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

@ -85,17 +85,19 @@ public sealed class EntityClipTests
}
[Fact]
public void EntityClip_NullParentCell_NonNullVisibleSet_Included()
public void EntityClip_NullParentCell_NonNullVisibleSet_Excluded()
{
// An outdoor entity (ParentCellId == null) with a non-null visibleCellIds
// falls through to the final return-true (not a shell, not shell-scoped);
// outdoor scenery is not gated by the indoor cell filter.
// R1 (bleed fix #78): an outdoor entity (ParentCellId == null) with a non-null cell filter
// does NOT pass — it is not a member of any interior cell. (Was an unconditional return-true
// bypass, the headline outdoor-scenery bleed.) When such entities must draw through the
// doorway, the caller passes visibleCellIds: null and the OutsideView clip-slot routing
// (ResolveEntitySlot) gates them instead.
var visibleCellIds = new HashSet<uint> { 0xA9B40170u };
var entity = Entity(parentCellId: null);
bool result = WbDrawDispatcher.EntityPassesVisibleCellGate(
entity, visibleCellIds, WbDrawDispatcher.EntitySet.All);
Assert.True(result);
Assert.False(result);
}
}