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:
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9 changed files with 52 additions and 165 deletions
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@ -231,8 +231,7 @@ public sealed class LandblockStreamer : IDisposable
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lb = new LoadedLandblock(
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lb.LandblockId,
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lb.Heightmap,
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System.Array.Empty<AcDream.Core.World.WorldEntity>(),
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lb.BuildingTerrainCells);
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System.Array.Empty<AcDream.Core.World.WorldEntity>());
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}
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_outbox.Writer.TryWrite(new LandblockStreamResult.Loaded(
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load.LandblockId, tier, lb, mesh));
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