diff --git a/context/gauges-hud.md b/context/gauges-hud.md index 61f554c..ba58ab0 100644 --- a/context/gauges-hud.md +++ b/context/gauges-hud.md @@ -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