fix(render): R1 — repurpose the ParentCellId==null cell-gate bypass (#78)

EntityPassesVisibleCellGate no longer returns true unconditionally for outdoor
scenery under a cell filter (was the headline #78 bleed). Outdoor scenery now
draws only via the unfiltered bucket (visibleCellIds: null) + ResolveEntitySlot's
OutsideView routing. The outdoor-root global Draw passes visibleCellIds: null
(no portal-cell scoping outdoors; retires VisibleCellIds as a render gate — peering
into buildings is R5). Updated the EntityClipTests case that pinned the old bypass
(Included -> Excluded). 174/174 App tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-02 20:10:26 +02:00
parent c4fd71149a
commit 58822fed96
3 changed files with 21 additions and 14 deletions

View file

@ -7584,10 +7584,14 @@ public sealed class GameWindow : IDisposable
}
else
{
// Outdoor root: the global entity pass (unchanged).
// Outdoor root: draw the full outdoor world. No cell filter — outdoors there is no
// portal-cell scoping (ClearClipRouting made every instance slot 0). R1 retires
// visibility.VisibleCellIds as a render gate (peering into buildings is R5, a
// separate pass). On the outdoor root visibility is null anyway, so this is the
// same set the old code passed; null makes that explicit + gate-change-safe.
_wbDrawDispatcher!.Draw(camera, _worldState.LandblockEntries, frustum,
neverCullLandblockId: playerLb,
visibleCellIds: visibility?.VisibleCellIds,
visibleCellIds: null,
animatedEntityIds: animatedIds);
}