Commit graph

  • 270c21f263 refactor(render): Phase A8.F — Task 4 review follow-up (honest cap comment, cycle guard test, file fixpoint fast-follow) Erik 2026-05-29 12:16:11 +02:00
  • 0ed462cb62 feat(render): Phase A8.F — PortalVisibilityBuilder recursive portal-clip BFS Erik 2026-05-29 12:03:50 +02:00
  • c665f3eef3 docs: A8.F plan — record Task 3 near-clip correction + Task 4 winding requirement Erik 2026-05-29 11:59:04 +02:00
  • 9ec83307fc docs(render): Phase A8.F — correct PortalProjection near-clip comments Erik 2026-05-29 11:57:30 +02:00
  • a28a176ad6 feat(render): Phase A8.F — PortalProjection with GL near-plane clip (z>=-w) Erik 2026-05-29 11:48:49 +02:00
  • 7f46c278e5 feat(render): Phase A8.F — ScreenPolygonClip 2D convex-polygon intersection Erik 2026-05-29 11:37:30 +02:00
  • 406307e8ee feat(render): Phase A8.F — ViewPolygon + CellView clip-region data model Erik 2026-05-29 11:30:28 +02:00
  • bb903bc157 chore(render): Phase A8.F — strip ACDREAM_A8_DIAG_* step-disable flags (keep PROBE_VIS) Erik 2026-05-29 11:25:00 +02:00
  • 612400f998 docs: Phase A8.F implementation plan — retail portal-frame visibility port Erik 2026-05-29 10:58:00 +02:00
  • ca62d745fb docs: A8.F spec — correct Step 0 (A8 batch already committed in 5dc4140) Erik 2026-05-29 10:46:36 +02:00
  • d9d0809549 docs: Phase A8.F design — retail portal-frame visibility port (cellar-flap fix) Erik 2026-05-29 10:44:44 +02:00
  • 5dc4140c11 feat(render): Phase A8 — indoor visibility + streaming fixes batch Erik 2026-05-29 10:14:50 +02:00
  • e415bb3863 docs: Phase A8 — session 2 handoff (pool fix shipped + 4 partial fixes + residuals) Erik 2026-05-27 20:32:22 +02:00
  • d5deeb3314 fix(render): Phase A8 — remove cull-restore at EnvCell exit (lets IndoorPass inherit cull-off) Erik 2026-05-27 20:24:59 +02:00
  • 0940d7961a fix(render): Phase A8 — cell-mesh Landblock CullMode → None + cull state restore Erik 2026-05-27 20:12:20 +02:00
  • b19f3c14a9 fix(render): Phase A8 — LiveDynamic in indoor branch + cull A/B gate Erik 2026-05-27 20:00:54 +02:00
  • 772d69c7a6 fix(render)+feat(diag): Phase A8 — sky-when-inside-building + per-cell audit probe Erik 2026-05-27 19:54:45 +02:00
  • 375f9a7b9b feat(render): Phase A8 — full GL state probe + pool diagnostics (apparatus) Erik 2026-05-27 19:11:00 +02:00
  • 9559726960 fix(render): Phase A8 — pool aliasing in EnvCellRenderer (visual chaos root cause) Erik 2026-05-27 19:08:49 +02:00
  • 3d0ffaa794 feat(render): Phase A8 — kill-switch ACDREAM_A8_INDOOR_BRANCH (default OFF) Erik 2026-05-27 16:26:40 +02:00
  • 2bf5013c2f fix(render): Phase A8 — render IndoorPass entities (cottage shell walls) Erik 2026-05-27 16:22:16 +02:00
  • f143ece317 fix(render): Phase A8 — skip line-7200 terrain when cameraInsideBuilding Erik 2026-05-27 16:14:13 +02:00
  • 9ee42d408a fix(render): Phase A8 — invalidate GL state caches at Render entry Erik 2026-05-27 16:10:52 +02:00
  • 9c5991061f fix(render): Phase A8 — Step 5 gate-off-by-default + restore GL state Erik 2026-05-27 16:06:07 +02:00
  • 5d41876ba6 fix(render): Phase A8 — normalize _buildingRegistries key (RR7.2 root cause) Erik 2026-05-27 15:20:27 +02:00
  • 0fc6003c2a fix(render): Phase A8 — stamp BuildingId on already-loaded cells too Erik 2026-05-27 15:18:07 +02:00
  • 8532c84f57 feat(render): Phase A8 Wave 5 — probe trail ([envcells]/[stencil]/[draworder]/[buildings]) Erik 2026-05-27 15:14:45 +02:00
  • f9a644a366 feat(render): Phase A8 Wave 4 — RenderInsideOutAcdream byte-for-byte WB port Erik 2026-05-27 15:13:16 +02:00
  • 4b4f687070 feat(render): Phase A8 Wave 3 — wire EnvCellRenderer into landblock streaming Erik 2026-05-27 15:03:17 +02:00
  • aad9ed4cdb fix(render): Phase A8 — EnvCellRenderer uses acdream Shader (not GLSLShader) Erik 2026-05-27 14:57:29 +02:00
  • f16b8e9812 feat(render): Phase A8 Wave 2 — EnvCellRenderer (WB EnvCellRenderManager port) Erik 2026-05-27 14:55:15 +02:00
  • fc68d6d01f feat(render): Phase A8 Wave 1 — WB scaffolding extraction + stencil low-level method Erik 2026-05-27 14:46:07 +02:00
  • 95f0d5267b docs(plan): Phase A8 WB RenderInsideOut port — implementation plan Erik 2026-05-27 14:41:54 +02:00
  • 3e9ff7accb docs(research): A8 RR7 reverted — full WB-port handoff for next session Erik 2026-05-27 14:10:33 +02:00
  • 4fa3390592 Revert "feat(render): Phase A8 RR7 — WB RenderInsideOut Steps 1-4 + outdoor branch" Erik 2026-05-27 14:07:13 +02:00
  • 21dc72b010 Revert "fix(render): Phase A8 RR7.1 — stamp BuildingId on cells loaded across multiple frames" Erik 2026-05-27 14:07:13 +02:00
  • 9aaae02610 Revert "fix(render): Phase A8 RR7.2 — _buildingRegistries key mismatch" Erik 2026-05-27 14:07:13 +02:00
  • 07c5981824 Revert "fix(render): Phase A8 RR7.3 — dat-driven BFS in BuildingLoader" Erik 2026-05-27 14:07:13 +02:00
  • 56673e1b1e fix(render): Phase A8 RR7.3 — dat-driven BFS in BuildingLoader Erik 2026-05-27 12:18:57 +02:00
  • efe35201fc fix(render): Phase A8 RR7.2 — _buildingRegistries key mismatch Erik 2026-05-27 12:00:28 +02:00
  • a1a3e0ee3e fix(render): Phase A8 RR7.1 — stamp BuildingId on cells loaded across multiple frames Erik 2026-05-27 11:45:45 +02:00
  • 3d28d701a2 feat(render): Phase A8 RR7 — WB RenderInsideOut Steps 1-4 + outdoor branch Erik 2026-05-27 11:33:26 +02:00
  • 6a7894ac35 feat(render): Phase A8 RR6 — IndoorCellStencilPipeline 3-bit + occlusion-query Erik 2026-05-27 11:22:15 +02:00
  • 3361933ce6 feat(render): Phase A8 RR5 — WbDrawDispatcher Draw(cellIds:) overload Erik 2026-05-27 11:18:21 +02:00
  • f8d0499d8b feat(render): Phase A8 RR4 — wire BuildingRegistry into landblock load Erik 2026-05-27 11:13:48 +02:00
  • f125fdb220 feat(render): Phase A8 RR3 — Building + BuildingRegistry + BuildingLoader Erik 2026-05-27 11:08:43 +02:00
  • f44a9bf943 docs(research): Phase A8 RR2 — BuildingInfo data shape + interior-portal walk Erik 2026-05-27 11:01:39 +02:00
  • a5d2244467 docs(handoff): Phase A8 RR1 shipped — pickup prompt for RR2 spike Erik 2026-05-27 10:46:32 +02:00
  • 29e306b0f6 docs: Phase A8 — mark prior restructure design+plan as SUPERSEDED Erik 2026-05-27 10:08:48 +02:00
  • fd721afdf9 Revert "feat(render): Phase A8 R3 — wire stencil pipeline into render frame (WB order)" Erik 2026-05-27 10:08:10 +02:00
  • b93103885a Revert "fix(render): Phase A8 R3.5 — gate stencil branch on PointInCell containment" Erik 2026-05-27 10:07:15 +02:00
  • 664ca9cb16 Revert "fix(render): Phase A8 R3.5 v2 — gate depth-clear on cameraReallyInside too" Erik 2026-05-27 10:07:15 +02:00
  • 84c4a70296 diag(render): Phase A8 [vis] probe — light up dormant ProbeVisibilityEnabled Erik 2026-05-27 10:07:10 +02:00
  • 651e7e22fb docs(plan): Phase A8 — full WB RenderInsideOut + RenderOutsideIn port plan Erik 2026-05-27 09:57:45 +02:00
  • ea60d1fb7d docs(spec): Phase A8 — full WB RenderInsideOut + RenderOutsideIn port (design) Erik 2026-05-27 09:29:14 +02:00
  • f9bab501df docs(research): Phase A8 RR0 — Issues A + C caused by R3, NOT pre-existing Erik 2026-05-27 08:33:32 +02:00
  • 769a003138 docs(plan): Phase A8 — render-frame restructure implementation plan Erik 2026-05-26 22:48:46 +02:00
  • 732f766d1b docs(spec): Phase A8 — render-frame restructure to WB-faithful order (design) Erik 2026-05-26 21:49:18 +02:00
  • f90fa2f863 docs(handoff): Phase A8 R3.5 paused for restructure — fresh-session handoff Erik 2026-05-26 20:52:46 +02:00
  • 2bfeafd358 fix(render): Phase A8 R3.5 v2 — gate depth-clear on cameraReallyInside too Erik 2026-05-26 12:40:35 +02:00
  • 38d537491f fix(render): Phase A8 R3.5 — gate stencil branch on PointInCell containment Erik 2026-05-26 12:07:36 +02:00
  • 60f07bc21b feat(render): Phase A8 R3 — wire stencil pipeline into render frame (WB order) Erik 2026-05-26 11:46:45 +02:00
  • 55f26f2a9c feat(render): Phase A8 R2 — WbDrawDispatcher.EntitySet taxonomy partition Erik 2026-05-26 11:38:29 +02:00
  • ed72704f7b feat(world): Phase A8 R1 — tag WorldEntity.IsBuildingShell at LandblockLoader Erik 2026-05-26 11:31:11 +02:00
  • d2db8d5b22 docs: Phase A8 REVERT handoff — full session story + pickup prompt Erik 2026-05-26 09:42:53 +02:00
  • fef6c619a9 Revert "feat(render): Phase A8 — wire stencil pipeline into render frame" Erik 2026-05-26 09:38:37 +02:00
  • 96f8bd2bd7 Revert "fix(render): Phase A8 — animated entities exempt from stencil-gated outdoor pass" Erik 2026-05-26 09:38:37 +02:00
  • c897a179fa Revert "fix(render): Phase A8 — mark-and-punch BEFORE indoor draw (correct WB order)" Erik 2026-05-26 09:38:36 +02:00
  • b76f6d112e fix(render): Phase A8 — mark-and-punch BEFORE indoor draw (correct WB order) Erik 2026-05-26 09:18:13 +02:00
  • a2ad5c1ac4 fix(render): Phase A8 — animated entities exempt from stencil-gated outdoor pass Erik 2026-05-26 08:55:45 +02:00
  • 41c2e67cd8 feat(render): Phase A8 — wire stencil pipeline into render frame Erik 2026-05-26 08:29:45 +02:00
  • dcf69a1feb feat(render): Phase A8 — WbDrawDispatcher.EntitySet partition Erik 2026-05-26 08:20:45 +02:00
  • a1c393ee14 hardening(render): Phase A8 — IndoorCellStencilPipeline robustness Erik 2026-05-26 08:16:42 +02:00
  • 3973596468 feat(render): Phase A8 — IndoorCellStencilPipeline + PortalMeshBuilder Erik 2026-05-26 08:02:14 +02:00
  • f3d7b13664 docs(render): Phase A8 — document portal_stencil.vert pos.w omission Erik 2026-05-26 07:58:26 +02:00
  • 344034bcd3 fix(render): Phase A8 — remove over-engineered shader guards (Task 4) Erik 2026-05-26 07:55:15 +02:00
  • 2d31d490d1 feat(render): Phase A8 — portal_stencil vert/frag shaders Erik 2026-05-26 07:52:55 +02:00
  • 6577c0a21c feat(render): Phase A8 — RenderingDiagnostics.ProbeVisibilityEnabled Erik 2026-05-26 07:47:56 +02:00
  • d834188a4e feat(render): Phase A8 — populate LoadedCell.PortalPolygons Erik 2026-05-26 07:43:24 +02:00
  • fee878f292 feat(render): Phase A8 — LoadedCell.PortalPolygons field Erik 2026-05-26 07:39:31 +02:00
  • 4cbfbf98af docs: #100 ship + indoor-cell culling investigation handoff Erik 2026-05-25 22:17:51 +02:00
  • 84e3b72b27 docs: #100 — stabilize Task 2 SHA reference in ISSUES.md Erik 2026-05-25 21:47:37 +02:00
  • a64e6f20da refactor: #100 — remove hiddenTerrainCells / BuildingTerrainCells plumbing Erik 2026-05-25 21:34:06 +02:00
  • f48c74aa8b fix(render): #100 — render terrain 1 cm below physical Z (retail zFightTerrainAdjust) Erik 2026-05-25 21:24:28 +02:00
  • 2fc312eac3 docs: #101 — fix fabricated content in Recently closed entry Erik 2026-05-25 20:43:02 +02:00
  • 381561f5cf docs: #101 — A6.P8 ship + ISSUES.md update (Outcome A) Erik 2026-05-25 20:31:30 +02:00
  • 6ca872feba docs(test): #101 — sync stale GameWindow.cs line ref in test class doc Erik 2026-05-25 19:56:35 +02:00
  • 5240d654df fix(physics): #101 — suppress mesh-aabb-fallback for phantom GfxObj stabs Erik 2026-05-25 19:51:45 +02:00
  • f6305b1e3c feat(physics): #101 — add IsPhantomGfxObjSource predicate Erik 2026-05-25 19:45:18 +02:00
  • 8795655250 docs: issue #101 — broken stairs cyl phantom (post-A6.P7 finding) Erik 2026-05-25 19:03:58 +02:00
  • 888272aad1 fix(phys): A6.P7 — retail-binary cyl-vs-BSP dispatch (HAS_PHYSICS_BSP_PS gate) Erik 2026-05-25 16:35:32 +02:00
  • b36eff1c10 docs(handoff): A6.P7 door-cyl + slab interaction — retail investigation needed Erik 2026-05-25 14:54:59 +02:00
  • 3d4e63f9c8 fix(phys): A6.P6 — cylinder step-over for Contact movers (CCylSphere::step_sphere_up) Erik 2026-05-25 14:29:54 +02:00
  • 3b1ae83931 fix(phys): A6.P5 — unconditional outdoor expansion in CellTransit BFS Erik 2026-05-25 12:53:31 +02:00
  • 2a890e6bde test(phys): A6.P5 RED — BFS from indoor cell doesn't reach door outdoor cell Erik 2026-05-25 12:51:33 +02:00
  • 82781c272b test(phys): A6.P5 fixture — 3 ticks from live door-stuck capture Erik 2026-05-25 12:43:51 +02:00
  • 7910d51e7a diag(phys): A6.P5 [cellset-build] probe — log BuildCellSetAndPickContaining output Erik 2026-05-25 12:40:58 +02:00
  • 2dc4cfd3e6 docs(claude): A6.P4 door — pos_hits_sphere fix shipped status Erik 2026-05-25 11:06:20 +02:00
  • 3253d841ac fix(phys): A6.P4 door — pos_hits_sphere records near-miss polygon Erik 2026-05-25 11:05:04 +02:00
  • 2deb539953 docs(handoff): add second door-bug symptom (over-penetration before block) Erik 2026-05-25 10:45:41 +02:00