KB: mark per-weapon loop/generator lamp fix human-verified

User confirmed live (pod build, solo ARENA1 cockpit) that the loop-number
and generator-letter boxes render correctly on the weapon MFD panels.
Fix commit e634709.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
arcattack
2026-07-21 00:14:38 -05:00
co-authored by Claude Opus 4.8
parent 0477802971
commit 8c7ff639de
+3 -1
View File
@@ -136,7 +136,7 @@ log, `[ctrlmap] installing` ×2) — the tree then rebuilds bound to the NEW mec
`Remove(0)` flushes each gauge (`Update(gaugeRate_A)`, GAUGREND.cpp:3465) before deleting it, so
gauge CONNECTIONS may read the freed mech once more (plain reads; Execute stays SEH-guarded).
## Per-weapon panel loop/generator lamps — 3 stacked databinding bugs (2026-07-21) [T2 render-verified]
## Per-weapon panel loop/generator lamps — 3 stacked databinding bugs (2026-07-21) [T2 human-playtest-verified]
Each `SubsystemCluster` (@004c8140) per-weapon MFD panel draws two image-strip lamps in the
TEMP/STATUS area: **cooling-loop number** (`btploop.pcc`, frames OFF/1..6, `AnimatedSubsystemLamp`
@004c70a4, fed by `CoolingLoopConnection``BTCoolingLoopFrame`) and **generator letter**
@@ -166,6 +166,8 @@ independent bugs stacked (all fixed, commit e634709):
`AttributePointerOf("InputVoltage")` path and is the remaining sibling to convert.
Diagnostics retained (env `BT_LOOP_LOG`): `[loopfeed]` (BTCoolingLoopFrame) + `[busfeed]`
(BTPowerSourceFrame) print each lamp's resolved frame + source.
**HUMAN-VERIFIED live 2026-07-21** (pod build, solo ARENA1 cockpit): the loop number + generator
letter boxes render correctly on the weapon panels.
## The secondary screen's THREE views (Damage / Critical / Heat) — mode-gated [T0/T1/T2]
The `sec` port stacks three mode-gated mech-schematic layers at offset (50,0) over the