BT410: session landing -- the cockpit at 98.9% identical, four heads exact
Final per-head state, the binding audit (31 CFG bindings resolve, zero NULL), and the open list in priority order: btl4vid for the sec head, then the leak-gauge hatch (with the CFG parameter-order question that probably explains it), the coolant numerals, and the MFD remainders. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -860,3 +860,65 @@ WHAT IS LEFT, LARGEST FIRST:
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we never build at all. Zero extra means nothing we draw there is wrong,
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so this is a build-it wave, not a fix-it one.
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* Heat (483 / 80) and the MFD remainders (~270 / ~34) -- fine detail.
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--------------------------------------------------------------------------------
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5.3.39 -- THE COMM PAGE GOES EXACT, and what the session leaves open
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--------------------------------------------------------------------------------
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Final state of the cockpit against the shipped 4.10 binary:
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head shipped ours missing extra
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Eng1 17981 17981 0 0 EXACT
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Eng2 17981 17981 0 0 EXACT
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Eng3 17981 17981 0 0 EXACT
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Comm 15656 15656 0 0 EXACT
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Mfd3 32146 32128 31 13
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Mfd2 40799 40716 97 14
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Mfd1 41784 41651 140 7
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overlay 3283 3310 55 82
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Heat 21374 20971 483 80
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sec 35423 35676 417 670 (the 3-D scene)
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Whole frame: 98.9% pixel-identical / 99% coverage, from 89.7% / 92%.
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THE COMM FIX closed the last artifact this session opened with. Slot 0 of
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PilotList is the OWN ROW, not a roster slot -- its layout entry is the odd
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one out ({180,225} at layout mode 0, KILLS/DEATHS at +0x95/+0xe8 against the
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strip boxes' +0x48) and the shipped page fills it with the local pilot while
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the seven strip boxes stay empty in a solo mission. The original ungated
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walk was feeding the mission player into the STRIP slots, which is exactly
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why gating the roster removed wrong pixels yet left the centre row missing:
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both halves of that puzzle were true at once. The own row also takes
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Mission's LARGE name raster, not the small one -- with the small one
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"Aeolus" drew visibly undersized and low in its box.
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BINDING AUDIT (BT_GAUGE_ATTR_LOG, this build): 31 CFG bindings resolve, ZERO
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NULL. Every attribute the cockpit config asks for is live. Note the audit
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only covers the CFG parse path (GAUGREND ParseAttribute) -- the clusters'
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own ScalarAttributeOf calls do not appear there, though all four heat names
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they ask for (CurrentTemperature / DegradationTemperature /
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FailureTemperature / CoolantMassLeakRate) are published in HEAT.CPP.
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WHAT IS STILL OPEN, IN THE ORDER I WOULD TAKE THEM:
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1. sec (417 missing / 670 extra) -- the 3-D scene head. This is btl4vid,
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the world renderer, and no amount of gauge work moves it. The next big
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climb, and the last one.
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2. The leak-gauge hatch (~480px, and the bulk of what is left on Heat and
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the MFDs). Shipped paints a small hatched block at the foot of every
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LEAK column; ours paints nothing. At zero leak BitMapInverseWipe takes
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its level<1 branch and draws frame 0 in colorA -- and colorA is 0 at
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every call site, cluster and CFG alike. Worth checking the CFG
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parameter order before touching the widget: the config passes
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LeakGauge(port, mode, eleak.pcc, 0, 255, 3, .15, @6), i.e. TWO values
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between the colours and the attribute, while our ctor takes
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(color_a, color_b, third_in, frames_in, value) with the cluster sites
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passing third=0, frames=3. If Make maps those positionally the .15 and
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the 3 may be landing in the wrong parameters, which would also explain
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fullWidth clamping every level to 0.
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3. The COOLANT A / S numerals on the Heat head (shipped reads 300 and 33x;
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ours differ) -- a heat-model value question, not a rendering one.
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4. MFD remainders: ~270 missing / ~34 extra across the three heads, mostly
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the same leak hatch as (2).
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