Commit graph

10 commits

Author SHA1 Message Date
Erik
29195fb255 feat(rendering): prove packed dispatcher output parity
Build a compare-only dispatcher classifier from RenderFrameView and compare complete opaque, alpha, selection, clip, light, texture, transform, and draw payloads against the accepted path. Preserve retail's stable equal-CYpt ordering with explicit draw-local submission ordinals so material-group history cannot affect alpha ties.
2026-07-25 01:31:56 +02:00
Erik
58b712c6ec refactor(rendering): isolate dispatcher candidate values 2026-07-25 01:06:57 +02:00
Erik
056bbd4efd fix(rendering): isolate world selection transactions
Keep shared private entity viewports outside the normal-world picking product and make the injected spatial-pin retry test independent of the production frame clock.

Co-Authored-By: OpenAI Codex <codex@openai.com>
2026-07-24 22:31:15 +02:00
Erik
f9b68f8f2a feat(rendering): complete current-path render referee
Extend the non-drawing oracle through ordered PView routes, dispatcher visibility and final instance payloads, and accepted retail selection parts. Lifecycle artifacts can now referee the later shadow scene without influencing production visibility or draw decisions.
2026-07-24 21:28:12 +02:00
Erik
28e1cf8029 refactor(render): extract world scene frame owner
Move fallback and PView world drawing, shared alpha, particles, visibility, selection, and diagnostics behind focused frame owners. Make exceptional frames failure-atomic by restoring the shared GL baseline and preserving primary alpha failures through cleanup.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 07:22:09 +02:00
Erik
047a4c83b5 fix(interaction): bind selection to live incarnations
Carry local WorldEntity identity through render hits, lighting pulses, and deferred movement actions so GUID reuse cannot target a replacement. Reset all session-owned selection and ItemHolder state and prevent combat auto-target during teardown.
2026-07-21 07:07:58 +02:00
Erik
749e8ceeb1 fix(rendering): bound portal resource lifetime
Separate logical ownership, render publication, and GPU retirement across live entities, landblocks, particles, textures, mesh arenas, portal/UI teardown, and per-frame scratch storage. Add bounded DAT/texture caches, upload budgets, three-frame fence retirement, exact-incarnation appearance reconciliation, frame pacing, and extensive lifetime conformance coverage.\n\nThe seven-destination connected route now cuts peak working/private memory roughly in half, returns Caul to 125-153 FPS locally, and produces no WER or AMD reset.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 21:35:16 +02:00
Erik
ec1bb19609 feat(selection): port retail offscreen target indicator 2026-07-18 07:41:12 +02:00
Erik
ea4f52ec51 fix(selection): port SmartBox click lighting pulse
Port the retail high/low material-lighting cadence for successful world clicks, keep it instance-scoped in the modern renderer, and restore authored lighting after 0.8 seconds. Correct the selection oracle and pin timing plus per-frame buffer lifecycle with tests.

Co-authored-by: Codex <codex@openai.com>
2026-07-17 23:00:04 +02:00
Erik
146a963aeb feat(selection): port retail polygon picking and vivid marker
Replace the projected Setup-sphere rectangle and independent physics-wall ray with retail's render-coupled picker: only visible server-object parts participate, each exact drawing sphere broad-phases the camera-eye ray, and first-in-DAT-order visual polygon hits globally outrank sphere fallbacks.

Replace the devtools-only procedural triangles with the retained gameplay VividTargetIndicator using retail client-enum surfaces 1..4, radar-blip colorization, Setup selection-sphere framing, and the exact eight-pixel viewport clamp.

Release build succeeds with zero warnings and all 5,886 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 21:32:51 +02:00