fix(physics): restore retail cell availability semantics

This commit is contained in:
Erik 2026-07-31 14:22:45 +02:00
parent d3c0d9ec0e
commit 7716c2ee89
14 changed files with 393 additions and 62 deletions

View file

@ -8,8 +8,8 @@ namespace AcDream.Core.World.Cells;
/// <summary>
/// The unified cell graph: the active, authoritative id-&gt;cell resolver and registry.
/// Populated unconditionally from
/// <see cref="AcDream.Core.Physics.PhysicsDataCache.CacheCellStruct"/> (before its
/// idempotency + null-BSP guards, so BSP-less cells are included) and consumed across
/// <see cref="AcDream.Core.Physics.PhysicsDataCache.CacheCellStruct"/> (including
/// authored cells with null physics or containment roots) and consumed across
/// the engine: <see cref="GetVisible"/> resolves any cell id, <see cref="CurrCell"/> is
/// the player render/lighting root, <see cref="FindVisibleChildCell"/> resolves the
/// 3rd-person camera cell, and <see cref="TryGetTerrainOrigin"/> supplies the block-local