feat(render): implement Campaign AR and terrain fidelity

This commit is contained in:
Erik 2026-08-22 13:13:29 +02:00
parent 99cf26e00c
commit 7a5f96ede5
368 changed files with 50611 additions and 950 deletions

View file

@ -59,6 +59,27 @@ public sealed class StaticRenderProjectionJournalTests
Assert.Equal(expected.Geometry, projected.Source.GeometryFingerprint);
Assert.Equal(expected.Appearance, projected.Source.AppearanceFingerprint);
Assert.Equal(LandblockId, projected.Residency.OwnerLandblockId);
Assert.Equal(
RenderCasterIdentityKind.OutdoorStatic,
projected.EntityPayload.CasterIdentity);
}
[Fact]
public void Reconcile_RetainsAuthoritativeBuildingIdentity()
{
var journal = new RenderProjectionJournal(Generation(21));
var statics = new StaticRenderProjectionJournal(journal);
LandblockBuild build = Build(
LandblockId,
[Entity(9, building: true)],
includeShell: false);
statics.Reconcile(build, Publication(build));
Assert.Equal(
RenderCasterIdentityKind.Building,
Assert.Single(journal.Pending.ToArray())
.Record.EntityPayload.CasterIdentity);
}
[Fact]
@ -442,7 +463,8 @@ public sealed class StaticRenderProjectionJournalTests
private static WorldEntity Entity(
uint id,
uint serverGuid = 0,
Vector3 position = default) =>
Vector3 position = default,
bool building = false) =>
new()
{
Id = id,
@ -450,6 +472,7 @@ public sealed class StaticRenderProjectionJournalTests
SourceGfxObjOrSetupId = 0x01000000u + id,
Position = position,
Rotation = Quaternion.Identity,
IsBuildingShell = building,
MeshRefs =
[
new MeshRef(