Wrong language output
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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