Break the desktop glass cockpit's secondary displays out of the single
combined pad panel + D3D gauge strip into ONE window per pod display, each
carrying that display's surface with its RIO button bank, arranged
pod-faithfully around the main view. New TU engine/MUNGA_L4/L4GLASSWIN.*
(BT_GLASS-only), selected by the -platform glass preset via the new runtime
gate BT_GLASS_PANELS (=0 falls back to the legacy single panel + dock).
- Surfaces are CPU-expanded from the shared gauge buffer
(SVGA16::ExpandPlaneToBGRA, no D3D) and StretchDIBits'd in -- the D3D
dev-composite path (dock / window / overlay) stands down while active.
- Buttons sit UNDER the imagery: big hidden click targets that reach into
the display, with only a small protruding edge showing as a lamp light.
Red MFD banks tile the top/bottom; radar rails run the sides + a bottom
row; a Flight Controls window hosts the no-display banks.
- Windows: Heat / Engineering / Comm / Left Weapons / Right Weapons / radar
+ Flight Controls; edge-to-edge (no in-client margin/title; OS caption
labels each).
- Fix blank surfaces: application/ghWnd are duplicate-defined and bind
non-deterministically under /FORCE, so the fresh L4GLASSWIN TU read NULL.
Reach the renderer/window via BTResolveGaugeRenderer/BTResolveMainWindow
defined in btl4main.cpp off the real btl4App/hWnd pointers. New gotcha:
reconstruction-gotchas.md S6 duplicate-GLOBAL corollary.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The mission-control menu was missing player experience + many options. Added
the complete set recovered from the Mac 4.10 operator console's BT:: adventure
tree (TeslaSuite/410console/.../Console.ini) -- the tag= values are the egg
fields; cross-checked vs the port spec + reference/cavern.egg:
NEW groups: SCENARIO (Free For All / No Return respawn role), EXPERIENCE
(novice/standard/veteran/expert), BADGE (7 team emblems), PATCH (8 badge
colours), DROP ZONE (one..five), ADV. DAMAGE (on/off).
CORRECTED: TIME (evening, not 'dusk'); COLOR (full 7: +Brown/Green/Grey/Tan,
Red->Crimson, Gray->Grey); MECH (full 18 with console friendly names ->
tags, was 8).
btl4fe.hpp: BTFePilot gains experience/badge/patch/dropzone/advancedDamage;
BTFeMission gains roleKey/roleModel. The egg writer emits the selected values
(were hardcoded expert/VGL/Yellow/one/advancedDamage=1); No-Return role model
= the game's 8.3 resource 'noretun'. 5-column layout (mission | mech | pilot |
emblem/patch | session+controls); loadout persists across the relaunch
(fe_last.ini, all 14 groups).
Verified: menu drives (click Expert+Davion -> egg experience=expert
badge=Davion, persisted), and the generated egg parses + runs a full mission
(no egg errors, drive 61.501).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
docs/GLASS_COCKPIT.md gains the step-4 ledger (seam/transport/lobby + THE
FAKEIP LESSON); NEW context/steam-networking.md topic (+ router row) and
docs/STEAM_TEST.md (the 2-machine live procedure = the step-4 exit criterion
on user hardware). context/glass-cockpit.md: steps 3+4 status. Final purity
re-check: pod build clean, forced-walk mission runs, ZERO glass/steam tags in
the pod log.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
docs/GLASS_COCKPIT.md gains the 2b-2e detail + the full verification matrix
(purity build + seam audit, pod forced-walk, 2-node loopback MP via btconsole
relay on the POD build -- both nodes reach the running mission, PadRIO
authentic-path input, panel-click survival). context/glass-cockpit.md status
updated: step 2 DONE [T2]; steps 3-4 pending.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The streamed L4 mapping resource carries the binary's positional attribute ids
(stick=3, throttle=4) but MechControlsMapper chained from Subsystem::NextAttributeID
== 2 -- every streamed record resolved ONE MEMBER LATE (attr 4 -> pedalsPosition,
verified via the new permanent BT_CTRLMAP_LOG diagnostic in CreateStreamedMappings).
A latent real-pod bug: the serial RIO throttle would drive the pedals member; the
dev keyboard bridge masked it. Fix per the mechweap/mech attrPad idiom: ids pinned
to the binary numbering, id-2 gap padded, static_assert-locked. Torso + weapon
chains verified already aligned. Regression: BT_FORCE_THROTTLE headless walk clean
(speedDemand=61.501 through authentic InterpretControls, gait cycles, no faults).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>