docs: file #87 — retire WB fork band-aid via geom-only API
Phase 2's one-line WB patch (Setup-prefix guard at ObjectMeshManager.cs:1230) fixed the symptom but is structurally a band-aid. CLAUDE.md's no-workarounds rule says we should retire it. The proper fix is switching our EnvCell rendering from the general-purpose PrepareMeshDataAsync entry point (which iterates static-object parts + emitters we don't need + triggers the buggy TryGet<Setup> call) to WB's narrower PrepareEnvCellGeomMeshDataAsync API at ObjectMeshManager.cs:386. That function only builds cell room mesh — which is the only thing we use WB for at the cell level. Static objects are already hydrated separately, particle scripts already run via our own EntityScriptActivator. #87 is the issue tracking that refactor. When it lands the WB fork returns to pristine state (no acdream-specific commits on the acdream branch for this file). Handoff doc updated to flag the patch as a known band-aid pending #87. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -28,7 +28,7 @@ The `WbMeshAdapter` also now injects a `ConsoleErrorLogger<ObjectMeshManager>` (
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- Indoor ambient color is now retail-faithful `(0.20, 0.20, 0.20)` — was guessed `(0.10, 0.09, 0.08)`.
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- Indoor lighting triggers off **player** cell, not camera cell — fixes "darker when camera enters" with third-person chase.
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- WB submodule patched (`ObjectMeshManager.cs:1230` Setup-prefix guard at `TryGet<Setup>`). Lives on `eriknihlen/WorldBuilder@acdream` at SHA `34460c4`. Submodule pointer in acdream's `main` advanced.
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- WB submodule has a **one-line band-aid patch** (`ObjectMeshManager.cs:1230` Setup-prefix guard at `TryGet<Setup>`) on `eriknihlen/WorldBuilder@acdream` at SHA `34460c4`. Submodule pointer in acdream's `main` is advanced. **This is a band-aid** — see `docs/ISSUES.md` #87 for the proper fix (switch to WB's narrower `PrepareEnvCellGeomMeshDataAsync` API). Retire the patch when that issue lands.
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