acdream/tests/AcDream.App.Tests/Rendering
Erik 5379f6ecd3 feat(render): Phase 3 (Step A) — outdoor-root seeds full-screen OutsideView
Render unification cutover, Step A (additive, behavior-neutral until Step B). When PortalVisibilityBuilder.Build roots at the synthetic outdoor node, seed OutsideView with the full-screen NDC quad so ClipFrameAssembler yields a full-screen OutsideView slice and DrawInside's DrawLandscapeThroughOutsideView draws terrain/sky/scenery/weather as the node's shell — the same callback that already draws the doorway slice for an interior root looking out.

Keyed on a new explicit LoadedCell.IsOutdoorNode flag (set by OutdoorCellNode.Build), NOT a cell-id heuristic: production EnvCell ids are >= 0x100 but test fixtures use low interior ids, so an id test misfired on 4 existing PortalVisibilityBuilderTests.

Nothing roots at the node until Step B, so this is behavior-neutral. Tests: App 216/0 (2 new UnifiedFloodTests incl. the spec section 10 pure-outdoor regression guard + 2 OutdoorCellNode flag assertions).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-07 19:06:13 +02:00
..
Wb feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
CameraCollisionIndoorTests.cs feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks) 2026-06-05 11:10:32 +02:00
CameraCollisionUpdateViewerTests.cs feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks) 2026-06-05 11:10:32 +02:00
CameraControllerTests.cs feat(camera): InputAction + DebugVM surface for retail chase camera 2026-05-18 20:04:34 +02:00
CellViewDedupTests.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
CellVisibilityFromRootTests.cs refactor(render): Stage 3 T3.1 — delete FindCameraCell AABB grace-frame fallback 2026-06-02 15:36:47 +02:00
CellVisibilityPortalPolygonsTests.cs fix(render): Phase U.2b — resolve reciprocal portal by other_portal_id (retail 433557) 2026-05-30 16:56:00 +02:00
ClipFrameAssemblerTests.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
ClipFrameLayoutTests.cs feat(render): Phase U.3 — GPU clip-plane gate (gl_ClipDistance), no-clip default 2026-05-30 17:27:30 +02:00
ClipPlaneSetTests.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
EntityClipTests.cs fix(render): R1 — repurpose the ParentCellId==null cell-gate bypass (#78) 2026-06-02 20:10:26 +02:00
IndoorDrawPlanTests.cs feat(render): IndoorDrawPlan.ShellPass — every visible cell, no drawable filter (R1) 2026-06-06 21:59:26 +02:00
InteriorEntityPartitionTests.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
OutdoorCellNodeTests.cs feat(render): Phase 3 (Step A) — outdoor-root seeds full-screen OutsideView 2026-06-07 19:06:13 +02:00
PhysicsCameraCollisionProbeTests.cs feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks) 2026-06-05 11:10:32 +02:00
PortalProjectionTests.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
PortalViewTests.cs feat(render): Phase A8.F — ViewPolygon + CellView clip-region data model 2026-05-29 11:30:28 +02:00
PortalVisibilityBuilderTests.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
RetailChaseCameraTests.cs fix(render): Part 1 — camera boom convergence snap (kills the at-rest viewer-cell flicker trigger) 2026-06-05 15:56:04 +02:00
ScreenPolygonClipTests.cs feat(render): Phase A8.F — ScreenPolygonClip 2D convex-polygon intersection 2026-05-29 11:37:30 +02:00
UnifiedFloodTests.cs feat(render): Phase 3 (Step A) — outdoor-root seeds full-screen OutsideView 2026-06-07 19:06:13 +02:00