Wrong language output

Resolved 💬 1 comment Opened Feb 2, 2026 by 4wl2d Closed Feb 2, 2026

What version of Codex is running?

codex-cli 0.94.0

What subscription do you have?

Pro

Which model were you using?

GPT-5.2 Codex xhigh

What platform is your computer?

Darwin 25.2.0 arm64 arm

What terminal emulator and version are you using (if applicable)?

default MacOS terminal, zsh

What issue are you seeing?

<img width="762" height="203" alt="Image" src="https://github.com/user-attachments/assets/d2d0c1b7-8e61-47b0-9d20-232d13844ce7" />

He just started to tell me next steps on Arabic, I never used Arabic with him, and I've never did that in my entire life. All prompts on English.

What steps can reproduce the bug?

<img width="854" height="443" alt="Image" src="https://github.com/user-attachments/assets/f0035480-ddbf-435e-9970-6d324612df4a" />

thats all I can send you I guess.
that was the prompt:
PROMPT 1.6 (RENDER + HUD — SNAPSHOT ONLY, NO SIM MUTATION)

Goal:

  • Make “play” readable and satisfying immediately:
  • Draw Core (pos, radius)
  • Draw Singularity ring at cursorPos with lethal + visual radii
  • Draw tether line (Core -> cursor)
  • Draw heat arc + hp arc
  • Draw keys as orbiting dots around cursor
  • Optional debug overlay: substeps, state hash, entity counts

Allowed files:

  • core/src/main/kotlin/com/kinetickk/render/SnapshotRenderer.kt
  • core/src/main/kotlin/com/kinetickk/render/SnapshotInterpolator.kt
  • core/src/main/kotlin/com/kinetickk/render/HudRenderer.kt
  • core/src/main/kotlin/com/kinetickk/render/HudSignalMapper.kt
  • core/src/main/kotlin/com/kinetickk/render/HudLayout.kt
  • core/src/main/kotlin/com/kinetickk/render/DebugOverlayRenderer.kt
  • core/src/main/kotlin/com/kinetickk/render/DebugDraw.kt
  • core/src/main/kotlin/com/kinetickk/render/RenderResources.kt

Forbidden:

  • Any sim/* modifications
  • Any input/* modifications
  • Any FlowMVI store logic

Implementation notes:
1) SnapshotInterpolator:

  • Interpolate between prev/curr SimSnapshot using alpha from RuntimeLoop.
  • Only interpolate renderable numeric fields (pos, cursorPos, ring pulse phase).
  • Do NOT change tickIndex; keep it from curr snapshot.

2) SnapshotRenderer:

  • Use camera from CameraController; world units are authoritative.
  • Draw order:
  • world grid background (optional)
  • tether line
  • cursor ring (visual radius) + inner lethal ring mark (distinct)
  • core body
  • enemies/projectiles later
  • Use DebugDraw initially (ShapeRenderer acceptable for now if already used), but keep all geometry derived from snapshot only.

3) HudSignalMapper + HudRenderer:

  • Map snapshot to HUD signals:
  • HP arc: core.hp/core.maxHp
  • Heat arc: heat/HEAT_MAX plus dash-enabled indicator
  • Keys dots: keysCount => N orbiting dots around cursor ring
  • Provide minimal Android HUD option (still show tether, heat, HP, keys).
  • Add SettingsStore flag to toggle visibility of cursor ring and debug overlay (settings UI prompt later).

4) Debug overlay:

  • Show:
  • FPS
  • renderDeltaSec
  • sim substeps per frame (from RuntimeLoop)
  • tickIndex
  • state hash (if available via StateHasher)
  • Keep overlay completely passive.

Acceptance:

  • ./gradlew :lwjgl3:run
  • ./gradlew :core:test

What is the expected behavior?

English summary

Additional information

No, maybe some harness edge-cases

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