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>
This commit is contained in:
Erik 2026-05-25 21:34:06 +02:00
parent f48c74aa8b
commit a64e6f20da
9 changed files with 52 additions and 165 deletions

View file

@ -1806,7 +1806,7 @@ public sealed class GameWindow : IDisposable
// _heightTable and _blendCtx are read-only after initialization.
// lb.Heightmap is the pre-loaded LandBlock; no dat read needed here.
return AcDream.Core.Terrain.LandblockMesh.Build(
lb.Heightmap, lbX, lbY, _heightTable, _blendCtx, _surfaceCache, lb.BuildingTerrainCells);
lb.Heightmap, lbX, lbY, _heightTable, _blendCtx, _surfaceCache);
});
_streamer.Start();
@ -5145,8 +5145,7 @@ public sealed class GameWindow : IDisposable
return new AcDream.Core.World.LoadedLandblock(
baseLoaded.LandblockId,
baseLoaded.Heightmap,
merged,
baseLoaded.BuildingTerrainCells);
merged);
}
/// <summary>
@ -8803,7 +8802,7 @@ public sealed class GameWindow : IDisposable
uint lbX = (id >> 24) & 0xFFu;
uint lbY = (id >> 16) & 0xFFu;
return AcDream.Core.Terrain.LandblockMesh.Build(
lb.Heightmap, lbX, lbY, _heightTable, _blendCtx, _surfaceCache, lb.BuildingTerrainCells);
lb.Heightmap, lbX, lbY, _heightTable, _blendCtx, _surfaceCache);
});
_streamer.Start();