refactor: #100 — remove hiddenTerrainCells / BuildingTerrainCells plumbing
Retired in favour of Task 1's retail-faithful terrain shader Z nudge.
Pure removal — ~50 LOC of dead surface area across:
- src/AcDream.Core/Terrain/LandblockMesh.cs (drop parameter +
cell-collapse block)
- src/AcDream.Core/World/LoadedLandblock.cs (drop field)
- src/AcDream.Core/World/LandblockLoader.cs (drop method + call)
- src/AcDream.App/Rendering/GameWindow.cs (3 sites)
- src/AcDream.App/Streaming/GpuWorldState.cs (6 ctor sites)
- src/AcDream.App/Streaming/LandblockStreamer.cs (1 ctor site)
- tests/AcDream.Core.Tests/World/LandblockLoaderTests.cs (drop test)
- tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs (drop test)
No retail anchor — the deleted mechanism never had one; this commit
rolls our code back to the actual retail behaviour established in
the prior commit's shader nudge.
ISSUES.md #100 moved to Recently closed.
Cross-ref:
docs/research/2026-05-25-issue-100-terrain-cutout-handoff.md
docs/superpowers/plans/2026-05-25-issue-100-terrain-cutout.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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9 changed files with 52 additions and 165 deletions
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@ -1806,7 +1806,7 @@ public sealed class GameWindow : IDisposable
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// _heightTable and _blendCtx are read-only after initialization.
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// lb.Heightmap is the pre-loaded LandBlock; no dat read needed here.
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return AcDream.Core.Terrain.LandblockMesh.Build(
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lb.Heightmap, lbX, lbY, _heightTable, _blendCtx, _surfaceCache, lb.BuildingTerrainCells);
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lb.Heightmap, lbX, lbY, _heightTable, _blendCtx, _surfaceCache);
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});
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_streamer.Start();
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@ -5145,8 +5145,7 @@ public sealed class GameWindow : IDisposable
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return new AcDream.Core.World.LoadedLandblock(
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baseLoaded.LandblockId,
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baseLoaded.Heightmap,
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merged,
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baseLoaded.BuildingTerrainCells);
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merged);
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}
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/// <summary>
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@ -8803,7 +8802,7 @@ public sealed class GameWindow : IDisposable
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uint lbX = (id >> 24) & 0xFFu;
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uint lbY = (id >> 16) & 0xFFu;
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return AcDream.Core.Terrain.LandblockMesh.Build(
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lb.Heightmap, lbX, lbY, _heightTable, _blendCtx, _surfaceCache, lb.BuildingTerrainCells);
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lb.Heightmap, lbX, lbY, _heightTable, _blendCtx, _surfaceCache);
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});
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_streamer.Start();
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