-existing (user noticed before Phase 2 shipped). Likely candidates:
EntityScriptActivator.OnCreate/OnRemovefiring repeatedly as the player's CellId promotes/demotes near cell boundaries (less likely after Phase 2's portal-based tracking — but worth investigating).- Per-part transforms for cell-static
WorldEntityinstances getting recomputed each frame with floating-point drift. - Particle-emitter offsets accumulating instead of resetting.
Files to investigate:
src/AcDream.App/Rendering/Vfx/EntityScriptActivator.cs— OnCreate/OnRemove call patternssrc/AcDream.App/Rendering/GpuWorldState.cs— entity transform updates per framesrc/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs— per-batch transform composition
Acceptance: Indoor static objects render stable (no per-frame jitter).
#89 — Port BSPQuery.SphereIntersectsCellBsp for retail-faithful CheckBuildingTransit
Status: OPEN Severity: LOW (Phase 2 ships with a documented approximation) Filed: 2026-05-19 Component: physics
Description: Retail's CEnvCell::check_building_transit uses CCellStruct::sphere_intersects_cell — a radius-aware sphere-vs-BSP test that returns Inside/Crossing/Outside. Phase 2's CellTransit.CheckBuildingTransit uses BSPQuery.PointInsideCellBsp (radius-less, tests only the sphere CENTER). Practical effect: outdoor→indoor entry fires ~sphereRadius (~0.48m) deeper into the doorway than retail. The sphereRadius parameter is plumbed through but currently unused.
Files:
src/AcDream.Core/Physics/CellTransit.cs::CheckBuildingTransit(line ~162)src/AcDream.Core/Physics/BSPQuery.cs::PointInsideCellBsp(line ~940) — existing point test to model the new sphere variant after
Acceptance: CellTransit.CheckBuildingTransit calls a new BSPQuery.SphereIntersectsCellBsp(node, sphereCenter, sphereRadius) that returns Inside/Crossing/Outside. Entry timing matches retail visually at the Holtburg cottage door.
#90 — Cell-id ping-pong at indoor doorway threshold — [DONE 2026-06-11 · ca4b482, T6/BR-7]
Status: DONE — the 4ca3596 sphere-overlap stickiness workaround was
REMOVED in T6/BR-7: it had become dead code (its only caller path was the
cache-null test fallback in ResolveCellId), and the retail mechanism that
owns doorway hysteresis is the ordered-pick (current cell at CELLARRAY
index 0, interior-wins-break — BuildCellSetAndPickContaining, the
collide-then-pick advance), which production has used since the membership
rewrite. The ping-pong's original harm (outdoor ticks bypassing indoor BSP)
is structurally gone under the per-cell query: both classifications collide
the same per-cell lists at the threshold.
Severity: HIGH (workaround unblocks indoor visibility for M1.5 baseline; M1.5 acceptance requires the proper fix)
Filed: 2026-05-20
Component: physics — cell tracking
Description: Walking into the Holtburg inn through its doorway causes the player's CellId to ping-pong between outdoor cell 0xA9B40022 and indoor vestibule cell 0xA9B40164 every few ticks. Indoor BSP DOES detect walls (Collided/Adjusted/Slid all fire on push-back), but the push-back exits the indoor CellBSP's bounding volume → PhysicsEngine.ResolveCellId reclassifies the player as outdoor → next tick bypasses indoor BSP entirely → player advances freely → re-enters → repeats. Net aggregate behaviour: walls APPEAR to walk through even though indoor wall hits ARE firing on the indoor frames.
Root cause / status: Cell-id stickiness missing. When the indoor BSP pushes the foot-sphere back during wall collision, the resulting world position lies just outside the indoor cell's CellBSP volume (the BSP's volume is tightly bounded to the room's interior). The cell resolver then re-evaluates and prefers the outdoor cell. Retail likely has hysteresis or a "keep previous cell unless clearly outside" rule.
Files:
src/AcDream.Core/Physics/PhysicsEngine.cs:259-329—ResolveCellIdoutdoor-then-indoor branch logicsrc/AcDream.Core/Physics/CellTransit.cs:235-325—FindCellList/BuildCellSetAndPickContainingcontainment testsrc/AcDream.Core/Physics/BSPQuery.cs:950-963—PointInsideCellBsp(radius-less)src/AcDream.Core/Physics/CellTransit.cs::CheckBuildingTransit(line ~162) — outdoor→indoor entry test
Research: docs/research/2026-05-20-phase-a4-shipped-cell-pingpong-finding.md — full ping-pong analysis with launch-revert2.log evidence (61 indoor-bsp queries firing, 11 inside=True building-transit events, 18 cell-id flips between 0xA9B40022 ↔ 0xA9B40164).
Retail oracle for cell-id hysteresis: acclient_2013_pseudo_c.txt:308742-308783 (CObjCell::find_cell_list Position-variant). Not yet decompiled in detail. Bug-A cousin (see docs/research/2026-05-20-indoor-walking-bug-a-handoff.md) — different symptom (free-fall vs walk-through), same family (doorway-edge geometry mismatch).
Acceptance: Walking into the Holtburg inn, the player's CellId promotes to 0xA9B40164 and STAYS there while the user is spatially inside the inn (not flipping back to outdoor on each wall push-back). Walls visibly block. Indoor BSP results dominate the per-tick collision evaluation while user is inside the inn. A4's [other-cells] probe starts firing for indoor cells adjacent to the primary.
#93 — Indoor lighting broken (M1.5 lighting umbrella)
Status: OPEN — M1.5 scope (A7 lighting fidelity, primary lighting issue) Severity: HIGH (degrades indoor experience; M1.5 acceptance depends on it closing) Filed: 2026-05-20 Component: lighting, rendering
Description: Interior cells (inn, cottages, dungeons — anywhere with cellLow >= 0x0100) render with lighting that doesn't match retail. Specific symptoms include #80 (2nd floor goes dark), wrong per-cell ambient, missing cell-internal light sources (torches/lanterns), and outdoor day-cycle bleeding into indoor cells. Umbrella issue covering the family; sub-issues to be filed during A7.L1 probe spike.
Root cause / status: Suspected family of bugs in (a) per-cell environment-light tag parsing from the dat (we may not parse cell.envLightInfo correctly), (b) cell-light association (which lights belong to which cell), (c) indoor visibility culling for lights, (d) the indoor branch of GameWindow.UpdateSunFromSky which uses a flat ambient. Investigation deferred to A7.L1.
Files:
src/AcDream.App/Rendering/GameWindow.cs:8330+(UpdateSunFromSky, indoor branch with flat ambient)src/AcDream.App/Rendering/Shaders/mesh_modern.frag(per-pixel light evaluation)references/WorldBuilder/...(any WB lighting helpers we inherit)- Retail oracle: grep
Render::lighting_*inacclient_2013_pseudo_c.txt
Acceptance: Holtburg inn interior lighting matches retail at the same character position. Holtburg Sewer dungeon torchlight reads correctly per-room. 2nd-floor cells brightness matches ground floor.
#94 — Held items project spotlight on walls
Status: OPEN — M1.5 scope (A7 lighting fidelity) Severity: MEDIUM (visual fidelity; doesn't block gameplay) Filed: 2026-05-20 Component: lighting, rendering
Description: Items the player is holding (torches, light-source items) project a spotlight effect onto nearby walls. The spotlight direction is wrong — should be omnidirectional from the item, but appears to project specifically toward wall surfaces.
Root cause / status: Per-entity light direction transform. LightingHookSink owner-tracking applies an entity-rotation transform that's probably wrong for held-light items — likely passing the entity's facing-direction as the spotlight cone direction when retail's behavior is omnidirectional point-light.
Files:
src/AcDream.App/Rendering/Vfx/LightingHookSink.cs(suspected — verify during A7.L1)src/AcDream.App/Rendering/Shaders/mesh_modern.frag(point-light eval branch)
Acceptance: Held-item lighting illuminates nearby surfaces uniformly without directional cone artifacts. Matches retail's behavior at the same item in same scene.
#95 — Dungeon portal-graph visibility blowup (see-through-walls / other dungeons rendered)
Status: RESOLVED 2026-06-13 — the 9.1M-instance blowup was a SYMPTOM of Bug A
(wrong dungeon membership), NOT an unbounded portal flood. Chain of evidence: (1) a
headless diagnostic on the real 0x0007 dungeon (Issue95DungeonFloodDiagnosticTests,
95d9dab) measured PortalVisibilityBuilder visiting only 1–17 cells per root —
already tightly bounded and a strict subset of the stab_list (VisibleCells, which is
the BIG set: avg 120, max 204 of 205 cells). So porting grab_visible_cells stab_list
bounding would have made it WORSE — DO NOT do that. (2) The 9.1M blowup was captured at
the G.3a gate before Bug A's fix (2ce5e5c), when the player's membership wrongly
resolved to 0xA9B3 (Holtburg) → the render rooted at the wrong place. (3) With Bug A +
login-into-dungeon (47ae237) fixed, a live launch into 0x0007 measured
instances=~39,000 (down from 9.1M, ~230×), meshMissing=0, dungeon renders, no ACE
errors. The flood was never the bug. Originally also: explained user-observed
"dungeons are broken"
Severity: HIGH (blocks all dungeon navigation visually)
Filed: 2026-05-21
Component: rendering, visibility, EnvCell portal traversal
Description: When +Acdream enters a dungeon via portal (verified at Town Network hub in A6.P1 scen5), the visibleCells count per cell explodes from a normal ~4-7 to 135-145, and cells from multiple disconnected landblocks are loaded simultaneously. Observed result: the player can see through walls, sees geometry from other dungeons rendering inside the current dungeon, and rendering is generally garbled. This single bug is responsible for "dungeons are broken" as a whole — every portal-accessed dungeon hits this on entry.
Root cause / status: Suspected: portal-graph traversal in the EnvCell visibility computation walks outbound portals recursively without proper termination, so a network hub (which has many outbound portals to different dungeons) marks 100+ cells from disconnected dungeons as visible. The visibility computation likely needs to (a) cap traversal depth, (b) terminate at portal boundaries to OTHER landblocks, or (c) only include cells that share line-of-sight through a chain of portals from the camera's current cell.
Evidence (committed):
docs/research/2026-05-21-a6-captures/scen5_sewer_entry/acdream.log— full trace of the rendering breakdown after portal teleport.- Pre-teleport:
visibleCells=4per cell (normal outdoor). - Post-teleport:
visibleCells=135-145per cell at landblock 0x0007 + spurious cells from 0x020A and 0x0408 (different worldOrigins, i.e. different dungeons entirely). - Cell-transit chain:
0xA9B40003 -> 0x00070143 reason=teleportis the portal entry; everything after the teleport is corrupted.
Files:
src/AcDream.App/Streaming/— cell streaming + visibility logic (suspect: cell-cache visibility computation)- WB-extracted visibility:
src/AcDream.App/Rendering/Wb/(whichever file ownsvisibleCells) - Check
EnvCellRenderManager+VisibilityManagerinreferences/WorldBuilder/for the WB-original algorithm and where our extraction may have diverged
Research: scen5 acdream.log is the primary evidence. Compare against WorldBuilder's original portal-traversal termination logic.
Acceptance: After portal entry to any dungeon, visibleCells per cell stays in the normal ~4-15 range, cells from non-adjacent landblocks do NOT appear in the cell-cache, and visually no other-dungeon geometry renders through walls.
#96 — Per-tick PhysicsEngine.ResolveWithTransition CP seed (retail divergence)
Status: PARTIALLY ADDRESSED — accepted as documented retail divergence Severity: LOW (cosmetic — CP-write counter inflates but behavior is correct) Filed: 2026-05-21 Component: physics, ContactPlane retention
Description: After A6.P3 slice 1 (commits 5aba071 + 5f7722a + 39fc037) stripped the TryFindIndoorWalkablePlane synthesis path from Transition.FindEnvCollisions indoor branch, scen3 post-fix re-capture showed acdream still writes ContactPlane fields 25,082 times during a flat-floor walk — 24,906 of those (99.3%) come from PhysicsEngine.ResolveWithTransition line 622, which seeds ci.ContactPlane from body.ContactPlane at every transition start when the body is grounded. Retail's equivalent code path fires set_contact_plane zero times during the same flat-floor walk (scen3 retail BP7 = 0).
Slice 2 attempt + outcome (2026-05-22, commits 892019b + f8d669b):
- v1 attempt (
892019b): Removed the L622 seed entirely to match retail'sCTransition::initclear-at-start behavior. Verified per-rebuild that the change deployed. CP-write count dropped 91% (30,420 → 2,690). But broke BSP step_up at the last step of stairs — sub-step 1'sAdjustOffsethad no ContactPlane to compute the lift direction, BSP step_up thrashed (12,489 push-back-disp + 2,226 push-back-cell signal). User confirmed: "I can't pass the last step of the stairs." - v2 fix (
f8d669b): Reverted the seed removal + added no-op-if-unchanged guard insideCollisionInfo.SetContactPlane. The guard early-returns when called with values identical to current state. The guard doesn't trigger for the L622 seed because each tick gets a freshTransition(soci.ContactPlaneValid=falseon entry → guard fails → write fires). So slice 2 v2 didn't actually reduce CP-write count for the seed case. It does dedupe within-tick redundant writes (e.g. Mechanism B restoring LKCP that equals current ci.CP), which is a small benign improvement.
Root cause / status (updated 2026-05-22): The L622 seed IS load-bearing for AdjustOffset slope projection on sub-step 1, which BSP step_up depends on. Retail uses a different architecture (no seed; first sub-step has no CP and BSP path-6 establishes it). Matching retail would require a deeper refactor — making AdjustOffset fall back to body.ContactPlane when ci.ContactPlane is invalid, OR re-architecting the sub-step loop to not require CP for the first iteration. Both are non-trivial.
Accepting the divergence: the per-tick seed call is functionally correct — it propagates the player's current contact plane to the transition. The cost is a noisy CP-write counter (cosmetic) but the BEHAVIOR matches retail (player stays grounded on the correct plane, slope-snap works, step_up works). Closing #96 fully is deferred to a future refactor or accepted as is.
Lessons learned:
- A counter-based metric (CP-write count) is not always a direct proxy for "behavior matches retail." Retail's set_contact_plane firing rate differs from ours because the call-site structure differs, not because the behavior differs.
- The slice 1 hypothesis "Finding 1 (dispatcher entry frequency) may close as side-effect of Finding 2 (CP-write)" was confirmed by stairs+cellar working post-slice-1. But the slice 2 follow-up assumption "remaining 99.3% of CP writes are also a problem" was partially wrong — those writes are correct state propagation.
Files:
src/AcDream.Core/Physics/PhysicsEngine.cs:620-626(the seed call site, retained with updated comment)src/AcDream.Core/Physics/TransitionTypes.cs:259-279(CollisionInfo.SetContactPlaneno-op guard, retained as small improvement)
If revisited: investigate AdjustOffset fallback to body.ContactPlane when ci.ContactPlane is invalid — that would let us safely remove the seed. Or investigate retail's exact first-sub-step behavior to see if there's a different missing piece in our BSP step_up that would let it work without a seeded CP.
#97 — Phantom collisions + occasional fall-through on indoor 2nd floor (post-slice-1 happy-testing) — [DONE 2026-06-11 · T6/BR-7 + T5 gate]
Status: DONE — closed by T6/BR-7 (the +5 m radial query pad that made spheres test objects in cells they never overlapped — the structural producer of this phantom class per the WF1 verification — was deleted with the per-cell query) and user-confirmed at the T5 gate ("5. Check" — clean inn 2nd-floor walk, no invisible barriers). Severity: MEDIUM (intermittent; doesn't block stair-walking which works post-slice-1) Filed: 2026-05-21 Component: physics, ContactPlane stability
Description: During user happy-testing post-A6.P3 slice 1 (2026-05-21), walking on the inn 2nd floor in acdream produced:
- Intermittent "phantom collisions" — hitting invisible barriers in open floor space.
- One observed "fall-through the floor" — character dropped through the 2nd floor at a specific spot.
These are NOT the indoor stair-climb or cellar-descent symptoms (those WORK post-slice-1). They appear during normal flat-floor walking.
Root cause / status: Hypothesis: caused by issue #96 (L622 per-tick CP seed). The seed writes ci.ContactPlane every tick from body.ContactPlane, which may carry stale values across cell transitions or after the BSP didn't land a fresh plane. If a transient ci.ContactPlane value points to a plane that doesn't match the actual current floor geometry, ValidateWalkable (called from the outdoor terrain fallback) or downstream physics may briefly believe the player is below the floor → fall-through; OR may believe a wall is present where there isn't one → phantom collision.
Falsifiable: if #96 fix closes #97 as a side-effect, the hypothesis is confirmed. If #97 persists post-#96, deeper investigation needed (possibly cell-resolver stickiness — Finding 3 family).
Reproduction (informal — needs sharpening):
- Launch acdream, teleport to inn 2nd floor.
- Walk back and forth across the floor for ~30 seconds in various patterns.
- Phantom collisions appear intermittently — exact reproduction location unknown.
- Fall-through happened at one specific spot; location not recorded.
Files:
src/AcDream.Core/Physics/PhysicsEngine.cs(CP seed + body persist)src/AcDream.Core/Physics/TransitionTypes.cs(Transition.FindEnvCollisionsindoor branch +Transition.ValidateTransition)src/AcDream.Core/Physics/BSPQuery.cs(Path-6 land write site)
Acceptance: Walking on inn 2nd floor for ≥60 seconds in varied patterns produces zero phantom collisions and zero fall-through events.
#98 — [DONE 2026-05-24 · b3ce505] Cellar ascent stuck at top (NOT BSP step; per-cell-list architectural divergence)
Closed: 2026-05-24
Commit: b3ce505 fix(phys): A6.P3 #98 — gate outdoor shadow radial sweep on indoor primary cell
Resolution: The proximate fix is the indoor-primary radial-sweep
gate in ShadowObjectRegistry.GetNearbyObjects. Architectural root
cause: our landblock-wide spatial shadow registry diverges from
retail's per-cell shadow_object_list with portal-aware registration —
the cottage GfxObj (registered landblock-wide via cellScope=0) was
returned to sphere queries inside the cellar EnvCell, and its
downward-facing floor poly at world Z=94 head-bumped the climbing
sphere from below.
After ~10 failed speculative fix attempts across four sessions, the
fix landed cleanly once the apparatus converged. The "v3 stale ramp
contact plane" hypothesis was falsified by chronological replay against
a6-issue98-resolve-capture-2.jsonl — the player IS on the ramp at the
cap event; the contact plane is correctly the ramp's plane; the head
sphere bumps the cottage GfxObj's floor poly from below (the
evening-v2 finding was correct all along).
Decomp anchors (docs/research/named-retail/acclient_2013_pseudo_c.txt):
- 308742+ :
CObjCell::find_cell_list— indoor/outdoor branch - 308751-308769 : the branch — indoor adds 1 cell; outdoor calls
add_all_outside_cells - 308773-308825 : portal-visible neighbor recursion
- 308916 :
CObjCell::find_obj_collisions(this, ...)— strict per-cell iteration
Visual verification 2026-05-24: user confirmed "Finally I can go up!"
Knowledge artifacts:
- Findings doc resolution section:
docs/research/2026-05-23-a6-p3-issue98-comparison-harness-findings.md(bottom) - Memory:
feedback_retail_per_cell_shadow_list.md,feedback_apparatus_for_physics_bugs.md - A6.P4 phase planned to do the full retail-faithful per-cell port and obviate the
b3ce505stopgap
Known regression introduced: doors at doorway thresholds — see #99 below.
#99 — Run-through doors at building thresholds (regression from b3ce505) — [DONE 2026-06-11 · dbfbf85 + ca4b482, T6/BR-7]
Status: DONE — closed ARCHITECTURALLY by the A6.P4 per-cell shadow port
(T6/BR-7): registration computes cell membership via the retail
sphere-overlap portal flood (CellTransit.BuildShadowCellSet =
CObjCell::find_cell_list, Ghidra 0x0052b4e0), the query iterates strictly
per cell (FindObjCollisionsInCell = find_obj_collisions 0x0052b750,
primary + CheckOtherCells per retail order), building shells dispatch via
the per-LandCell building channel (FindBuildingCollisions =
CSortCell::find_collisions 0x005340a0), and the b3ce505 indoor gate +
radial sweep + 5 m pad + isViewer exemption are DELETED. The door is
covered twice like retail: registered into every cell its spheres overlap,
and reached from the indoor side via the straddle-admitted outdoor cells in
the player's own array. Pins: tick-13558 (indoor approach BLOCKS),
tick-22760 (outdoor block invariant), the flipped door apparatus, and the
registry membership tests. Residual: the lateral-slide delta at
near-perpendicular approach is #116 (slide response, pre-existing).
Visual confirmation rides the T5 comprehensive gate.
Severity: HIGH (M1 demo regression — opening doors was previously a working demo target)
Filed: 2026-05-24
Component: physics, shadow-object collision query
Description: With the issue #98 fix (commit b3ce505), the
indoor-primary radial-sweep gate causes our engine to miss outdoor-
registered door entities when a sphere has crossed the threshold and
the primary cell resolves to the indoor side. Players can walk through
doors that previously blocked them.
User report 2026-05-24: "I can also run through doors."
Root cause / status: This is the doorway edge case explicitly
flagged in the b3ce505 commit message. Doors are server-spawned
entities with their own cylinder collision, registered via
UpdatePosition to whichever cell their position resolves to. Doors
at building thresholds typically resolve to outdoor cells. The
b3ce505 gate skips the outdoor radial sweep when the sphere's primary
cell is indoor → outdoor-registered doors are not returned → no
collision → walk-through.
Retail handles this case via the portal-visible recursion in
find_cell_list (lines 308773-308825 of the named-retail decomp): at
registration time, an object is added to its position's cell PLUS all
portal-visible neighbor cells. So a door at a doorway portal ends up in
both the outdoor cell's shadow list AND the indoor cell's list — a
sphere on either side sees it.
Fix path: Closes naturally as part of A6.P4 (per-cell shadow
architecture refactor — see design spec at
docs/superpowers/specs/2026-05-24-phase-a6-p4-retail-shadow-architecture.md).
A6.P4 ports retail's find_cell_list indoor branch + portal recursion
into ShadowObjectRegistry.Register, eliminates the cellScope=0
landblock-wide approximation, and removes the b3ce505 stopgap.
If A6.P4 takes longer than expected, an intermediate "portal-aware
indoor query" patch (~20 lines: walk indoor cells' VisibleCellIds,
collect portal-reachable outdoor cells, include in GetNearbyObjects
indoor branch) would close #99 without touching registration. Tagged
as fallback option B in the A6.P4 spec.
Files:
src/AcDream.Core/Physics/ShadowObjectRegistry.cs—GetNearbyObjectsindoor branchsrc/AcDream.Core/Physics/TransitionTypes.cs:2180+—FindObjCollisionscaller
Acceptance: Doors at Holtburg cottage/inn doorways block the player from both sides (outside walking in, inside walking out). Issue #98's cellar-up fix remains intact.
Related: #98 (sibling — same architectural cause), #97 (phantom collisions on 2nd floor — also likely closed by A6.P4), Finding 3 family (sling-out — also likely).
#98-old-context-preserved-for-reference
(retained from the OPEN form for historical context — superseded by the DONE resolution above. Skip to next active issue if you've read enough.)
Status: OPEN — NEW diagnosis after A6.P3 slice 3 (2026-05-22) Severity: HIGH (blocks M1.5 demo cellar half — user can descend but cannot return) Filed: 2026-05-22 Component: physics, BSP step_up / step_down at cellar stair geometry
Diagnosis update 2026-05-22 (post A6.P3 slice 3): The cell-resolver ping-pong (the original hypothesis when this issue was filed) WAS confirmed and is now FIXED by slice 3 (commits 8898166 v1 + 3e140cf v2 — point-in stickiness check in ResolveCellId). Data confirms: scen4_cottage_cellar_slice3v2 capture shows only 1 cell-transit event (login teleport) vs 20+ pre-fix.
BUT the cellar-up symptom PERSISTS even with the cell-resolver fix. The remaining cause is a BSP step physics issue at the cellar stair geometry. User report: "I'm running up the stairs, at the top it looks like I'm running into something. Still running animation but not going up." Player can climb most of the stair flight but gets blocked at the TOP step where the cellar transitions to the cottage main floor.
Evidence from slice3v2 capture:
[push-back] site=adjust_sphere in=(*, -0.0752, 0.0077) out=(*, -0.0752, 0.7577)
delta=(0, 0, 0.7500) n=(0, -0.7190, 0.6950) d=-0.1007
r=0.4800 winterp=1.0000->0.0000 applied=True
- Surface normal
(0, -0.719, 0.695)— sloped 44° (walkable per FloorZ=0.664) - Push-back lifts sphere by 0.75m (step_down probe distance) repeatedly
winterp 1.0→0.0— entire walk interpolation consumed by the lift each tick- Player Z stays stuck around 0.0077 (relative to cell) → not progressing
Hypothesis: the step_down probe at the top of the cellar stair is hitting the sloped TOP step face (or possibly a wall poly), and consuming all walk interp pushing back. No remaining interp to actually walk forward over the top.
Diagnosis sharpened 2026-05-22 (commit 134c9b8) — paired retail+acdream cdb capture confirmed cellar ascent ends with retail's BP7 setting ContactPlane to the cottage main floor (flat plane at world Z=94, 18 BP7 hits all the same plane).
Diagnosis CORRECTED 2026-05-22 evening (slice 5 [place-fail] probe) — the morning handoff's "Path 5 vs Path 6 in BSPQuery.FindCollisions" diagnosis is WRONG. The slice-5 probe-driven evidence shows:
- Retail's BP4 trace has every find_collisions hit with
collide=0. Retail enters the same(state & 1) Contactbranch our acdream does. There is NO outer-dispatcher path-selection divergence. - Retail's BP5 fires on the ramp poly 17+ times during the ascent, NOT "30 hits all on flat planes" as the morning claim said. We misread the retail data.
- The actual blocker is polygon 0x0020 in the cellar cell's BSP (
n=(0,0,-1) d=-0.2in cell-local, world Z=93.82 — the cellar's ceiling). When step-up's step-down probe lifts the sphere onto a 45° walkable surface, the sphere top extends past the ceiling polygon andSphereIntersectsSolidInternalcorrectly rejects. - Retail succeeds because its
check_celltransitions to cottage main floor cell 0xA9B40146 during the ascent, where the cellar's ceiling polygon is absent. Ourcheck_cellstays at cellar 0xA9B40147.
Full slice 5 evidence + sharpened next-step pickup at docs/research/2026-05-22-a6-p3-slice5-handoff.md. Capture data at docs/research/2026-05-21-a6-captures/scen4_cottage_cellar_place_fail/.
Diagnosis FINALIZED 2026-05-23 evening (commit 28c282a, divergence doc at docs/research/2026-05-23-a6-p3-issue98-replay-comparison.md). After 4 sessions of speculative fixes (10+ variants, none worked), apparatus shipped to turn evidence-driven analysis into a 200ms test loop:
- Deterministic replay harness:
tests/AcDream.Core.Tests/Physics/Issue98CellarUpReplayTests.csloads the three cottage/cellar cell fixtures (captured live via the newACDREAM_DUMP_CELLSprobe) and drives the failing-frame sphere through our walkable predicates. 7 tests, all pass, all reproduce the live failure without a client launch. - Retail comparison:
docs/research/2026-05-23-a6-captures/cellar_up_capture_1/retail.decoded.log— 35K cdb BP hits during the equivalent retail cellar-up.
REAL divergence: NOT cell-resolver. NOT path-selection. NOT polygon 0x0020 the cellar ceiling.
- Retail's sphere is at world Z ≈ 94.48 (resting on cottage floor) when
find_walkableaccepts the cottage main floor plane. - Our failing-frame sphere is at world Z ≈ 92.01 (2.47m lower) when our walkable query rejects the cottage main floor.
- Retail's
ContactPlanewrites during cellar-up are ONLY flat horizontal planes (cellar floor Z=90.95 OR cottage floor Z=94.00). Never the ramp. - Retail's
find_crossed_edgefires ONCE in 35K BPs. Acdream uses it heavily.
Fix targets (priority order, from the comparison doc):
- (HIGHEST) Step-up + ramp climb doesn't gain enough Z per tick. Retail climbs gradually across thousands of ticks; ours oscillates at Z≈92. Look at
Transition.AdjustOffsetslope projection +Transition.DoStepUpWalkInterp handling. - Cottage-cell candidacy uses wrong sphere reference (pre-step-up vs step-lifted center).
find_crossed_edgeover-use in our walkable acceptance path.- (LOW) Ramp polygon normal divergence.
Failed fix attempts (informational):
- WalkInterp reset before placement_insert (commit
bbd1df4) — logical retail-faithful improvement but doesn't fix the cellar-up symptom. Keep. - Slice 3 v1/v2/v3 cell-resolver stickiness — closed ping-pong but didn't help cellar-up. v3 reverted (
8bd3117). - Slice 5:
[place-fail]probe + diagnosis correction. Useful infrastructure; not a fix. - Slice 6 (2026-05-22 PM): 6 placement-insert bypass variants. None unstuck the player.
- Slice 7 (2026-05-23 AM): terrain hole cutout, multi-sphere CellTransit, building bldg-check, negative-side polygon support, render-vs-physics origin split. Triaged in commit
35b37df: kept render-physics split + multi-sphere CellTransit + diagnostic probes; reverted neg-poly + bldg-check (didn't fix #98).
Related:
- Inn stairs UP works (different geometry, doesn't trigger this specific failure mode)
- Cellar descent works (only ascent fails — direction matters)
- Issue #90 (cell-id ping-pong workaround in
ResolveCellId) is now superseded by slice 3 v2's stickiness check; can be removed in A6.P4 after broader visual verification
Description: Walking UP from a Holtburg cottage cellar in acdream gets stuck "just almost at the last step up." Stairs going UP elsewhere (inn 2nd floor) work fine post-A6.P3 slice 1. Cellar DESCENT works. Only the cellar ASCENT from the bottom back to ground level fails — specifically at the last step where the player should transition from the indoor cellar cell to the cottage ground-floor cell.
Evidence: captured in slice 2 v2 verification at docs/research/2026-05-21-a6-captures/scen3_inn_2nd_floor_slice2v2/acdream.log. Cell-transit chain shows the resolver ping-ponging between three adjacent cells:
0xA9B4014B → 0xA9B4014A → 0xA9B4013F → 0xA9B4014A → 0xA9B4014B → ...
(Z stays ~96.4 throughout the ping-pong — vertical position stable but cell classification oscillating)
Eventually the player gives up and returns down: 0xA9B4013F → 0xA9B40143 (Z drops to 94.020) → 0xA9B40146 (Z 93.426) → ...
Each cell-transit event has reason=resolver, meaning PhysicsEngine.ResolveCellId is making the decision. The resolver classifies the position into a different cell each tick → AdjustOffset operates against a different cell's geometry each tick → can't accumulate forward motion → stuck.
Root cause / status: Same family as scen4 sling-out (A6.P2 Finding 3) and issue #90 cell-id ping-pong (which has a workaround). The retail oracle is CObjCell::find_cell_list Position-variant at acclient_2013_pseudo_c.txt:308742-308783. Retail uses cell-array hysteresis / stickiness to prevent flipping CellId on adjacent-cell boundaries when the sphere is on the boundary.
Our ResolveCellId + CheckBuildingTransit lack this stickiness — every tick they re-classify based on current position, ignoring "we were already in cell X last tick; if the new position is still close to X, stay in X."
Fix sketch (slice 3):
- Port retail's cell-array hysteresis from
CObjCell::find_cell_list. - Modify
ResolveCellIdto prefer the previous tick's CellId when the sphere is close to (but slightly outside) the previous cell's CellBSP volume. - Modify
CheckBuildingTransitsimilarly for building-shell transitions. - May obsolete issue #90's workaround (the same stickiness mechanism would handle the doorway ping-pong too).
Related issues:
- Issue #90 — Cell-id ping-pong at indoor doorway threshold (existing workaround; should be removed if Finding 3 fix lands cleanly)
- Issue #97 — Phantom collisions + fall-through on 2nd floor (may also be the same cell-resolver instability)
- A6.P2 Finding 3 — Indoor cell-resolver sling-out (scen4)
Files:
src/AcDream.Core/Physics/PhysicsEngine.cs(ResolveCellId)src/AcDream.Core/Physics/CellPhysics.cs(CheckBuildingTransit)src/AcDream.Core/Physics/CellTransit.cs(cell list iteration; may need stickiness here)
Acceptance: User can walk up out of a Holtburg cottage cellar without getting stuck at the last step. Cell-transit log shows no ping-pong on the cellar boundary. Issue #90 workaround can be removed (verified by ping-pong staying absent at the inn doorway too).
2026-05-23 evening session update — Shape 1 attempted + reverted:
- New apparatus committed:
8a232a3—[step-walk-adjust]probe insideTransition.AdjustOffset(PhysicsDiagnostics.LogStepWalkAdjust + four branch tokens). Reveals which projection branch fires per call.8daf7e7— captured findings note atdocs/research/2026-05-23-a6-stepwalkadjust-findings.md+ log snapshot atdocs/research/2026-05-23-a6-captures/stepwalkadjust/acdream.log.
- Refined diagnosis (corrects the 2026-05-23 evening "fix targets" priority above): AdjustOffset is CORRECT — 145/146 calls take the
into-planebranch with consistent +0.045 m mean zGain per call when offset points into the ramp normal. Sphere world Z climbs monotonically 90.95 → 92.80 across the ramp. The climb caps at world Z ≈ 92.80 (cottage floor at 94.00 still 1.20 m above) because at the ramp top, the proposed check (Z=92.85) gets rejected by step-up's downward step-down probe — no walkable surface exists below the proposed position within stepDownHeight=0.6 m (cottage floor is ABOVE, not below). 101stepdown-rejecthits in the capture vs 1 acceptance. - Shape 1 fix attempted (
0cb4c59, reverted in402ec10): AddedPhysicsGlobals.ContactPlaneFlatThreshold = 0.99fand gatedBSPQuery.AdjustSphereToPlane's twoSetContactPlanecall sites byworldNormal.Z >= threshold. The intent: match retail's cdb-observed pattern where CP is ONLY ever set on flat polygons (cellar floor or cottage floor — Normal.Z = 1.0 in all 161 BPE writes). Live test confirmed the fix breaks OnWalkable tracking: 18,916 / 25,671 step-walk lines (74%) ended incontact=False onWalkable=False cp=n/a walkPoly=False(the falling state). User report: "can't get up the first step. Jumped, stuck in falling animation." The gate was too aggressive — sloped walkable polygons (stair tops, ramp faces) NEED ContactPlane set for the sphere to register as on a surface. - What we learned about Shape 1: simply skipping
set_contact_planeon sloped polygons doesn't match retail behavior. Either retail synthesizes a flat CP from a sloped contact (thestep_sphere_down:321203Plane::Plane(&plane, esi, &point)codepath —esimay be a synthesized direction, not the polygon's normal), OR retail's gate is upstream ofset_contact_plane(the polygon never reaches CP-setting in the first place), OR ourOnWalkabletracking is over-coupled toContactPlaneValidin a way retail's isn't. The named-decomp research did not converge on a definitive answer.
Session paused 2026-05-23 evening after two days of work. Apparatus + probe + findings + plan + first failed fix + revert all committed. M1.5 demo's cellar half remains blocked. The honest next-session moves, in order:
- Build a deterministic trajectory replay harness (drives the physics engine through N ticks with mocked input + snapshotted starting state, runs in <500ms). The Issue98 replay tests are half of this — they have the cell fixtures. The missing half is the per-tick driver. With a 200ms inner loop instead of 5-minute live-test iteration, evidence-driven fix attempts become tractable.
- OR pivot to another M1.5 issue with less cross-subsystem coupling. The cellar-up bug lives at the seam of AdjustOffset + ContactPlane + WalkInterp + step-up + walkable tracking + OnWalkable + cell-set membership — fixing one piece breaks another. Less-coupled issues (chronic open #2/#4/#28/#29/#37/#41, or #90 workaround removal) would yield faster forward progress.
- OR a deeper named-decomp research pass focused specifically on
CEnvCell::find_env_collisions→BSPTREE::find_collisions→ indoor CP-setting chain. This path was never fully traced; the first two research passes worked on the outdoor (CLandCell) path. The indoor path is where the cellar lives.
Replay tests at tests/AcDream.Core.Tests/Physics/Issue98CellarUpReplayTests.cs document the failing-frame geometry and will be the regression oracle when a real fix lands. They do not currently simulate trajectory.
2026-05-23 PM extension — trajectory replay harness shipped, blocked on a SECOND bug:
Commits 4c9290c → 5c6bdbe ship a deterministic N-tick trajectory replay at tests/AcDream.Core.Tests/Physics/CellarUpTrajectoryReplayTests.cs. 200-tick runs complete in <100 ms. 5 tests pass.
- Finding: the cellar ramp polygon is NOT in
cellStruct.PhysicsPolygons. It lives in a separate GfxObj (a static building piece, registered as a ShadowEntry on the landblock).CellDumpSerializercorrectly captures cell polygons; the ramp comes from a different data source entirely. The harness reconstructs the ramp polygon programmatically from the live capture's polydump data viaRegisterStairRampGfxObj. - Finding:
CellDumpSerializer.HydratesetsBSP=nullper its xmldoc — so the indoor BSP collision path is skipped for hydrated fixtures. Harness wraps cells with a synthetic one-leaf BSP viaAttachSyntheticBspto fire the indoor path. - Finding:
PhysicsBodyseeding requires BOTHContactPlane*ANDWalkablePolygon*fields. The engine atPhysicsEngine.cs:665-673only callsSpherePath.SetWalkable(...)ifbody.WalkablePolygonValid && body.WalkableVertices.Length >= 3. Without this the engine treats the sphere as "grounded but anchorless" — a contradictory state.
NEW BLOCKER (open finding): Even with the full apparatus (CP + WalkablePolygon seeded body, synthetic BSP, synthetic stair GfxObj registered, stub landblock), the sphere goes airborne at tick 1 with hit=(0,1,0) — a +Y wall normal matching no registered geometry. The hit is set by ValidateTransition between the after-insert and after-validate probe sites, but the inner TransitionalInsert call sets ci.CollisionNormal=(0,1,0) before ValidateTransition runs. 12 different SetCollisionNormal call sites in TransitionTypes.cs — root cause not yet isolated.
6 hypotheses tested via the harness, all failed to isolate root cause: WalkablePolygon seeding, initial Z lift (0 vs 0.05m), stair GfxObj presence, stub landblock terrain, cell BSP null vs synthetic, body=null vs seeded. Per systematic-debugging skill's "3+ failures = question architecture" rule, stop speculation; next session needs a side-by-side comparison harness against live PlayerMovementController state.
Pickup document: docs/research/2026-05-23-a6-p3-issue98-harness-handoff.md is the canonical resume artifact — has the chronological commit list, apparatus inventory, exclusion list, and three concrete next-session options ranked by recommendation.
Status: DONE Severity: MEDIUM (refactor blocker; doesn't affect main branch which is unchanged) Filed: 2026-05-16
Resolution (2026-05-16 · 0b25df5): Step 2 re-attempted with
[step2-diag] traces at every hypothesized fault point. The traces
showed all four hypotheses were wrong — session.hashcode was identical
through _liveSession, _liveSessionController.Session, and the
captured liveSession local in the chat-bus lambda, ruling out
identity mismatches and closure-capture bugs. Doors verified via
inbound OnLiveMotionUpdated round-trip (cmd=0x000B open, cmd=0x000C
close). Pickup verified via 4 successful [B.5] pickup calls. The
previous broken run was almost certainly a stale ACE session (no other
code-level explanation survives the diag trace). One small material
diff: the chat-bus lambda's var liveSession = _liveSession; capture
became var liveSession = session; (the non-null parameter) so the
compiler can statically prove non-null inside the lambda — both pointed
to the same WorldSession instance, only the static analysis changed.
Traces stripped before commit. Walking-range auto-walk bug observed during the second verification run is pre-existing (filed as #77, not caused by this refactor).
Description: A first attempt at Step 2 — extracting LiveSessionController
Description: A first attempt at Step 2 — extracting LiveSessionController
out of GameWindow.cs — was implemented and reverted in the same session
on the claude/hungry-tharp-b4a27b worktree. Visual verification at
Holtburg revealed:
- Chat input field accepts text + Enter but nothing is sent (no echo, no ACE response).
- Double-click on doors / NPCs fires
[B.4b] use guid=... seq=Noutbound (verified inlaunch.log) but no visible client-side effect (door doesn't swing, NPC doesn't dialogue). - R + click-target produces
[B.4b] use-deferred guid=... seq=N, the player auto-walks to the target, but the deferred Use does NOT fire on arrival (regresses the Phase B.6 / issue #63 / #75 work).
The Step 1 (eda936d RuntimeOptions) and Rule 5 follow-up
(32423c2 DumpSteepRoof → PhysicsDiagnostics) commits are NOT affected
and stay clean.
Root cause / status: Unknown. The refactor preserved every event
subscription line-for-line (verified by git diff — only one _liveSession.X +=
line moved, all others present). The new shape:
TryStartLiveSession()
→ _liveSessionController.CreateAndWire(_options, WireLiveSessionEvents)
→ new WorldSession(endpoint)
→ wireEvents(session) // i.e. WireLiveSessionEvents(session)
→ Chat.OnSystemMessage("connecting...")
→ _liveSession.Connect(user, pass)
→ ...character validation + EnterWorld + post-setup...
Looks identical to the original control flow. Hypotheses to test on a clean re-attempt:
- Timing of
_liveSessionfield assignment. The new code assigns_liveSessioninsideWireLiveSessionEventsbefore subscriptions run, and again after CreateAndWire returns. The original code set_liveSessiononce at the inlinenew WorldSession(...)site. A subtle ordering bug between subscriptions and_liveSession's externally visible state may matter. - LiveCommandBus closure capture. The
var liveSession = _liveSession;capture inside the chat handler block may have been getting a different value than before — though the field IS set by the time the capture happens (line 1 ofWireLiveSessionEvents). - Inbound packet ordering. ACE may be sending the first
StateUpdate / spawn stream BEFORE the EnterWorld dance completes in
the new flow; if subscriptions are wired but
_liveSessionfield is briefly inconsistent, an early handler call could see a partial state. The_liveSession?.Tick()route now goes through_liveSessionController?.Tick(); verify that's not the difference. - Some non-subscription side effect in
WireLiveSessionEventsthat wasn't carried over correctly — over-indentation suggests a diff-friendly intermediate state; full re-indentation may surface the bug.
Files (in the reverted state — recover from worktree git reflog or re-write):
src/AcDream.App/Net/LiveSessionController.cs(new, ~115 LOC)src/AcDream.App/Rendering/GameWindow.cs—TryStartLiveSessionsplit- new
WireLiveSessionEventsmethod
- new
Research: No memory entry yet. If the re-attempt succeeds, add a
feedback_step2_extraction_pitfalls.md capturing whichever hypothesis
turned out to be the bug.
Acceptance: Step 2 lands when the full M1 demo loop (walk Holtburg, double-click inn door + door swings, double-click NPC + NPC dialogues, F-key pickup on a ground item) works identically to the pre-refactor behavior, AND chat input echoes back through the panel.
#75 — [DONE 2026-05-16 · f035ea3] Auto-walk should drive body directly, not synthesize player-input
Status: DONE Severity: LOW (functionally correct via grace-period band-aid; architectural cleanup only) Filed: 2026-05-16 Component: physics / auto-walk
Resolution (2026-05-16 · f035ea3): Refactored ApplyAutoWalkOverlay → DriveServerAutoWalk. Auto-walk now steps Yaw, sets _body.set_local_velocity from runRate, and calls _motion.DoMotion(WalkForward, speed) directly — NO MovementInput synthesis. Update gates the user-input motion + velocity section on !autoWalkConsumedMotion to prevent overwrite. The 500ms arrival grace period (band-aid) deleted. The wire-layer !IsServerAutoWalking guard at GameWindow.cs:6419 retained as a semantic statement (user-MoveToState is for user-driven intent only), not as a band-aid for the synthesis leak that no longer exists. Animation cycle plumbed through via localAnimCmd / localAnimSpeed for both moving-forward and turn-first phases (issue #69 folded in). Walk/run threshold corrected to 1.0m (overrides ACE's wire-supplied 15.0f; matches user-observed retail behaviour + ACE's own physics layer default). IsPickupableTarget now checks BF_STUCK (acclient.h:6435) to correctly block signs/banners that share Misc ItemType with real pickup items.
Description: ApplyAutoWalkOverlay in PlayerMovementController
synthesizes Forward+Run MovementInput during inbound MoveToObject
so the existing motion-interpreter pipeline drives the body. The
synthesis leaks: motion-interpreter sets MotionStateChanged=true,
which would fire an outbound MoveToState "user is running"
packet to ACE — interpreted as user-took-manual-control and cancels
ACE's MoveToChain. We mitigate with a guard
(!_playerController.IsServerAutoWalking at GameWindow.cs:6410)
plus a 500 ms post-arrival grace period to cover ACE's poll race.
Retail's MoveToManager::HandleMoveToPosition (decomp 0x0052xxxx)
steps the body POSITION directly when server MoveToObject arrives —
NO player-input synthesis, NO motion-interpreter involvement, NO
outbound MoveToState. Holtburger
(simulation.rs:178-206)
follows the same pattern (sets ServerControlledProjection, advances
the body, returns empty).
Acceptance: Refactor auto-walk to step _body.Position (or
equivalent) directly from the wire-supplied path data + run rate, NOT
via synthesized input. Motion state during auto-walk becomes a
SERVER-DRIVEN state (similar to how remote players' motion is driven
by inbound MoveToState packets), not a USER-DRIVEN one. The 500 ms
grace period in EndServerAutoWalk becomes unnecessary and can be
deleted; same for the IsServerAutoWalking guard at the wire layer
(no MoveToState would have been built in the first place).
Animation cycle currently driven by motion-interpreter's
MotionStateChanged → SetCycle(RunForward) would need a separate
path: probably mirror how remote-player animation is driven by
inbound motion packets (the sequencer accepts a SetCycle directly).
Files: src/AcDream.App/Input/PlayerMovementController.cs
(ApplyAutoWalkOverlay returns synthesized input today; refactor to
step body directly + drive animation via _animationSequencer.SetCycle
directly). src/AcDream.App/Rendering/GameWindow.cs (delete the
!IsServerAutoWalking guard once the leak is gone).
Estimated scope: Medium (~50-100 LOC + careful testing of animation cycle continuity). Not blocking M1 — the grace-period band-aid produces retail-faithful behaviour empirically.
#74 — [DONE 2026-05-16 · de44358] AP cadence is per-frame-while-moving, more chatty than retail
Status: DONE Severity: LOW (works; just sends ~60× the packets retail would during smooth motion) Filed: 2026-05-16 Component: physics / net cadence
Resolution (2026-05-16 · de44358): With #75 (MoveToState suppression refactor) closing the MoveToChain-cancellation race, the per-frame "send while moving" cadence is no longer load-bearing. Reverted to retail's two-branch ShouldSendPositionEvent gate (acclient_2013_pseudo_c.txt:700233-700285): cell/plane change during the sub-interval; cell-or-frame change after the 1s heartbeat. Added _lastSentContactPlane field + extended NotePositionSent(Vector3, uint, Plane, float) + added ApproxPlaneEqual helper + PlayerMovementController.ContactPlane public accessor. Effective rates now match retail: 0 Hz idle, ~1 Hz smooth motion, per-event on cell/plane changes, 0 Hz airborne.
Description: The diff-driven AP cadence shipped in Commit B fires
HeartbeatDue on any position change each frame while grounded
on walkable (effective ~60 Hz during smooth movement) and a 1 Hz
heartbeat when idle. Retail's ShouldSendPositionEvent
(acclient_2013_pseudo_c.txt:700233) only sends during the
sub-interval when cell or contact-plane changes, and only sends the
1 Hz heartbeat if (cellId, frame) changed since last_sent —
truly idle = 0 Hz. So retail during continuous smooth movement is
effectively 1 Hz (cell crosses + plane changes don't happen every
frame); we are ~60 Hz.
Root cause / status: Deliberate ACE-targeted choice. The
per-frame cadence is load-bearing for ACE's WithinUseRadius poll
to see the player arrive at a target during local speculative
auto-walk (issue #63's workaround chain). Going to 1 Hz would
re-introduce the arrival-lag bug for far-range Use/PickUp.
Files: PlayerMovementController.cs:1240-1275
— the HeartbeatDue = groundedOnWalkable && (positionChanged || intervalElapsed)
gate.
Acceptance: Either (a) fix issue #63 so we honor ACE's
MoveToObject server-side, removing the need for the per-frame
cadence, then revert to retail's cell-or-plane-change || (interval && frame-change)
shape (~5 LOC change); or (b) document this as a permanent
divergence and update commit messages / code comments to match.
Estimated scope: Small (~5 LOC + commit-message rewrite) once #63 is fixed. Currently blocked by #63.
#73 — Retail-message centralization plan — per-feature string sweeps
Status: OPEN Severity: LOW (per-feature work, not infrastructure) Filed: 2026-05-16 Component: ui / retail messages
Description: Commit A added AcDream.Core.Ui.RetailMessages as
the home for retail-decomp-sourced UI strings (CannotBeUsed,
CantBePickedUp, CannotPickUpCreatures). The retail decomp has
~750 more user-facing strings we'll need over time — combat misses,
spell fizzles, vendor dialogs, "you do not have enough" etc. Rather
than bulk-port them once, port per-feature as the feature lands:
when wiring vendor purchase, sweep vendor strings into
RetailMessages.Vendor.*; when wiring spell-cast feedback, sweep
RetailMessages.Spell.*.
Status: No infrastructure work pending. Pattern is established;
new strings get added to RetailMessages.cs with retail anchor
comments at the call site that triggered the need.
Files: RetailMessages.cs — class-level doc comment already describes the per-feature sweep pattern.
Acceptance: Each phase / feature that adds new user-facing
strings sweeps its retail-anchor strings into RetailMessages and
calls them by name rather than literal-in-place. Closing condition:
"all M1 demo strings are in RetailMessages" or similar per-milestone
gate, decided when M1 ships.
#72 — Confirm Humanoid TurnRight/TurnLeft omega.z base rate via cdb
Status: OPEN Severity: LOW (current ±π/2 fallback matches all corroborating evidence; cdb probe would settle the open question for good) Filed: 2026-05-16 Component: physics / rotation / research
Description: Commit A's rotation rate uses
BaseTurnRateRadPerSec = π/2 based on the documented
AnimationSequencer.cs:734-741 claim that the Humanoid motion table
ships TurnRight/TurnLeft with HasOmega cleared (forcing the
convention fallback). The constant has 3 corroborating sources but
the actual dat content was never dumped — and the run-multiplier
run_turn_factor = 1.5 at retail 0x007c8914 from
apply_run_to_command (decomp 0x00527be0) likewise hasn't been
verified live.
Acceptance: Set a cdb breakpoint on CSequence::set_omega
(acclient_2013_pseudo_c.txt — find exact symbol address) while
holding A or D in a retail client. Capture the omega.z argument
value walking, then running. If ±π/2 walking and ±π/2 × 1.5 ≈ 2.356
running, close as confirmed. If different, file as a regression and
fix the constants in
RemoteMoveToDriver.cs.
Estimated scope: ~30 min cdb session + 1 commit if confirmed, or +small fix if different. Not blocking M1.
#71 — WorldPicker Stage B — polygon refine for retail-accurate clicks
Status: OPEN Severity: MEDIUM (Stage A now causes real play mis-picks through open doors/windows) Filed: 2026-05-16 Component: selection / picker
Description: Retail's mouse picker does two-tier sphere-then-polygon
selection (acclient_2013_pseudo_c.txt:0x0054c740
Render::GfxObjUnderSelectionRay):
- Per-part sphere reject via
CGfxObj::drawing_sphere. - Polygon-accurate refine via
CPolygon::polygon_hits_rayon every visual polygon; closest-t polygon hit wins over any sphere hit.
Commit B's Stage A
(WorldPicker.cs) does
screen-space rect hit-test against the projected
Setup.SelectionSphere (matching the indicator rect, deliberately
broader than the visible mesh polygons). Stage B would tighten clicks
to the visible mesh — under-pick what looks like empty space inside
the rect, catch visible mesh that pokes past the sphere boundary
(creature outstretched arm, sign edge).
New evidence (2026-05-28 / Phase A8 visual gate): User stood outside
a Holtburg building, saw a vendor through an open doorway/window, clicked
the visible vendor, and acdream selected the door instead:
[B.4b] pick guid=0x7A9B4015 name=Door. This is exactly the Stage A
failure mode: the open door's projected Setup.SelectionSphere rect is
closer than the vendor's rect, even though the visible door polygon is not
under the cursor. The fix is polygon refinement against visible GfxObj
triangles plus current animated part transforms; do not special-case doors.
Acceptance: Pipe per-part GfxObj visual polygons through a
PickPolygonProvider interface (don't duplicate mesh decoding —
hook the existing ObjectMeshManager cached data). Two-tier in
WorldPicker.Pick: sphere reject → polygon scan → polygon hit
dominates sphere hit. Acceptance test: visible-mesh accuracy on
Holtburg sign, Royal Guard outstretched bow arm, inn-door wood
frame edges.
Estimated scope: Medium (~4-6 hours). Defer until visual verification surfaces a Stage A miss in real play. The user confirmed 2026-05-28 that the door/vendor case is now observable in real play, so this should be scheduled soon after A8 rather than left as polish.
#70 — Triangle apex/size — final retail-feel UX pass
Status: OPEN Severity: LOW (cosmetic — indicator already retail-anchored, this is final-feel polish) Filed: 2026-05-16 Component: ui / target indicator
Description: Per 2026-05-16 user feedback during the
SelectionSphere indicator ship, the triangle apex direction
(flipped to point inward at the target) and sprite size (currently
8 px legs) are heuristic visual choices. Retail uses an actual DAT
sprite from UIRegion::GetChild(0x1000003a/3b/3c) — the bitmap
shape and size come from the dat, not constants.
Acceptance: Extract the retail triangle sprite from the dat
(probably via tools/UiLayoutMockup or a new DatSpriteProbe) and
either (a) blit the exact bitmap, or (b) pick a procedural size +
shape that matches it pixel-for-pixel at standard zoom.
Files: TargetIndicatorPanel.cs
— TriangleSize constant + the four AddTriangleFilled calls.
Estimated scope: Small (~1-2 hours, mostly dat exploration). Not blocking M1.
#69 — [DONE 2026-05-16 · f035ea3] Local player rotation isn't animated (no leg/arm cycle while pivoting)
Status: DONE Severity: LOW (visual polish — rotation works, just looks stiff) Filed: 2026-05-15 (B.6 close-range turn-to-face) Component: motion / animation cycle
Resolution (2026-05-16 · f035ea3): Fixed as part of the auto-walk architectural refactor (issue #75). DriveServerAutoWalk now records the per-frame rotation direction in _autoWalkTurnDirectionThisFrame (+1 / -1 / 0); the animation override at the bottom of Update reads that flag and sets localAnimCmd to TurnLeft / TurnRight during the turn-first phase. User confirmed 2026-05-16 that the auto-walk turn-first case (click target, body rotates before walking) now plays the leg-shuffle animation. User-driven A/D rotation was always working — the original issue description was specific to the auto-walk turn-first case.
Description: When the auto-walk overlay rotates the local player
(close-range Use turn-to-face, or turn-first phase of a far-range walk),
the body's Yaw rotates smoothly but no leg / arm animation plays —
the body just statue-pivots. Retail played a TurnLeft / TurnRight
motion cycle while rotating, visible to observers as the character
moving their legs / arms to turn.
Cause: ApplyAutoWalkOverlay synthesises Forward+Run input
during the walking phase (so the motion interpreter emits RunForward
cycle commands), but synthesises nothing during the turn-only phase
— so the motion interpreter emits no command and the sequencer
holds whatever cycle was last set (typically Ready / idle).
Approach: While turning (!walkAligned), synthesise
TurnLeft = delta > 0 / TurnRight = delta < 0 so the motion
interpreter emits the turn command. Care needed: the existing
Update body also steps Yaw on TurnLeft/TurnRight input — if
both apply, the body rotates twice as fast. Cleanest: set the input
flags AND skip the overlay's own Yaw step (let Update's existing
handling do the rotation).
Acceptance: A retail observer watching +Acdream turn to face
an NPC sees the turning animation play (leg shuffle / arm swing) for
the duration of the rotation.
Estimated scope: Small. ~30 LOC in ApplyAutoWalkOverlay plus
verification that retail's TurnLeft/TurnRight cycle is in the
human motion table.
#68 — Remote players don't stop running animation on auto-walk arrival
Status: OPEN Severity: LOW-MEDIUM (visual only — server-side action completes correctly) Filed: 2026-05-15 (B.7 visual verification) Component: motion / remote dead-reckoning / animation cycle
Description: Observing a retail player from acdream as they approach an NPC at a distance: the remote body's run animation keeps cycling even after the body has visibly stopped at the NPC. Retail-side the character stopped; the action (dialogue) fired; but our client's animation never transitioned RunForward → Ready.
Suspected: RemoteMoveToDriver detects arrival via
DriveResult.Arrived, but the consumer site (per-tick loop in
GameWindow.TickAnimations or wherever the remote body's cycle is
driven) doesn't flip the animation cycle back to Ready on arrival.
Alternatively the cycle persists because ACE doesn't broadcast a
follow-up UpdateMotion(Ready) — relying on the client to detect
arrival from the wire's distance threshold instead.
Files (likely):
src/AcDream.App/Rendering/GameWindow.cs— wherever per-tick motion for remote entities readsRemoteMoveToDriver's state. Need to callSetCycle(NonCombat, Ready)on arrival.
Acceptance: Retail player observed running up to an NPC visibly stops running animation at arrival distance, transitions to idle.
#67 — [DONE 2026-05-15 · 301281d] Door Use action doesn't complete after auto-walk arrival
Status: DONE — fixed by 301281d (10 Hz heartbeat during motion).
With ACE seeing our position in near-real-time, its CreateMoveToChain
converges normally for doors as well as NPCs. Root cause was 1 Hz
position sync on our side, not anything door-specific. User confirmed
doors work after the heartbeat bump.
#66 — Local + remote rotation: player flips back, NPCs don't turn
Status: OPEN Severity: LOW-MEDIUM (visual feedback — interaction works, just looks wrong) Filed: 2026-05-15 (B.7 visual verification) Component: motion / rotation
Description: Two related visual rotation bugs surfaced together:
- Local player flips back. Observing acdream's
+Acdreamfrom retail: when our auto-walk completes and the body has rotated to face the target, the broadcast position has the new rotation — then the next frame the player snaps back to whatever the camera yaw was. Likely cause: afterEndServerAutoWalk, the synthesised input stops andUpdate's next pass applies the user's realMouseDeltaX(which may be 0 but other paths might be overridingYaw). - NPCs don't turn to face the player. ACE broadcasts
MovementType=8 TurnToObjectwhen an NPC starts a Use response that requires facing. OurOnLiveMotionUpdatedhandles MovementType=6 (MoveToObject) but not 8. The NPC's body stays at whatever heading the spawn / last motion left it.
Acceptance:
- After auto-walk arrival, local player's facing toward the target is preserved (no flip-back observed from a retail client).
- NPCs (Tirenia, guards, vendors) rotate to face the player when using them.
Files (likely):
src/AcDream.Core.Net/Messages/UpdateMotion.cs— extend parser for MovementType=8 payload (target guid + final-heading flag).src/AcDream.App/Rendering/GameWindow.csOnLiveMotionUpdated— route MovementType=8 for the local player to a newBeginServerTurnToObjectcontroller method; route for remote guids into the remote-dead-reckon state (extendingRemoteMoveToDriveror adding a sibling driver).src/AcDream.App/Input/PlayerMovementController.cs— add the turn driver that holds Yaw against user-input overrides until aligned.
Replaces / supersedes: #65 (local-player turn-to-face on close-range Use). This issue covers both directions and is the broader retail-faithful rotation handling phase.
Estimated scope: Medium — ~80–120 LOC + tests.
#65 — Local player doesn't turn to face target on close-range Use
Status: OPEN Severity: LOW (functional — Use still completes — but visually awkward) Filed: 2026-05-15 (B.6/B.7 visual verification) Component: physics / movement / inbound MoveTo handling
Description: When the local player has a target selected and is
already within ACE's WithinUseRadius (close-range branch in
CreateMoveToChain at Player_Move.cs:66), ACE skips the auto-walk
chain and just calls Rotate(target) server-side. The Use action
completes, but the local player's body doesn't visibly turn to face
the target — the character stays at whatever heading the user was
looking when they clicked.
User-visible: Stand behind an NPC, click them, press R. Dialogue appears, but the character keeps facing away from the NPC. In retail the character would have turned to face the NPC before / during the Use.
Root cause: ACE's close-range path sends a TurnTo motion
(MovementType=8 TurnToObject, decomp 0x005241b3 switch case 8).
Our OnLiveMotionUpdated doesn't currently handle MovementType=8 —
it falls into the locomotion path and ignores the rotation.
Acceptance: When the user uses an in-range target while facing away, the character rotates to face the target before / as the Use action fires. No regression on close-range pickup (item still picks up cleanly).
Files (likely):
src/AcDream.Core.Net/Messages/UpdateMotion.cs— extend parser for MovementType=8 TurnToObject payload.src/AcDream.App/Input/PlayerMovementController.cs— add aBeginServerTurnToObject(targetWorld, useFinalHeading)method that rotates Yaw at TurnRateRadPerSec each frame until aligned, then clears the state.src/AcDream.App/Rendering/GameWindow.csOnLiveMotionUpdated— when inbound motion is MovementType=8 and the guid is_playerServerGuid, install the turn on the controller.
Estimated scope: Small — ~50 LOC plus tests. Pairs naturally with B.6 (already does turn-then-walk for far targets via RemoteMoveToDriver's heading correction; this is the close-range cousin).
#64 — Local-player pickup animation does not render
Status: OPEN Severity: LOW (visual feedback only — pickup completes correctly) Filed: 2026-05-14 (B.5 visual verification) Component: motion / animation routing for local player
Description: When +Acdream picks up an item (B.5 close-range
path), retail observers see the character play the pickup animation
correctly, but the local view shows no pickup animation. The item
despawns, the inventory updates, but the character's own
bend-down-and-grab animation is missing.
Root cause / hypothesis: ACE broadcasts Motion(MotionCommand.Pickup)
via Player_Inventory.AddPickupChainToMoveToChain (line 711–713,
EnqueueBroadcastMotion(motion)), which arrives as a normal
UpdateMotion (0xF74D) packet. Retail observers route it through
their remote-creature animation pipeline and render the pickup. For
the local player, our OnLiveMotionUpdated likely filters self-echoes
(local player drives its own motion via prediction, not server
echoes) and drops the pickup motion. The pickup is a one-shot
animation initiated by the server, so the prediction path has no
trigger — and the echo path is filtered.
Acceptance: When +Acdream picks up an item, the local view shows
the same pickup animation retail observers see. Probably resolved by
either (a) admitting server-initiated one-shot motions through the
local-player motion filter, or (b) generating the pickup animation
locally on send (mirroring retail's client behavior).
Files: src/AcDream.App/Rendering/GameWindow.cs OnLiveMotionUpdated
(motion routing); the self-echo filter is somewhere along this path.
Estimated scope: Small-to-medium. Mostly investigation + 1–2 commits.
#63 — [DONE 2026-05-16 · f035ea3] Server-initiated auto-walk (MoveToObject) not honored
Status: DONE Severity: MEDIUM (blocks out-of-range Use + Pickup; close-range works fine) Filed: 2026-05-14 (B.5 visual verification) Component: motion / inbound MoveToObject handling
Resolution (2026-05-16): Closed in two parts:
- B.6 slice 2 (2026-05-14): inbound MoveToObject parsing +
BeginServerAutoWalkwiring atGameWindow.cs:3389— body auto-walks toward the server-supplied destination. - B.6 #75 refactor (
f035ea3, 2026-05-16):ApplyAutoWalkOverlay → DriveServerAutoWalkdrives the body directly from path data, no input synthesis. TheMoveToStateleak that previously cancelled ACE'sMoveToChaincallback is gone; the chain runs uninterrupted andTryUseItem/TryPickUpfires server-side on arrival. No client-side retry needed. Walk/run threshold corrected to 1.0m (matches retail-observed; overrides ACE's wire-default 15m).
Visual-verified end-to-end: far-range Use on NPCs / doors / spell components / corpses all complete via ACE's server-side callback. The far-range retry workaround from Task 1's first iteration (c61d049's _pendingPostArrivalAction arming) was deleted as part of #75 (f035ea3).
Description: When the player triggers a Use or PutItemInContainer
on a target outside ACE's WithinUseRadius (default 0.6 m), ACE
runs server-side auto-walk via CreateMoveToChain →
PhysicsObj.MoveToObject + EnqueueBroadcastMotion(Motion(MoveToObject, target)).
Our client receives the UpdateMotion(MoveToObject) broadcast for
the player but doesn't honor it: the character either visually
drifts a bit toward the target and snaps back, or just stands still.
ACE's MoveToChain then times out, the success: false path
broadcasts InventoryServerSaveFailed (ActionCancelled), and the
pickup/use never completes.
User-visible symptom: Double-click a ground item from any distance, or F-key it from > 0.6 m: character partially walks toward the item, then flips back to original position. No pickup.
Reference: holtburger simulation.rs:33–41 + 178–191
already implements client-side MoveToObject motion projection +
auto-walk handling. That's the shape of the fix.
Root cause: Our OnLiveMotionUpdated has no handler for the
MoveToObject motion type; the broadcast is silently dropped.
Acceptance: Double-click a ground item from 2–5 m away. Character auto-walks to within use radius, ACE's MoveToChain confirms success, pickup completes (including the existing PickupEvent despawn). Same behavior for Use on out-of-range NPCs.
Files: src/AcDream.App/Rendering/GameWindow.cs OnLiveMotionUpdated
(routing); likely a new MoveToObjectMotion handler in the motion /
prediction layer + a server-acked position-update echo so ACE sees the
player has reached the target.
Estimated scope: Medium. Probably its own phase (B.6 or similar); not a one-commit fix. Compose from holtburger's pattern.
#62 — [DONE 2026-05-14 · ec9fd52] PARTSDIAG null-guard for sequencer-driven entities
Status: DONE
Severity: LOW (latent crash; not reachable for doors today — see notes)
Filed: 2026-05-13 (code-quality review of B.4c Task 1)
Component: diagnostic / GameWindow.TickAnimations PARTSDIAG block
Description: The PARTSDIAG block at GameWindow.cs:7657 reads
ae.Animation.PartFrames.Count without a null-guard. B.4c introduced
Animation = null! for sequencer-driven door entities (per the same
pattern at line 7857). Today this is safe: doors never enter
_remoteDeadReckon (ACE never sends UpdatePosition for them), and
_remoteDeadReckon membership is one of the outer guards on the
PARTSDIAG block. The diagnostic never fires for doors.
Risk: Future code that admits more non-creature entities via the
B.4c branch — or extends ACE to send UpdatePosition for doors — would
make _remoteDeadReckon membership reachable for null-Animation
entities. The next time someone enables ACDREAM_REMOTE_VEL_DIAG=1
and that scenario occurs, the diagnostic crashes the tick.
Acceptance: PARTSDIAG block tolerates null ae.Animation. One-line
fix:
int animFrame0Parts = ae.Animation?.PartFrames.Count > 0
? ae.Animation.PartFrames[0].Frames.Count
: -1;
Files: src/AcDream.App/Rendering/GameWindow.cs:7657 (one-line null-coalescing change).
Estimated scope: Trivial. One-line edit + a build verification.
#61 — [DONE 2026-05-18 · 9f069e1] AnimationSequencer link→cycle boundary flash on one-shot motion (door swing)
Status: DONE — fixed by 9f069e1 (also widened scope: same bug
manifested as the local-player run-stop twitch — user-observed during
the M2 anim-pass session). Root cause was BuildBlendedFrame wrapping
nextIdx to rangeLo unconditionally at the high-frame boundary —
correct for looping cycles (idle/run/walk loops), wrong for one-shot
links. During the ~30 ms fractional tail of any link, the renderer
blended frame[end] with frame[0], producing the flash through the
anim's starting pose. Fix: gate the wrap on curr.IsLooping. Pinned by
the new Advance_LinkTailDoesNotBlendIntoLinkFrame0 regression test.
Visual-verified by the user end-to-end on 2026-05-18.
Severity: LOW (visual polish — animation works, brief one-frame flash through prior pose at end of swing)
Filed: 2026-05-13 (visual test of B.4c)
Component: animation / AcDream.Core.Physics.AnimationSequencer link+cycle transition
Description: When a door receives UpdateMotion(NonCombat, On) via the
B.4c spawn-time-registered sequencer, the swing-open animation plays
correctly but exhibits a brief one-frame flash through the closed pose
at the END of the swing before settling at the open pose. Same flash on
close (settles at closed pose after one-frame flash through open).
Root cause hypothesis: AnimationSequencer.SetCycle enqueues a
transition link (the swing motion) followed by the target cycle (likely
a single-frame static rest pose). If the link's last frame and the
cycle's frame 0 don't match exactly, the renderer reads one frame of
the cycle's start pose before the cycle's natural rest. Cumulative
effect: link plays Closed→Open over N frames → cycle's frame 0 is
Closed → cycle resets to frame 0 for one render → cycle advances to
its single rest frame which IS the open pose. Visible as a flap.
Acceptance: Door open / close cycles play cleanly with no closed/open pose flash at the link→cycle transition. Test: in Holtburg, double-click inn door, watch swing animation rest at open pose with no intermediate flash.
Files (likely):
src/AcDream.Core/Physics/AnimationSequencer.cs— link+cycle queue boundary handling- (read the link node's last-frame extraction + the cycle's frame-0 evaluation)
Estimated scope: Moderate. Requires understanding the sequencer's link-vs-cycle queue semantics and possibly the underlying MotionTable's cycle data shape for doors. Could be a one-line fix (e.g. "preserve last link frame as cycle rest pose") or a deeper sequencer behavior change.
Workaround: None needed for M1 — the flash is brief enough that doors are usable.
#60 — obstruction_ethereal retail downstream path not ported (M2 combat-HUD impact)
Status: OPEN
Severity: LOW for M1 (no observable defect); MEDIUM for M2 (combat contact reporting on ethereal creatures will be wrong)
Filed: 2026-05-13 (final-review surfaced from B.4b)
Component: physics / CollisionExemption.ShouldSkip + downstream movement contact handling
Description: B.4b's L.2g slice 1b widened CollisionExemption.ShouldSkip to exempt
on ETHEREAL_PS alone (cite src/AcDream.Core/Physics/CollisionExemption.cs:62-79). Retail's
acclient_2013_pseudo_c.txt:276782 requires both ETHEREAL_PS && IGNORE_COLLISIONS_PS to wrap
the entire FindObjCollisions body — ETHEREAL alone takes the deeper path at line 276795 which
sets sphere_path.obstruction_ethereal = 1 and lets downstream movement allow passage WHILE
STILL REPORTING THE CONTACT. We do not port that downstream path; we just exempt entirely.
M2 impact: Combat HUD work that relies on physics-contact reporting for ethereal creatures (ghosts, partially-phased monsters, spell projectiles with ETHEREAL set) will see no contact at all instead of "soft contact with obstruction_ethereal=1". The user will not be able to target or interact with such entities via the contact path.
Acceptance: Port the retail deeper path so obstruction_ethereal=1 flows through movement +
collision-reporting layers. Tests should cover: ETHEREAL creature target → contact reported but
passage allowed; ETHEREAL+IGNORE_COLLISIONS target (door, retail-style) → full exempt.
Estimated scope: Moderate. Touches CollisionExemption.cs, transition/movement layer, and
sphere-path state propagation. Visible test through a spawned ethereal creature in ACE.
#59 — [DONE 2026-05-15 · 5e29773] WorldPicker 5m fixed-radius could over-pick at tight thresholds (M1-deferred polish)
Status: OPEN
Severity: LOW (cosmetic — picker grabs the right entity in Holtburg-tested scenarios)
Filed: 2026-05-13 (final-review surfaced from B.4b)
Component: selection / AcDream.Core.Selection.WorldPicker.Pick
Description: WorldPicker.Pick uses a hardcoded 5m sphere around every candidate's
Position regardless of the entity's actual size (src/AcDream.Core/Selection/WorldPicker.cs:82).
This matches WorldEntity.DefaultAabbRadius and is sufficient for M1 acceptance: in tight
doorways, every server-keyed candidate has correct sphere coverage and the closest-wins logic
plus ServerGuid==0 skip filter the wrong picks. But the invariant "non-clickable geometry has
ServerGuid==0" is load-bearing — if L.2d ever ports CBuildingObj as a server-keyed entity,
the picker may mis-target buildings. Per-entity Setup.Radius would be tighter.
Acceptance: Either (a) tighten picker to read per-entity Setup.Radius / CylSphere bounds,
or (b) document the invariant in WorldPicker.cs and add a regression test asserting
ServerGuid==0 entities never reach the per-candidate hit test.
Estimated scope: Quick (~1 hour) — wire Setup.Radius lookup into the picker and update
the 6 existing picker tests with realistic radii.
#58 — [DONE 2026-05-13] Door swing animation: UpdateMotion not wired for non-creature entities
Status: DONE
Closed: 2026-05-13
Severity: MEDIUM (was M1 demo cosmetic — doors functioned but didn't visually animate)
Filed: 2026-05-13
Component: animation / UpdateMotion (0xF74D) routing for non-creature entities
Closure: Closed by Phase B.4c on branch claude/phase-b4c-door-anim
(4 implementation commits). The complete animation round-trip for door entities
is now wired and visual-verified at the Holtburg inn doorway: double-click a
closed door → swing-open animation plays → player walks through → ~30s later
ACE broadcasts UpdateMotion (NonCombat, Off) → swing-close animation plays.
Implementation: spawn-time AnimationSequencer registration for door entities
in GameWindow.OnLiveEntitySpawnedLocked (Task 1, commit 9053860), with
initial state seeded from spawn.PhysicsState so closed doors initialize to
the Off cycle and open doors initialize to the On cycle. A [door-cycle]
diagnostic line in OnLiveMotionUpdated (Task 2, commit b89f004) confirms
each UpdateMotion is processed. A shared IsDoorName predicate (Task 2
review, commit 8a9b15e) eliminates duplication. A stance-value fix (bonus,
commit 454d88e) corrected NonCombat = 0x3D (not 0x01), which was causing
doors to render halfway underground due to empty sequencer frames.
Two follow-up items were filed: issue #61 (link→cycle boundary flash — brief visual flap at end of swing animation; low severity) and issue #62 (PARTSDIAG null-guard for sequencer-driven entities; latent, not currently reachable).
See docs/research/2026-05-13-b4c-shipped-handoff.md
for the full evidence trail, log output, and bonus-discovery narrative. M1
demo target "open the inn door" now has full visual feedback.
Files (what shipped):
src/AcDream.App/Rendering/GameWindow.cs—IsDoorSpawn/IsDoorNamehelpers, spawn-timeAnimationSequencerregistration branch inOnLiveEntitySpawnedLocked,_doorSequencersdict,[door-cycle]diagnostic inOnLiveMotionUpdated,TickAnimationsloop extended to advance door sequencers.src/AcDream.Core/Physics/AnimationSequencer.cs— no changes required; existing link+cycle API was sufficient.
#57 — [DONE 2026-05-13] B.4 interaction-handler missing: clicking on doors / NPCs / items silently does nothing
Status: DONE
Closed: 2026-05-13
Severity: HIGH (was M1 blocker)
Filed: 2026-05-12
Component: input / interaction / GameWindow.OnInputAction
Closure: Closed by Phase B.4b on branch claude/compassionate-wilson-23ff99
(9 implementation commits, Tasks 1-4 per plan + 4 bonus fixes). The
full round-trip — double-click door → WorldPicker.BuildRay + Pick →
InteractRequests.BuildUse → ACE SetState reply → ShadowObjectRegistry
mutation (via fixed ServerGuid→entity.Id translation) → CollisionExemption.ShouldSkip
exempts (widened to ETHEREAL-alone) → player walks through — was
visual-verified at the Holtburg inn doorway 2026-05-13. Four bonus
discoveries were required beyond the original plan: (1) InputDispatcher
had no double-click detection, (2) OnInputAction gate blocked
DoubleClick activations, (3) CollisionExemption required both
ETHEREAL+IGNORE_COLLISIONS while ACE sends only ETHEREAL, (4)
OnLiveStateUpdated passed server GUID to a local-entity-ID-keyed
registry. M1 demo target "open the inn door" met. See
docs/research/2026-05-13-b4b-shipped-handoff.md
for full evidence and rationale.
Files (what shipped):
src/AcDream.Core/Selection/WorldPicker.cs(new; formerly zero callers, now wired)src/AcDream.App/Rendering/GameWindow.cs—OnInputActionswitch cases forSelectLeft/SelectDblLeft/UseSelected;OnLiveStateUpdatedServerGuid→Id translation;_entitiesByServerGuidreverse-lookup dictsrc/AcDream.UI.Abstractions/Input/InputDispatcher.cs— double-click detectionsrc/AcDream.Core/Physics/CollisionExemption.cs— widened to ETHEREAL-alone
#55 — Static-entity slow path reports ~1.45M meshMissing per 5s at r4 standstill
Status: OPEN
Severity: LOW (no visible regression — affects a diagnostic counter, not rendered output)
Filed: 2026-05-11
Component: rendering / WbDrawDispatcher static-entity classification path
Description: During the Phase N.6 slice 1 baseline measurement (docs/plans/2026-05-11-phase-n6-perf-baseline.md §2),
the radius=4 standstill scenario reported meshMissing ≈ 1,450,000 per 5-second
[WB-DIAG] window. The same scenario while walking drops to near-zero (meshMissing = 0
in the steady state) as new landblocks stream in and previously-missing meshes resolve.
This suggests the static-entity slow path's mesh-load lifecycle has some delay before
populating for newly-streamed content but eventually catches up; the standstill case
keeps re-counting the same set of entities-with-unresolved-meshes for the duration of
the run. The counter is per-frame so the absolute number scales with FPS — at the
measured ~150 FPS that's ~290K reports/s, or ~1900 entities each reported each frame.
Root cause / status: Not investigated. Hypothesis: an entity classification path
counts mesh-missing on every frame for static entities whose MeshRef resolution races
the streaming loader. The Tier 1 cache (#53) populates only for entities whose
classification succeeded, so persistently-failing entities run the slow path every frame
forever and bump meshMissing every time. If true, the fix is either (a) cache the
"this entity's mesh genuinely doesn't exist" result so we stop re-checking, or (b)
deferred-classify the entity once its MeshRef resolves.
Files: src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs (the slow path that
increments _meshesMissing), src/AcDream.App/Rendering/Wb/EntityClassificationCache.cs
(the Tier 1 cache — likely needs to learn about "permanently missing" entries).
Acceptance: meshMissing should drop to near-zero within ~5 seconds of streaming
settle at any radius/motion combination, not stay at ~1.45M/5s indefinitely at standstill.
#50 — [DONE 2026-05-11 · accepted WB divergence] Road-edge tree at 0xA9B1 visible in acdream but not retail
Status: DONE Closed: 2026-05-11 Severity: LOW (cosmetic; one spawned tree near the road in Holtburg) Filed: 2026-05-08 Component: scenery placement / Phase N (WorldBuilder rendering migration)
Resolution: Same disposition as #49 — accepted as WB-upstream
divergence from retail. The earlier fix attempt (e279c46, ACME-style
per-vertex road check) successfully removed this specific tree but
over-suppressed scenery elsewhere; revert at 677a726 stood. Without
a coherent port of ACME's full per-vertex filter set, piecemeal
patching is net-negative. Left as a documented WB divergence.
Original investigation (kept for reference):
Description: With ACDREAM_USE_WB_SCENERY=1 (default since commit b84ecbd),
a tree at landblock 0xA9B1 around (lx=85.08, ly=190.97) appears in acdream but
neither retail nor ACME WorldBuilder render it. Upstream Chorizite/WorldBuilder
DOES render it, so our migration to WB's helpers (Phase N.1) inherited this
discrepancy from upstream.
Root cause (suspected): ACME WorldBuilder includes a per-vertex road check that
skips the entire vertex when its road bit is set (see
references/WorldBuilder-ACME-Edition/WorldBuilder/Editors/Landscape/GameScene.cs:1074).
The current vertex (4,8) has a road bit set in the dat. ACME skips it;
Chorizite/WorldBuilder doesn't; we don't.
Fix attempt that didn't work: commit e279c46 added the per-vertex road check
directly to our GenerateViaWb (and legacy Generate for parity). It successfully
removed the offending tree but over-suppressed scenery in other landblocks (visual
regressions during user testing). Reverted in commit 677a726. ACME's check likely
interacts with other factors (per-vertex building check, or something else in ACME's
pipeline) that we'd need to port together, not the road check alone.
Next steps:
- Investigate ACME's full per-vertex filter set (road + building + anything else) and port them as a coherent unit, not piecemeal.
- OR upstream the per-vertex road check to Chorizite/WorldBuilder (which is now our submodule fork) so it lands as a generic ACME-conformance improvement.
- OR consider switching fork target from Chorizite/WorldBuilder to ACME WorldBuilder for future phases (N.2+).
Visually undetectable to most users; one extra tree at one landblock. Defer until other Phase N work catches a similar issue and a coherent fix becomes obvious.
Files:
src/AcDream.Core/World/SceneryGenerator.cs—GenerateInternalis the active pathsrc/AcDream.Core/World/WbSceneryAdapter.cs— adapter used byGenerateInternalreferences/WorldBuilder-ACME-Edition/WorldBuilder/Editors/Landscape/GameScene.cs:1074— ACME's per-vertex road filter
#49 — [DONE 2026-05-11 · accepted WB divergence] Scenery (X, Y) placement drifts from retail at some landblocks
Status: DONE
Closed: 2026-05-11
Severity: LOW (minor cosmetic placement difference)
Filed: 2026-05-06
Component: scenery placement / SceneryGenerator
Resolution: Accepted as WB-upstream divergence from retail. Since the N.1 phase (WorldBuilder-backed scenery, see roadmap), acdream defers scenery placement math to the WB fork; retail and WB diverge slightly here on some landblocks. Piecemeal patching against WB upstream would create a maintenance burden disproportionate to the visible impact (a handful of trees positioned a few meters off across the world). Left as-is; revisit only if WB upstream patches the divergence or if a coherent ACME-style filter port (see issue body below) becomes worthwhile.
The original investigation plan (cdb trace of retail's
CLandBlock::get_land_scenes for diff against acdream's
SceneryGenerator output) is preserved below for historical
reference if anyone picks this up.
Original investigation (kept for reference):
Description: While verifying the #48 Z fix at Holtburg
landblock 0xA9B30001, the user spotted a scenery tree placed at
the wrong (X, Y) in acdream relative to retail at the same
character coords. Specifically: a large tree that retail places far
across the road on the right (east) side appears in acdream on the
left (west) side, near a chess board / picnic-bench area. Side-by-
side screenshot pair captured 2026-05-06.
This is not a Z bug — every tree in the same screenshot has its
trunk meeting the visible terrain (the #48 SampleTerrainZ fix is
working). It's also not the LandBlockInfo Stab path — the chess
board / bench themselves are correctly placed, so the landblock
origin and lbOffset math are right.
Hypotheses (need cdb retail trace to disambiguate):
- The displacement-noise math in
SceneryGeneratordiffers from retail'schunk_005A0000LCG by a constant or a sign flip. Auditeeee4c5claimed "all MATCH" against the decomp, but a runtime trace would prove or disprove. - Coordinate-system handedness: cell-local
(lx, ly)in our path may map to retail's(ly, lx)somewhere, rotating tree XY 90° around the cell's NW corner. - The
obj.Align != 0path in retail (FUN_005a6f60, aligns the object to the landcell polygon's normal) may use a different reference point than ours, drifting placement on sloped cells. - Slope filter could reject a cell retail accepts (or vice versa), pushing trees into adjacent cells.
- Region-table /
SceneInfolookup might select a different scenery list for the cell type.
Investigation plan (gold-standard, per project_retail_debugger.md):
- Run the existing
ACDREAM_DUMP_SCENERY_Z=1diagnostic to capture acdream's full per-spawn (gfx, world XY, scale, partT) for landblock0xA9B3FFFF. - Attach cdb to a live retail client at the same Holtburg spot
(
tools/pdb-extract/check_exe_pdb.pyconfirms PDB pairs with v11.4186). Set a breakpoint onCLandBlock::get_land_scenes(or the innerchunk_005A0000placement function); capture every(gfxObjId, worldX, worldY, scale, heading)retail emits for the same landblock. - Diff the two tables. The spawn that's offset will be obvious; the offset pattern (one tree, all trees, one species, constant delta, etc.) determines which hypothesis above is correct.
Files:
src/AcDream.Core/World/SceneryGenerator.cs— placement math (LCG noise, displacement, rotation, scale, slope filter)acclient!CLandBlock::get_land_scenes(docs/research/named-retail/acclient_2013_pseudo_c.txt) — retail entry pointchunk_005A0000.c— referenced retail source perSceneryGenerator.cscommentsdocs/research/named-retail/symbols.json— for cdb breakpoints
Acceptance: Side-by-side outdoor screenshot pair (acdream vs retail, same character coords, same time of day) shows scenery positions matching at multiple landblocks. The cdb trace + diagnostic diff documents quantitative agreement (zero offset within float precision) on at least one landblock end-to-end.
Out of scope here (kept under #48): Z floating. That's fixed.
#48 — [DONE 2026-05-06 · a469395] A few specific scenery trees hover above terrain (per-GfxObj Z misplacement)
Resolution: Hypothesis 2 (physics-sampler vs bilinear-fallback Z
mismatch). The bilinear fallback in GameWindow.SampleTerrainZ had
its two diagonal arms swapped — used the SEtoNW triangle test on
SWtoNE cells and vice versa. Every scenery hydration in our
diagnostic ran through the bilinear path (source=bilinear in all
[scenery-z] log lines) because physics hadn't yet built a
TerrainSurface for the streaming-in landblock — so on sloped
cells, scenery sat at a different Z than the visible terrain mesh
by up to ~1.5 m. The bug was latent since ff325ab (2026-04-17)
which upgraded the fallback from naive 4-corner bilinear to
triangle-aware barycentric, but with the diagonal-pair tests
swapped. TerrainSurface.SampleZ (used by the physics path / player
Z) was always correct, so player feet stayed flush — the two paths
just disagreed and only scenery noticed.
Fix: extracted the canonical triangle-pick math into
TerrainSurface.InterpolateZInTriangle (private static); added
TerrainSurface.SampleZFromHeightmap (public static) that reads
heights directly from the landblock byte array using the same
canonical math; redirected GameWindow.SampleTerrainZ to delegate
to it. New conformance test
SampleZFromHeightmap_AgreesWithInstance_AcrossWholeLandblock pins
both sampler paths together at 1500 sample points across both
diagonals, so future drift gets caught. User visually confirmed
2026-05-06.
The diagnostic dump (ACDREAM_DUMP_SCENERY_Z=1,
GameWindow.cs:4661) is kept committed — it's gated by env var,
zero cost when off, and is the right starting point for #49
(scenery X/Y placement) too.
Pseudocode: docs/research/2026-05-06-issue-48-fix-pseudocode.md.
Status: DONE Severity: LOW (cosmetic; ~3 trees per landblock, easy to ignore but obvious once spotted) Filed: 2026-05-06 Component: rendering / scenery placement / terrain Z sampling
Description: In outdoor landblocks, a small subset of tree scenery instances render visibly floating above the terrain (trunk base ~0.5–1.5 m above the ground line). The vast majority of scenery (other tree species, bushes, rocks) sits flush. The bug is per-GfxObj-id: the same handful of species float wherever they spawn; other species at the same (x, y) cell sit correctly. Side-by-side with retail in the same area: retail places the same species flush. User-confirmed via screenshot pair 2026-05-06.
The user noted this is the only thing left wrong with terrain rendering (canopy density / shape were not the issue — those match retail when looked at carefully). The bug is purely vertical offset on a few species.
Investigation 2026-05-06:
SceneryGenerator.cs:204
returns LocalPosition.Z = obj.BaseLoc.Origin.Z (just the
ObjectDesc's BaseLoc Z offset, no terrain). GameWindow.cs:4642
adds the terrain ground Z:
float groundZ = _physicsEngine.SampleTerrainZ(worldPx, worldPy)
?? SampleTerrainZ(lb.Heightmap, _heightTable, localX, localY);
float finalZ = groundZ + spawn.LocalPosition.Z;
Both samplers claim to use the AC2D split-direction terrain mesh formula. Player feet land flush, so player Z sampling is correct; scenery for most species is also flush; only specific GfxObjs float.
Three competing hypotheses (need one diagnostic to disambiguate):
-
Per-GfxObj origin convention. Most AC tree GfxObjs are authored with local origin at the trunk base (mesh vertices have
Z >= 0measured up from the origin). A few species may be authored with origin at bbox-center or visual top — for those,finalZ = groundZ + BaseLoc.Zplants the center at ground and the visible trunk floats by half its height. Per-GfxObj-id ⇒ deterministic across instances ⇒ fits the "same 3 species everywhere" pattern. -
Physics-sampler vs bilinear-fallback Z mismatch on NE↔SW-cut cells. The physics path uses the AC2D split-direction formula. The bilinear-fallback at
GameWindow.cs:4643uses naive bilinear over heightmap corners — wrong on cells whose visible triangle slopes the other way. If physics hasn't registered a landblock yet when scenery hydrates (timing race), affected scenery uses the bilinear sampler and lands on a different Z than the visible terrain. Player Z is fine because player movement always goes through the physics sampler. -
Same close-degrade story as #47, applied to scenery. Some tree GfxObjs have
DIDDegradetables; slot 0 (close-detail) and the base-LOD-3 mesh may have different mesh-local origins. We currently draw the base GfxObj id directly for scenery (the close-degrade resolver is scoped to humanoid setups only). Retail draws slot 0 for nearby trees. If slot-0 has origin at trunk-base while base-LOD-3 has origin at bbox-center, those species float by exactly the offset between the two origins.
Cheapest first move: add a one-shot scenery placement dump
gated by ACDREAM_DUMP_SCENERY_Z=1 that logs, per spawn:
[scenery-z] gfxObj=0xXXXXXXXX setupOrGfx=… worldPos=(x,y,z)
BaseLoc.Z=… groundZ=… meshZRange=[zMin..zMax]
hasDIDDegrade=true/false degrades[0]=0xXX
User identifies one floating tree → grep that GfxObj id in the
log → look at meshZRange and hasDIDDegrade. That tells us
hypothesis 1 (zMin > 0 by the float amount), hypothesis 2 (matching
species correctly placed elsewhere → timing race), or hypothesis 3
(hasDIDDegrade=true and slot 0 mesh has different zMin). One log
sample answers the question.
Files:
src/AcDream.Core/World/SceneryGenerator.cs:204— BaseLoc.Z passthroughsrc/AcDream.App/Rendering/GameWindow.cs:4632-4655— groundZ resolution + finalZ assemblysrc/AcDream.Core/Physics/TerrainSurface.cs— physics sampler (AC2D split-direction formula)SampleTerrainZ(private, in GameWindow.cs) — bilinear fallbacksrc/AcDream.Core/Meshing/GfxObjDegradeResolver.cs— close-degrade resolver if hypothesis 3 confirmed; would need scenery-scope expansion (drop theIsIssue47HumanoidSetupgate or add a scenery-aware variant)
Acceptance: All scenery species rest flush on the visible terrain mesh in side-by-side outdoor screenshots vs retail. No regression on the species that already render correctly.
Handoff: docs/research/2026-05-06-issue-48-handoff.md
#39 — Run↔Walk cycle transition not visible on observed player remotes (acdream-as-observer)
Status: OPEN — VERIFY-PENDING (cases #1/#2/#4/#5 user-verified working 2026-05-06; cases #3/#6/#7 unverified in live test) Severity: LOW (most cases now visibly correct after the 2026-05-06 fix sequence; remaining unverified cases are direction-flip — believed to work via direct UM but not explicitly exercised) Filed: 2026-05-03 Component: physics / motion / animation
Description: When observing a remote-driven player character through acdream and the actor toggles Shift while keeping a direction key held (Run↔Walk demote/promote), the visible leg cycle does NOT update on the observer side. Body position eventually corrects via UpdatePosition hard-snaps (causing visible position blips), but the animation cycle stays at whatever it was last set to (Run sticks; Walk sticks).
Observation matrix:
| Observer | Actor | Cycle Run↔Walk | Z on slopes |
|---|---|---|---|
| Retail | Retail | ✓ | ✓ |
| Retail | Acdream | ✓ | ✓ |
| Acdream | Acdream | ✓ | ✗ (only with env-var path) |
| Acdream | Retail | ✗ | ✗ |
Root cause / status:
ACE only broadcasts a fresh UpdateMotion (UM) when the wire's
ForwardCommand byte changes — i.e. on direction-key state changes
(W press, W release). Toggling Shift while W is held changes
ForwardSpeed and HoldKey but NOT ForwardCommand, so ACE does
NOT broadcast a UM for the demote/promote. The speed change DOES
propagate via UpdatePosition (position-delta velocity changes
between Run-pace and Walk-pace), confirmed via [VEL_DIAG]
serverSpeed varying ~2.5 m/s (walk) ↔ ~9 m/s (run).
Retail's inbound code uses UP-derived velocity to refine the visible
cycle when no UM tells it. Acdream has the equivalent function —
ApplyServerControlledVelocityCycle in GameWindow.cs:3274 — but
it's gated if (IsPlayerGuid(serverGuid)) return; for player
remotes, exactly the case where the gap matters.
(Earlier hypothesized as H2 in the 2026-05-03 four-agent investigation but marked refuted because the [UPCYCLE] diag never fired — that was BECAUSE of the gate; un-gating reveals it firing per UP, which is the correct behavior.)
Fix sketch (~10 lines): un-gate ApplyServerControlledVelocityCycle
for player remotes when currentMotion is a locomotion cycle
(Run/Walk/Sidestep/Backward). UMs still drive direction-key changes
authoritatively; UP-derived velocity refines the speed bucket within
the same direction. Add a LastUMUpdateTime grace window (e.g.
500ms) so UMs win when fresh.
Files:
src/AcDream.App/Rendering/GameWindow.cs:3274—ApplyServerControlledVelocityCycle(the gateif (IsPlayerGuid(serverGuid)) return;to remove with conditions)src/AcDream.App/Rendering/GameWindow.cs:3640-3660— call site (already passes through with HasServerVelocity from synthesized UP-deltas)src/AcDream.Core/Physics/ServerControlledLocomotion.cs:54-76—PlanFromVelocitythresholds (may need re-tuning if banding is observed)
Research:
docs/research/2026-05-03-remote-anim-cycle/investigation-prompt.md— full background of the four-agent investigationdocs/research/2026-05-06-locomotion-cycle-transitions/investigation-prompt.md— expansion to the full 7-transition matrix (Run↔Walk forward + backward, Fast↔Slow strafe L+R, direction-flip cases) with TTD-driven workflowdocs/research/2026-05-06-locomotion-cycle-transitions/findings-static.md— static-analysis findings + scope of the 2026-05-06 candidate fix (case #1, Run↔Walk forward only)- This session's diagnostic logs at
tools/diag-logs/walkrun-A1b-*.log(UM_RAW, FWD_WIRE, SETCYCLE traces) confirming ACE's wire pattern
Acceptance:
- Observer in acdream watching a retail-driven character toggle Shift while holding W: visible leg cycle switches Run↔Walk within ~200ms of the wire change.
- No regression on the working cases (acdream-on-acdream, retail observers, idle↔Run, idle↔Walk).
- No spurious cycle thrashing during turning while running (ObservedOmega doesn't trigger velocity-bucket changes).
Progress 2026-05-06 — Shift-toggle cases (#1, #2, #4, #5) fixed; user-verified:
Five-commit sequence on this branch (claude/determined-solomon-d0356d):
| Commit | Effect |
|---|---|
8fa04af |
First candidate — added RemoteMotion.LastUMTime + ApplyPlayerLocomotionRefinement with 500 ms UM grace + forward-direction hysteresis. Ineffective because the call site lived in dead code for player remotes. |
863d96b |
Skip transition link in SetCycle for direct cyclic-locomotion → cyclic-locomotion. Reduces queue accumulation (qCount climbs slower); not the actual case-#1 fix but architecturally correct. |
bb026b7 |
Per-tick [CURRNODE] diagnostic — exposed that _currNode was correctly tracking SetCycle's intent and so the bug was elsewhere. Read-only. |
2653b30 |
Wire ApplyServerControlledVelocityCycle into the L.3 M2 player-remote path. Found via the diag — the existing call site at OnLivePositionUpdated line ~3879 was unreachable for players because the L.3 M2 routing returns at line 3755. New synth-velocity computation + call inserted in the player branch. User-verified working for forward Run↔Walk via Shift toggle. |
cc62e1c |
Handle backward (CurrentSpeedMod < 0 → preserve negative sign) and sidestep (low byte 0x0F / 0x10 → keep motion ID, refine magnitude). Backward regression resolved. |
349ba65 |
Use SidestepAnimSpeed (1.25) instead of WalkAnimSpeed (3.12) when computing sidestep magnitude — fix #4's mapping was 2.5× too small for slow strafe. |
Wire-level finding refuting the original ISSUES.md root-cause hypothesis: Earlier diagnostic claims that ACE broadcasts UMs on Shift toggle were misread. A clean test (launch-39-diag2.log) holding W and toggling Shift while held shows [FWD_WIRE] for retail-driven actor only emitting Ready ↔ Run transitions — no Walk wire transitions at all, despite a clear walk-pace ↔ run-pace shift visible in [VEL_DIAG]. So retail's outbound DOES go silent on HoldKey-only changes. The earlier launch's many Walk↔Run [FWD_WIRE] lines came from W press/release cycles with Shift held continuously — different scenarios.
Verified working (user, 2026-05-06):
- Forward Run↔Walk via Shift toggle (case #1)
- Backward Walk slow↔fast via Shift toggle (case #2) — animation matches direction, no rubber-band
- Strafe-left / strafe-right slow↔fast via Shift toggle (cases #4 / #5) — cadence visibly changes
Residual / not yet verified:
- "Not as fast as retail" — ~500 ms
UmGraceSecondswindow adds latency on top of the UP cadence (5–10 Hz). Could be tuned shorter once cases #3 / #6 / #7 are validated. - Direction-flip cases (#3 W↔S, #6 A↔D, #7 W↔A/D) — believed to work via direct UM, not explicitly verified yet.
New related issue filed: #45 — local-player slow-strafe-walk renders too slow. Same SidestepAnimSpeed vs WalkAnimSpeed mismatch pattern as fix #5, but on the local-player render path (UpdatePlayerAnimation), not the observer side.
#42 — [DONE 2026-05-05 · ec59a08] Airborne XY drift on observed player remote jumps (~1 m horizontal offset over arc)
Status: DONE
Severity: MEDIUM (pre-existing PhysicsEngine bug; exposed by L.3 M2 airborne UP no-op + M4 CellId fix)
Filed: 2026-05-05 (root cause confirmed same day)
Closed: 2026-05-05
Commit: ec59a08
Component: physics (PhysicsEngine.ResolveWithTransition → FindObjCollisions self-skip)
Resolution (2026-05-05): Self-collision in FindObjCollisions, not
any of the three originally-hypothesised mechanisms below. Live
entities (local player, remotes) register a Cylinder in
ShadowObjectRegistry at spawn (GameWindow.cs:2545) which
UpdatePosition keeps tracking the entity's live world position.
With no self-skip filter, the moving sphere's own cylinder is always
sitting at the body's exact position and CylinderCollision slides
the sphere out of overlap on every airborne tick. Validated by the
[SWEEP-OBJ] diagnostic added in commit a36369d: every drift event
showed gfxObj=0x02000001 (humanoid setup) at obj.Position exactly
matching the body's pre. Mirrors retail's CObjCell::find_obj_collisions
self-skip at named-retail line 308931:
if ((physobj->parent == 0 && physobj != arg2->object_info.object))
result = CPhysicsObj::FindObjCollisions(physobj, arg2);
Plumbing: ObjectInfo.SelfEntityId field, optional
movingEntityId = 0 parameter on ResolveWithTransition,
PlayerMovementController.LocalEntityId refreshed per-tick from
_entitiesByServerGuid[_playerServerGuid].Id, remote sweep at
GameWindow.cs:6474 passes kv.Key. Lock-the-fix unit test at
PhysicsEngineTests.ResolveWithTransition_SelfShadowEntry_NotPushedWhenIdMatches.
Verified via two visual + log runs (launch-42-verify.log /
launch-42-verify2.log): zero stationary-jump drift across both,
gfxObj=0x02000001 phantom no longer appears in [SWEEP-OBJ],
no >0.5m pushes anywhere. The originally-listed hypotheses (H1
slope-driven AdjustOffset projection, H2 step-down probe, H3
EdgeSlide) were all RULED OUT by the first evidence run — cpN
was (0, 0, 1) flat for every drift event.
Diagnostic kept in tree: ACDREAM_AIRBORNE_DIAG=1 enables the
[SWEEP] + [SWEEP-OBJ] traces for future regression hunts.
The original investigation log is preserved below for context.
Root cause (verified 2026-05-05 via A/B test):
ResolveWithTransition running per-tick during the airborne arc is the
source of the drift. Verified by A/B-toggling the M4 CellId fix
(rmState.CellId = p.LandblockId) which is the gate that lets the
sweep run for player-remote jumps:
- CellId line removed → sweep skipped → jumps render with geometrically-correct XY (no drift) but body falls through the floor (no terrain catch).
- CellId line present → sweep runs → jumps land correctly but arc shows ~1 m horizontal offset from actor's actual XY; body snaps back on next inbound UM.
So the drift originates inside ResolveWithTransition itself, not
from wire data, not from local Euler integration, not from stale
velocity. Decision recorded in commit history: kept CellId fix in
production code so jumps land (fall-through-floor is more disruptive
to gameplay than ~1m visual jitter that resolves on next input).
This issue tracks the proper fix.
Description: When observing a retail-controlled remote that jumps in place (no horizontal input), the visible jump arc renders with a small horizontal offset from the actor's actual position — typically ~1 m to one side and slightly forward. Body lands at offset position (~X+1m). On the next inbound UM/UP from the actor (e.g., turning or moving), the body snaps back to the server's authoritative X.
User report 2026-05-05 (after M4 CellId fix): "I stand at position X and jump, it looks like im jumping slightly to the left of X like 1m-ish (if I observe jumping char from behind). It also lands at X + 1m-ish. Position resets to X when I issue some other command to the client like turning."
Why it surfaced now:
Pre-M2 (legacy path), OnLivePositionUpdated hard-snapped
rmState.Body.Position = worldPos on EVERY UP including mid-arc
airborne ones. ACE broadcasts intermediate UPs at ~5–10 Hz during
the jump arc with the actor's authoritative mid-arc position;
each snap kept our local body close to server, masking
local-integration error.
L.3 M2 (commit 40d88b9) implemented the retail-spec airborne no-op
in OnLivePositionUpdated:
if (!update.IsGrounded) {
entity.Position = rmState.Body.Position;
return;
}
Per docs/research/2026-05-04-l3-port/03-up-routing.md § 3:
Air branch (
has_contact == 0): the function falls through toreturn 0. This is the "AIRBORNE NO-OP" … The body keeps integrating gravity locally; received position is discarded.
This matches retail MoveOrTeleport @ 0x00516330 semantics. But it
removes the periodic server snapping that was masking ~1 m of
accumulated local-integration drift. The drift is pre-existing — the
user reports having seen it before — but is now visible for the
full arc duration instead of being corrected every ~200 ms.
Likely mechanism (ranked by probability):
-
Initial-overlap depenetration along non-+Z terrain normal — at jump start the collision sphere is touching the floor at body Z. Most outdoor terrain triangles are not perfectly horizontal — their normals have a small horizontal component. The sweep's first action each tick is to resolve overlap by separating the sphere along the contact normal; on a tilted terrain triangle that separation has horizontal magnitude. The body gets shoved sideways the first frame of the jump and the rest of the arc carries that initial drift. Direction-correlation with terrain orientation would confirm (test in different landblocks; if drift direction varies with the slope of the launch tile, this is it).
-
Step-down probe firing despite
isOnGround: false— sweep's internal "search for nearest walkable surface" might still scan horizontally during airborne ticks even when we passisOnGround: !rm.Airborne(= false for airborne). Check whether thestepUpHeight/stepDownHeightparameters are unconditionally used insideResolveWithTransitionregardless of theisOnGroundflag. -
EdgeSlide on near-vertical motion against a near-vertical surface — if the sphere even slightly grazes a wall while ascending or descending, EdgeSlide projects motion tangent to the wall, redirecting some Z velocity into XY. Less likely for open-ground stationary jumps but could explain drift near buildings.
Fix paths:
a. Skip initial-overlap depenetration when airborne — gate the
"separate from initial contact plane" step inside
ResolveWithTransition on isOnGround: true. Trusts the previous
tick's resolve to have left the body in a non-overlapping position.
This is the most likely-correct fix if hypothesis (1) is right.
b. Zero step-up/down for airborne sweeps — pass
stepUpHeight: 0f, stepDownHeight: 0f when rm.Airborne. Kills
hypothesis (2) without other side effects (airborne bodies don't
step anyway).
c. Stripped airborne sweep — replace the full sphere sweep with a simpler vertical sphere-vs-terrain intersection + wall-collision stop. Loses some retail fidelity but eliminates all three mechanisms. Probably overkill if (a) or (b) suffices.
Files:
src/AcDream.Core/Physics/PhysicsEngine.cs—ResolveWithTransitionand any internalCTransition/find_valid_positionhelpers. The initial-overlap depenetration path is the primary investigation target.src/AcDream.App/Rendering/GameWindow.cs:6478+(legacy airborne TickAnimations, the call site) — reference only; not the bug.
Reference:
Retail equivalent at
docs/research/named-retail/acclient_2013_pseudo_c.txt:
CTransition::find_valid_position(called fromtransition())SpherePathinitialization- The verbatim retail depenetration logic for airborne bodies
If our port differs from retail in this region, that diff is likely the bug.
Repro:
- Launch acdream + retail client side-by-side connected to local ACE.
- Have retail char stand still on outdoor terrain at any position X.
- Jump in place.
- Observe acdream window: arc renders ~1 m offset from X, lands offset, snaps back on next UM.
To verify the depenetration hypothesis specifically, repeat the jump in different landblock spots — drift direction should correlate with the local terrain normal, not the actor's facing.
Acceptance:
- Visual jump arc + landing render at the actor's actual XY position, no perceptible horizontal offset, no snap-back on next UM.
- Wall-collision airborne (jumping into building doorways, jumping puzzles) still works — fix must not strip collision wholesale.
#41 — Residual sub-decimeter blips on observed player remotes (M3 baseline)
Status: OPEN
Severity: LOW (within retail's own DesiredDistance / MinDistance tolerances; visible only on close inspection)
Filed: 2026-05-05
Component: physics / motion / animation (per-tick remote prediction)
Phase: L.2 (Movement & Collision Conformance) — inbound-motion fidelity sub-piece. Blocked on cdb-trace of CSequence::velocity for Humanoid running cycle, then porting add_motion @ 0x005224b0's style_speed × MotionData.velocity chain.
Description: With the L.3 M3 path live (queue catch-up + animation root motion fallback), observed player remotes chase server position smoothly with NO staircase on slopes and NO per-UP rubber-band. However small position blips remain — sub-decimeter amplitude, periodic with the server's UP cadence (~1 Hz). User report 2026-05-05: "I get very small blips now. Running works, walking works, strafing works."
The blips fall well within retail's own tolerances:
DesiredDistance(queue head reach radius) = 0.05 mMinDistanceToReachPosition(primary stall threshold) = 0.20 m
So they are NOT a stall trigger and NOT a correctness bug. They're a
visible artifact of the velocity-synthesis residual: anim root motion
(AnimationSequencer.CurrentVelocity = RunAnimSpeed × adjustedSpeed)
slightly overshoots server pace between UPs, then queue catch-up walks
the body back toward the server position on the next UP — a small
rubber-band that's smaller than M2's pre-fix version but still
perceptible.
Root cause hypothesis (untested):
The L.3 handoff explicitly flagged this. From 06-acdream-audit.md § 9
and 05-position-manager-and-partarray.md § 7:
Our
CurrentVelocitycarries only the steady-state component of the cycle's intent; the per-frame stride wobble is gone… For Humanoid the dat shipsMotionData.Velocity = 0so the multiply is a no-op anyway — but the synth usesRunAnimSpeed × adjustedSpeeddirectly.
ACE's wire ForwardSpeed for a running player is the server runRate
(~2.94 for skill 200), not a unit multiplier. Our synth multiplies
RunAnimSpeed (4.0) by adjustedSpeed (~2.94) = ~11.76 m/s, which
the queue catch-up clamps via min(catchUp × dt, dist) but the anim
fallback applies in full when the queue is idle. If the actual
server-broadcast pace is closer to 4.0 m/s (RunAnimSpeed alone, with
runRate as a frame-rate multiplier rather than a velocity scalar),
our fallback overshoots by ~3× and the queue walks it back every UP.
Per the handoff: don't normalize at the wire boundary (prior
session tried this, called it a hack). The right fix is porting
retail's actual behavior in add_motion @ 0x005224b0 and
apply_run_to_command to determine the correct CSequence::velocity
magnitude.
Files:
src/AcDream.Core/Physics/AnimationSequencer.cs—CurrentVelocitysynthesis at L614–679 (RunAnimSpeed=4.0, WalkAnimSpeed=3.12, SidestepAnimSpeed=1.25 × adjustedSpeed)src/AcDream.Core/Physics/PositionManager.cs—ComputeOffsetappliesseqVel × dt × orientationas fallback when queue is idle
Research:
docs/research/2026-05-04-l3-port/05-position-manager-and-partarray.md§ 5–7docs/research/2026-05-04-l3-port/06-acdream-audit.md§ 9 (AnimationSequencer)docs/research/named-retail/acclient_2013_pseudo_c.txtline 298437 (add_motion @ 0x005224b0) —CSequence::velocity = style_speed × MotionData.velocity
Fix path (research first, then port):
- cdb-trace retail to capture
CSequence::velocityandMotionData::velocityfor a Humanoid running cycle. Compare against our synth (4.0 × 2.94 = 11.76 m/s) to determine the actual retail magnitude. - Port
add_motion'sstyle_speed × MotionData.velocitychain verbatim. For Humanoid whereMotionData.Velocity = 0, port the fallback retail uses (likely a separate code path throughapply_run_to_commandthat derives velocity from the cycle's framerate, not a constant). - Remove the
RunAnimSpeed × adjustedSpeedsynth inAnimationSequencer.SetCycle.
Acceptance:
- Visual blips disappear on flat-ground steady-state running.
- Side-by-side acdream-as-observer vs retail-as-observer of the same server-controlled toon: indistinguishable body trajectory.
#40 — [DONE 2026-05-05 · 40d88b9] ACDREAM_INTERP_MANAGER=1 env-var path regressed (staircase + blips)
Status: DONE — closed by L.3 M2 (feat(motion): L.3 M2 — queue-only chase for grounded player remotes, commit 40d88b9)
Resolution: The env-var gate was retired entirely. Both
OnLivePositionUpdated and TickAnimations now use
IsPlayerGuid(serverGuid) to route player-remote UPs through the
retail-faithful queue path (formerly the env-var path, but with two
key fixes per the L.3 spec):
PositionManager.ComputeOffsetis the per-tick translation source (REPLACE semantics: queue catch-up overrides anim root motion when active, anim stands when queue is idle / head reached). Mirrors retailUpdatePositionInternal @ 0x00512c30.ResolveWithTransitionis not called for grounded player remotes — server already collision-resolved the broadcast position, and sweeping per-tick on tiny queue catch-up deltas amplified micro-bounces into visible blips. This was the staircase + blip regression. Trade-off documented in audit § 6.
User-verified 2026-05-05: smooth body chase, no staircase on slopes, no per-UP rubber-band on flat ground. Residual sub-decimeter blips filed separately as #41 (velocity-synthesis magnitude).
Filed-original-context (for archive):
Status: OPEN (do-not-enable; pending L.3 follow-up rebuild) Severity: N/A (gated; default behavior unaffected) Filed: 2026-05-03 Component: physics / motion (per-tick remote prediction)
Description: The ACDREAM_INTERP_MANAGER=1 per-frame remote tick
introduced by commit e94e791 (L.3.1+L.3.2 Task 3) is a regression and
should not be enabled. Two visible symptoms:
-
Z staircase on slopes: observed remotes running up/down hills sink into rising terrain or float over receding terrain, then snap to correct Z at each
UpdatePositionarrival. Body never follows the terrain mesh between UPs. -
Position blips during steady-state motion: XY drifts unconstrained between UPs, then UP hard-snaps cause visible jumps.
Both symptoms ABSENT when env-var unset (default legacy path).
Root cause: the env-var path was designed to mirror retail
CPhysicsObj::MoveOrTeleport (acclient @ 0x00516330). MoveOrTeleport
is retail's network-packet entry point — minimal work. The per-frame
physics tick is retail's update_object (FUN_00515020) — full chain
including apply_current_movement → UpdatePhysicsInternal →
Transition::FindTransitionalPosition (collision sweep). The legacy
path mirrors update_object correctly. The env-var path stripped the
collision sweep on a wrong assumption that this was "more retail-
faithful" — it was the opposite.
Commit B (039149a, 2026-05-03) ported ResolveWithTransition into the
env-var path, but the symptom persisted because the env-var path also
clears body.Velocity for grounded remotes (no Euler integration of
horizontal motion → sweep input is the catch-up offset only, which
itself stair-steps because UPs are sampled at ~1 Hz).
Files:
src/AcDream.App/Rendering/GameWindow.cs:6042-6260— env-var per-frame branchsrc/AcDream.App/Rendering/GameWindow.cs:6260+— legacy per-frame branch (works)src/AcDream.Core/Physics/PositionManager.cs— class itself is retail-faithful (port of CPositionManager::adjust_offset), only the integration was wrong
Research:
- This session's
2026-05-03chronological commit log + visual verification docs/research/2026-05-03-remote-anim-cycle/investigation-prompt.mdfor the four-agent investigation that traced this
Fix path (separate L.3 follow-up phase, NOT this session):
The PositionManager class is correct retail-port. Re-integrate it as
ADDITIVE refinement on top of the working legacy chain (small
correction toward queued server positions, applied AFTER
apply_current_movement + UpdatePhysicsInternal + collision sweep)
— not as a REPLACEMENT for them. Match retail's actual update_object
chain ordering: position_manager::adjust_offset runs after the
primary motion + collision resolution.
Acceptance:
- New per-tick path enabled via env-var (or default after stabilization) produces the same smooth slope motion + zero blips as the legacy path.
- Inbound
UpdatePositionqueue catch-up nudges body toward server authoritative position without overriding terrain Z snap or causing position blips. - Verification: side-by-side vs legacy default in 2-client setup, identical visible behavior.
#38 — [DONE 2026-05-06 · (this commit)] Chase camera + player feel "30 fps" since L.5 physics-tick gate
Status: DONE
Severity: MEDIUM (gameplay-feel regression; not a correctness bug)
Filed: 2026-05-01
Closed: 2026-05-06
Commit: (this commit)
Component: rendering / physics / camera
Description: User reports that running around in third-person / chase camera feels less smooth than it did before the L.5 physics-tick work. FPS counter still reads 60+, but the motion of the player character + camera looks like it's updating at ~30 fps.
Root cause / status:
Almost certainly the L.5 _physicsAccum gate in
PlayerMovementController.cs (lines ~448-456). Retail integrates
physics at 30 Hz (MinQuantum = 1/30 s); we ported that faithfully so
collision behavior matches. Side effect: _body.Position only updates
on physics ticks, i.e. every 33 ms. Render runs at 60+ Hz but the
chase camera follows _body.Position directly — so the visible
position changes in 33 ms steps, even though we render at 60+ FPS.
First-person is less affected because the world rotates with Yaw (which
does update every render frame); third-person is hit hardest because
the character itself is the moving thing.
Retail in 2013 didn't see this because render was also ~30 fps — render rate ≈ physics rate. Our 60+ Hz render exposes the gap.
Discussion + fix options at the end of docs/research/2026-05-01-retail-motion-trace/findings.md
("Other things still don't have…" → camera smoothness discussion in
chat, not yet captured in the doc — TODO migrate the discussion in).
Recommended fix: render-time interpolation between physics ticks
(standard fixed-timestep + interpolated rendering pattern from Quake /
Source / Unreal). Snapshot _prevPhysicsPos and _currPhysicsPos at
each tick; render player + camera target at
Lerp(_prev, _curr, _physicsAccum / PhysicsTick). Cost: ~33 ms visual
latency between input and what you see (matches retail's perceived
latency anyway). Network outbound stays on the discrete tick value —
no wire change.
Quick confirmation test before any code change: temporarily set
PhysicsTick to 1.0/60.0 and see if chase camera feels smooth again.
If yes, gate is confirmed cause. (Don't ship that — it'd undo the L.5
collision fixes.)
Files:
src/AcDream.App/Input/PlayerMovementController.cs:172—PhysicsTickconstantsrc/AcDream.App/Input/PlayerMovementController.cs:448-456—_physicsAccumgatesrc/AcDream.App/Rendering/GameWindow.cs— wherever player render position + chase camera read_body.Position
Research:
- L.5 background:
memory/project_retail_debugger.md(the 30 Hz MinQuantum gate, the cdb trace evidence) - Discussed during 2026-05-01 motion-trace work
Acceptance:
- Chase-camera run-around at 60+ FPS feels as smooth as render rate suggests (no perceptual stepping) — user visually confirmed 2026-05-06.
- Network outbound (MoveToState / AutonomousPosition cadence + values) unchanged from current behavior
- Collision behavior unchanged (the L.5 wedge / steep-roof scenarios still resolve correctly)
- Observer view from a parallel retail client unchanged
#37 — [DONE 2026-05-11 · resolved by 0bd9b96] Humanoid coat doesn't extend up to neck (visible "skin stub" between hair and coat)
Status: DONE
Closed: 2026-05-11
Commit: 0bd9b96 (the #47 humanoid degrade-resolver fix, 2026-05-06)
Severity: LOW (cosmetic; doesn't affect gameplay)
Filed: 2026-05-01
Component: rendering / clothing / textures
Resolution: Closed by the same mesh-fidelity work that resolved #47.
The GfxObjDegradeResolver (commit 0bd9b96, 2026-05-06) swapped
humanoid parts to their higher-detail Degrade[0].Id meshes (e.g.
upper arm 0x01000055 → 0x01001795, lower arm 0x01000056 → 0x0100178F).
The higher-detail meshes include the coat-collar polygons that the
low-detail meshes were missing — which is what was exposing the
skin-toned palette indices in the upper-coat region. With the
correct mesh resolution, those polygons cover the previously-visible
"skin stub". User confirmed visually 2026-05-11.
The original 2026-05-01/2026-05-04 investigation work (palette range analysis, SubPalette overlay tracing) is preserved below for historical reference; it was a correct read of what was rendering, but the root cause was the missing collar polygons, not the palette gap.
Original investigation (kept for reference):
Description: Every humanoid character (player + NPCs) wearing a coat shows a visible skin-colored region at the top of the coat where retail shows continuous coat fabric. From the back view: hair → skin stub → coat top. In retail: hair → coat collar (no exposed skin). This was originally reported as "head/neck protruding forward" — the apparent forward shift is an optical illusion caused by the missing coat collar.
Investigation 2026-05-01 (~3 hr session, conclusively ruled out many hypotheses):
What we ruled out:
- Animation source.
ACDREAM_USE_PLACEMENT_BASE=1(force chars toSetup.PlacementFrames[Resting]instead ofAnimation.PartFrames[0]) → stub still visible. - Backface culling / mesh winding.
ACDREAM_NO_CULL=1(disableglCullFaceentirely) → stub still visible. - Palette overlay (SubPalettes).
ACDREAM_NO_PALETTE_OVERLAY=1(skipComposePalette) → stub still visible (other colors broke as expected — confirms overlay was firing). Bug is NOT a body-skin SubPalette being mis-applied to coat fabric. - Bug source = part 16 (head).
ACDREAM_HIDE_PART=16→ head goes away, stub remains UNCHANGED (clean coat top with same shape). Stub is NOT from head GfxObj polygons. - Per-part placement frame Origin.
ACDREAM_NUDGE_Y=-0.1confirmed+Y = forwardin body-local; head Origin (0, 0.013, 1.587) places head correctly relative to spine. Math checks out.
What we confirmed (data is correct):
- Player Setup
0x02000001(Aluvian Male), 34 parts. - Server (ACE) sends
animParts=34 texChanges=12 subPalettes=10. - Part 9 (upper torso/coat) has gfx
0x0100120Dafter AnimPartChange. - Part 9 has 2 surfaces, BOTH covered by 2 TextureChanges
(
oldTex=0x050003D5→0x05001AFE,oldTex=0x050003D4→0x05001AFC). - Stub IS from part 9:
ACDREAM_HIDE_PART=9→ entire torso (including stub region) disappears. - Per-part composition formula (
Scale × Rotation × Translation) matches ACME'sStaticObjectManager.cs:256-258and retail decomp'sFrame::combineat0x00518FD0.
Investigation 2 (2026-05-04, 5 parallel agents + dat probes):
ALL of the obvious hypotheses ruled out:
- Byte-level decode primitive matches ACViewer. INDEX16/P8/DXT/BGRA paths are byte-identical.
- Polygon emission matches retail. All 43 polygons of gfx
0x0100120DareSidesType=0(ST_SINGLE), all surfaces areBase1Image— NO ST_DOUBLE polygons we'd be missing, NO surfaces lacking theType & 6bits that retail'sDrawPolyInternalskips. - Per-PART texture-override scoping is correct.
resolvedOverridesByPart[partIdx]gets per-MeshRef'd; not a global flat map (Agent 3's claim was wrong). - SubPalettes are full-size (Colors.Count=2048) palettes. Our
subPal.Colors[idx]indexing matches ACViewer'snewPalette.Colors[j + offset]. - The
*8wire un-pack is correctly single-applied (parser stores raw bytes; ComposePalette multiplies once).
The actual smoking gun (Investigation 2):
For +Acdream the server sends 10 SubPaletteSwap ranges that overlay palette indices:
[0..320), [576..1024), [1392..1488), [1728..1920). The complement — indices [320..576), [1024..1392), [1488..1728), [1920..2048) — is NOT overlaid. Base palette 0x0400007E at those indices contains the original red/skin tones (sampled values: 0x46 0x22 0x04, 0x4A 0x28 0x09, etc).
If the coat texture's UVs at the upper region map to texel-bytes whose palette index lands in one of those non-overlaid ranges, those pixels render with base-palette skin tones. That's the visible "skin stub at the top of the coat".
Working hypothesis: either
- ACE sends incomplete SubPalette ranges (retail-original would cover the full palette)
- Retail does additional client-side compute that ACE pre-resolves wrongly
- The base palette
0x0400007Eitself is supposed to have coat colors at those indices in retail's interpretation (different palette decode)
Next investigation (deferred):
- Diff ACE's
WorldObject_Networking.csCharGen ObjDesc construction against retail'sClothingTable::BuildObjDesc(acclient_2013_pseudo_c.txt:436261). Check if ACE actually walks every CloSubPaletteRange in the chosen PaletteTemplate, or skips some. - RenderDoc capture: confirm which texel/palette-index the upper-region polygons sample.
tools/InspectCoatTex/Program.csis the diagnostic harness — extend it.
Files (diagnostic env vars committed for next-session reuse):
(file deleted in N.5 ship amendment)src/AcDream.App/Rendering/InstancedMeshRenderer.cs:210-275—ACDREAM_NO_CULLenv varsrc/AcDream.App/Rendering/GameWindow.cs—ACDREAM_HIDE_PART=Nhides specific humanoid part;ACDREAM_DUMP_CLOTHING=1dumps AnimPartChanges + TextureChanges + per-part Surface chain coverage.src/AcDream.App/Rendering/TextureCache.cs:159-204—DecodeFromDatsis the texture decode entry. Compare againstreferences/WorldBuilder-ACME-Edition/.../TextureHelpers.cs.
Reproduction:
$env:ACDREAM_LIVE = "1"; $env:ACDREAM_DEVTOOLS = "1"
# normal launch — visible from chase camera looking at +Acdream's back
Stub is visible on +Acdream and on every NPC humanoid (Pathwarden, Town Crier, Shopkeeper Renald, etc.).
Acceptance: Side-by-side retail + acdream rendering of +Acdream shows coat extending up to chin level on both. No exposed skin between hair and coat.
#L.1 — Hotbar UI panel
Status: OPEN Severity: MEDIUM Filed: 2026-04-26 (deferred from Phase K) Component: ui / hotbar
Description: Number keys 1-9 are bound to UseQuickSlot_1..9
actions but no panel exists. Actions fire (visible via the [input]
console log) but produce no visible result. Phase L feature: drag-drop
hotbar with up to 5 bars × 9 slots, drag spell/skill icons to slots,
key activates the slot's contents. Server-side: CreateShortcutToSelected
(action 0x0A9 in retail motion table) sends a UseSelected on slot
fire.
Files: src/AcDream.UI.Abstractions/Panels/Hotbar/ (TBC).
Acceptance: Drag an item or spell into slot 1, press 1, server
responds as if the user clicked the item.
#L.2 — Spellbook favorites panel
Status: OPEN Severity: MEDIUM Filed: 2026-04-26 (deferred from Phase K) Component: ui / magic
Description: In MagicCombat scope, 1-9 should fire
UseSpellSlot_1..9 (distinct from hotbar). Requires a small UI to
pin favorite spells + a spellbook tab nav. Cross-references issue
#L.3 (combat-mode dispatch).
#L.3 — Combat-mode tracking + scope-aware Insert/PgUp/Delete/End/PgDn dispatch
Status: OPEN Severity: MEDIUM Filed: 2026-04-26 (deferred from Phase K) Component: input / combat
Description: Insert/PgUp/Delete/End/PgDn mean different things in
melee / missile / magic combat modes (per retail keymap MeleeCombat /
MissileCombat / MagicCombat blocks). Phase K has the bindings and the
scope stack; what's missing: CombatState.CurrentMode field +
listener for the server-side SetCombatMode packet (likely 0x0053 or
similar — confirm against ACE source). When mode arrives, push the
appropriate scope; when leaving combat, pop.
#L.4 — F-key panels: Allegiance / Fellowship / Skills / Attributes / World / SpellComponents
Status: OPEN Severity: LOW Filed: 2026-04-26 (deferred from Phase K) Component: ui
Description: Retail F3-F6, F8-F12 toggle UI panels for various
character data. Phase K has the bindings (ToggleAllegiancePanel,
ToggleFellowshipPanel, ToggleSpellbookPanel,
ToggleSpellComponentsPanel, ToggleAttributesPanel,
ToggleSkillsPanel, ToggleWorldPanel, ToggleInventoryPanel); the
panels themselves don't exist. Each is its own design feature.
Inventory (F12) is the most-requested.
#L.5 — Floating chat windows (Alt+1-4)
Status: OPEN Severity: LOW Filed: 2026-04-26 (deferred from Phase K) Component: ui / chat
Description: Alt+1..4 toggle four floating chat windows in retail.
Phase K binds the actions; ChatPanel currently is a single window.
Floating windows would need filtered-by-channel-type chat tail
rendering.
#L.6 — UI layout save/load (saveui / loadui / lockui)
Status: OPEN Severity: LOW Filed: 2026-04-26 (deferred from Phase K) Component: ui
Description: Retail had @saveui <name>, @loadui <name>,
@lockui commands for persisting ImGui-style window layouts. ImGui
has built-in LoadIniSettingsFromMemory /
SaveIniSettingsToMemory — wire these to per-named-layout files,
plus chat-command parsing for the @ prefixes.
#L.7 — Joystick / gamepad bindings
Status: OPEN Severity: LOW Filed: 2026-04-26 (deferred from Phase K) Component: input
Description: Retail keymap declares 11 Joystick devices in the
Devices block but no actions are bound by default. acdream uses
Silk.NET keyboard+mouse only. Adding Silk.NET joystick support + a
JoystickInputSource adapter would unlock controller play.
KeyChord.Device byte already supports values >1, so the binding
side is ready.
#L.8 — Plugin / scripting / macro input subscription
Status: OPEN Severity: MEDIUM Filed: 2026-04-26 (deferred from Phase K) Component: plugin / input
Description: CLAUDE.md goal: "Build acdream's plugin API to
support scripting/macros for player automation." Plugins should be
able to register custom actions (with namespaced IDs like
mymacro.heal-rotation) and subscribe to InputAction events. Phase K
foundation supports this via the multicast InputDispatcher; what's
missing is the plugin-API surface.
#32 — Retail edge-slide / cliff-slide / precipice-slide incomplete
Status: IN-PROGRESS Severity: HIGH Filed: 2026-04-29 Component: physics / collision
Description: When walking along walls, roof edges, cliff edges, or failed step-down boundaries, retail often slides along the boundary. acdream still hard-blocks or accepts too much in several of these cases.
Root cause / status: Tracked under Phase L.2c. Wall-adjacent
step_up_slide now feels acceptable in live testing. Local/remote movement
passes the retail-default EdgeSlide flag. The first precipice-slide slice now
preserves terrain/BSP walkable polygon vertices and runs the retail back-probe
before SPHEREPATH::precipice_slide; edge-slide Slid / Adjusted results
now feed the TransitionalInsert retry loop instead of being reverted by outer
validation, and a synthetic diagonal terrain-boundary test covers tangent
motion. ACDREAM_DUMP_EDGE_SLIDE=1 now reports whether a failed step-down had
polygon context.
L.4/L.5 update 2026-04-30: A retail debugger trace (cdb attached to v11.4186 acclient.exe — see #35) confirmed that retail does NOT wedge on the steep-roof scenario that produces the wedge in our acdream port. Three concrete findings:
- Retail's
OBJECTINFO::kill_velocityrarely fires in normal play — gated onlast_known_contact_plane_valid, which our L.2.4 proximity guard tends to clear before steep-poly hits land. Retail trace: 0 kill_velocity hits across 40,960 update_object calls. Our Phase 3 reset path now matches retail's gate (only kills when valid). - Retail integrates physics at 30Hz (
MinQuantum = 1/30 s); render is 60+ Hz. UpdatePhysicsInternal/update_object ratio = 0.61. We ported this gate as L.5 inPlayerMovementControllervia_physicsAccum. Render still runs at 60+ Hz; only the physics integration step is 30Hz. - The remaining wedge cause — body's pre-position drifts to the
polygon's tangent and gravity's tangent component into surface
produces a stable retain-collide-revert loop — is a downstream
consequence of retail's grounded-on-steep escape chain
(
step_sphere_up→step_up_slide→cliff_slide) being incompletely ported. Live test confirmed retail-strict Path 6 produces "lands on roof in falling animation, can't slide off" half-state because that chain doesn't produce smooth descent.
Pragmatic ship-state: BSPQuery Path 6 keeps the L.4 slide-tangent deviation (project-along-steep-face-and-return-Slid) for steep-poly airborne hits. It produces user-acceptable "slide off the roof" behavior at the cost of departing from retail's Path 6 → SetCollide → Path 4 → Phase 3 reset chain. Retail-strict requires the step_up_slide / cliff_slide audit below; until that lands, slide-tangent is the right deviation.
Remaining gaps: real-DAT building-edge fixtures, fuller cliff_slide
coverage, NegPolyHit dispatch, and the retail-strict
step_up_slide / cliff_slide audit (filed for follow-up). Named retail
anchors include CTransition::edge_slide, CTransition::cliff_slide,
SPHEREPATH::precipice_slide, and SPHEREPATH::step_up_slide.
Files: src/AcDream.Core/Physics/TransitionTypes.cs,
src/AcDream.Core/Physics/BSPQuery.cs,
tests/AcDream.Core.Tests/.
Research: docs/plans/2026-04-29-movement-collision-conformance.md,
docs/research/2026-04-30-precipice-slide-pseudocode.md.
Acceptance: Synthetic and real-DAT tests cover wall-slide, roof-edge slide, cliff/precipice slide, failed step-up/step-down, and the jump-clears-edge case.
#35 — [DONE 2026-04-30] Retail debugger toolchain (cdb + PDB GUID matching)
Status: DONE Severity: N/A (infrastructure) Filed + closed: 2026-04-30 Component: tooling / research
Description: When the question is "what does retail actually DO at runtime?" — wedges, animation flicker, geometry-specific bugs where the decomp is correct but the visible behavior is mysterious — there was no way to attach a debugger to a live retail acclient.exe and trace it. This issue tracks the toolchain that closed that gap.
What shipped:
tools/pdb-extract/check_exe_pdb.py— reads any PE's CodeView entry and reportsMATCH/MISMATCH (expected GUID = …)against ourrefs/acclient.pdb. Always run before attaching cdb.tools/pdb-extract/dump_pdb_info.py— dumps a PDB's expected build timestamp + GUID + age. Used to figure out which acclient.exe build pairs with our PDB (answer: v11.4186, Sept 2013 EoR).- CLAUDE.md "Retail debugger toolchain" section — full workflow:
cdb path, sample
.cdbscript, PowerShell wrapper pattern, watchouts (PDB name conventions,;parsing, kill-target-on-detach behavior, high-hit-rate lag). - Step
-1added to the development workflow — "ATTACH cdb TO RETAIL (when behavior is the question, not code)". Tells future sessions: when guessing has failed twice in a row, don't keep guessing.
Discoveries this toolchain enabled (closed in same session):
- Retail integrates physics at 30Hz (
UpdatePhysicsInternal/update_objectratio = 0.61). Drove the L.5 fix in PlayerMovementController. OBJECTINFO::kill_velocityrarely fires in normal play (gated on last_known_contact_plane_valid). Our acdream port now matches.- Retail does NOT wedge on the steep-roof scenario. Confirmed our L.4 slide-tangent deviation in Path 6 is necessary until the retail step_up_slide / cliff_slide chain audit lands.
Files: tools/pdb-extract/check_exe_pdb.py,
tools/pdb-extract/dump_pdb_info.py, CLAUDE.md,
memory/project_retail_debugger.md.
Acceptance: Future sessions can attach cdb to a live retail client in under 5 minutes by following the CLAUDE.md workflow.
#36 — [DONE 2026-05-11 · promoted to Phase C.1.5c] Sky-PES dispatch port (consolidates #2 / #28 / #29 visual gaps)
Status: DONE (promoted to Phase C.1.5c)
Closed: 2026-05-11
Promoted to: Phase C.1.5c (Sky-PES dispatch chain) — see roadmap docs/plans/2026-04-11-roadmap.md
Severity: MEDIUM (aesthetic feature-parity, but addresses a cluster of bugs)
Filed: 2026-04-30
Component: sky / weather / particles
Resolution: Promoted to a roadmap phase (C.1.5c) — the work is
multi-commit (decomp dive + persistent-emitter creation + PES timeline
driver + PES script execution + live-trace verification) and warrants
a named phase rather than living forever as an "open issue." The
decomp anchors, live-trace evidence (24,576-frame GameSky::Draw
trace), and 6-step implementation outline in the body below remain
the authoritative implementation reference; the roadmap phase entry
is the schedule/scope tracker. Issues #2 (lightning), #28 (aurora),
and #29 (cloud thinness) auto-close when C.1.5c ships.
Original investigation (kept as implementation reference):
Description: Three open sky bugs (#2 lightning, #28 aurora, #29 cloud density) all trace back to the same missing infrastructure: retail's sky-PES (Particle Effect Script) dispatch chain. We have it now from a 2026-04-30 cdb live trace.
What retail does (live trace evidence):
Trace over 24,576 GameSky::Draw frames:
GameSky::Draw = 24,576 (60 Hz render rate)
GameSky::UseTime = 12,288 (30 Hz — half rate, MinQuantum)
GameSky::CreateDeletePhysicsObjects = 12,288 (also 30 Hz)
CPhysicsObj::CallPES = 372 (~150/min average)
CallPESHook::Execute = 372 (1:1 with CallPES)
CreateParticleHook::Execute = 62 (15 at cell load + 47 burst at transition)
CPhysicsObj::create_particle_emitter = 62 (matches CreateParticleHook)
Three findings:
- Retail has persistent particle emitters on celestial / sky objects. Created at cell load (15 initial) and dynamically as conditions change (the trace caught a +47 burst on a region/weather/time transition).
- The PES script-hook system (
CallPESHook::Execute→CPhysicsObj::CallPES) drives those emitters periodically, ~150 times per minute on average. - Earlier research said "GameSky doesn't read pes_id" — correct in scope, but missed that the dispatch chain runs through the script- hook system, not from inside GameSky directly. Cell/region/weather handlers schedule PES script hooks; those hooks call into CallPES.
Decomp anchors:
CallPESHook::Execute@0x00526e20— script-hook action that fires CallPESCreateParticleHook::Execute@0x00526ec0— particle-creation hookCPhysicsObj::CallPES@0x00511af0CPhysicsObj::create_particle_emitter@0x0050f360GameSky::CreateDeletePhysicsObjects@0x005073c0LongNIHash<ParticleEmitter>instance — emitter registryCelestialPosition.pes_id@ struct offset +0x004 — populated bySkyDesc::GetSkybut consumed downstream ofGameSky(via the hook system, not GameSky itself)
Implementation outline:
- Decomp dive: read
CallPESHook::Execute,CreateParticleHook::Execute,CPhysicsObj::CallPES, andGameSky::CreateDeletePhysicsObjects(and any cell/region weather handlers that spawn the dynamic 47). - Identify what triggers
CreateParticleHookfor sky objects — is it insideCreateDeletePhysicsObjects, the region/weather change handler, or somewhere else? - Port the persistent-emitter creation path: when a cell loads or weather/time changes, instantiate the appropriate ParticleEmitters on celestial objects.
- Port the PES timeline driver — periodic dispatch from a script
timeline into our equivalent
CallPES. - Port the actual PES script execution (rate of emission, particle parameters, etc.) into our particle system.
- Live verify with cdb during specific weather windows: aurora at dusk on Rainy DayGroup, lightning during storm.
Files (likely):
src/AcDream.App/Rendering/Sky/SkyRenderer.cs— emitter wiringsrc/AcDream.Core/World/SkyDescLoader.cs— already parses pes_idsrc/AcDream.Core/Particles/*— particle system foundationsrc/AcDream.App/Rendering/ParticleRenderer.cs— visual layer
Live-trace verification plan (next cdb session): Reattach to retail
during a specific aurora moment, log this pointer + pes_id arg on
every CallPES invocation, log the GfxObj being attached on every
create_particle_emitter. That tells us EXACTLY which celestial
objects retail PES-drives and with which IDs.
Acceptance: During the same in-game time/weather where retail shows aurora-style light play (Rainy DayGroup, dusk/dawn windows), acdream shows comparable colored sky effects. Cloud sheets look as dense / purple as retail. Lightning flashes appear during storm windows.
Closes-when-done: #28, #29, partially #2 (lightning may need additional flash-shader work).
#33 — Live entity collision shape collapses to one cylinder
Status: OPEN Severity: MEDIUM Filed: 2026-04-29 Component: physics / entities
Description: Live world entities do not yet use exact retail
CSphere / CCylSphere shape semantics. Several paths collapse the entity to
a simplified root-centered cylinder or fallback radius, which is not enough for
retail object and creature collision parity.
Root cause / status: Tracked under Phase L.2d. Requires auditing object
shape extraction, Setup.Radius fallback, building object identity, and live
entity broadphase records against named retail.
Files: src/AcDream.Core/Physics/CollisionPrimitives.cs,
src/AcDream.Core/Physics/ShadowObjectRegistry.cs,
src/AcDream.Core/Physics/PhysicsDataCache.cs.
Research: docs/plans/2026-04-29-movement-collision-conformance.md.
Acceptance: Live object collision uses the appropriate retail sphere or cylsphere data where available. Tests prove at least one multi-shape object and one live creature case no longer use the single-cylinder fallback.
#2 — Lightning visual mismatch (sky PES path disproved)
Status: OPEN Severity: MEDIUM Filed: 2026-04-25 Component: weather / sky / vfx
Description: Lightning/storm sky visuals still do not match retail. A 2026-04-28 named-retail recheck disproved the prior assumption that SkyObject.PesObjectId drives sky-render flash particles: SkyDesc::GetSky copies the field into CelestialPosition.pes_id, but GameSky::CreateDeletePhysicsObjects, GameSky::MakeObject, and GameSky::UseTime never read it.
Root cause / status: Open again. The sky-PES path is non-retail and must stay disabled for normal rendering. The remaining mismatch likely lives in the sky/weather mesh material path, the lightning/fog flash path, or another weather subsystem outside GameSky; do not reintroduce per-SkyObject PES playback without new decompile evidence.
Files:
src/AcDream.App/Rendering/Sky/SkyRenderer.cs— sky/weather mesh draw, material state, pre/post splitsrc/AcDream.App/Rendering/Shaders/sky.frag— flash/fog/lightning coloration pathsrc/AcDream.Core/World/SkyDescLoader.cs— keepPesObjectIdparsed for diagnostics, not render playback
Research:
docs/research/2026-04-28-pes-pseudocode.md— C.1 correction:CelestialPosition.pes_idcopied but ignored by GameSkydocs/research/2026-04-23-sky-pes-wiring.md— earlier decompile trace reached the same no-sky-PES conclusiondocs/research/2026-04-23-lightning-real.md(decompile trace + dat discovery)docs/research/2026-04-23-physicsscript.md(runtime semantics)docs/research/2026-04-23-lightning-crossfade.md(crossfade mechanism)
Acceptance: During a Rainy DayGroup's storm window, visible flashes appear in the sky at the dat-scripted moments, the fragment-shader flash bump briefly brightens the scene, and (later, once thunder audio is wired) a thunder clap plays with a short propagation delay.
See also #36 (Sky-PES dispatch port) — the lightning visuals likely route through the same PES-hook chain that drives aurora and cloud-density. Most of #2's storm-flash visuals will be unblocked by the #36 port.
#3 — Client clock drifts from retail after ~10 minutes (periodic TimeSync missing)
Status: OPEN
Severity: MEDIUM
Filed: 2026-04-25
Component: net / sky
Chore tag: Single-commit fix — well-scoped ~10-line wiring. WorldTimeService.SyncFromServer(double) already exists; just needs WorldSession to detect header-flag 0x1000000 and call it. Pickup at any opportunistic session.
Description: Our WorldTimeService.DayFraction syncs with the server once at login via ConnectRequest + TimeSync, then advances from the local wall-clock. Retail receives periodic TimeSync refreshes (header flag 0x1000000) carrying a fresh PortalYearTicks double and re-anchors its clock. Without those, acdream's keyframe state drifts from retail's over 10+ minutes — observed during the 2026-04-24 sky-color debug sessions where retail was at DayFraction 0.976 while acdream was at 0.634.
Root cause / status: Mechanism is well-understood (see research). WorldTimeService.SyncFromServer(double) already exists — we just need to detect the periodic flag in the packet header and call it whenever a fresh tick arrives.
Files:
src/AcDream.Core.Net/WorldSession.cs— header-flag parsing; currently only the initial sync is consumedsrc/AcDream.Core/World/WorldTimeService.cs—SyncFromServer(double ticks)ready; needs caller wiring
Research: docs/research/deepdives/r12-weather-daynight.md §TimeSync (line ~563). References retail packet-header flag 0x1000000 carrying PortalYearTicks double.
Acceptance: Probe retail via tools/RetailTimeProbe and acdream's ACDREAM_DUMP_SKY log at the same wall-clock moment after a 20-minute session without re-login; abs(acdream.DayFraction - retail.DayFraction) < 0.01.
#4 — Sky horizon-glow disabled (fog-mix skipped on sky meshes)
Status: OPEN Severity: LOW (aesthetic feature-parity, not regression from pre-session state) Filed: 2026-04-25 Component: sky
Description: Phase 8.1 (commit 593b76f) disabled the fog-mix on sky meshes to fix the "entire dome swallowed by fog color" regression. Dereth's keyframe FogEnd values (0–2400 m) are calibrated for terrain; sky meshes are authored at radii 1050–14271 m so every sky pixel was past FogEnd, saturated to uFogColor, destroying stars / moon / dome texture. Disabling the mix restored visibility but we lost retail's horizon-glow effect (gradient from clear zenith to fog-tinted horizon band at dusk/dawn).
Root cause / status: Three competing hypotheses, none pinned down: (a) retail uses a different fog range for sky than terrain; (b) retail applies fog with an elevation-angle weighting rather than linear distance; (c) retail's sky meshes don't participate in the global fog and the "horizon glow" comes from a different atmospheric-scatter path. Need to identify retail's actual sky-fog behaviour before re-enabling with correct parameters.
Not in the Phase C.1.5c (Sky-PES) cluster. Unlike #2/#28/#29 — all PES-driven sky visuals consolidated under the C.1.5c phase via former issue #36 — this is a fragment-shader fog-mix problem. Addressing C.1.5c will NOT resolve #4, and #4 should NOT be bundled into Phase C.1.5c scope. The fix likely needs its own decomp dive into retail's sky-fog math + shader work.
Files:
src/AcDream.App/Rendering/Shaders/sky.frag— line ~55,rgb = mix(uFogColor.rgb, rgb, vFogFactor)currently commented outsrc/AcDream.App/Rendering/Shaders/sky.vert— lines 109-114,vFogFactorcomputation
Research: docs/research/2026-04-23-sky-fog.md. Partial; doesn't pin the sky-specific fog path.
Acceptance: At dusk in Holtburg, the sky dome shows a clear zenith and a warm fog-tinted horizon band that matches retail's appearance, with stars / moon / sun / clouds all still visible at their correct brightnesses elsewhere in the frame.
#28 — Aurora ("northern lights") effect not rendered
Status: OPEN Severity: LOW (aesthetic feature-parity) Filed: 2026-04-26 Component: sky / vfx
Description: Retail renders a dynamic colored "light play" effect in the sky during certain Rainy/Cloudy DayGroup time windows. The user describes it as aurora-borealis-style. acdream renders no comparable effect.
Root cause / status: Open again. The prior root cause was wrong: CelestialPosition.pes_id exists in the retail header and is populated by SkyDesc::GetSky, but named retail GameSky code does not read it during sky object creation, update, or draw. A 2026-04-28 C.1 experiment that played those PES ids produced colored blobs/wash that did not match retail's broad aurora-like rays, and the path is now debug-only behind ACDREAM_ENABLE_SKY_PES=1.
Retail header at acclient.h line 35451 still documents the copied field:
struct CelestialPosition {
IDClass<...> gfx_id;
IDClass<...> pes_id; // ← particle scheduler ID
float heading; float rotation;
Vector3 tex_velocity;
float transparent; float luminosity; float max_bright;
unsigned int properties;
};
StarsProbe confirmed Dereth Rainy DayGroup 3 carries multiple PES-bearing entries (verified 2026-04-27). Sample for the user's observed Warmtide-Rainy state:
| OI | Gfx | PES | Active window | Notes |
|---|---|---|---|---|
| 5 | 0x02000714 | 0x330007DB | always | low-rate background |
| 7 | 0x02000BA6 | 0x33000453 | 0.03–0.19 | early morning |
| 17 | 0x02000589 | 0x3300042C | 0.27–0.91 | active during user's screenshot |
acdream's geometry half is now wired (commit landing 2026-04-27 — EnsureSetupUploaded walks Setup.Parts for 0x020xxx IDs). The remaining dynamic visual half is not SkyObject.PesObjectId; likely suspects are sky/weather mesh material state, texture transform/blending, or a separate weather/lightning subsystem outside GameSky.
Implementation outline:
- Keep
SkyObject.PesObjectIdparsed for diagnostics only. - Compare retail/acdream material state for the active sky/weather GfxObj/Setup ids (
0x02000588,0x02000589,0x02000714,0x02000BA6). - Trace the named retail sky/weather draw path for texture transforms, translucency, diffusion, luminosity, and any non-GameSky weather effect dispatch.
- Only add a new runtime visual path once the decompile has an actual caller.
Decomp pointers:
SkyDesc::GetSkynamed retail0x00501ec0— copiesSkyObject.default_pes_objectintoCelestialPosition.pes_id.GameSky::CreateDeletePhysicsObjectsnamed retail0x005073c0— creates/updates sky objects fromgfx_id, does not readpes_id.GameSky::MakeObjectnamed retail0x00506ee0— callsCPhysicsObj::makeObject(gfx_id, 0, 0), no PES.GameSky::UseTimenamed retail0x005075b0— updates frame/luminosity/diffusion/translucency, no PES.
Files:
src/AcDream.Core/World/SkyDescLoader.cs— carriesPesObjectIdfor diagnostics.src/AcDream.App/Rendering/Sky/SkyRenderer.cs— likely material/texture-transform parity work.src/AcDream.App/Rendering/GameWindow.cs— sky-PES playback remains debug-only, disabled by default.
Acceptance: When retail shows aurora-style light play at a specific in-game time / weather, acdream shows a visually-comparable effect at the same time.
See #36 (filed 2026-04-30) — a live cdb trace confirmed retail's aurora rendering uses the script-hook PES dispatch chain (CallPESHook::Execute → CPhysicsObj::CallPES) on persistent particle emitters, with a cell-load population (15 initial emitters) plus dynamic spawning on region/weather/time transitions (caught a +47 burst). Implementation work consolidated under #36.
#29 — Cloud surface 0x08000023 still appears thinner than retail despite blend-mode + Setup fixes
Status: OPEN Severity: LOW (aesthetic feature-parity) Filed: 2026-04-27 Component: sky / clouds
Description: User screenshot comparison showed acdream's clouds let too much sun through; retail's are denser and have a purpleish tint. Two follow-up fixes landed without visible improvement:
TranslucencyKindExtensions.FromSurfaceTypenow applies retail's Translucent-override atD3DPolyRender::SetSurface(decomp 425246-425260) — surface0x08000023(Type=0x10114=B1ClipMap | Translucent | Alpha | Additive) is now correctly classified asAlphaBlendinstead ofAdditive.SkyRenderer.EnsureSetupUploadednow loads0x020xxxxxSetup IDs (e.g.0x02000588,0x02000589,0x02000714,0x02000BA6) which were silently dropped. Setup parts are flattened viaSetupMesh.Flattenand uploaded with their per-part transform baked into vertex positions.
Despite both being decomp-correct fixes, the user reports no observable visual change in dual-client comparison. Two follow-up hypotheses:
- The Setup objects are tiny placeholder meshes (one
0x010001ECpart each) that exist mainly to anchor a PES emitter — the cloud "density" / "purple sheen" the user perceives is entirely the PES particle layer, not the static mesh. - The cloud surface might still be rendering correctly per its dat data, and what looks "thicker" in retail is the additional aurora-like PES sheen overlaid on top.
If hypothesis (a) is correct, this issue effectively rolls into #28 — the PES rendering work would resolve both.
Files:
src/AcDream.Core/Meshing/TranslucencyKind.cs— Translucent overridesrc/AcDream.App/Rendering/Sky/SkyRenderer.cs—EnsureSetupUploaded
Acceptance: Cloud sheets look as dense/purple as retail in dual-client side-by-side. May require #28 (PES) to land first.
See #36 (filed 2026-04-30) — confirmed via live cdb trace: retail's cloud density comes from the same PES-driven particle-emitter chain as aurora. Implementation consolidated there.
#47 — [DONE 2026-05-06 · 0bd9b96] Humanoid Setup 0x02000001 renders bulky / lacks shape detail vs retail
Status: DONE
Closed: 2026-05-06
Commit: 0bd9b96
Severity: MEDIUM (cosmetic — characters readable but visibly different from retail)
Filed: 2026-05-06
Component: rendering / mesh / character animation
Resolution: Root cause was that we drew the base GfxObj id from
Setup / AnimPartChange directly. Retail's CPhysicsPart::LoadGfxObjArray
(0x0050DCF0) treats that base id as an entry point to the
DIDDegrade table; for close/player rendering it draws
Degrades[0].Id, which is the higher-detail mesh that carries the
bicep / deltoid / shoulder geometry. ACViewer also has this bug —
that was the key signal it wasn't acdream-specific.
Concrete swaps the resolver now performs:
- Aluvian Male upper arm
0x01000055→0x01001795(14/17 → 32/60 verts/polys) - Aluvian Male lower arm
0x01000056→0x0100178F - Heritage variants:
0x010004BF → 0x010017A8,0x010004BD → 0x010017A7,0x010004B7 → 0x0100179A, etc.
Fix landed as GfxObjDegradeResolver, default-on and scoped to humanoid
setups (34-part with ≥8 null-sentinel attachment slots). Set
ACDREAM_RETAIL_CLOSE_DEGRADES=0 only for diagnostic before/after
comparisons. User confirmed visually 2026-05-06.
Files: src/AcDream.Core/Meshing/GfxObjDegradeResolver.cs,
src/AcDream.App/Rendering/GameWindow.cs (wiring), 5 unit tests in
tests/AcDream.Core.Tests/Meshing/GfxObjDegradeResolverTests.cs.
Research note: docs/research/2026-05-06-issue-47-close-degrade-pseudocode.md.
Original investigation (kept for reference)
Description: Every humanoid character using Setup 0x02000001
(Aluvian Male) renders in acdream with a "bulky, less-defined" silhouette
compared to retail's view of the same character. Specifically: shoulders
look smoother/rounder where retail has pointier shoulder pads; back has
less contour; arms appear puffier. The effect is identical for player
characters (+Acdream, +Je) and for humanoid NPCs using the same
setup (e.g. Woodsman, Sedor Wystan the Blacksmith, Thelnoth Cort).
Drudges and other monster setups (e.g. 0x020007DD) render
identically to retail, so this is not a pipeline-wide bug.
The bug is independent of equipment — +Je stripped naked still
shows the same bulky silhouette.
Investigation 2026-05-06 (~3 hr session, ruled out many hypotheses):
What was ruled out:
- 0xF625 ObjDescEvent appearance updates being dropped. Was a real
bug for skin/hair colors; fixed in commit
e471527. Does not affect the bulky-shape issue (which persists with the fix in place and with no equipment). - Position-pop on equip toggle. Caused by re-applying with cached spawn's stale position; fixed in same commit. Doesn't affect shape.
- Clothing/armor overlapping the base body (HiddenParts hypothesis). User stripped naked; bulky shape persists.
- ParentIndex hierarchy not walked in
SetupMesh.Flatten. Setup0x02000001has a real hierarchy (-1, -1, 1, 2, 3, -1, 5, 6, 7, 0, 9, 10, 11, 12, 13, 14, 15, 0, ...), but implementing parent-walk produced no visible change — confirming AC's idle animation frames are already in setup-root coordinates, not parent-local. - Equipment / wielded items. No equipment on
+Jeand bug persists. - Player-specific data flow. Humanoid NPCs using same setup (Woodsman) show same bug.
What was confirmed (data captured via ACDREAM_DUMP_CLOTHING=1):
- Setup
0x02000001:setup.Parts.Count = 34,flatten.Count = 34,APC = 34..38depending on equipment. - All 34 parts emit triangles successfully (no silent GfxObj load failures). Total ~648-700 tris per character.
- Idle animation frames place parts at sensible humanoid Z-heights (head Z=1.587, mid-body Z=0.5-1.0, ground Z=0.085).
- Per-part orientations are nearly all 180° around -Z (W≈0, Z≈-1) — a setup-wide coordinate-flip convention. Drudges have varied per-part orientations.
setup.DefaultScale.Count = 0for both humans and drudges → all parts use Vector3.One scale.
Working hypotheses (next session):
- Per-vertex normal style. AC dat may store per-face normals for human GfxObjs (one normal per polygon, copied to all 3 vertices) but smooth normals for monster GfxObjs. acdream uses dat normals directly. Test by computing smooth normals from face adjacency and comparing render. User said "not shaders" but the screenshots clearly show smooth-vs-faceted lighting differences.
- Lighting setup. Cell ambient may be too low, leaving back-
facing surfaces in flat shadow. Compare
uCellAmbientvalue against retail's behaviour at the same time-of-day. - Anti-aliasing. Retail may use MSAA; acdream window may not. Polygon edges in acdream would be visibly stair-stepped, reading as "more faceted" / blockier.
- Surface flags interpretation. Specific Surface.Type bits for
character textures (skin, fabric) may need handling acdream
doesn't yet do (e.g.
SmoothShadeflag, or a mip bias).
Diagnostic infrastructure landed this session (env-var-gated, no runtime cost when off):
ACDREAM_DUMP_CLOTHING=1extended:setup.Parts.Count,flatten.Count,APCcount on header lineParentIndex[]array dumpDefaultScale[]array dumpIdleFrame.Frames[]per-part Origin + Orientation (first 17 parts)EMIT part=NN gfx=0xXX subMeshes=N tris=Nper partTOTAL tris=N meshRefs=Nper entity
Files (suspect surface area for next investigation):
src/AcDream.Core/Meshing/SetupMesh.cs— Flatten compositionsrc/AcDream.Core/Meshing/GfxObjMesh.cs— polygon emission + vertex normal handling (line 142)src/AcDream.App/Rendering/Shaders/mesh.frag— lighting eqsrc/AcDream.App/Rendering/Shaders/mesh.vert— normal transform
Acceptance: Side-by-side screenshots of +Acdream (or any humanoid
NPC using 0x02000001) viewed from the same angle in acdream and
retail show matching silhouette and shape definition.
#46 — Retail observer of acdream sees blippy / laggy movement
Status: OPEN
Severity: MEDIUM (degrades external perception of acdream-driven characters)
Filed: 2026-05-06
Component: net / motion (acdream's outbound path: PlayerMovementController → MoveToState (0xF61C) / AutonomousPosition heartbeat → ACE → retail observer)
Phase: L.2 (Movement & Collision Conformance) — outbound-motion fidelity sub-piece. Counterpart to #41 (which is the inbound side); both are L.2 conformance work. If outbound fidelity grows into multi-commit work, consider carving "L.2e — Outbound motion fidelity" as a named sub-piece on the roadmap.
Description: When viewing acdream's local +Acdream character through a parallel retail acclient.exe, the retail observer sees the character's movement as visibly blippy and laggy — position appears to step in discrete jumps rather than translating smoothly. The local acdream view of the same character looks fine, and acdream observing a retail-driven character (after #39 / #45) also looks fine. The degradation is specifically on the outbound side: what acdream sends to ACE for relay to other clients.
Root cause / status:
Unverified. The likely culprits, ranked by suspected probability:
- AutonomousPosition heartbeat cadence.
memory/project_retail_motion_outbound.mdnotes acdream's fixed 200 ms heartbeat is a probable retail mismatch. Retail'sCommandInterpreter::SendPositionEventgates on transient_state (Contact + OnWalkable + valid Position) and may broadcast at a different cadence — fewer / more / variable. If acdream sends too rarely, observer dead-reckons too long between updates and visibly stutters when each AutoPos arrives. - MoveToState send conditions.
PlayerMovementController.cs:813-840decides when a fresh MoveToState fires (state-change detection). If important transitions are missed (e.g., direction changes that don't flip ForwardCommand/SidestepCommand), the observer's last-known motion stays stale and AutoPos updates blip the body to the new authoritative position. - InstanceSequence / ObjectMovement sequence counters. ACE rejects out-of-order packets. If acdream's sequence stamping is off, ACE silently drops some packets; observer dead-reckons through the gap.
- Velocity field absent on AutoPos. ACE relays UPs without HasVelocity for player characters (per
OnLivePositionUpdatedcomment). Observer's dead-reckoning between UPs may extrapolate using stale velocity, producing visible position drift that snaps back on the next UP — exactly the blippy pattern.
Verification approach:
- Run two retail clients + one acdream client. Drive acdream; observe acdream's character on retail #1 and on retail #2 (both retail observers see the same wire). Compare to a retail-driven character observed from the same retail clients — does it look smooth there? If yes, the issue is acdream-outbound-specific. If both look blippy, it's something on the ACE side (less likely).
- cdb-attach a retail observer client and breakpoint
MovementManager::unpack_movementto count UPs and UMs received per second from the acdream-driven character vs from another retail character. The cadence delta will identify which packet stream is misbehaving. - Compare acdream's outbound packet timing against holtburger's
client/movement/system.rsheartbeat logic — that's the closest known-working reference for how a non-retail client should pace its outbound.
Files:
src/AcDream.App/Input/PlayerMovementController.cs— outbound state-change detection + heartbeatsrc/AcDream.Core.Net/WorldSession.cs— sequence counters + send pathsrc/AcDream.Core.Net/Net/Outbound/...MoveToState.cs/AutonomousPosition.cs— wire buildersreferences/holtburger/crates/holtburger-core/src/client/movement/system.rs— reference cadence
Acceptance:
- Side-by-side comparison: retail observer of acdream-driven character and retail observer of retail-driven character look equally smooth during running, walking, sidestepping, turning, and stopping.
- No visible "step" pattern when acdream-driven character translates between AutoPos updates.
Cross-reference:
memory/project_retail_motion_outbound.md— 2026-05-01 cdb live trace of retail's outbound (CommandInterpreter::SendMovementEventfor WASD,Event_Jumpper-frame while charging).- CLAUDE.md "Outbound motion wire format" — the
WalkForward + HoldKey.Run↔RunForwardauto-upgrade ACE applies on broadcast.
#45 — [DONE 2026-05-06 · e9e080d] Local +Acdream sidestep walking renders too slow
Status: DONE
Closed: 2026-05-06
Commit: e9e080d
Component: physics / animation (local player path: UpdatePlayerAnimation)
Resolution: PlayerMovementController.cs:871 computes localAnimSpeed as raw runRate || 1.0, but ACE's BroadcastMovement converts the inbound MoveToState.SidestepSpeed via speed × 3.12 / 1.25 × 0.5 (Network/Motion/MovementData.cs:124-131). Observer-side cycles play at the ACE-scaled value (~1.248 slow / ~3.0 fast clamped); the local cycle was playing at the raw 1.0 / runRate — about 80% of retail cadence for slow strafe.
UpdatePlayerAnimation now multiplies animSpeed by WalkAnimSpeed / SidestepAnimSpeed × 0.5 = 1.248 when animCommand is SideStepLeft / Right (low byte 0x0F or 0x10). User-verified: local strafe cadence matches retail / observer-side rendering.
Original investigation note (preserved): Same constant mismatch pattern as #39 fix #5 (commit 349ba65) but on the local-player render path instead of the observer-side ApplyPlayerLocomotionRefinement — both fixed by aligning the speedMod base to ACE's wire formula.
#108 — Cellar↔main-floor transition: terrain (grass) sweeps across the upstairs door opening — [CLOSED 2026-06-12 · user-gated]
Status: CLOSED — user visual gate 2026-06-12 ("Yes it is fixed.")
after the terrain-backface-cull fix (96a425a). Root cause: terrain
drew double-sided; the grass was the grade sheet's underside seen from
a below-grade cellar eye. Membership/viewer EXONERATED by the vertical
cellar-ascent harness (007af13).
ROOT CAUSE (2026-06-12): terrain was drawn DOUBLE-SIDED — the grass was the UNDERSIDE of the grade sheet. Two steps:
- The membership/viewer re-diagnosis below is REFUTED by the vertical
cellar-ascent harness (
Issue108CellarAscentViewerReplayTests, dat-backed A9B4 corner-building cellar 0x0174→0x0175→0x0171, production FindCellList pick + the camera probe chain mirrored verbatim): 0 outdoor/null viewer resolutions while the eye is below grade, 0 sweep failures, 0 fallback branches across boom distance {2.61, 5} × damping lag {0, 0.3}. The viewer enters 0x0171 at eye z 94.01 — exactly as the head pops above grade (the stairwell portal sits at grade), matching the user's wording. The root is INTERIOR the whole window. - Retail terrain is SINGLE-SIDED:
ACRender::landPolysDraw(0x006b7040) draws each land triangle ONLY when the camera is on the POSITIVE (upper) side of its plane (Plane::which_side2vsRender::FrameCurrent). A below-grade eye gets NO terrain — through the door retail shows sky. WB renders the world with face culling DISABLED frame-globally (WBGameScene.cs:841— editor heritage), andTerrainModernRenderer.Drawset no cull state of its own → terrain drew double-sided. From a below-grade eye every aperture sight-ray RISES, so the only "terrain" it can see is the underside of the z≈94 grade sheet — which painted the whole exit-door aperture (the landscape slice's 2D NDC clip planes(nx,ny,0,dw)have no depth axis and cannot exclude it) and slid down off the door exactly as the eye crossed grade. Fix: port the landPolysDraw eye-side gate as terrain backface culling —TerrainModernRenderer.Drawnow owns Enable(CullFace) + Cull(Back) + FrontFace(Ccw) (set→draw→restore; 7th instance of the self-contained-GL- state rule). Pins:LandblockMeshTests.Build_AllTriangles_WindCounter- ClockwiseInWorldXY(every emitted triangle CCW in world XY — cull-safe winding) +TerrainCullOrientationTests(above-eye ⇒ CCW window winding kept / below-eye ⇒ CW culled under the production camera convention). Gate: climb out of the corner-building cellar — the grass window over the exit door must be gone (sky/world through the door instead); plus a general outdoor sanity glance (terrain intact from above — a wrong FrontFace would blank it). Severity: MEDIUM Component: render / terrain (single-sidedness) — membership/viewer EXONERATED
During the cellar→main-floor ascent (Holtburg), the door opening visible on the main floor
shows the outdoor GRASS texture sweeping over it — "like outdoor ground rising up from the
floor to cover it (as if watching it from below) and lowering back down when crossing up"
(user gate, 2026-06-10, post-dac8f6a).
ROOT CAUSE FOUND (BR-2 visual gate, 2026-06-11): this is NOT a render depth bug — it
is a MEMBERSHIP flip. The BR-2 far-Z punch (wired for OUTDOOR roots + look-in ONLY)
suppressed #108 when wired and #108 returned when reverted; since the punch never runs on a
clean interior frame, the grass-sweep frames must render through the outdoor root, i.e.
the player is being classified OUTDOOR mid-cellar (the #112/#106 cellar membership
ping-pong family). The outdoor root then draws the landscape, whose terrain crosses the
doorway region as the eye rises. The punch was MASKING it — and harmfully (it erased the
depth of dynamic objects standing in doorways, so characters went transparent by their
overlap with the opening; reverted 88be519). Fix belongs in the membership track:
stop the cellar-transition root from flipping to outdoor (render is downstream of
membership). The genuine interior-root exit-door depth seal (retail
DrawPortalPolyInternal maxZ2, kept reserved in PortalDepthMaskRenderer.cs) is a
separate real mechanism to rebuild under BR-3 — it does NOT fix #108.
#109 — Exit door across the room oscillates between door texture and background color — [DONE 2026-06-11 · T5 gate]
Status: DONE — user-confirmed at the T5 comprehensive gate ("7. No." — the far exit door no longer oscillates). Closed by the holistic-port stack (T1 dynamics-last frame order + depth discipline + T2 flood fidelity). No isolated fix commit — the discipline retired the class. Severity: MEDIUM Component: render / indoor PView (exit-portal region vs door entity draw order)
In a Holtburg house with a second exterior door: standing inside and looking at the OTHER
exit door across the room, the door surface oscillates between its real texture and the
background color, "almost like a mix of both" (user gate, 2026-06-10, post-dac8f6a).
Suspect family: the per-frame interaction between the exit-portal OutsideView slice for
that doorway, the doorway depth-clear (ClearDepthSlice), and the door ENTITY's draw —
alternating which wins per frame. Distinct from the (fixed) flood strobe: the flood is
stable now; this is a draw-order/depth oscillation localized to the door surface.
#112 — A9B3 hill cottage: containment gap inside the house demotes to outdoor with no re-promotion (transparent interior while walking)
Status: CLOSED 2026-06-12 (be03146) — user gate "OK seems to work"
after run-speed in/out cycles; live capture shows threshold promotions +
room tracking + clean exits, zero errors.
ROOT CAUSE (instrumented capture cottage-112-capture1.log + dat
replay): the cottage's entry cell 0x104 is a 0.22 m-wide THRESHOLD
band; a running player crosses it between two physics ticks. Our
membership pick's outdoor-seed branch ran CheckBuildingTransit over a
landcell snapshot and STOPPED — building entry cells were never
expanded — so the tick after the skip (centre in deep room 0x100) found
no containing candidate and the pick kept the outdoor landcell
FOREVER (absorbing state): the render faithfully drew an outdoor frame
= transparent walls; promotion fired only on touching portal-adjacent
0x102's own volume. Retail's CObjCell::find_cell_list (0x0052b4e0)
runs ONE growing-array walk for EVERY seed (0052b576: vtable
find_transit_cells over the GROWING array) — recovery fires one tick
after any skip. Fix = the unified retail walk ported verbatim; pins in
Issue112MembershipTests (tick-skip recovery RED pre-fix; run-speed
phase-swept entry replay; gap over-fix guard; full promotion-chain
replay diagnostic). The earlier legs (escape-hatch removal 2d6954e,
straddle gate 414c3de) remain correct — they fixed the demote side;
this closes the promotion side.
(History below predates the close.) NOTE: the #120 reciprocal ping-pong
fired at exactly A9B3 0103↔010F during the 2026-06-11 session — the
runaway duplicate views were a plausible alternate mechanism for the
transparent frames; #120's fix (dede7e4) landed first.
Severity: MEDIUM-HIGH (any house with interior containment gaps; user-observed
"sometimes transparent" while walking around inside)
Filed: 2026-06-10 (late — user exploration after #111 closed)
Component: physics / membership (outdoor→indoor promotion) + cell containment
Symptom (user, A9B3 hill cottage — interior cells 0xA9B30100/0x103/0x104, z=116):
walking around INSIDE the house, the interior intermittently goes transparent;
membership ping-pongs indoor↔outdoor 0xA9B3003C across a ~4 m band (x≈181–185
world frame; log issue111-verify7.log lines 8444-68375). Separately: some objects
inside lack collision — that part is the known #99 stopgap shape (outdoor object
sweep gated while indoor-classified; A6.P4 debt), filed here as a data point only.
Mechanism (dat-scan evidenced, scan in this entry):
- The cottage's containment volumes have a REAL GAP inside the visible house: (184.9, −109.5, z 116.5) [A9B3-local (184.9, 82.5)] is contained by NO interior cell, while 1 m away (184.2, −109.2) is inside 0x100 and (180.5, −109.0) is inside 0x103. Walking through the gap demotes the player to outdoor 0x3C (correct per containment — the sphere-overlap stickiness releases once the center leaves the volume by more than the foot radius).
- Once outdoor-classified, nothing re-promotes from INSIDE a room: the pick
with seed 0x3C returns 0x3C even at points the scan proves are inside 0x103 —
our outdoor→indoor promotion (
CheckBuildingTransit) fires only on PORTAL crossings, so the player stays outdoor (→ outdoor flood → transparent interior) until they happen to re-cross the doorway portal.
PRIMARY FIX SHIPPED 2026-06-10 late (2d6954e) — residual remains, live gate
pending. Oracle reads settled the mechanism: retail keeps curr_cell on a
null pick result (pc:308788-308825); CLandCell::point_in_cell is terrain-poly
only (:316941); building promotion = sphere_intersects_cell per portal-adjacent
cell (:309827) — all retail-matched in our port EXCEPT the 6dbbf95 escape
hatch, a non-retail demoter that converted the cottage's interior containment
gap into an outdoor stranding. Fix: hatch removed; per-tick pick now does
lateral stab-graph recovery (retail find_visible_child_cell :311444 — the #111
adjacent-claim shape self-heals, dat-tested) then retail keep-curr. Poisoned
saves stay covered at the snap (#107/#111 AdjustPosition). P1 retail-golden
gates explicitly green (11/11).
RESIDUAL RESOLVED 2026-06-10 (414c3de, live-binary oracle): retail's
gate read straight from the running 2013 client (cdb attach,
CEnvCell::find_transit_cells @ 0052c820 — BN pseudo-C had invented
portal_side tests in this branch): outdoor cells are admitted IFF a path
sphere STRADDLES an exterior portal's polygon plane,
|dist| < radius + F_EPSILON(0.0002). Ported as the straddle gate on the
membership PICK's outdoor branch; the collision cell SET keeps the A6.P5
topology widening until #99/A6.P4 (outdoor-registered doors must stay
findable from indoors). Consequences: (a) the at-doorway gap demote is
RETAIL-FAITHFUL (gap point 0.23 m from 0x104's door plane < 0.48 m foot
radius → retail straddles + demotes + self-heals inward) — test renamed
...DemotesRetailFaithfully, expectation unchanged; (b) deep-interior
containment gaps in ANY house now keep-curr like retail instead of demoting
(new pins: A9B3Cottage_GapBeyondStraddleDistance_KeepsCurrCell +
FindTransitCellsSphere_ExitPortalStraddleGate_MatchesRetail). Live gate
pending: user re-walks the A9B3 cottage; expect interior to stay rendered
(brief doorway flicker at most). The missing OBJECT collision in that
cottage = #99 data point (A6.P4 debt). Scan data: standing-now → [0x103];
flip-a → []; flip-b → [0x100].
#114 — Indoor PView shell-clip regions are not draw-quality (clip scoped to outdoor roots)
Status: OPEN
Severity: MEDIUM-HIGH (blocks the indoor half of retail's draw-side portal
clip; several user-visible indoor artifacts to re-test ride on it)
Filed: 2026-06-11 (first user gate on 927fd8f)
Component: render (PortalVisibilityBuilder regions / ClipFrameAssembler)
Finding: enabling GL_CLIP_DISTANCE for the shell pass (#113 fix) was
correct for OUTDOOR eyes (phantom staircase gone, user-verified) but exposed
that INDOOR per-cell clip regions are admission-quality, not draw-quality —
applying them as geometric crops produced: chopped interior staircase +
missing candle-holder area and a neighbour room's water barrel visible
through a clipped-away wall (meeting hall interior, user screenshots
2026-06-11), and inner walls vanishing momentarily while passing a building
exit. Scoped in 9ce335e: clip enabled only for RootCell.IsOutdoorNode +
the DrawPortal look-in path; indoor roots draw unclipped (pre-#113 state).
Suspects for the indoor region quality gap: (a) knife-edge regions when
the eye is near/on a portal plane (the §4 family — fixed for admission
stability, not pixel exactness); (b) MergeBuildingFrame/CellView handling
of cells visible through MULTIPLE portals (first-view-wins drops the other
aperture → over-crop); (c) the >8-plane slot-0 fallback drawing pass-all
(under-crop, opposite sign). Retail's reference: exact per-poly software
clip against the accumulated portal view (planeMask=0xffffffff :427922).
Re-test against the scoped build (may be pre-existing, may be #114):
- intermittent transparent interior when ENTERING the hilltop cottage;
- particles (candle flames) inside other buildings visible through walls (statics' meshes not drawn but their emitters are — particle pass is not gated by the same flood);
- meeting-hall interior anomalies from the gate screenshots.
#115 — Camera feels draggy/jittery vs retail when turning in cramped interiors
Status: OPEN Severity: LOW-MEDIUM (feel; no geometry errors reported) Filed: 2026-06-11 (user, same gate session) Component: camera (collision sweep / smoothing)
Symptom (user): "does not feel as smooth as retail — like it's dragging
over walls instead of gliding when I turn in cramped spaces, a bit jittery."
Likely the camera-collision sweep (verbatim SmartBox::update_viewer port,
Residual A) lacking retail's smoothing of the collided boom distance, or
per-tick re-collide jitter against near walls. Pre-existing (not from the
#113/#112 session — render-only + membership-gate changes). Investigate
retail's viewer-distance smoothing (update_viewer region) before touching.
#116 — Slide-response divergence family: near-perpendicular lateral slide lost + first-airborne-frame in-frame slide vs hard stop
Status: OPEN (narrowed) — one Ghidra-confirmed faithfulness fix
SHIPPED 2026-06-12; both reported shapes still need a runtime trace.
Severity: LOW-MEDIUM (over-blocking, never under-blocking — no
walk-throughs; feel-level divergence at walls/doors)
Filed: 2026-06-11 (BR-7 / A6.P4 ship session)
Component: physics (slide response — SlideSphere degenerate-offset
guard + first-contact-frame behavior)
GHIDRA SESSION 2026-06-12 (the BN branch-sign ambiguity RESOLVED via a second decompiler — Ghidra MCP, patchmem.gpr, full PDB):
- SHIPPED (faithfulness fix):
CSphere::slide_sphere(Ghidra0x00537440) compares its SQUARED magnitudes against::F_EPSILON(= 0.000199999995 ≈ 0.0002 =PhysicsGlobals.EPSILON):if (::F_EPSILON <= |cross|²)(crease) andif (|offset|² < ::F_EPSILON) return COLLIDED_TS(degenerate guard). Our port compared againstEpsilonSq(0.0002² = 4e-8) — a ~5000× too-tight threshold (the BNtest ah,5obscured it). Fixed atTransitionTypes.cs:3098,3105; full physics suite (612) + full Core (1443) green, no regression. Crease now needs ≥0.81° between normals (was 0.011°); the guard stops slides under ~1.41 cm like retail (was 0.2 mm). NOT a register deviation (no row existed — it was an undocumented porting error; the fix matches retail). ⚠️ This does NOT fix either reported shape below. - Shape-1 RE-DIAGNOSED — our
cn=UnitZdefault is RETAIL-FAITHFUL. Ghidravalidate_transition(0x0050aa70) does exactly ourTransitionTypes.cs:3701-3702:if (collision_normal_valid == 0) set_collision_normal(UnitZ). So the harnesscn=(0,0,1)is the faithful FALLBACK; the real divergence is UPSTREAM — at tick-22760 ourcollision_normal_validwas FALSE (→ UnitZ) where retail's was TRUE (it had recorded the door-face normal(0,+1,0)). The bug is in the COLLISION-RECORDING path (find_collisions / collide_with_environment), not slide/validate. Next: replay tick-22760 (DoorBugTrajectoryReplayTests) instrumented to see where our collision-normal recording drops the wall normal. - Shape-2 NARROWED — D4 stays skipped. Ghidra confirms slide_sphere
applies the slide IN-FRAME (
add_offset_to_check_pos→ SLID_TS), so our Z=1.92 is faithful TO slide_sphere and the D4 Z=2.0 hard-stop pin is the SUSPECT half. But the threshold fix did NOT change D4 (its offset is a real slide, not degenerate), so whether retail's first airborne frame REACHES slide_sphere (→1.92) or hard-stops upstream still needs a cdb trace of an airborne wall hit before flipping the assertion.
Two pinned shapes, both pre-dating BR-7 (the per-cell shadow port left them byte-identical):
-
Tick-22760 lateral-slide loss (door capture, 2026-05-24): live blocked the southward push at the cottage door face and KEPT the tiny lateral component (X −0.0357, cn=(0,+1,0)); the harness hard-stops both components (cn=(0,0,1) from the post-stop ground refresh). The movement is near-perpendicular to the face, so the projected slide offset is tiny and the degenerate-offset guard converts it to a full stop. Repro:
DoorBugTrajectoryReplayTests.Diagnostic_Tick22760_DumpEngineInternals(door found + BSP-only dispatched correctly —[bsp-test]/[cyl-skip-bsp]probes prove the cell-set layer is innocent).LiveCompare_DoorBlocksFromOutside_Tick22760now pins the blocking invariant only. -
D4 first-airborne-frame slide (
BSPStepUpTests.D4_*, skipped with this issue id): the L.2c pin expects the first airborne wall frame to hard-stop (Z stays 2.0) with the slide starting frame 2 off the cached sliding normal; since the P1-eraslide_spherework the engine slides in-frame (Z reaches the 1.92 target on frame 1). Retail's cached-normal mechanism (CPhysicsObj::get_object_infopc:279992, transient bit 4 →init_sliding_normal) only governs the NEXT frame — whether retail's first-frame response is hard-stop or in-frame slide needs a focused oracle read (collide_with_environment/slide_spherefirst-contact path) before either the engine or the pin is declared wrong.
Fix shape: one oracle-driven pass over the slide response
(SlideSphere + first-contact frame), with the 22760 capture and the D4
fixture as the acceptance pair. Do NOT patch the degenerate-offset guard
ad hoc — the DO-NOT-RETRY table's slide entries (physics digest) apply.
ORACLE DESK READ DONE (2026-06-12) — needs a LIVE cdb session to
finish. Both sides quoted + verified against source (our
CSphere::slide_sphere port = TransitionTypes.cs:3054-3133; retail
CSphere::slide_sphere = decomp 0x00537440, lines 321403-321532).
Three concrete leads, none safely fixable from the static BN decomp:
-
Shape-1 re-attributed — it is NOT the degenerate-offset guard threshold. Retail's guard kills slides under ~1.4 cm (
|offset|² < 0.000199999995at0x537735); the lost tick-22760 slide was 3.57 cm (X −0.0357), well above it — retail would keep it too. The real divergence is the COLLISION-NORMAL SOURCE: our harness recordedcn=(0,0,1)(ground), live retailcn=(0,+1,0)(the door face). Strong lead:TransitionTypes.cs:3701-3702— on a blocked move with no valid collision normal we DEFAULTcn = Vector3.UnitZ("push up"); that exact (0,0,1) is what the harness sees. Whether retail has an equivalent default (vs keeping the wall normal) is a runtime question. -
Shape-2 — retail's slide_sphere applies the slide IN-FRAME (
add_offset_to_check_pos@0x53777e, returns 4=SLID), so our in-frame slide to Z=1.92 on frame 1 is likely retail-faithful and the D4 frame-1 hard-stop pin (BSPStepUpTests.D4_*, expects Z=2.0) is the STALE expectation. BUT retail always usescontact_planeORlast_known_contact_plane(0x53755a); it has no "airborne wall-only, no plane" third branch like ours (TransitionTypes.cs:3080-3092) — the first-airborne-frame plane state needs a trace before flipping the pin. -
Candidate epsilon-squaring divergence (real, but explains neither shape). Retail compares SQUARED quantities (
|cross|²@0x5375a5,|offset|²@0x537735) against0.000199999995(≈0.0002, NON-squared); our port compares againstEpsilonSq = 0.0002²(line 3105 + thedirLenSq >= EpsilonSqbranch @3098) — potentially ~10⁴× too small. DO NOT change this without cdb confirmation: the BNtest ah, 0x5branch polarity (lines 321466-321467/321484-321485) is the exact undecodable construct the PosHitsSphere saga warned about, and the register reuse garbles which quantity is squared. A wrong guess here regresses ALL wall-slide behavior.
Next (cdb session, well-scoped): (a) cdb -z uf acclient!CSphere::slide_sphere OR a live attach to disassemble
0x00537440 and settle the two test ah,5 branch signs + the
squared-vs-not threshold (prefer LIVE attach — prior lesson: static
-z uf misdecodes at OMAP boundaries); (b) live trace the tick-22760
door push to confirm whether the cn=(0,0,1) comes from our
UnitZ-default (lead 1) and what retail's normal is at that instant.
#117 — Aperture-shaped see-through: doors/interiors visible through terrain hills and through nearer buildings — [DONE 2026-06-11 · 478c549, user re-gate "Yes solved"]
Status: OPEN Severity: HIGH (the most visible remaining render artifact post-port) Filed: 2026-06-11 (T5 comprehensive gate, user items 11a+11b) Component: render — aperture depth discipline (the T1 punch pass)
Symptom (user, axioms): (a) "looking downhill I can see certain parts of houses (not everything) like doors and some textures" through the terrain; (b) "when I'm behind a house I can see the openings on the house behind that house through the house in front of me, like doors and windows." Both shapes are APERTURE-shaped (doors/windows), which points at one mechanism: the far-Z punch erases the depth of NEARER occluders (terrain hills, closer buildings) at the punched aperture pixels, so interior content + door entities (dynamics drawn last) paint over them.
Diagnosis direction (mechanism, not live-probing): decomp
DrawPortalPolyInternal (Ghidra 0x0059bc90) for the punch's depth STATE —
retail either depth-tests the punch polygon against the existing buffer
(only punching where the aperture is actually visible) or relies on
far→near per-building draw order so nearer geometry re-establishes depth
AFTER the punch. Compare against the T1 (579c8b0) punch pass wiring.
#118 — Character clipped + disappears for a moment when exiting houses — [DONE 2026-06-11 · 5a80a2e, user re-gate "Yes solved"]
Status: DONE — user-confirmed at the 2026-06-11 re-gate ("Yes solved"), including the outdoor-NPC-through-doorway companion symptom ("Yes fixed").
Root cause (pinned by the exit-walk harness, HouseExitWalkReplayTests):
NOT the cone stack — candidates 1–3 all exonerated (cone-level walk passes
every step; the camera publishes (eye, ViewerCellId) from the SAME SweepEye
call and updates before the visibility read, so the pair is coherent; the
side-test window is ≤ PortalSideEpsilon and never occurs under healthy
resolution). The mechanism is DEPTH ORDERING: under an interior root, the
exit-portal SEAL stamps the door fan at TRUE depth after the full depth
clear, and T1's "ALL dynamics last" then draws the outdoor-classified player
depth-tested — every fragment beyond the door plane z-fails against the seal
across the whole aperture. Full vanish once the center exits (harness: the
entire s=0.04→2.64 m window until the eye crosses, ~2.2 s at walk speed);
the body's beyond-plane half clips at the plane while straddling.
Retail oracle: PView::DrawCells (0x005a4840) runs LScape::draw FIRST (pc:432719), THEN the gated depth clear (pc:432731) + seals (pc:432786); outdoor cell objects draw inside the landscape stage via DrawBlock → DrawSortCell (0x005a17c0, pc:430124), and an object draws once per overlapped shadow cell (pc:430056-430064) — so a threshold-straddling body draws in both stages and neither half clips.
Fix (RetailPViewRenderer): under an interior root, outdoor-classified
dynamics draw in the OUTSIDE (landscape) stage — before the clear+seal, so
the seal protects their pixels — and indoor dynamics whose sphere straddles
an exit-portal plane draw in BOTH stages (DynamicDrawsInOutsideStage).
Outdoor roots keep all-dynamics-last (the BR-2 punch lesson). Pins:
ExitWalk_PlayerStaysConeVisible_EveryStep,
ExitWalk_PlayerSurvivesSealDepth_WhenConeVisible,
ExitWalk_StraddlingPlayerDrawsInOutsideStage.
Severity: MEDIUM-HIGH (every house exit, brief)
Filed: 2026-06-11 (T5 comprehensive gate, user item 10)
Component: render — dynamics handling at the indoor→outdoor transition
Symptom (user): "We get clipped and disappear when we exit houses. Like when we are just outside for a moment." Transition frames where the viewer is still indoors and the player is just outside the door.
Narrowed (2026-06-11 post-T5 session — two suspects EXONERATED by
read): (1) the partition is correct — the local player entity carries
its ServerGuid and routes to Dynamics; (2) the entity's ParentCellId is
NOT stale — it syncs per tick from the controller
(pe.ParentCellId = result.CellId, GameWindow ~6855).
Live candidates (the doorway-crossing decision stack):
- Eye/cell incoherence under camera damping (#115 family / BR-8a):
the render root comes from the sweep (
RetailChaseCamera.ViewerCellId) while the projection eye (camPos) is the DAMPED position — during a crossing they can disagree by the damping lag. Retail damps FROM the published collided viewer (verified divergence, plan BR-8a), so its (eye, cell) pair stays coherent. - Exit-portal side test at the threshold: with the eye ε-outside the
door plane while the root is still the interior cell,
CameraOnInteriorSideculls the exit portal → OutsideView EMPTY →SphereVisibleOutsideculls ALL outdoor dynamics (the player) for those frames. Retail's AdjustPosition demotes the viewer cell to outdoor the moment the point exits (seen_outside → adjust_to_outside), making the inconsistent state structurally brief. - The doorway-aperture cone test for an outdoor-classified player while the viewer is legitimately still inside (cone tightness).
Next step (apparatus, not guessing): a deterministic exit-walk
harness over the corner-building cells — drive the production decision
stack headlessly per step of an eye+player path crossing the doorway
(viewer-cell resolution → PortalVisibilityBuilder.Build →
ViewconeCuller → the DrawDynamicsLast visibility predicate) and
assert the player sphere stays visible on every step. All CPU; the
failing step pins which candidate fires.
#119 — Old tower: stairs partially invisible + extraneous water barrel; two meshes permanently invisible at startup
Status: CLOSED 2026-06-12 — user gate "the tower seem to work good now" (run-from-town stairs complete, barrel gone, climb + top stable). Severity: MEDIUM (pre-existing — "same issue as before" per the user) Filed: 2026-06-11 (T5 comprehensive gate, user items 9+13) Component: render — mesh upload / content inclusion
RESOLUTION (2026-06-12) — three root causes, fixed in sequence, each
pinned by the ACDREAM_DUMP_ENTITY decisive probe (3cf6bcc):
2163308— Tier-1 cross-entity batch serving (the broken stairs + "water barrel"): interior entity ids discarded the landblock X byte (0x40YYFF00— Holtburg town A9B3's 9th interior stab == the AAB3 tower staircase, both 0x40B3FF09) AND the classification cache hinted entities with the PLAYER's landblock at bucket-draw time, so the colliding twins shared one cache key: whichever classified first served its batches to the other all session. Town-login + run → the staircase drew a town object's 3 zero-RestPose batches (= "the water barrel"); tower-login → usually clean. Captured live:cache=hit:3 restZero=3on a 43-part staircase. Fixed:0x40XXYY##ids + owner-derived cache hints (ResolveCacheLandblockHint).987313a— knife-edge clip port (climb strobes, top flap family):ProjectToClip→ exact W=0 eye-plane clip per retailACRender::polyClipFinish(0x006b6d00); zero-area in-plane views now PROPAGATE (segment-key CanonicalKey) like retail's ClipPortals; theEyeInsidePortalOpeningrescue DELETED (CornerFloodReplay passes without it under the W=0 port).1ca412d+6a9b529— entity bounds must cover the mesh (the gaze-dependent vanish: stairs visible climbing down, gone climbing up):WorldEntity.RefreshAabbwas a fixed ±5 m ANCHOR box feeding both the dispatcher frustum cull and the viewcone sphere — 15 of the staircase's 17 m stuck out of it. Final fix derives root-local bounds from the dat VERTEX data at hydration (GfxObjBounds + LocalBoundsAccumulator, all four hydration sites) — data, not a promise; retail needs no equivalent because it viewcone-checks each part's dat-authoredCGfxObj.drawing_sphereper part (CPhysicsPart::Draw 0x0050d7a0 → DrawMesh 0x005a09a4).
The [up-null] lead was exonerated earlier (legit no-draw models); the
f35cb8b lift fix (below) was real but not THE bug. #113's
distance-dependent phantom staircase should be RE-CHECKED against
2163308 (the town twin wore the tower's staircase batches).
Symptom (user): the old tower has missing stair parts (pre-existing; the tower stairs ARE visible in retail — user axiom recorded 2026-06-11 in the render digest) and shows a water barrel that retail doesn't.
Lead (from the T5 launch log): exactly two
[up-null] upload returned null for 0x00010002B4 / 0x00010008A8 — caching EMPTY render data (permanently invisible) lines at startup.
Narrowed 2026-06-11 (the [up-null] lead is EXONERATED, dat-proven):
Issue119UpNullGfxObjDumpTests — both GfxObjs are legitimately no-draw
models: 0x010002B4 = 9 polys, ALL NoPos, all surfaces Base1Solid;
0x010008A8 = 1 poly, NoPos, Base1Solid|Translucent. Retail's
skipNoTexture never draws them either (the BR-1 equivalence) — the empty
cache is the CORRECT terminal state, and the alarming log line was the
only defect (reworded; it stays as a tripwire for the real-failure shape).
Second fact, same test: on the hall/tower shell 0x010014C3, ZERO textured
polys are dropped by the extraction gates (137/149 draw; the 12 dropped
are the known #113 no-draw orphans) — the per-poly extraction is
exonerated for building shells, pinned by
ShellModel_NoTexturedPolyIsDropped.
Remaining hypothesis space (needs the re-gate to identify the exact tower): the missing stair parts draw from somewhere other than the shell GfxObj's per-poly extraction — most plausibly interior stair-CELL shells whose visibility depends on the flood admitting those cells from the outside view, or a different building model than assumed. At the re-gate: have the user point at the tower (one sentence / approx location) — then the cell set + flood can be replayed headlessly like #118. The extraneous water barrel remains a separate static-inclusion question (which cell owns it; is it admitted by a view it shouldn't be).
User split (re-gate 2026-06-11) — THREE distinct artifacts in the area:
- The PHANTOM walkable-but-invisible stairs (the #113 family) is still present and now reads as located at the HILL COTTAGE — "the stairs half embedded into the outside wall." (#113's reopened drawing-BSP-orphan investigation owns this.)
- A tower CLOSE TO the hill cottage has the MISSING stairs + the extraneous water barrel in its middle — this entry (#119) proper.
- The hill house sometimes turns ALL walls transparent when entering —
tracked under #112; note the #120 ping-pong fired at exactly A9B3
0103↔010F, so re-check after the #120 fix (
dede7e4).
DECODED (2026-06-11 evening): the user's logout position pinned the
tower (cell 0xAAB30107, AAB3 building[1] model 0x01001117). Dat truth
(Issue119TowerDumpTests): the stairs are ONE static — Setup
0x020003F2, a 43-part spiral staircase at the tower center (placement
frames perfect, all parts drawable). Pipeline exonerated layer by layer
(extraction, hydration ParentCellId=envCellId, per-MeshRef registration,
dispatcher compose); clean WB_DIAG counters at the tower spawn:
meshMissing=0, entSeen==entDrawn.
⚠️ USER AXIOM (2026-06-11 late): the barrel is NOT in the tower in retail. The earlier "legit dat barrels on the landings" claim is RETRACTED — what the user saw was itself a render artifact. Post-#120 verdict: "Barrel is gone and more stairs exist" — both improved together, consistent with the "barrel" being mis-drawn staircase geometry under the corrupted floods. (What the four 0x020005D8 cell statics actually render as remains UNVERIFIED — do not assume barrel.)
REMAINING (user, post-#120 build):
- Running UP the tower, the TOP stairs disappear visually but stay walkable.
- On top of the tower, the roof and edges FLAP into existence and back.
ROOT CAUSE FOUND + FIXED 2026-06-11 (f35cb8b) — the +0.02 m render
lift leaked into the portal-visibility graph.
BuildInteriorEntitiesForStreaming lifts the render-side cell transform
2 cm (shell z-fighting vs terrain — a DRAW concern) and passed that
LIFTED transform to BuildLoadedCell, so every visibility-graph plane
sat 2 cm high. The side test's in-plane window is ±10 mm: an eye
standing ON a floor containing a HORIZONTAL portal (the tower deck lip
0x010A→0x0107, landings, cellar mouths) sits 10–20 mm BELOW the lifted
plane → outside the window → the cell behind the portal side-culled out
of the flood. Captured live at the stair top (the user's climb +
[viewer-diff]): root=0x010A, eye z=126.803 vs the plane at 126.80,
flood=1, 0x0107 dropped WHILE LOOKED AT — "stairs disappear and you can
walk on them"; the roof/edge flap = the same marginal admissions swinging
with the gaze. Vertical doorways immune (the lift slides their planes
along themselves) — why this hit exactly stairs/decks/floors. Headless
replay reproduces ONLY with the lift; fix = BuildLoadedCell gets the
PHYSICS (unlifted) transform; shells keep their draw lift. Pins:
CapturedTopOfStairs_MainCellStaysInFlood (unlifted asserts admission;
lifted arm = the mechanism canary). Likely also feeds the #108 residual
(cellar mouth = a horizontal portal) — re-check at the gate.
The earlier synthetic roof-lip-band pin
(TowerAscent_StaircaseStaysConeVisible_EveryStep) stays SKIPPED — its
band came from the harness's AABB root model, not the production sweep;
re-validate against the real resolver before un-skipping.
#120 — [pv-ERROR] in-place propagation tripwire: convergence invariant broken at depth 128 (cottage interior cells)
Status: FIXED 2026-06-11 (dede7e4) — pending re-gate (watch for
zero [pv-ERROR] lines in the next launch log)
Severity: HIGH (self-detected invariant break in the new flood growth)
Filed: 2026-06-11 (T5 launch log; fired during normal cottage play)
Component: render — PortalVisibilityBuilder in-place growth (T2/BR-4)
RESOLVED (2026-06-11): the armed tripwire self-attributed on the
re-gate launch — a pure TWO-CELL reciprocal ping-pong (0xA9B4015C ↔ 0x0162 and 0xA9B30103 ↔ 0x010F, 64 laps each). Mechanism: eye within
PortalSideEpsilon (±1 cm) of the portal plane → in-plane counts interior
for BOTH cells → views lap A→B→A; near-edge-on aperture re-clips wobble
beyond the 1e-3 dedup grid → every lap keys "new". The prior sweeps
couldn't reproduce because they only loaded the corner building — both
firing pairs are outside it. Issue120ReciprocalPingPongTests loads the
full landblock and reproduces deterministically (tripwire firings +
65-polygon CellView piles). Fix: CellView.Add rejects polygons
CONTAINED in an already-stored polygon (a round-trip re-emission is a
subset of its originator in exact math) — union growth is strictly
area-increasing, the lap dies at iteration 1. Corner-flood completeness
pins stay green. PortalSideEpsilon untouched (DO-NOT-RETRY).
Evidence: [pv-ERROR] in-place propagation tripwire at depth 128 on cell=0xA9B40175 / 0xA9B40174 / 0xA9B40162 — convergence invariant broken, investigate (3+ firings in the T5 session, exactly the cottage interior
cells the user was walking). T2's in-place growth (which replaced the
MaxReprocessPerCell=16 cap) re-propagated one cell's view 128 times
within a single build — a re-emission cycle the dedup misses, or growth
ping-ponging through a reciprocal portal pair. May be load-bearing for
#117/#118 (runaway view growth → wrong clip/punch volumes).
Investigation (2026-06-11, post-T5): retail RECURSES natively too
(AddViewToPortals → FixCellList → AdjustCellView → AddViewToPortals,
Ghidra 0x005a52d0/0x005a5250/0x005a5770 — no depth guard), so the
recursion shape is faithful and retail's safety is FAST CONVERGENCE; our
depth-128 means slow/non-saturation our dedup admits (each lap of a
portal cycle nests one level deeper). Two dat-backed harness sweeps over
the full corner-building cell set could NOT reproduce
(CornerFloodReplayTests.PortalPlaneCrossings_InPlacePropagationConverges
— ±6 cm across every portal plane, both seed sides — and
InCellDirectionSweep_InPlacePropagationConverges — 3024 builds, in-cell
eye grid × 8 yaw × 3 pitch): firings = 0. Production-only ingredients
suspected: the full lookup graph (production reaches far more cells; one
T5 firing was 0x0162, a different building) and/or the real camera path.
Tripwire armed for self-attribution (DumpPropagationChain): the next
firing logs the root cell, eye, per-cell frequency, and the chain tail —
the cycle's structure reads directly off the log. Both sweeps stay as
regression pins (PortalVisibilityBuilder.ConvergenceTripwireCount).
Revisit on the next firing (the #117/#118 re-gate launch will carry it).
#121 — All world portals invisible (portal swirl VFX gone everywhere)
Status: FIXED 2026-06-11 — pending re-gate Severity: HIGH (user: "all portals that were previously showing at various places are now gone") Filed: 2026-06-11 (re-gate launch) Component: render — particle pass routing under the pview path
Root cause (by read): dynamics' ATTACHED emitters (portal swirls on
server-spawned portal entities, creature effects) fell through EVERY
particle filter under the unified pview path: the landscape slice's
filter carries outdoor STATICS (+ the #118 outside-stage dynamics), the
per-cell callback carries cell STATICS, and T4 deleted the old
clipRoot==null global pass from normal frames. T5 never checked
portals (not on the checklist) — the gap dates to the T3/T4 one-gate
work, surfaced at this re-gate. Fix: a dynamics-owner particle pass
— DrawDynamicsLast hands its cone-surviving dynamics (minus
outside-stage entities, whose emitters already drew in the landscape
slice) to a new DrawDynamicsParticles callback; GameWindow draws
Scene-pass emitters filtered to those owner ids (mirror of
DrawRetailPViewCellParticles). Retail shape: emitters draw with their
owner object.
#122 — Windows oscillate between background and the correct outside view when entering houses
Status: OPEN Severity: MEDIUM Filed: 2026-06-11 (re-gate; user: "the oscillating between background world and the right outside view is now back on some windows when entering houses") Component: render — window exit-portal region at the root flip
The #109 oscillation family, now localized to WINDOWS during house
ENTRY (the outdoor→interior root flip). Candidate mechanisms:
(a) the #120 reciprocal ping-pong polluting clip volumes near the
portal plane during the crossing — the firing sites were exactly
cottage cells during entry; RE-CHECK after dede7e4 before
investigating; (b) the seal/punch handoff on windows across the root
flip (forceFarZ keys on clipRoot.IsOutdoorNode, flipping the window
aperture between punch and seal semantics frame-to-frame at the
threshold).
#123 — Buildings transiently disappear when running close past them
Status: OPEN Severity: MEDIUM Filed: 2026-06-11 (re-gate; user: "when I pass by close by buildings, sometimes the building disappears as I run by") Component: render — outdoor root, close-range building draw
Whole-building transient vanish at close range under the outdoor root.
Suspects (unverified): the per-building frustum pre-gate on
Building.PortalBounds (T2 draw-driven flood gather) interacting with
close-range AABB degeneracy; dispatcher frustum cull with a stale
entity AABB; or the #117 stencil punch marking a near-full-screen
aperture fan at grazing range while the building's own flood is gated
off (far-Z holes → sky/fog where the shell should be). Needs evidence
first: reproduce with ACDREAM_PROBE_VIS/[outdoor-node] + a capture
of which draw list the building's shell left.
#124 — Looking out through an opening: far buildings with openings show missing/transparent back walls
Status: CLOSED (user-gated 2026-06-12 evening: "124, that one is solved") Severity: MEDIUM Filed: 2026-06-11 (re-gate; pre-existing — "still have that issue"; user 2026-06-12: "especially visible when I look out through a door opening when inside a building") Component: render — per-building look-in floods under INTERIOR roots
From inside a building, looking out through a door/window at ANOTHER
building that has an opening: the far building's back walls are
missing/transparent. The lead confirmed by decomp: retail runs the
look-in INSIDE the landscape stage for ANY root — LScape::draw is the
FIRST call of PView::DrawCells' outside-view branch (pc:432719),
strictly BEFORE the depth clear (pc:432732) and the seals (pc:432785);
ConstructView(CBldPortal)'s GetClip runs under the INSTALLED view
(the doorway region), and all apertures far-Z punch (pass 1) before any
interior cell draws (pass 2).
Fix (2026-06-12):
- The per-building gather (frustum pre-gate on
Building.PortalBounds) now runs for interior roots too; the root's own doorway self-excludes via the seed eye-side test. BuildFromExteriorgainedseedRegion— the port of retail's installed-view clip: interior-root look-ins seed clipped against the OutsideView (doorway) polygons, so a building not visible through the doorway never floods. Outdoor roots keep the full-screen default.- NEW
DrawBuildingLookInssub-pass inside the LANDSCAPE stage (before the depth clear + seals): per building, punch ALL apertures (DrawLookInPortalPunch, always far-Z), then draw the flooded cells' shells + statics far→near. NOT merged into the main frame — a merged cell would draw post-clear and z-fail against the root's seal. - Look-in cells join the Prepare/partition set (shells get batches, statics route to ByCell, consumed only by the sub-pass).
Pins: Issue124LookInSeedRegionTests (containing region floods ⊆
full-screen flood; disjoint region floods nothing; interior-side eye
never seeds its own exit door). Register: AP-33 (look-in statics drawn
whole — no per-part viewcone; look-in DYNAMICS deferred — an NPC inside
a far building stays invisible; both documented).
Gate: from inside a building, look out the door at another building with an open door/window — its interior/back walls render through its aperture instead of see-through to the world behind.
#125 — GL InvalidOperation during staged texture upload: failed uploads are STICKY (never retried) + uncaught crash in GenerateMipmaps
Status: CLOSED 2026-06-12 — the GL root cause was fixed fcade06
(2026-06-11, live-verified); the remaining sticky-drop DESIGN DEBT is now
fixed too (bounded upload retry, below). No visual gate (robustness).
RESOLVED (root cause): the GL errors were the gpu_us QUERY RING's own — a glGenQueries name isn't a query object until first glBeginQuery, and GetQueryObject on a never-begun name is GL_INVALID_OPERATION. The N.6 ring assumed ONE Draw/frame with both passes non-empty; the pview pipeline's many small Draws routinely skip a pass → the slot read queued an error EVERY frame under ACDREAM_WB_DIAG=1; WB's texture-path glGetError checks ate the stale errors (the attribution trap) → fake upload failures + the ProcessDirtyUpdates throw. Fix: begun-flags per slot; read only begun queries. Live-verified in-tower: 0 [wb-error] (was 7), no crash, gpu_us reads real values (9–11 µs) for the first time under pview, meshMissing=0. Normal runs (WB_DIAG off) never had these errors — this mechanism is RETIRED for #119.
Remaining debt — FIXED 2026-06-12 (bounded upload retry): the exact
stick was the CPU-cache short-circuit, not just the early TryRemove: a
failed UploadMeshData (catch → null) consumed the staged item and left
_renderData empty while the prepared data lingered in _cpuMeshCache,
so PrepareMeshDataAsync's cache-hit path (ObjectMeshManager.cs:448-453)
returned it WITHOUT re-staging → never re-uploaded until CPU-cache
eviction (effectively session-sticky under low cache pressure). Fix: the
Tick drain (WbMeshAdapter.cs) now re-stages a failed upload for the NEXT
frame via ObjectMeshManager.UploadOrRequeue, bounded by
MaxUploadRetries (3) using a counter on the ObjectMeshData object
(resets to 0 on re-prepare). Re-stages are collected and re-enqueued
AFTER the drain loop — never inside it — so a deterministic failure can't
spin the queue in one frame; past the cap it gives up with a loud
[up-retry] … giving up line (surfaces a genuine GL defect instead of
the old silent permanent drop). Retail loads synchronously and has no
such failure mode; this converges the async pipeline toward that
guarantee. Build + App.Tests (264) green; no GL-context test seam exists
for the upload path so the retry is verified by construction + the
regression suite. The uncaught GenerateMipmaps path (open-question c)
is INTENTIONALLY left to surface errors — adding a blanket catch there
would mask future real defects (no-workarounds rule); its trigger
(fcade06) is already retired.
Filed: 2026-06-11 (in-tower WB_DIAG launch, tower-wbdiag3.log — preserved in the worktree root)
Component: render — WB staged texture pipeline (ObjectMeshManager / ManagedGLTextureArray)
Evidence (one launch, character spawned inside the #119 tower):
[wb-error] Error uploading mesh data for 0x0100321D— GLInvalidOperationthrown inManagedGLTextureArray..ctor:70(TextureAtlasManager ctor → CreateTextureArrayInternal), caught byUploadMeshData's try/catch → returns null. The drop is STICKY:_preparationTasks.TryRemoveruns BEFORE the upload (ObjectMeshManager.cs:685), so a failed upload is never re-prepared — that mesh is permanently invisible for the session (only a one-line [wb-error] marks it).- Same session,
Tick()→GenerateMipmaps()→ManagedGLTextureArray.ProcessDirtyUpdatesInternal:283threw the SAME GL InvalidOperation uncaught → process death (exit 82). Both on the render thread (Tick/OnRender) — not a thread-affinity bug.
Why this matters for #119: the missing tower stairs are per-cell Setup statics whose parts are individually uploaded; an intermittent GL error burst during atlas creation/flush kills whichever uploads are in flight — "partially invisible", varying with load order, hitting the late-loading AAB3 interior statics consistently. The dat + extraction + registration + dispatcher are all exonerated by read/test (Issue119TowerDumpTests; the [up-null] pair was a separate, legitimate no-draw class).
Open questions (next session): (a) what makes the GL context error
out — a stale error queued by an earlier unchecked call being
mis-attributed to WB's diligent glGetError checks (classic GL
attribution trap; suspects: the #117 stencil punch state, the new #118 /
#121 passes, or a pre-existing per-frame state leak), vs. a genuine
invalid texture-array creation state; (b) whether upload failures should
re-enqueue instead of dropping (retail has no such failure mode — the
sticky drop is OUR invention and must go regardless); (c) the uncaught
GenerateMipmaps path needs the same handling either way.
Repro lever: the test character's save spawns INSIDE the tower —
every launch loads the exact content; ACDREAM_WB_DIAG=1 prints the
meshMissing counters.
#126 — Outdoor spawn claim on a building roof is grounded THROUGH the roof to terrain (transparent-interior spawn)
Status: OPEN — HIGH (every login/logout on any walkable roof)
Filed: 2026-06-11 (tower capture run, tower-viewer-capture.log line 1)
Component: physics — login snap (the #107/#111 family)
Evidence: the user logged out standing ON TOP of the AAB3 tower
(z=127.2). The next login: [snap] claim=0xAAB30023 pos=(297.160, -129.182,127.200) … terrainZ=112.000 indoor=False -> targetZ=112.000 targetCell=0xAAB30023. The snap's OUTDOOR branch always grounds to
TERRAIN Z — it warped the player from the roof down INTO the tower's
interior volume at ground level, still outdoor-classified → the
transparent-interior spawn the user reported ("spawned in the tower and
it was transparent"), self-healing only after walking out and back in.
Fix shape: an outdoor claim must ground to the nearest WALKABLE
surface at/below the claim Z (building roofs and GfxObj floors via the
physics walkable query — the #111 WalkableFloorZNearest machinery),
not raw terrain. Note the snap line even shows a candidate it rejected
(bestCell=0xAAB30101 bestZ=124.3).
#127 — Per-building flood admissions are BISTABLE per frame under the outdoor root (the building-flap mechanism)
Status: CLOSED 2026-06-12 — user re-gate ("Seems to have been
fixed" — ran past distant buildings, no flicker/vanish) + desk
confirmation. The bistable-admission mechanism died with the W=0
polyClipFinish clip port (987313a, the #119/#120 work that
"kills the knife-edge class everywhere") plus the #120 containment-
rejection growth fix. NOTE the captured-pair evidence in
tower-viewer-capture.log predates all of those fixes — it was the
near-eye knife edge, the same class. Pins (both green at HEAD):
Issue127FloodFlipReplayTests.CapturedFlipPair_AdmissionIsStable
(the original 4 cm flip pair now |A|=|B|, zero diff, all FOVs, both
pre-gate states) + DistantBuildingStrafe_NoAdmissionChurn (the
regression pin: 0 churn across 21 building groups × {10,30,60,120,190} m
× 100 mm-steps run-past strafe, both pre-gate states). DO-NOT-RETRY:
do not re-open the BuildFromExterior seed gates for flap symptoms
without a FRESH repro at HEAD — the captured-pair lead is dead.
Filed: 2026-06-11 (tower capture run)
Component: render — BuildFromExterior seed admission / per-building
flood stability
Evidence (tower-viewer-capture.log, 551 [viewer] lines in one short
run): under the outdoor root near the tower, the merged per-building
flood size oscillates ±1–3 cells nearly EVERY frame at millimetre eye
deltas — standing on the tower roof: flood 45↔46↔47↔48 per line with
the eye moving mm at a time (and one stretch flipping at a byte-static
eye). Every oscillation = some building's interior cells (including
this tower's roof-lip cells) dropping in/out of the visible set → the
roof/edges flap; a building whose cells flap while running past =
#123. The INTERIOR side shows the same family: inside the tower the
flood flickers 1↔2–3 with outPolys 0↔1 during the climb.
Next: the [viewer] probe now logs the camera forward (fwd=) — one
more capture run gives exact (eye, fwd) pairs to replay in a
deterministic harness; then pin WHICH admission gate is bistable
(seed side test / in-plane reject / clip-empty / the frustum pre-gate
on PortalBounds) and stabilize it retail-shaped.
#128 — Tower staircase invisible with a HEALTHY interior root (session-sticky; renders fine in other sessions)
Status: CLOSED 2026-06-12 — same root causes as #119 (see its
RESOLUTION block): the session-sticky invisibility was the Tier-1
cross-entity batch serving (2163308 — session order decided which
colliding twin won the cache slot, exactly the observed
nondeterminism), and the healthy-root climb invisibility was the ±5 m
anchor bounds feeding the viewcone sphere (6a9b529). The "FullScreen
views — cone cannot cull" reasoning below missed that the camera
frustum planes still cull via the same undersized box. User gate
2026-06-12: tower works.
Filed: 2026-06-11 (tower capture run + user report)
Component: render — entity draw path (suspect: session-order state)
Evidence: during the user's climb the root was the tower's main
cell 0xAAB30107 (FullScreen views — the cone CANNOT cull a 0107
static), yet the 43-part staircase was invisible the whole way up; in a
different session same build (the in-tower diag spawn,
tower-wbdiag4.log + screenshot) the same staircase rendered perfectly
with meshMissing=0. Session-sticky, nondeterministic across sessions:
suspect state accumulated by session order — Tier-1 classification
cache shapes (#53 family — though the known veto paths read correct),
LRU eviction + the no-re-prepare-on-re-registration gap, or the #125
sticky-drop cousin. The user's "barrel" sighting tracks this bug (a
partial subset of staircase parts rendering ≈ a barrel-shaped pile) —
NOT dat content (the barrel is NOT in retail — user axiom). Next:
reproduce under ACDREAM_WB_DIAG=1 with the user's session shape (spawn
mis-grounded inside via #126, walk out/in, climb) and read
meshMissing + [indoor-lookup]; if meshMissing>0 persists at standstill
the parts are unloaded (eviction/registration); if 0, instrument the
staircase entity's per-frame draw decision.
#129 — Doors/doorways leak through terrain and houses from over a landblock away
Status: FIX SHIPPED — awaiting user visual gate Severity: MEDIUM (visible at distance during normal outdoor play) Filed: 2026-06-12 (user report, post-#119-close session) Component: render — aperture depth punch at distance (#117 family, AD-18)
Symptom (user): "leakage of like doors and doorways through the terrain and houses over a landblock" — door/doorway-shaped patches visible THROUGH intervening terrain and nearer buildings when the source building is roughly a landblock (~192 m) or more away.
Root cause (lead 1 confirmed analytically, Issue129PunchBiasTests):
the #117 mark-pass bias was a CONSTANT 0.0005 NDC. NDC depth is
non-linear — a constant NDC bias b spans ≈ b·d²/near meters of eye
depth at distance d. With retail's znear 0.1 that is 0.125 m at 5 m
but ~190 m at a landblock: every hill/house in front of a distant
aperture passed the LEQUAL mark and was far-Z punched → the door-shaped
leak. Exactly AD-18's recorded "Risk if assumption breaks".
Fix (2026-06-12): cap the bias's EYE-SPACE span —
biasNdc(d) = min(0.0005, 0.5 m × near / d²)
(PortalDepthMaskRenderer.MarkBiasNdc, mirrored in the vertex shader).
Below the ~10 m crossover the constant term wins, bit-identical to the
T5-validated behavior (#108 grass coverage untouched); beyond it the
punch can never reach an occluder more than 0.5 m in front of the
aperture plane. Pins: Issue129PunchBiasTests (old form spans >100 m
at a landblock; capped form ≤0.5 m at all distances; close range
unchanged).
Gate: the original spot — distant building doors no longer show through terrain/houses at ~a landblock; AND the #108 cellar grass-sweep stays gone up close. If a >10 m-range #108-class residue appears, the cap constant (0.5 m) is the tuning knob — see AD-18.
#130 — Background-color strip along the TOP outer edge of a doorway when looking out from inside
Status: FIX 2 SHIPPED — awaiting user visual re-gate Severity: LOW-MEDIUM (small strip, but on the most-stared-at pixels in the game) Filed: 2026-06-12 (user report, post-#119-close session) Component: render — drawn-shell lift vs draw-space portal consumers (AP-32)
Symptom (user): standing inside looking out through a doorway, a
thin strip of background (clear/world) color runs along the OUTER edge
of the TOP of the doorway opening. Survived the scissor fix (6c4b6d6)
— user screenshot 2026-06-12 evening, "very subtle".
Root cause (the REAL strip, pinned by
Issue130DoorwayStripTests.UnliftedGate_LeavesTheStripAtTheDrawnTopEdge):
the +0.02 m shell render lift. Cell shells DRAW 2 cm above the dat
origin (z-fight vs terrain, AP-32); since f35cb8b (the #119-residual
fix) the visibility graph deliberately uses the PHYSICS (unlifted)
transform — but the OutsideView color gate and the seal fans, which are
DRAW-space consumers, kept the unlifted polygons. The drawn lintel
therefore sits one lift-projection ABOVE the gate's top edge —
6.7 px at a 2.4 m doorway (measured) — and that band gets no
terrain/sky color while the seal also stamps 2 cm low. Regression from
f35cb8b (2026-06-11), NOT from the W=0 clip port. Vertical edges are
immune (the lift slides them along themselves) — top edge only, exactly
as reported.
Fix 2: draw-space consumers re-apply the lift —
PortalVisibilityBuilder.Build(drawLiftZ:) projects the exit-portal
OutsideView region with the lifted transform (flood admission, side
tests, CellViews stay physics-space per f35cb8b), and the seal/punch
fans lift their world verts. One shared constant
PortalVisibilityBuilder.ShellDrawLiftZ now feeds the shell
registration, the gate, and the fans. AP-32 register row added (the
lift had no row). Pins: the lifted gate covers the drawn aperture to
0.00 px across the 147-combo sweep; the unlifted gate shows the 6.7 px
strip (sensitivity).
Fix 1 (also real, sub-pixel): 6c4b6d6 — the doorway-slice scissor
Floor(origin)+Ceiling(size) cut up to 1 px off the top/right edges;
now a conservative outer bound (NdcScissorRect, AD-17 doctrine).
The W=0 clip port 987313a is exonerated (CPU pipeline sub-pixel exact
in like-for-like space).
Gate: stand inside, look out the door with the lintel on screen, sweep the gaze — no background strip at the top edge at any alignment or distance.
#131 — Portal swirl invisible when viewed from inside a building through the doorway
Status: CLOSED (user-gated 2026-06-12 night: "Ok now it works" — fix 4, d208002)
Severity: MEDIUM (portals are landmark objects; the through-door view is common)
Filed: 2026-06-12 (user report, #124 gate session)
Component: render — UNATTACHED emitters have no pass under interior roots
Symptom (user, axiom): "the portal swirl is missing, when I look out from inside a house. Appears when I walk out again."
Root cause (confirmed by read + the [outstage] capture): every
particle pass under an interior root is id-FILTERED: the landscape
slice's Scene pass and the cell/dynamics passes all require
emitter.AttachedObjectId != 0 and membership in an owner set. An
UNATTACHED emitter (AttachedObjectId == 0 — portal swirls, campfires,
ground effects anchored at a position) therefore draws NOWHERE when the
root is interior. The outdoor root has the dedicated T3 pass for
exactly this class (its own comment: "unattached ones had NO pass on
outdoor-node frames") — the identical hole on interior-root frames was
never plugged. Walk out → the T3 pass picks the swirl up → "appears
when I walk out again". The capture corroborated the rest of the chain
healthy: outside-stage routing + cone PASS for the dynamics, 57
attached emitters matched and drawn through the doorway.
Fix (2026-06-12): DrawUnattachedSceneParticles — invoked ONCE per
interior-root frame at the end of the landscape stage (pre-clear; drawn
later they would z-fail against the doorway seal), after the #124
look-ins so swirls blend over far interiors, NOT per slice (alpha
particles must not double-draw — the #121 lesson). Mutually exclusive
with the outdoor T3 pass by root kind. Residual (documented): unattached
INDOOR emitters now draw pre-clear and are overpainted by the room's
shells — same invisibility as before this fix; the proper per-emitter
cell classification is a future port.
Apparatus (kept, env-gated): ACDREAM_PROBE_OUTSTAGE=1 —
[outstage] (per-slice routing + cone verdicts) + [outstage-pt]
(slice id set, attached matched count, unattached count).
FIX 1 INSUFFICIENT (user screenshots, same evening): the swirl is
the portal's TRANSLUCENT MESH, not (only) unattached particles. The
real mechanism — shared with #132 — is the #124 look-in ordering: the
slice drew the portal mesh (and all scene particles) BEFORE the look-in
sub-pass; translucents write no depth, so the far building's interior
(drawn into its far-Z-punched aperture) overpainted them wherever a
look-in opening sat behind them on screen. Both screenshots show the
swirl exactly in front of the hall's doorway. Retail cannot have this
bug: all landscape-stage alpha draws are deferred into ONE flush after
LScape::draw (D3DPolyRender::FlushAlphaList, DrawCells pc:432722).
FIX 2 (the FlushAlphaList deferral, same commit family as #124): the landscape stage is now TWO phases per frame — EARLY per slice: sky, terrain, outdoor static meshes (the look-in punches need their depth, the #117 lesson); then the #124 look-ins; then LATE per slice: outside-stage dynamics' meshes + ALL attached scene particles + weather + the unattached pass. (This FIXED #132 indoors but not the portal.)
ROOT CAUSE (fix 4 — structurally forced; fixes 1–3 were
real-but-adjacent): the teleport capture flipped pCell to
0xA9B4017A — the hall's porch EnvCell (the portal is a SERVER
object standing inside a look-in cell), and the headless replay of the
captured indoor frame proved the look-in flood ADMITS 0x017A (14 cells
incl. the porch — Issue131SetupProbeTests.Diagnostic_LookInFlood_*).
The partition routes server objects to the dynamics-last pass, where
(a) the viewcone has NO entries for look-in cells → culled, and (b)
even un-culled they would z-fail post-seal beyond the root's door plane
(the #118 lesson). This is exactly AP-33's recorded "look-in DYNAMICS
are not drawn (deferred)" — the deferred case was the town portal.
Outdoors the merge path puts the porch in the main cone → drawn →
"appears when I walk out."
Fix 4: look-in-cell DYNAMICS draw inside DrawBuildingLookIns
pass 2 (with the statics, whole — AP-33's over-include), and their
emitters ride the same DrawCellParticles call (fix 3). Retail
equivalent: the nested DrawCells draws the cell's objects
(DrawObjCellForDummies pc:432878+). No double-draw: dynamics-last
keeps culling them (cell absent from the main cone);
DrawDynamicsParticles only sees dynamics-last cone survivors.
Gate: stand inside, look out the doorway at the town portal — the swirl renders through the door.
#132 — Candle flame disappears when the through-opening background is behind it
Status: CLOSED (user-gated 2026-06-12: indoors "now the candle light is visible", outdoors "Candle works now") Severity: LOW-MEDIUM Filed: 2026-06-12 (user report, #124 gate session) Component: render — slice particles drawn before the #124 look-ins
Symptom (user, axiom): "I have a candle, when I look at the candle when a wall is behind it it shows, but if I turn a bit and the opening through a house is behind it candle light disappears."
Root cause (= #131's fix-2 mechanism): the candle/lantern's flame is an attached emitter drawn in the landscape slice's Scene-particle pass, which ran BEFORE the #124 look-in sub-pass. Particles write no depth; whenever a look-in opening ("the opening through a house") sat behind the flame on screen, the far building's interior — drawn into its far-Z-punched aperture — overpainted the flame. Against a plain wall (no look-in aperture behind), nothing overdraws it → visible. Background-dependence explained exactly.
Fix: the landscape stage's two-phase split (see #131 FIX 2): all scene particles moved to the LATE phase, after the look-ins.
Gate 1 result (user): indoors FIXED ("now the candle light is visible when I'm in the house when it is in front of the opening") — but the OUTDOOR sibling surfaced ("when I go out it is not showing unless I turn so the angle doesn't put it in front of the opening"): under an OUTDOOR root the merged building interiors draw AFTER the landscape stage, so a slice-drawn flame is overpainted by the punched aperture's interior — the residual AP-34 had already recorded.
Fix 2 (outdoor): outdoor roots skip the slice Scene pass; attached outdoor-static scene emitters draw in the POST-FRAME pass alongside the T3 unattached pass (depth complete there — flames composite correctly against interiors). The owner-id filter carries over; cell-pass and dynamics-pass emitters keep their own passes (owners never in the outdoor-static set → no double-draw).
Gate: both sides — indoors with the opening behind the candle, and outdoors at the angle that previously erased it.
Recently closed
#113 — Phantom staircase: REOPENED 2026-06-11, folded into the HOLISTIC BUILDING-RENDER PORT
Status: REOPENED — root cause #2 found (drawing-BSP-orphaned no-draw polys:
hall model 0x010014C3 keeps its walkable stair-ramp as dict polys {0,1}, in the
PhysicsBSP, referenced by NO DrawingBSP node — retail never draws them, we
iterate the dictionary). The mechanical filter (e46d3d9) removed the phantom
everywhere (user-verified) but made DOORS vanish across Holtburg → un-applied
(124c6cb, helper + dat pins kept). Per the user's 2026-06-11 mandate ("solve
this holistic once and for all"), #113/#114/#108/#109/the door mystery/#99 are
now ONE effort: map acdream-vs-retail for building draw / interiors / interior
collision / dynamics / clipping / culling, then port retail's drawing
discipline. CHARTER + paste-ready next-session prompt:
docs/research/2026-06-11-building-render-holistic-port-handoff.md.
The shell-clip work below remains in (outdoor-scoped) and correct.
(history) PView shell clip was never GL-enabled — 927fd8f + scope 9ce335e
Status: FIXED (self-gated by screenshot comparison at the original spot — phantom gone; formal user visual gate pending) Closed: 2026-06-10 Component: render (PView shell pass GL state)
Attribution (dat-evidenced — the filed "A9B3 misplaced interior cell"
hypothesis is REFUTED): the building is the Holtburg MEETING HALL — AAB3
building[0], model 0x010014C3 at AAB3-local (36,84,116), not an A9B3
building (A9B3 has exactly ONE building, the #112 hill cottage; the user
stood at the A9B3/AAB3 boundary — issue112-gate1.log cell-transit trail —
and clicked through the hall to the NPC behind it). The hall's interior
stair cells (0x100..0x106, a ring climbing z 116→124.5 to the deck hatch)
have geometry COINCIDENT with the shell's west wall (both at local x=29.0).
Root cause: retail clips drawn CELL geometry to the accumulated portal
view (Render::set_view :343750 + planeMask=0xffffffff per cell polygon
:427922 → polyClipFinish). Our equivalent — UseShellClipRouting →
mesh_modern.vert gl_ClipDistance — was routed with CORRECT tight clip
regions (Issue113MeetingHallFloodTests proves 4–6 planes, door-aperture
NDC boxes) but was INERT: gl_ClipDistance writes are ignored unless
GL_CLIP_DISTANCEi is enabled, and no caller ever enabled it for the shell
pass (born inert in 1405dd8). Flooded interior cells drew WHOLE → the
interior staircase painted across the exterior wall; unpickable because
it's cell geometry. 5th instance of
feedback_render_self_contained_gl_state.
Fix (927fd8f): enable GL_CLIP_DISTANCE0..7 around exactly the shell
pass in RetailPViewRenderer.DrawEnvCellShells (no early-outs between set
and restore). Entities/characters stay unclipped (retail's mesh path is
viewcone-check, not poly-clip — comment scoped). Known remaining
approximation: slot-0 fallback slices (>8-plane apertures) still draw
pass-all — the assembler's scissor fallback remains unimplemented (rare;
pinned 0 such slices at the hall).
Refuted along the way (evidence in Issue113PhantomStairsDumpTests):
the unifying misplaced-cell hypothesis — all 17 A9B3 cottage cells share
one identical dat Position (nothing to misplace); the #112 gap is a real
20 cm doorway micro-gap, not a displaced volume; missing object collision
remains #99/A6.P4. A9B3's dat has NO stair geometry anywhere near the spot
(shell = balcony slabs z119 + turret roof; cells flat 116/118.8).
#111 — ACE-mutated indoor restores: transparent interior / wrong placement at login — [DONE 2026-06-10 · 5f1eb7c + 5706e0e + 2735695]
Status: DONE (user-gated: clean indoor logins at two different buildings —
"it worked", "looked great"; further self-testing across houses ongoing)
Closed: 2026-06-10 (late)
Commits: 5f1eb7c (claim-authoritative snap + [snap] apparatus) →
5706e0e (ground via physics walkable polygons) → 2735695 (entity snap parity)
Component: physics / player snap
The peel (each layer caught live by the [snap] apparatus):
- bestCell clobber (
5f1eb7c): the legacy Resolve floor-pick scanned every CellSurface in the landblock (123 at Holtburg) and broke same-height ties by iteration order — it clobbered ACE's CLEAN validated claim 0xA9B40171 with 0xA9B4013F, seeding the poison loop (our heartbeats reported the clobbered cell; ACE persisted it; the next login inherited it). Fix: a VALIDATED indoor claim is authoritative (retail SetPositionInternal commits the AdjustPosition cell and only settles Z); the snap grounds onto the claim's own floor. - Triangle-soup grounding (
5706e0e): CellSurface includes ceiling/roof TOP faces — first-hit grounded onto 0x171's 99.475 ceiling (then poisoned ACE's save with the roof height); nearest-to-reference self-confirmed the poison. Fix: ground via the PHYSICS walkable polygons (normal.Z ≥ PhysicsGlobals.FloorZ, retail find_walkable's filter) —WalkableFloorZNearest, cell-local plane drop. Verified eating the poisoned restore: claim (0x171, z=99.475) → grounded 94.000. - Entity snap asymmetry (
2735695): login entry snapped only the CONTROLLER; the renderer kept the entity at the restored height ("spawned 2 m in the air" over a fully-correct interior). Fix: entity.SetPosition + ParentCellId at entry, parity with the teleport-arrival path.
The ACE-side behavior (server persists ITS physics state, not our reports —
SetRequestedLocation feeds ACE's server-side player) is by design and now fully
survivable: every restore shape observed tonight (clean / adjacent-room /
cross-building / cellar-sunk / roof-lofted) lands correctly placed or loudly
corrected ([spawn-adjust]/[snap] lines). The [snap] diagnostic stays (one line
per login/teleport).
#107 — Indoor-login spawn wedge — [DONE 2026-06-10 · 1090189]
Status: DONE (live-verified incl. ACE's own poisoned teleport; final indoor
logout→login gate pending user)
Closed: 2026-06-10
Commit: 1090189
Component: physics / player snap, teleport arrival, outbound wire pairs
Root cause (capture resolve-107-login1.jsonl + dat scan): ACE restored a
POISONED (cell, position) pair — cell 0xA9B40162 (one building) with a position
inside 0xA9B40171 (a different building 55 m away). The entry snap trusted the
claim verbatim → fake-grounded limbo (no contact plane/walkable; zero-move
resolves short-circuit) → first movement demoted the claim to outdoor
mid-building → 2.4 m fall through the cottage floor onto the terrain under the
house. Second shape: the PortalSpace teleport-arrival detection gated on
differentLandblock || farAway>100m (invented) — ACE's same-landblock short-hop
corrections matched neither → movement input frozen all session.
Fix (four legs, retail-anchored): (1) PhysicsEngine.Resolve (player snap)
runs retail AdjustPosition first (SetPositionInternal :283892 step 1;
AdjustPosition :280009) — [spawn-adjust] logs corrections; (2) the deferred
indoor seen_outside → adjust_to_outside sub-fallback completed (+
CellPhysics.SeenOutside); (3) PortalSpace arrival = any player position update
(holtburger-conformant); (4) outbound wire pairs self-consistent (landblock
frame from the resolver's full cell id, not the position) + the gate-2 hold
extension (IsSpawnCellReady). Live verification: ACE sent a same-lb dist=69.8
teleport whose destination was ANOTHER poisoned claim (0xA9B40150) — arrival
completed, [spawn-adjust] corrected, player fully controllable.
Tests: Issue107SpawnDiagnosticTests (3 dat-backed conformance facts).
#105 — Intermittent white/missing indoor wall textures — [DONE 2026-06-10 · c787201]
Status: DONE (probe-verified both directions; visual gate pending user)
Closed: 2026-06-10
Commit: c787201 (fix + the ACDREAM_PROBE_TEXFLUSH apparatus)
Component: render (GL texture upload)
Root cause: TextureAtlasManager.AddTexture only STAGES texture content (PBO write +
ManagedGLTextureArray._pendingUpdates); the actual TexSubImage3D copies + mipmap
regeneration happen in ProcessDirtyUpdates, which WB drives once per frame via
ObjectMeshManager.GenerateMipmaps() from its render loop (WB GameScene.cs:975).
GameScene is the file the N.4/O-T4 extraction replaced with GameWindow, so the per-frame
driver was silently dropped. Staged updates only reached the GPU as a side effect of PBO
growth; every layer staged after an array's LAST growth kept undefined TexStorage3D
content behind a valid resident bindless handle — white/garbage walls, zh==0, all dat
tripwires silent (the dat→decode→stage side had delivered correctly). Only
ObjectRenderBatch.BindlessTextureHandle consumers were affected (EnvCellRenderer cell
shells = indoor walls); entities resolve via TextureCache (immediate) and terrain via
TerrainAtlas (immediate) — which is why only indoor walls ever struck. Intermittency =
background decode-completion order shuffling which textures land in the never-flushed tail.
Fix: WbMeshAdapter.Tick() now calls GenerateMipmaps() after the staged-upload
drain (Tick runs before all draw passes — the WB-equivalent position).
Evidence: pre-fix texflush-prefix.log: pending updates climb 0→48→…→142 and park at
126 across 34/34 atlas arrays forever at standstill. Post-fix texflush-postfix.log +
nearplane-reland-1.log: after=0 on every line. The earlier exonerations (dat reads
safe, membership healthy, "not the probes") all stand — this was the predicted
"between staging and the draw" GL-side loss.
Tripwires: the four dat-side tripwires stay (permanent anomaly logging);
ACDREAM_PROBE_TEXFLUSH stays env-gated (zero cost off).
#110 — Near plane 0.1 m vs missing indoor textures — [DONE 2026-06-10 · c787201 + re-land]
Status: DONE (mechanism resolved; near plane exonerated and re-landed; corner press USER-GATED 2026-06-10 evening — camera pressed into the corner no longer clips into the wall) Closed: 2026-06-10 Component: render / camera projection
Resolution: the missing-texture correlation was the pre-existing #105
(staged-texture-flush drop, see above), NOT a near-plane mechanism. znear=0.1 merely
raised #105's trigger probability exactly as the handoff's only-credible-link predicted:
a closer near plane makes close-up geometry newly visible → more prepare/upload pressure
indoors → a larger never-flushed tail. With #105 fixed, retail Render::znear = 0.1
(decomp :342173, initializer :1101867) is re-landed on all four cameras — closing the §4
corner see-through (the 0.3 m-collided eye no longer near-clips the pressed wall).
User re-gate: corner press PASSED (2026-06-10 evening, "camera does not clip in the wall
now when pressed into the corner"). Outstanding (low-risk): distance scan for z-shimmer
(none expected; retail ships 0.1 with D24) + indoor texture watch over coming launches.
#106 — Outdoor membership freezes at landblock boundaries — [DONE 2026-06-09 · 7078264 + 23adc9c + 6dbbf95 + e6913ac]
Status: DONE (user-verified: collision + solid walls everywhere; probe-verified crossings)
Closed: 2026-06-09
Commits: 7078264 (LandDefs global-lcoord port) + 23adc9c (legacy Resolve full
prefixed ids) + 6dbbf95 (bogus-indoor-claim recovery + spawn-ground entry hold) +
e6913ac (in-world streaming before chase entry)
Component: physics, membership
Resolution: the outdoor candidate proposal (CellTransit.AddAllOutsideCells) AND the
find_cell_list containing-cell pick were clamped to the current landblock's 8×8 grid —
one step over a boundary → zero candidates → membership frozen forever. Retail runs both
in a GLOBAL landcell grid (lcoord 0..2039); ported as AcDream.Core.Physics.LandDefs
(decomp-cited; BN int8_t + dropped-192f artifacts and ACE's add_cell_block "FIXME!"
same-block guard documented and avoided —
docs/research/2026-06-09-landdefs-outside-cells-pseudocode.md). The b3ce505 #98 gate
was investigated first and definitively exonerated (collision-only, indoor-primary-only).
The gate runs surfaced and fixed three adjacent pre-existing bugs (each wedged the
verification walk a different way): legacy PhysicsEngine.Resolve returned BARE low-word
cell ids on every computed exit (the 2026-05-12 L.2e finding — a bare indoor id kills wall
BSP + the #98 gate misfires + the pick can't recover; prefix survival had been a streaming
race artifact); the membership pick had no recovery from a hydrated-but-not-containing
indoor claim (ACE's save was poisoned by the wedged session — restored the #83/A1.7 + #90
sphere-overlap demotion as the pick's escape hatch); and player-mode entry raced terrain
hydration (free-fall into void — added the spawn-ground auto-entry hold, which exposed and
fixed the K-fix1 streaming-vs-chase circular gate).
Verification (gate 4, probe-cell-106-gate4.log): 49 clean [cell-transit]
transitions — south crossing 0xA9B40039→0xA9B30040 at y=−0.19 (the originally frozen
boundary), east crossing 0xA9B3003D→0xAAB30005 at x=192.2 (a third landblock), clean
single flips at the block corner, and the originally-failing A9B3 cottage tracked
room-by-room (0x0104→…→0x0110, stairs climbing z 116→119). User confirms collision and
solid walls work everywhere.
Residual NOT this issue: transient parts-of-screen-turn-background-color artifacts
while running and at cottage/room enter–exit persist WITH a correctly-following membership
anchor — gate 4 disproves the capture doc's full attribution of the running distortion to
the stale anchor. That residual is the render §4 flap family (edge-on doorway grey +
corner camera-seal) tracked in claude-memory/project_render_pipeline_digest.md.
Cottage doorway "flap" — [DONE 2026-06-03 · 22a184c + e5457f9 + 79fb6e7] membership pick + render-root clobbering (the TWO causes)
Status: DONE (user-verified inside-looking-out)
Closed: 2026-06-03
Commits: b44dd14/bc56545/22a184c/e5457f9 (membership Stage 1) + 79fb6e7 (blue-hole render-root)
Component: physics/membership, rendering
Resolution: The cottage doorway flap (full-screen bluish void + flicker) had TWO independent causes, both fixed this session:
- Membership pick ping-pong —
CellTransit.BuildCellSetAndPickContainingused an unorderedHashSet+ a pre-pick fork inFindEnvCollisions. Ported retail's verbatim orderedCELLARRAYfind_cell_listpick (current cell at index 0, interior-wins-break) + the collide-then-pick order (find_env_collisions→check_other_cells, removing the pre-pick that swapped collision geometry with the cell mid-tick).[cell-transit]47→13→DELTA=0 while standing still. (Stage 1; faithful.) - Render-root clobbering —
CellGraph.CurrCell("the player's cell", the render root) was written by the PER-ENTITYResolveWithTransition/ResolveCellId. A jumping Holtburg NPC near the doorway overwrote the player's render root every tick → render rooted at the NPC's tiny connector cell (0170) instead of the player's room (0171) → only its ~8-tri shell drew, rest = GL clear color = the blue void. Fixed:CurrCellis now written ONLY by the player (PhysicsEngine.UpdatePlayerCurrCellviaPlayerMovementController.UpdateCellId).
Diagnosed via [flap-cam]/[shell]/[cell-transit] (player stable in 0171, render rooted at 0170
for 77,951 frames). Residuals are NOT the flap — three known render phases remain (A
camera-collision: walls grey while inside; B R1b/#104 particles through ground; C R2 outside-looking-in
transparent walls) + membership Stage 2 (uniform collision + intrinsic entry, faithfulness debt). Full
record: docs/research/2026-06-03-membership-and-bluehole-shipped-handoff.md.
Phase U.4c doorway "flap" — [DONE 2026-05-31 · 0ee328a] indoor visibility rooted at the camera eye
Status: DONE (Phase U.4c flap sub-step)
Closed: 2026-05-31
Commits: 0ee328a (fix) + 13d58ca/b5f2bf2/8941d1e (characterization)
Component: rendering, visibility
Resolution: Crossing a doorway, terrain + building shells + cell shells flapped off
(grey void + floating entities). Root cause (converged on a live ACDREAM_PROBE_FLAP
capture, after disproving a side-test/PortalSide hypothesis and a PVS-grounding
hypothesis): indoor portal visibility was rooted at the 3rd-person camera eye, which
drifts out of the player's cell; FindCameraCell then returned a stale cell for its 3
grace frames, and from that stale root the doorway portal was culled as "behind" the eye
→ the exit cell + terrain dropped. Fix: root indoor visibility (cell resolution + portal-
side test) at the player's cell (retail CellManager::ChangePosition tracks curr_cell
by the player; acdream already roots lighting at the player). Eye still drives projection.
Visual-verified "flap gone." Residuals are NOT the flap — see #78 (terrain not gated
inside, now more visible) + a new camera-collision need (the chase eye is outside the
player's cell ~79% of frames → eye-projected clip over-includes → transparent outer walls)
- U.5 (outside-looking-in). Full record:
docs/research/2026-05-31-u4c-flap-fixed-and-residuals-handoff.md.
#100 — [DONE 2026-05-25 · f48c74aa + a64e6f2] Transparent rectangular patches around every house (terrain rendering)
Status: DONE
Closed: 2026-05-25
Commits: f48c74aa, a64e6f2
Component: rendering, terrain
Resolution (2026-05-25 · #100): Replaced the cell-level
hiddenTerrainCells mechanism with retail's per-vertex Z nudge
(zFightTerrainAdjust = 0.00999999978) applied inside the modern
terrain vertex shader. Render terrain everywhere; coplanar building
floors win the depth test by being 1 cm higher than the rendered
terrain. Physics path untouched. ~50 LOC of BuildingTerrainCells
plumbing removed across LandblockMesh / LoadedLandblock /
LandblockLoader / GameWindow / GpuWorldState / LandblockStreamer
plus the corresponding unit test. Retail anchors:
acclient_2013_pseudo_c.txt:1120769 + :702254.
Description: Standing outside any Holtburg house, the ground in a rectangular footprint around the building appears as a flat dark patch instead of cobblestone / grass terrain. Visible as a sharp-edged rectangle the size of the house's outdoor footprint. Same shape on every house observed.
User report 2026-05-24 (with screenshot): "around every house now I missing the ground texture, it is transparent. I can see through the ground."
Root cause: Bisect 2026-05-24 — commit 35b37df is the introducer. It
added a hiddenTerrainCells parameter to LandblockMesh.Build that collapses
terrain triangles owned by buildings to zero-area degenerates. The hide
mechanism works at outdoor-cell granularity (24 m × 24 m cells), so the entire
cell terrain was hidden but the cottage geometry only covers a smaller area inside
it — leaving a dark transparent rectangle. The fix renders terrain everywhere and
uses retail's Z nudge to ensure building floors win the depth test.
#101 — [DONE 2026-05-25 · 5240d65 + 6ca872f] Stair-step cylinder phantom blocks player on multi-part EnvCell entity
Closed: 2026-05-25
Commits: f6305b1 — feat(physics): #101 — add IsPhantomGfxObjSource predicate; 5240d65 — fix(physics): #101 — suppress mesh-aabb-fallback for phantom GfxObj stabs; 6ca872f — docs(test): #101 — sync stale GameWindow.cs line ref in test class doc
Component: physics, dat-handling
Resolution. PhysicsDataCache.IsPhantomGfxObjSource(gfxObjId) predicate returns true when
the entity's SourceGfxObjOrSetupId has the GfxObj high byte (0x01) AND no cached
GfxObjPhysics entry exists (or its BSP.Root is null) — i.e., the underlying GfxObj had
HasPhysics=False so PhysicsDataCache.CacheGfxObj short-circuited. The inline
mesh-AABB-fallback gate at GameWindow.cs:6127 checks this predicate and skips the shadow-shape
registration entirely when the source is a phantom. The 10 phantom stair cyls from
GfxObj 0x0100081A (hasPhys=False) that previously blocked the player at the foot of the
Holtburg upper-floor staircase are no longer registered. Collision falls through to entity
0x40B50089 (GfxObj 0x01000C16, hasPhys=True BSP with walkable inclined polygon at
Normal.Z=0.717, world ramp from (111.10, 25.50, 94.00)→(107.50, 27.10, 97.50)). 3 unit tests
in PhysicsDataCachePhantomSourceTests.IsPhantomGfxObjSource_* (no BSP → true; has BSP →
false; non-GfxObj high byte → false) shipped alongside the predicate.
Investigation: docs/research/2026-05-25-a6-stairs-cyl-retail-investigation.md.
Plan: docs/superpowers/plans/2026-05-25-issue-101-stairs-cyl-phantom.md.
Verification. Visual-verified at Holtburg upper-floor cottage stairs 2026-05-25 — [cyl-test]
count on obj=0x40B500* post-fix = 0 (was 7101 pre-fix); src=0x0100081A mesh-aabb-fallback
count = 0 (was 28 pre-fix). Player climbed Z=94→97.5 holding W continuously over the full 45°
ramp — no phantom diagonal slides.
#86 — [DONE 2026-05-19 · 3764867 + 4e308d5] Click selection penetrates walls
Closed: 2026-05-19
Commits: 3764867 — fix(picker): Cluster A #86 — cell-BSP ray occlusion in WorldPicker; 4e308d5 — test(picker): Cluster A #86 — screen-rect cell-occlusion tests
Component: input, interaction
Resolution: WorldPicker.Pick now accepts a cellOccluder callback
(CellBspRayOccluder). Before returning a hit, both Pick overloads
consult the occluder's NearestWallT value; any candidate entity whose
ray parameter exceeds the nearest-wall intersection is filtered out.
The occluder is wired from GameWindow using the loaded PhysicsDataCache
cell structs. Entities behind walls from the camera's perspective are no
longer selectable. Screen-rect occlusion tests verify the filter across
several hit/miss scenarios.
#77 — [DONE 2026-05-18 · 3be7000] Auto-walk doesn't engage at walking range; pickup at walking range overshoots and snaps back
Closed: 2026-05-18
Commit: 3be7000 — fix(physics): close #77 — auto-walk honors ACE CanCharge bit; zero velocity in turn-in-place
Component: physics / PlayerMovementController / GameWindow.OnLiveMotionUpdated / CreateObject.ServerMotionState
Resolution. Two coupled bugs sharing a root in
PlayerMovementController.DriveServerAutoWalk + BeginServerAutoWalk.
-
Walk-vs-run misclassification (the user-visible "always runs at walk range" half).
BeginServerAutoWalkdecided_autoWalkInitiallyRunning = (initialDist − distanceToObject) >= 1.0f, forcing run at any chase past ~1.6 m. ACE's wire-level walk-vs-run answer is the MovementParameters CanCharge bit (0x10), whichCreature.SetWalkRunThresholdsets when server-side player→target distance ≥WalkRunThreshold/2(= 7.5 m default). Retail'sMovementParameters::get_command(decomp0x0052aa00,acclient_2013_pseudo_c.txt:307946+) gates the run path on CanCharge first; the inner walk_run_threshold check practically always walks given ACE's 15 m default. The hardcoded 1.0 m threshold pushed run into the 3-5 m walk-range the user reported should walk. -
Velocity leak in turn-in-place phase (the user-visible "overshoots and snaps back" half). When the auto-walked body crossed the destination,
desiredYawflipped ~180°,walkAligneddropped to false, and theif (!moveForward) return true;branch returned without zeroing body velocity. The body kept the prior frame's running velocity (RunAnimSpeed × runRate ≈ 11 m/s) and slid 4-5 m past the target before the turn-around rotation completed.
Changes:
CreateObject.ServerMotionState.CanCharge: new bool prop reading bit 0x10 ofMoveToParameters. Cross-ref ACEMovementParams.CanCharge = 0x10.PlayerMovementController.BeginServerAutoWalk: replaces the unusedwalkRunThresholdparameter withbool canCharge; sets_autoWalkInitiallyRunning = canCharge.PlayerMovementController.DriveServerAutoWalkturn-in-place branch: calls_motion.DoMotion(Ready, 1.0)and zeros body horizontal velocity (preserving Z for gravity). No-op for initial-turn with a stationary body; fixes overshoot-recovery and settling cases.GameWindow.OnLiveMotionUpdated: passesupdate.MotionState.CanChargethrough;[autowalk-begin]trace now showscanCharge=instead ofwalkRunThresh=.GameWindow.InstallSpeculativeTurnToTarget: predicts ACE's CanCharge from local distance using ACE's exact 7.5 m rule, so the speculative install agrees with the wire-triggered overwrite that arrives moments later.
Verification. Build green; all targeted test projects pass cleanly (Core.Net 294/294, UI.Abstractions 419/419, App 10/10; Core 1073 passed / 8 pre-existing failures unchanged). Visual-verified at Holtburg 2026-05-18: walk-range NPC click walks + Use fires + dialogue appears, walk-range F-key pickup walks + no overshoot + item enters inventory, far-range pickup (8-10 m+) still runs.
Lesson archived: memory/feedback_autowalk_cancharge_bit.md. When
ACE already encodes a decision on the wire (CanCharge IS the walk-vs-run
answer), relay it — don't reinvent the bucket with a locally-computed
threshold.
#56 — [DONE 2026-05-12 · 8735c39] ParticleHookSink ignores CreateParticleHook.PartIndex; multi-emitter scripts collapse to entity root
Closed: 2026-05-12 Commit chain (newest first):
8735c39— feat(vfx #C.1.5b): GpuWorldState fires activator for dat-hydrated entities (4 new fire-sites + 5 integration tests; also picks up EnvCell statics & exterior stabs as a side-effect of the activator-guard relaxation)5ca5827— feat(vfx #C.1.5b): activator handles dat-hydrated entities + per-part transforms (resolver returnsScriptActivationInfo(ScriptId, PartTransforms); keys by ServerGuid OR entity.Id; GameWindow resolver lambda upgraded; 4 existing + 3 new tests)11521f4— fix(vfx #56):ParticleHookSinkappliesCreateParticleHook.PartIndextransform (new_partTransformsByEntityside-table;SpawnFromHooktransforms offset throughpartTransforms[PartIndex]before applying entity rotation; 2 new tests + 2 existing pass)f3bc15e— feat(vfx #C.1.5b):SetupPartTransformshelper for per-part anchor transforms (walksPlacementFrames[Resting]→[Default]→ first-available; 4 tests)1e3c33b— docs(vfx #C.1.5b): design + plan for issue #56 + EnvCell DefaultScript
Component: vfx / ParticleHookSink + EntityScriptActivator + GpuWorldState + SetupPartTransforms
Resolution. Two-slice fix that also folded in slice 2 of the C.1.5 phase work. Slice A (the #56 fix proper): precomputed per-part Matrix4x4 array at activator-spawn time via the new SetupPartTransforms.Compute(setup) helper, threaded through EntityScriptActivator → ParticleHookSink.SetEntityPartTransforms(entityId, partTransforms) (mirrors the existing _rotationByEntity side-table pattern), applied inside SpawnFromHook as partLocal = Transform(offset, partTransforms[PartIndex]) before the existing world-rotation step. Backwards-compatible: entities without registered part transforms fall through to identity (pre-fix behavior). Slice B (folded in same phase, makes the fix matter for slice 2 visual gates): dropped the activator's ServerGuid==0 early-return guard. Activator now keys by entity.ServerGuid when non-zero, else entity.Id — collision-free because dat-hydrated entity IDs live in the 0x40xxxxxx (interior) / 0x80xxxxxx (scenery) / 0xC0xxxxxx ranges, all disjoint from server guids. GpuWorldState fires the activator from 4 new sites: AddLandblock + AddEntitiesToExistingLandblock (Far→Near promotion) for OnCreate, RemoveLandblock + RemoveEntitiesFromLandblock (Near→Far demotion) for OnRemove. Live entities are filtered out by ServerGuid != 0 on the AddLandblock path so pending-bucket merges don't double-fire OnCreate.
Reality discovery folded into spec §3: the handoff doc's §4 Q1/Q2 (synthetic-ID scheme + new walker class) were mooted by finding that GameWindow.BuildInteriorEntitiesForStreaming already hydrates EnvCell StaticObjects as WorldEntity instances with stable entity.Id. No new walker, no synthetic IDs.
Verification. Build green. 77 Vfx+Meshing+Activator+Streaming tests pass (4 new for SetupPartTransforms + 2 new for ParticleHookSink + 4 updated + 3 new for activator + 5 new for GpuWorldState integration). 8 pre-existing Physics/Input failures unchanged (verified by stash-and-rerun on Task 4). Visual verification 2026-05-12: Holtburg Town network portal (entity 0x7A9B405B, script 0x3300126D) — swirl no longer ground-buried, emitters distributed across the arch; Holtburg Inn fireplace flames over the firebox; cottage chimney smoke; spell cast on +Acdream cast-anim particles — all match retail.
Acceptance reproducer: the C.1.5a verification log captured portal A entity 0x7A9B405B swirl compressed to a partly-ground-buried point. Post-fix at the same portal, the swirl extends through the arch in retail-matching shape.
#53 — [DONE 2026-05-11 · f928e66] A.5/tier1-redo: entity-classification cache retry
Closed: 2026-05-11 Commit chain (newest first):
f928e66— incomplete-entity flag must persist across same-entity tuples (mid-list null-renderData)c55acdc— skip cache populate when classification is incomplete (drudge fix)95ebbf3— key cache by(entityId, landblockHint)tuple to defeat ID collision71d0edc— namespace stab Ids globally (0xC0LLBB01..) for Tier 1 cache safety4df1914— clarifyDebugCrossCheck's wiring statusf16604b— DEBUG cross-check + tripwire + 2 tests489174f— wireInvalidateLandblockcallback at LB demote/unload1d1afcd— wireInvalidateEntityat live-entity despawnf7e38c2— cache-hit fast path must fire per-entity, not per-tuple0cbef3c— cache-hit fast path + dispatcher integration tests00fa8ae— cachePopulatemust flush at entity boundary, not per-MeshRef tuple2f489a8— cache-miss populate on first frame for static entities28513ea— optionalCachedBatchcollector +restPoseparam onClassifyBatchesa65a241— injectEntityClassificationCacheintoWbDrawDispatcher60fbfce— plumblandblockIdthrough_walkScratcha171e70,aea4460,694815c,773e970— cacheInvalidateLandblock/InvalidateEntity/Populate/ skeleton+first testc02405c— extractGroupKeyto namespace-scopeinternal2f8a574— implementation plan4abb838— mutation audit + cache design spec
Component: rendering / WbDrawDispatcher / EntityClassificationCache / LandblockLoader
Resolution. New EntityClassificationCache keyed by (entityId, landblockHint) tuple in src/AcDream.App/Rendering/Wb/EntityClassificationCache.cs. The dispatcher routes static entities (NOT in _animatedEntities) through the cache — first-frame slow-path populates flat CachedBatch[] (one entry per (partIdx, batchIdx) with the part-relative RestPose and resolved BindlessTextureHandle); subsequent-frame cache hits skip classification entirely and append cached.RestPose * entityWorld to each matching group. Animated entities bypass. Invalidation fires from RemoveLiveEntityByServerGuid (per-entity, 0xF747/0xF625) and RemoveEntitiesFromLandblock (per-LB, Near→Far demote + unload).
Perf result. Entity dispatcher cpu_us median ~1200 µs, p95 ~1500 µs at horizon-safe + High preset on AMD Radeon RX 9070 XT @ 1440p. Pre-Tier-1 baseline was ~3500m / ~4000p95. ~66% reduction in median, ~63% in p95. Well under the A.5 spec budget (median ≤ 2.0 ms, p95 ≤ 2.5 ms). No BUDGET_OVER flag observed.
Verification. Build green; full suite 1711 passed / 8 pre-existing physics/input failures unchanged; N.5b sentinel 112/112; visual gate confirmed via +Acdream test character (NPCs animate, lifestone renders, multi-part buildings + scenery + Nullified Statue of a Drudge on top of the Foundry all render fully — no airborne geometry, no Z-fighting, no missing parts, no wrong textures).
Lessons surfaced during implementation (4 bug-fix iterations):
-
Audit must verify ID uniqueness for cache keys. The original mutation audit verified
Position/Rotation/MeshRefsstability post-spawn but didn't verifyentity.Idwas globally unique. Stabs fromLandblockLoader.BuildEntitiesFromInforestarted atnextId = 1per landblock → cross-LB collisions. Scenery (0x80LLBB00 + localIndex) and interior (0x40LLBB00 + localCounter) overflow at >256 items/LB. Cache key collision produced "buildings up in the air with wrong textures." Fixed by namespacing stab Ids (71d0edc) then by changing cache key to(entityId, landblockHint)tuple (95ebbf3) — defensive against ALL future hydration paths. -
Per-tuple iteration with per-entity cache state is a recurring trap. Three separate bugs caught by code review or visual gate hit this same root cause:
- Populate fired per-tuple → multi-MeshRef entities lost all but the last MeshRef's batches (
00fa8ae). - Cache hit fired per-tuple → multi-MeshRef entities drew N× copies, severe Z-fighting (
f7e38c2). - Incomplete-flag reset fired per-tuple → mid-list null-MeshRef trees populated partial cache, branches never rendered (
f928e66).
The fix pattern in all three: track previous entity Id (
prevTupleEntityId/lastHitEntityId); execute per-entity logic only on actual entity-change detected against that tracker, not unconditionally per tuple. - Populate fired per-tuple → multi-MeshRef entities lost all but the last MeshRef's batches (
-
Async mesh loading interacts with cache populate. WB's
ObjectMeshManager.PrepareMeshDataAsyncdecodes meshes off the main thread. If a MeshRef's GfxObj is still decoding at first-frame visibility,TryGetRenderDatareturns null and the slow path skips it. Without the drudge fix (c55acdc), the cache populated a partial classification and cache hits served it forever — even after the missing mesh loaded. With the fix, the dispatcher trackscurrentEntityIncompleteper entity and drops the populate scratch when any MeshRef returned null; the slow path retries every frame until all meshes load. -
A/B diagnostic env-var paid for itself.
ACDREAM_DISABLE_TIER1_CACHE=1forces every static entity through the slow path. Used twice during debugging to instantly differentiate "bug is in the cache" vs "bug is elsewhere entirely." Kept in tree (read once inWbDrawDispatcherctor) for future cache investigations.
Memory. See ~/.claude/projects/C--Users-erikn-source-repos-acdream/memory/project_tier1_cache.md for the audit-gap and per-tuple-vs-per-entity pattern documented for future cache work.
#54 — [DONE 2026-05-10 · bf31e59] A.5/jobkind-plumbing: far-tier worker loads full entity layer then strips
Closed: 2026-05-10
Commits: bf31e59 (factory signature change to 2-arg + back-compat overload + far-tier early-out)
Component: streaming / LandblockStreamer
Resolution. LandblockStreamer.cs primary ctor now takes Func<uint, LandblockStreamJobKind, LoadedLandblock?> so the factory can branch on the job kind. A back-compat overload preserves the old single-arg signature for existing test code (5 ctor sites in LandblockStreamerTests.cs resolved to the overload with no test changes). BuildLandblockForStreaming(uint, JobKind) in GameWindow.cs early-outs for LoadFar with a heightmap-only path (_dats.Get<LandBlock>(landblockId) + Array.Empty<WorldEntity>()); near-tier path is unchanged. The Bug A post-load entity strip in LandblockStreamer.HandleJob is retained as a Debug.Assert + Release safety net. Per-LB worker cost on far-tier dropped from ~tens of ms (LandBlockInfo + scenery + interior) to ~sub-ms (single LandBlock dat read).
Verification. Build green; 1688/1696 tests pass (8 pre-existing physics/input failures unchanged); 30 streaming-targeted tests (LandblockStreamer + StreamingController + StreamingRegion) all green via the back-compat overload.
#52 — [DONE 2026-05-10 · e40159f] A.5/lifestone-missing: Holtburg lifestone not rendering
Closed: 2026-05-10
Commits: e40159f (alpha-test discard removal + cull state restoration + uDrawIDOffset uniform)
Component: rendering / WbDrawDispatcher / shaders
Resolution. Three independent root causes regressed with the WB rendering migration (Phase N.5 retirement amendment, commit dcae2b6, 2026-05-08). The original ISSUE #52 hypothesis (Bug A far-tier strip catching the lifestone) was wrong — the lifestone is server-spawned (WCID 509, Setup 0x020002EE) and never goes through the far-tier strip. Real causes:
-
Alpha-test discard.
mesh_modern.fragtransparent pass discarded fragments withα >= 0.95. The lifestone crystal core surface0x080011DEdecoded with α≥0.95 across its visible surface, so 100% of the crystal's fragments were discarded — invisible. The original N.5 §2 rationale ("high-α belongs in opaque pass") doesn't hold for surfaces dat-flagged transparent: those pixels can't reach the opaque pass at all. Fix: remove the high-α discard from the transparent pass; keepα < 0.05as a fragment-cost optimization. -
Cull state regression. Legacy
StaticMeshRendererhad Phase 9.2'sEnable(CullFace) + Back + CCWsetup at the top of its translucent pass (commit6f1971a, 2026-04-11) — fix for "lifestone crystal one face missing" reported at the time. Whendcae2b6deleted the legacy renderer, the newWbDrawDispatchernever inherited that GL state, so closed-shell translucents composited back-faces over front-faces in iteration order underDepthMask(false). Fix: re-establish Phase 9.2's exact setup at the top of Phase 8. -
uDrawIDOffsetindexing bug.gl_DrawIDARBresets to 0 at the start of eachglMultiDrawElementsIndirectcall. The transparent pass starts at byte offset_opaqueDrawCount * stridein the indirect buffer, but the vertex shader readBatches[gl_DrawIDARB]directly — so transparent draws read fromBatches[0..transparentCount)(the OPAQUE section) instead ofBatches[opaqueCount..end). The lifestone crystal's apparent texture flickered to whatever opaque batch sorted to index 0 each frame; with the player character in view, this often appeared as a lifestone wearing the player's body / face textures. Fix: adduniform int uDrawIDOffsettomesh_modern.vert, changeBatches[gl_DrawIDARB]toBatches[uDrawIDOffset + gl_DrawIDARB], and set the uniform per-pass inWbDrawDispatcher(0 for opaque,_opaqueDrawCountfor transparent). Mirrors WorldBuilder'sBaseObjectRenderManager.cs:845.
Verification. User-confirmed visually via +Acdream test character at the Holtburg outdoor lifestone (Z=94 platform). Tests 1688/1696 passing (8 pre-existing physics/input failures unchanged). N.5b conformance sentinel 94/94 clean.
Lesson. The WB rendering migration's "lift legacy state into the new dispatcher" was incomplete in two non-obvious ways: (a) GL state setup that lived inside legacy per-pass blocks, and (b) shader uniforms that the legacy per-draw flow didn't need but the multi-draw-indirect flow does. Future WB-migration work should systematically diff the legacy renderer's GL setup + shader I/O against the new dispatcher's. The uDrawIDOffset bug was particularly hidden because it only manifested for entities that mixed transparent draws with the visible opaque sort order — single-pass content (pure opaque or pure transparent) was unaffected.
#13 — [DONE 2026-05-10 · d3b58c9..078919c] PlayerDescription trailer past enchantments
Closed: 2026-05-10
Commits: d3b58c9 (scaffold) → 6587034 (rename nit) → becbde6 (OptionFlags+Options1) → 9a0dfe0 (TrailerTruncated + diag) → f7a5eea (Shortcuts) → 8cbb991 (HotbarSpells) → 75e8e26 (DesiredComps) → b17dc3b (SpellbookFilters) → 98eebef (Options2) → d9a5e40 (strict Inventory+Equipped) → 91693ea (heuristic GAMEPLAY_OPTIONS walker) → 58095d8 (combined fixture test) → 078919c (ItemRepository wiring)
Component: net / player-state
Plan: docs/superpowers/plans/2026-05-10-issue-13-pd-trailer.md
Resolution. PlayerDescriptionParser now walks every trailer
section through Inventory + Equipped, ported faithfully from holtburger
events.rs:503-625 + shortcuts.rs:13-34. The trickiest piece —
gameplay_options — uses a 4-byte-aligned forward heuristic
(TryHeuristicInventoryStart) that probes candidate offsets with a
strict (inventory + equipped consume to EOF) test, mirroring
holtburger's find_inventory_start_after_gameplay_options.
The trailer walk is wrapped in its own inner try/catch (separate from
the outer parse-wide catch) so a malformed trailer cannot destroy the
already-extracted attribute / skill / spell / enchantment data. A new
Parsed.TrailerTruncated flag lets callers distinguish a clean parse
from a graceful-degradation parse (set true if the inner catch fires;
log under ACDREAM_DUMP_VITALS=1).
GameEventWiring's PlayerDescription handler now registers each
inventory entry with ItemRepository.AddOrUpdate(...) and applies
MoveItem(...) for equipped entries so paperdoll picks up
CurrentlyEquippedLocation at login. The acceptance criterion
"ItemRepository.Count after login > 0" is now exercised by
PlayerDescription_RegistersInventoryEntries_InItemRepository in
GameEventWiringTests.
12 tasks, 13 commits, +9 PD parser tests + 1 wiring test (20 PD tests
total, 282 Net.Tests pass). Code-review nits during the run produced
two refactor commits: Shortcut → ShortcutEntry rename to avoid a
homograph with the CharacterOptionDataFlag.Shortcut flag bit
(6587034); TrailerTruncated flag + diagnostic logging
(9a0dfe0).
Forward-looking notes (low priority, no follow-up issues filed):
WeenieClassId = inv.ContainerTypefor inventory entries is a placeholder;CreateObjectoverwrites it with the real weenie class later in the login sequence.- The 10,000 count cap throws
FormatExceptionon validation failure, which the inner catch treats the same as truncation. If a future diagnostic UI needs to distinguish "EOF mid-section" from "garbage count rejected", splitTrailerTruncatedinto two flags. For now theACDREAM_DUMP_VITALS=1log message gives the developer enough signal.
Files: src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs,
src/AcDream.Core.Net/GameEventWiring.cs,
tests/AcDream.Core.Net.Tests/PlayerDescriptionParserTests.cs,
tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs.
#51 — [DONE 2026-05-09 · da56063 + N.5b SHIP] WB's terrain-split formula diverges from retail's FSplitNESW
Closed: 2026-05-09
Commit: da56063 (black-terrain fix; landed within Phase N.5b — see
docs/superpowers/plans/2026-05-09-phase-n5b-terrain-modern.md for the
ship commit chain)
Component: terrain math / Phase N.5b
Resolution: Path C. Phase N.5b lifted terrain rendering onto the
modern path (bindless atlas + glMultiDrawElementsIndirect) WITHOUT
adopting WB's TerrainUtils.CalculateSplitDirection. The pre-implementation
divergence test (tests/AcDream.Core.Tests/Terrain/SplitFormulaDivergenceTest.cs)
confirmed the two formulas disagree on 49.98% of sweep cells —
fundamentally incompatible with our shared physics + visual mesh, which
both rely on retail's FSplitNESW (constants 0x0CCAC033 / 0x421BE3BD /
0x6C1AC587 / 0x519B8F25).
Path C: keep retail's FSplitNESW formula via LandblockMesh.Build →
TerrainBlending.CalculateSplitDirection; mirror WB's TerrainRenderManager
architectural pattern (single global VBO/EBO + slot allocator + bindless
atlas + multi-draw indirect) but feed it acdream's mesh. Modern dispatcher
(TerrainModernRenderer) replaces TerrainChunkRenderer (deleted in T9
along with TerrainRenderer + terrain.vert/.frag).
Path A (substitute WB's formula) was killed by the divergence test. Path B (fork-patch WB's renderer to use retail's formula) was rejected for permanent maintenance burden. Path C ships the architectural pattern while preserving retail-formula compliance.
Visual mesh and physics both still consume retail's FSplitNESW; they
remain in lockstep, no triangle-Z hover. The N.6 / N.7 sequencing
implication this issue carried (substitute physics math only when the
visual mesh migrates) is moot — neither side ever switches to WB's
formula.
Files added:
src/AcDream.App/Rendering/TerrainModernRenderer.cssrc/AcDream.Core/Terrain/TerrainSlotAllocator.cssrc/AcDream.App/Rendering/Shaders/terrain_modern.vertsrc/AcDream.App/Rendering/Shaders/terrain_modern.fragtests/AcDream.Core.Tests/Terrain/SplitFormulaDivergenceTest.cs(the test that killed Path A)
Files deleted (T9):
src/AcDream.App/Rendering/TerrainChunkRenderer.cssrc/AcDream.App/Rendering/TerrainRenderer.cssrc/AcDream.App/Rendering/Shaders/terrain.vertsrc/AcDream.App/Rendering/Shaders/terrain.frag
#43 — [DONE 2026-05-05 · 9e4772a] Slope staircase on observed player remotes (anim-only fallback ignored slope)
Closed: 2026-05-05
Commit: 9e4772a
Component: motion (PositionManager.ComputeOffset queue-empty fallback)
Resolution: Grounded player remotes showed a ~5 Hz Z staircase when
running up/down hills. PositionManager.ComputeOffset has two modes:
queue-active (3D direction toward server's broadcast position, Z
follows naturally) and queue-empty / head-reached (seqVel × dt
rotated into world). Every locomotion cycle bakes Z=0 in body-local,
so the world result has Z=0 too. With server UPs at ~5 Hz and
catchUpSpeed = 2× maxSpeed, body chases each waypoint in ~100ms (Z
ramps), then sits in seqVel-only mode for ~100ms (Z flat) until the
next UP. Visible 5 Hz staircase.
Fix mirrors retail's CTransition::adjust_offset contact-plane
projection (named-retail acclient_2013_pseudo_c.txt:272296-272346),
applied at the queue-empty boundary instead of inside the sweep.
ComputeOffset gains an optional Vector3? terrainNormal; when
the seqVel fallback runs and the supplied normal is non-trivial,
rootMotionWorld -= N × dot(rootMotionWorld, N). XY motion gains a
Z component proportional to slope × forward speed; body Z follows the
terrain mesh between UPs. No-op on flat ground (N ≈ +Z, dot ≈ 0) so
no regression to L.3 M2's flat-ground verification.
GameWindow.TickAnimations grounded-remote path samples
PhysicsEngine.SampleTerrainNormal (a thin public wrapper over the
existing internal SampleTerrainWalkable) at the body's current XY
each tick and passes it to ComputeOffset.
Two unit tests in PositionManagerTests: 30° east-tilted slope
(asserts (3.0, 0, −1.732) for 4 m/s east motion over 1s — body
descends along slope) + flat-ground no-op (asserts unchanged
behaviour with N = +Z).
Verified via launch-slope-verify.log over a 34m vertical traversal:
9,193 queue-empty-with-non-zero-offset.Z ticks on slopes (the path
that previously stair-cased), 26,497 sloped-normal ticks total, zero
#42 regressions.
Diagnostic kept in tree: ACDREAM_SLOPE_DIAG=1 enables the
[SLOPE] per-tick trace (bodyZ before/after, offset, queue active,
sampled cpN.Z) for future regression hunts.
#31 — [DONE 2026-04-29] Low outdoor cell id can go stale after transition movement
Closed: 2026-04-29
Commit: (this commit)
Resolution: ResolveWithTransition now refreshes outdoor cell ownership
from the resolved world position while the sphere sweep runs. Intra-landblock
24m outdoor seams update the low cell id, and full-cell callers crossing a
landblock seam get the destination landblock prefix plus the correct outdoor
low cell.
#34 — [DONE 2026-04-29] Missing routine local/server correction diagnostic
Closed: 2026-04-29
Commit: (this commit)
Resolution: Added ACDREAM_DUMP_MOVE_TRUTH=1, which logs local resolved
position/contact/cell, outbound movement fields, server UpdatePosition echo,
and local/server correction delta for the player in grep-friendly
move-truth OUT / move-truth ECHO lines.
#30 — [DONE 2026-04-29] AutonomousPosition contact byte is too often grounded
Closed: 2026-04-29
Commit: (this commit)
Resolution: GameWindow now derives the movement contact byte from
MovementResult.IsOnGround and passes it explicitly to both MoveToState.Build
and AutonomousPosition.Build. Added packet tests proving both builders encode
an explicit airborne contact byte.
#27 — [DONE 2026-04-26] Cloud meshes appeared missing or faint vs retail
Closed: 2026-04-26
Commit: 4678b3e fix(sky): apply per-Surface Translucency + Luminosity for retail-faithful weather
Resolution: Resolved as a side-effect of the Bug A fix. The original observation came from a session where every sky mesh got effEmissive = 1.0 (saturated vTint to white), which made stars/clouds look full-bright instead of time-of-day-tinted. Fix 2 corrected the emissive default to sub.SurfLuminosity so cloud surfaces (Lum=0.0) now run through the ambient+diffuse vertex-lit path and pick up keyframe tint. Fix 1 separately plumbed surface.Translucency to the shader, picking up the 0.25 translucency on cloud surface 0x08000023 (75% opacity). Visual verification under Phase 0 of the followup plan: clouds and colors now match retail at LCG-picked DayGroups across the day cycle.
#1 — [DONE 2026-04-26] Rain falls only to horizon, not to the player's feet
Closed: 2026-04-26
Commits: 3e0da49 (sky pass split + retail -120m Z offset), 4678b3e (Surface.Translucency + Luminosity correctness), d95a8d2 (legacy emitter delete)
Resolution: Two-part fix. First, rain rendering was completely re-architected to match retail's LScape::draw pattern at 0x00506330 — sky pass before the landblock loop (RenderSky), weather pass after (RenderWeather). Weather meshes now overlay terrain instead of being painted over. Camera anchored inside the rain cylinder via the retail-correct -120m Z offset (constant 0xc2f00000 in GameSky::UpdatePosition at 0x00506dd0). Second, the per-Surface Translucency float (rain = 0.5) and Luminosity float (rain = 0.1484) were both being ignored by the renderer; plumbed end-to-end so streaks contribute at retail-correct intensity instead of 6.7× too bright. Legacy camera-attached particle emitter (UpdateWeatherParticles + BuildRainDesc + BuildSnowDesc) deleted; world-space mesh is the only path now. Snow rides the same fix automatically. Filed alongside two follow-up issues from the visual-verify session: #27 (cloud rendering parity), #28 (aurora/northern lights).
#26 — [DONE 2026-04-26] Stars rendered as a square in one corner of the sky
Closed: 2026-04-26
Commit: 7b88fde fix(sky): drive wrap mode from mesh UV range — fixes Bug B (stars-as-square)
Resolution: SkyRenderer's wrap-mode heuristic was GL_CLAMP_TO_EDGE unless TexVelocity != 0, which mis-classified the inner sky/star layer 0x010015EF (UVs in [0.398, 4.602], TexVel=0). Most of the dome sampled the texture's edge texels; only the small region where UVs fell in [0,1] showed actual texture content. Fixed by computing NeedsUvRepeat per submesh from the actual UV range during GfxObjMesh.Build() and driving the wrap-mode choice from that flag plus the existing scrolling check. Outer dome 0x010015EE/F0/F1/F2 (UVs strictly in [0,1]) keeps CLAMP_TO_EDGE so no seam regression. Probe tools/StarsProbe/ (commit 991fb9a) committed alongside as the diagnostic that found this.
#25 — [DONE 2026-04-26] Phase K.3 — Settings panel + click-to-rebind UI
Closed: 2026-04-26
Commit: (this commit)
Resolution: SettingsPanel with click-to-rebind UX (modal capture
via InputDispatcher.BeginCapture, Esc cancels, conflict prompt with
Yes/No, draft / Save / Cancel semantics), F11 toggle + ImGui
MainMenuBar entry, per-action / per-section / reset-all-defaults
buttons. Roadmap + ISSUES + memory crib + CLAUDE.md updated.
#24 — [DONE 2026-04-26] Phase K.2 — auto-enter player mode + MMB mouse-look
Closed: 2026-04-26
Commit: af74eac
Resolution: Auto-enter player mode at login (one-shot guard
reusing the existing Tab handler logic); MMB-hold mouse-look
(CameraInstantMouseLook — cursor-locked camera + character yaw
drive together); Tab → ChatPanel.FocusInput(); DebugPanel
"Toggle Free-Fly Mode" button.
#23 — [DONE 2026-04-26] Phase K.1c — retail-default keymap + JSON persistence
Closed: 2026-04-26
Commit: da18910
Resolution: ~149 retail-faithful bindings byte-precise to
docs/research/named-retail/retail-default.keymap.txt;
%LOCALAPPDATA%\acdream\keybinds.json with merge-over-defaults
migration; acdream debug F-keys relocated to Ctrl+F*.
#22 — [DONE 2026-04-26] Phase K.1b — cut handlers over to dispatcher
Closed: 2026-04-26
Commit: 256e962
Resolution: Drop the legacy mouse-X-character-yaw path; fix
WantCaptureMouse gating; single input path via the multicast
InputDispatcher.
#21 — [DONE 2026-04-26] Phase K.1a — input architecture skeleton
Closed: 2026-04-26
Commit: 84512d3
Resolution: Action enum, multicast InputDispatcher with scope
stack, KeyChord / Binding / KeyBindings, Silk.NET adapters;
parallel to existing handlers (no behavior change).
#20 — [DONE 2026-04-25] CombatChatTranslator — retail-faithful combat-text formatters
Closed: 2026-04-25
Commit: 3d26c8e
Resolution: Retail-faithful combat-text formatters into ChatLog ("You hit drudge for 50 slashing damage"). Subscribes to CombatState's DamageTaken / DamageDealtAccepted / EvadedIncoming / MissedOutgoing / AttackDone / KillLanded events; templates ported verbatim from holtburger panels/chat.rs:221-308.
#19 — [DONE 2026-04-25] TurbineChat codec (0xF7DE) + ChatChannelInfo
Closed: 2026-04-25
Commit: ca968fc
Resolution: Full 0xF7DE codec with three payload variants (EventSendToRoom, RequestSendToRoomById, Response), UTF-16LE strings with variable-length prefix, SetTurbineChatChannels (0x0295) parser, unified ChatChannelInfo (Legacy + Turbine variants), TurbineChatState. Note: ACE doesn't run a TurbineChat server — codec is ready for retail-server-emulating setups.
#18 — [DONE 2026-04-25] Holtburger inbound chat parity + Windows-1252 codec
Closed: 2026-04-25
Commit: ff5ed9e
Resolution: EmoteText (0x01E0) / SoulEmote (0x01E2) / ServerMessage (0xF7E0) / PlayerKilled (0x019E) parsers + WeenieError routing through GameEventWiring. Global codec switch from Encoding.ASCII to Encoding.GetEncoding(1252); matches retail + holtburger; accented names round-trip correctly.
#17 — [DONE 2026-04-25] ChatPanel input field + slash commands
Closed: 2026-04-25
Commit: f14296c
Resolution: ChatPanel gains Enter-to-submit input field; ChatInputParser recognises /say /t /tell /r /g /f /a /m /p /v /cv /lfg /trade /role /society /olthoi; ChatVM tracks LastIncomingTellSender for /r reply.
#16 — [DONE 2026-04-25] LiveCommandBus + WorldSession chat senders
Closed: 2026-04-25
Commit: 8e6e5a0
Resolution: Real ICommandBus impl + WorldSession.SendTalk / SendTell / SendChannel wrappers + SendChatCmd record + ChannelResolver legacy-id mapping per holtburger.
#15 — [DONE 2026-04-25] DebugPanel migration
Closed: 2026-04-25
Commit: 56037a4
Resolution: Migrates the 473-LOC StbTrueTypeSharp DebugOverlay to an ImGui DebugPanel with collapsing-headers + checkbox diagnostics + combat-event tail. Deletes DebugOverlay.cs; TextRenderer + BitmapFont kept for future HUD-in-world (D.6 damage floaters, name plates).
#14 — [DONE 2026-04-25] IPanelRenderer widget extension
Closed: 2026-04-25
Commit: b131514
Resolution: Adds 14 widget signatures (TextColored / Checkbox / Combo / InputTextSubmit / BeginTable / etc.) to IPanelRenderer + ImGuiPanelRenderer impl. Foundation for I.2 DebugPanel and I.4 ChatPanel input.
#7 — [DONE 2026-04-25] PlayerDescription parser stops after spells (enchantment block parsed)
Closed: 2026-04-25
Commit: feat(net): #7 PlayerDescriptionParser — enchantment block walker + StatMod flow
Resolution: Extended PlayerDescriptionParser past the spell block to parse the Enchantment trailer per holtburger events.rs:462-501. Added EnchantmentEntry record with full wire payload (16 fields including the StatMod triad — type/key/val) + EnchantmentBucket (Multiplicative / Additive / Cooldown / Vitae per EnchantmentMask). Parsed now exposes IReadOnlyList<EnchantmentEntry> Enchantments. GameEventWiring routes each entry through the new Spellbook.OnEnchantmentAdded(ActiveEnchantmentRecord) overload with StatModType / StatModKey / StatModValue / Bucket populated. 2 new parser tests cover the enchantment block schema + Vitae singleton.
The remaining trailer sections (options / shortcuts / hotbars / inventory / equipped) are not yet parsed; filed as #13. Stopping after enchantments is intentional — it covers the highest-value section (issue #6 lights up) and avoids the heuristic gameplay_options walker that #13 needs.
#12 — [DONE 2026-04-25] Capture full Enchantment wire payload (StatMod) on ActiveEnchantmentRecord
Closed: 2026-04-25
Commit: feat(net): #7 PlayerDescriptionParser — enchantment block walker + StatMod flow
Resolution: Closed alongside #7 in the same commit. ActiveEnchantmentRecord extended with optional StatModType, StatModKey, StatModValue, Bucket fields. Spellbook got an OnEnchantmentAdded(ActiveEnchantmentRecord) overload that accepts the full record. EnchantmentMath.GetMod aggregator now consumes the StatMod data: multiplicative bucket (1) → multiplier ×= val; additive bucket (2) → additive += val; vitae bucket (8) → multiplier ×= val (applied last, matching retail CEnchantmentRegistry::EnchantAttribute semantics). 5 new EnchantmentMath StatMod-aware tests cover: multiplicative buffs aggregate, additive buffs sum, stat-key mismatch is filtered out, vitae applies multiplicatively, family-stacking picks the higher spell-id buff.
ParseMagicUpdateEnchantment (the live-update opcode 0x02C2) is not yet extended — it still uses the 4-field summary. That's a separate refactor; PlayerDescription's enchantment block is the load-bearing path for issue #6, and that's now flowing.
#6 — [DONE 2026-04-25 architecture; data flowing as of #12] Vital max ignores enchantment buffs + vitae
Closed: 2026-04-25
Commit: feat(player): #6 fold enchantment buffs into vital max via EnchantmentMath
Resolution: Ported CEnchantmentRegistry::EnchantAttribute (PDB 0x00594570) as EnchantmentMath.GetMod(IEnumerable<ActiveEnchantmentRecord>, SpellTable, statKey) returning (Multiplier, Additive). Family-stacking dedup via SpellTable.Family (only one buff per family bucket wins, by highest spell-id as a generation proxy). Spellbook.GetVitalMod(statKey) delegates. LocalPlayerState.GetMaxApprox reworked to apply (unbuffed × mult) + add with retail's min-vital clamp (>= 5 if base ≥ 5 else >= 1, matches CreatureVital::GetMaxValue at PDB 0x0058F2DD). Stat-key constants (MaxHealth=1, MaxStamina=3, MaxMana=5) verified against docs/research/named-retail/acclient.h line 37287-37301.
Architecture in place; data still flat. Until ISSUES.md #12 lands the wire-format extension that captures StatMod (type/key/val) on ActiveEnchantmentRecord, the per-enchantment modifier value isn't aggregated yet — EnchantmentMath.GetMod returns Identity (1.0, 0.0) for every stat key. Once #12 wires the data, the existing aggregator + formula light up automatically. Live +Acdream Stam/Mana percent will continue to read ~95% until #12 lands.
6 new EnchantmentMathTests cover: empty list returns Identity, no-table-entries returns Identity, stat-key constants match ACE enum, Identity is (1, 0), family-stacking dedup, family=0 (no-bucket) treated as separate.
#11 — [DONE 2026-04-25] Spell metadata loader (spells.csv → SpellTable)
Closed: 2026-04-25
Commit: feat(spells): #11 SpellTable — hydrate metadata from spells.csv at startup
Resolution: Added SpellMetadata record + SpellTable CSV loader (hand-rolled RFC 4180-ish parser for the quoted Description column with embedded commas). Wired into Spellbook constructor as optional metadata source; Spellbook.TryGetMetadata(spellId, out) returns the static record when found. GameWindow loads data/spells.csv from bin output at construction (file copied via <None Include> in AcDream.App.csproj from docs/research/data/spells.csv). Falls back to SpellTable.Empty + console warning if the file is missing (e.g. tooling contexts). 10 new tests covering: empty table, header-only, simple row, quoted description with commas, blank lines skipped, bad spell-id rows skipped, lookup hit/miss, RFC 4180 escaped-quote parsing.
#9 — [DONE 2026-04-25] Address-correction sweep on acclient_function_map.md
Closed: 2026-04-25
Commit: docs(research): #9 sweep acclient_function_map.md against PDB symbols
Resolution: Wrote tools/pdb-extract/check_function_map.py that cross-checks 63 hand-curated entries against docs/research/named-retail/symbols.json. Findings: zero entries matched address-and-name exactly (confirms ~0x800-0xC10 byte delta vs the binary that produced our Ghidra chunks — different build revision). 38 entries corrected by PDB name lookup; 25 entries either lack PDB symbol records (inlined / non-public) or had wrong class assignments (e.g. 0x5387C0 claimed as CTransition::find_collisions was actually CPolygon::polygon_hits_sphere). Updated acclient_function_map.md with corrected addresses, kept legacy addresses in a "Was" column for traceability, added a top-of-file sweep summary.
#10 — [DONE 2026-04-25] Wire KillerNotification (0x01AD)
Closed: 2026-04-25
Commit: docs(issues): #8/#9/#11 filed; #10 wired (KillerNotification)
Resolution: Orphan parser at GameEvents.ParseKillerNotification existed but was never registered for dispatch in GameEventWiring.cs. Added a combat.OnKillerNotification(victimName, victimGuid) method on CombatState that fires a new KillLanded event, then registered the handler. One-line dispatch + 12-line CombatState method + one regression test fixture in GameEventWiringTests.
#8 — [DONE 2026-04-25] pdb-extract tool: PDB → symbols.json + types.json
Closed: 2026-04-25
Commit: tools(pdb-extract): #8 PDB -> symbols.json + types.json sidecar
Resolution: Pure-Python (no deps) MSF 7.00 PDB parser at tools/pdb-extract/pdb_extract.py. Reads refs/acclient.pdb (Sept 2013 EoR build), extracts S_PUB32 records from the symbol stream + named class/struct types from TPI, and writes JSON sidecars to docs/research/named-retail/:
symbols.json— 18,366 named functions (address+ demangledname+ rawmangled)types.json— 5,371 named class/struct records (name+size+kind)
Best-effort MSVC C++ demangler handles the common ?Method@Class@@<sig> patterns + ctors (??0) + dtors (??1); operator overloads and vtables left mangled. Spot-check verified: CEnchantmentRegistry::EnchantAttribute resolves to 0x00594570 exactly as the discovery agent reported. Runtime <1s.
Regen workflow: py tools/pdb-extract/pdb_extract.py refs/acclient.pdb. The committed JSON outputs are stable + ~3 MB combined; ripgrep/jq on them is faster than re-parsing.
#5 — [DONE 2026-04-25] VitalsPanel stamina/mana bars always null
Closed: 2026-04-25
Commit: feat(player): #5 PlayerDescription parser — Stam/Mana via attribute block
Resolution: First attempt (commit d42bf57) used AppraiseInfoParser for PlayerDescription (0x0013) — wrong wire format. ACE source confirmed via GameEventPlayerDescription.WriteEventBody: PlayerDescription is hand-written (DescriptionPropertyFlag-driven property hashtables, vector flags, attribute block, skills, spells, options/inventory tail) — distinct from IdentifyObjectResponse (0x00C9)'s AppraiseInfo.Write. Pivoted to a real port: new PlayerDescriptionParser.cs that walks property hashtables (Int32/Int64/Bool/Double/String/Did/Iid + Position) gated on the property flags, then reads vector flags + has_health + the attribute block where vitals 7/8/9 carry ranks/start/xp/current. Also redesigned LocalPlayerState to track per-vital snapshots (replacing the sentinel-API of attempt 1) plus per-attribute snapshots, with GetMaxApprox applying the retail formula vital.(ranks+start) + attribute_contribution (Endurance/2 for Health, Endurance for Stamina, Self for Mana). Live verified: +Acdream shows three bars; ~95% reading on Stam/Mana traced to active buff multipliers (filed as #6). Wire-port also added PrivateUpdateVital (0x02E7) + PrivateUpdateVitalCurrent (0x02E9) for delta updates per holtburger UpdateVital. ~700 LOC C#, 30+ new tests.