acdream/.gitignore
Erik c44536451d phase(N.4): SHIP — flag default-on + finalize plan + roadmap
Phase N.4 (Rendering Pipeline Foundation) ships. WbFoundationFlag
flips to default-on (== "1" → != "0"). WB's ObjectMeshManager is
now acdream's production mesh pipeline; WbDrawDispatcher is the
production draw path. Legacy InstancedMeshRenderer is retained as
ACDREAM_USE_WB_FOUNDATION=0 escape hatch until N.6 retires it.

Visual verification at Holtburg passed:
- Scenery (trees / rocks / fences / buildings) renders correctly
- Characters connected with full close-detail geometry (Issue #47
  preserved — GfxObjDegradeResolver path intact)
- FPS substantially improved by grouped instanced draws + per-entity
  AABB cull + opaque front-to-back sort + palette-hash memoization

Three high-value WB API gotchas surfaced during Task 26 visual
verification and are now documented in CLAUDE.md "WB integration
cribs" + plan Adjustments 7-9 + memory project_phase_n4_state.md:

1. ObjectMeshManager.IncrementRefCount only bumps a counter — does
   NOT trigger mesh loading. Call PrepareMeshDataAsync explicitly.
2. ObjectRenderBatch.SurfaceId is unset — read batch.Key.SurfaceId.
3. Modern rendering (GL 4.3 + bindless = every modern GPU) packs
   every mesh into ONE global VAO/VBO/IBO. Use
   glDrawElementsInstancedBaseVertex(BaseInstance) with FirstIndex +
   BaseVertex from the batch, not naive DrawElementsInstanced.

Plan doc flipped to Final state. Roadmap N.4 → Live ✓; N.5 rebranded
from "Terrain rendering" to "Modern rendering path" (bindless +
multi-draw indirect on top of N.4's foundation; terrain rendering
moves to N.5b). CLAUDE.md "Currently in flight" pointer updated to
N.5. New memory file project_phase_n4_state.md preserves the three
WB gotchas for cross-session continuity.

n4-verify*.log added to .gitignore.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 18:01:23 +02:00

71 lines
1.4 KiB
Text
Raw Permalink Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# Build output
bin/
obj/
out/
# Rider / VS
.idea/
.vs/
*.user
*.suo
# NuGet
*.nupkg
packages/
# OS
.DS_Store
Thumbs.db
# Reference repos and retail client (large, not our code, separate licenses)
# WorldBuilder is exempt — it's a load-bearing dependency tracked as a git
# submodule pointing at our fork (Phase N, see docs/architecture/worldbuilder-inventory.md).
references/*
!references/WorldBuilder
!references/WorldBuilder/
# Claude Code session state
.claude/
launch.log
launch-*.log
launch.utf8.log
n4-verify*.log
# ImGui auto-saved window/docking state (per-user, not source)
imgui.ini
# User-only download cache (per-developer, not source)
refs/
# Python tooling (under tools/) — bytecode caches
__pycache__/
*.pyc
# Per-session scratch (Claude commit message drafts, ad-hoc temp files)
tmp/
# Git worktrees for isolated feature work
.worktrees/
# Per-session retail-debugger scratch — cdb scripts, logs, analysis helpers.
# The committed reference workflow lives in CLAUDE.md "Retail debugger toolchain";
# session-specific traces should not pollute the repo.
*.cdb
launch_*.log
launch_*.err
launch_*.ps1
launch[0-9]*.log
analyze_*.ps1
peek_*.ps1
run_cdb_*.ps1
find_cdb.ps1
find_acclient.ps1
kill_cdb.ps1
append_memory.ps1
sky_*.log
smoke_test*
steep_roof_trace*
substep_trace*
sg_built.txt
# Stray bash-mangled path artifacts from PowerShell-via-bash escaping
C[€-￿]*