docs(roadmap): mark Phase A.2 (frustum culling) as shipped
~160fps uncapped at 5×5 radius with per-landblock AABB culling. Perf overlay in window title shows visible/total landblock ratio so the culling impact is visible at a glance. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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| 9.1 | Translucent render pass (AlphaBlend / Additive / InvAlpha + per-kind blend funcs) | Visual ✓ |
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| 9.2 | Back-face culling in translucent pass (fixes lifestone crystal) | Visual ✓ |
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| A.1 | Streaming landblock loader — runtime-configurable visible window (default 5×5, `ACDREAM_STREAM_RADIUS`), camera-centered offline / player-centered live, hysteresis-based unloads, pending-spawn list for late CreateObject events | Live ✓ |
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| A.2 | Frustum culling — per-landblock AABB test (Gribb-Hartmann), terrain + static-mesh renderers skip culled landblocks, perf overlay in window title | Visual ✓ |
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Plus polish that doesn't get its own phase number:
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- FlyCamera default speed lowered + Shift-to-boost
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@ -46,7 +47,7 @@ Plus polish that doesn't get its own phase number:
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**Sub-pieces:**
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- **✓ SHIPPED — A.1 — Streaming landblock loader.** Runtime-configurable visible window (default 5×5, `ACDREAM_STREAM_RADIUS` env var override). Center follows the fly camera offline and the server-sent player position in live mode. Currently runs **synchronously** on the render thread — the original async-worker design hit DatCollection's lack of thread safety and was reverted for correctness. The Channel-based outbox API is preserved so async loading can return cleanly when `Phase A.3` introduces a thread-safe dat wrapper. Pending-spawn list in `GpuWorldState` parks live `CreateObject` events whose target landblock hasn't been streamed in yet and back-fills them when it arrives, so spawn-vs-streaming races are no longer racy at all. `MaxCompletionsPerFrame=4` spreads the 5×5 first-frame load over ~7 frames (~116ms) to avoid GPU OOM.
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- **A.2 — Frustum culling + LOD.** Per-landblock AABB test against the view frustum in `StaticMeshRenderer.Draw`, skipping drawn entities in culled landblocks. Per-entity culling deferred. No LOD mesh levels yet — that's Phase C or later.
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- **✓ SHIPPED — A.2 — Frustum culling.** Per-landblock AABB test (Gribb-Hartmann plane extraction + positive-vertex AABB test) in both `TerrainRenderer.Draw` and `StaticMeshRenderer.Draw`. Per-entity culling deferred. LOD deferred to Phase C. Performance overlay in window title shows FPS, frame time, visible/total landblock ratio, entity count, animated count. ~160fps uncapped at 5×5 radius.
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- **A.3 — Background net I/O thread.** `WorldSession` runs its receive loop on a dedicated thread; parsed game messages are posted to a concurrent queue the render thread drains from `OnUpdate`. Event invocations still happen on the render thread (preserves existing handler assumptions). Removes packet drops under frame stalls.
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- **A.4 — Async dat decoding.** Folded into the streaming worker — it's the worker's read path, not a separate subsystem. Called out here because regressions in dat caching could land on this surface.
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