refactor(render): Phase U.1 — delete two-pipe inside-out machinery
Remove IndoorCellStencilPipeline + portal_stencil shaders, RenderInsideOutAcdream, RenderOutsideInAcdream, the A8-perf instrumentation, the cameraInsideBuilding / ACDREAM_A8_INDOOR_BRANCH branch, and the dead EntitySet partition values. Collapse the render branch to the default Draw(All) path (U.4a replaces it with the gated unified pass). Keep all audited EnvCellRenderer / BuildingLoader / CellVisibility / camera-collision fixes. Also deleted with the partition: the two test-only walk helpers (WbDrawDispatcher.WalkEntitiesForTest / WalkEntitiesForTestByCellIds) and their test files (WbDrawDispatcherEntitySetTests, WbDrawDispatcherCellIdsOverloadTests), which existed solely to exercise the removed IndoorPass/OutdoorScenery/ BuildingShells/LiveDynamic partition. EntityMatchesSet / IsShellScopedSet collapse to the All-path constants; the set: parameter is retained as a seam for the unified pass. Note: the depth-clear-if-inside default-path workaround was removed per the U.1 task list — any current indoor-wall degradation persists until a later Phase U task lands the unified pass (expected, not a regression introduced here). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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