fix(A.5 T16): debug overlay shows _nearRadius instead of legacy _streamingRadius

Cosmetic follow-up flagged by spec compliance review on T13-T16 bundle
(commits fb10c3f / aff35d2 / b8d80fe / c4fd373). The debug overlay's
getStreamingRadius callback was reading _streamingRadius — the legacy
single-tier field that's only updated by ACDREAM_STREAM_RADIUS. Operators
using the new ACDREAM_NEAR_RADIUS / ACDREAM_FAR_RADIUS env vars would
see the overlay frozen at the default 2.

Switch to _nearRadius. The overlay still shows a single number (matching
its label "Streaming radius"); operators who want both tier numbers can
read the launch log.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-10 08:01:30 +02:00
parent c4fd37384a
commit 31d312add3

View file

@ -1151,7 +1151,8 @@ public sealed class GameWindow : IDisposable
getNearestObjLabel: () => _lastNearestObjLabel,
getColliding: () => _lastColliding,
getDebugWireframes: () => _debugCollisionVisible,
getStreamingRadius: () => _streamingRadius,
getStreamingRadius: () => _nearRadius, // A.5 T16 follow-up: was _streamingRadius (legacy single-tier); show near tier
getMouseSensitivity: () => GetActiveSensitivity(),
getChaseDistance: () => _chaseCamera?.Distance ?? 0f,
getRmbOrbit: () => _rmbHeld,