acdream/src/AcDream.Core/Rendering
Erik 878533597d feat(render) Campaign FW3.2b-2: the walk shadow probe (I5 pattern)
ACDREAM_PROBE_WALK_SHADOW=1 (documented row; throwaway - dies with the
flip commit) runs the PRODUCTION retail frame walk per frame in shadow
over the FW3.1 registries - WalkProductionFrameContext from the live
camera, SetViewer recentring, interior rooting via LoadedCell.Walk -
and prints one [walk-shadow] divergence line per frame whose visited
cell set differs from the old path (main flood + look-ins), plus a
loud PROBE FAULT line on any exception. No draws change. This is the
I5 dual-shadow pattern applied to the FW3 static cutover: it proves
the production walk world data live and quantifies old-vs-walk
divergence before any pixel moves. CellVisibility joins the renderer
plumbing as the walk cell registry.

Suites: full Release build 0 warnings; hermetic 6,753/0;
LaunchOptionsDocumentationTests green (both directions).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 14:47:15 +02:00
..
Wb fix(render): eliminate EnvCell identity collisions 2026-07-24 13:44:56 +02:00
CameraDiagnostics.cs fix #434: delete the unreachable DebugPanel/DebugVM surface and the comments that advertised it 2026-08-24 10:58:59 +02:00
RenderingDiagnostics.cs feat(render) Campaign FW3.2b-2: the walk shadow probe (I5 pattern) 2026-08-30 14:47:15 +02:00
TranslucencyFadeManager.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
TranslucencyHookSink.cs feat(#188): fading-wall + sliding-door translucency; hold open past animation settle 2026-07-09 09:17:50 +02:00