acdream/src/AcDream.App
Erik 0cbef3c8b3 feat(render #53): cache-hit fast path + dispatcher integration tests
WbDrawDispatcher.Draw now branches on cache hit before running classification:
on hit, walks the cached flat batch list and appends RestPose times entityWorld
to the matching groups; on miss, runs today's classification and populates
the cache (Task 9). Animated entities skip the cache entirely.

Adds dispatcher integration tests #11 (static entity populates + reuses)
and #12 (animated bypasses) per spec test plan section 7.2, plus the
multi-MeshRef regression test that would have caught the bug fixed in
commit 00fa8ae (cache populate must flush at entity boundary, not per-tuple).

Phase 2 (dispatcher integration) complete. End-to-end caching now live.
Invalidation hooks (Phase 3) ensure correctness across despawns + LB demotes.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 18:56:33 +02:00
..
Audio feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
Input fix(camera): #38 render-interpolate player motion 2026-05-06 17:53:34 +02:00
Plugins feat(core): add IGameState, IEvents, WorldEvents with replay-on-subscribe 2026-04-10 20:29:29 +02:00
Rendering feat(render #53): cache-hit fast path + dispatcher integration tests 2026-05-10 18:56:33 +02:00
Streaming fix(streaming): close #54 — plumb JobKind through BuildLandblockForStreaming 2026-05-10 16:03:16 +02:00
UI docs+feat(ui): retail UI deep-dive research + C# port scaffold 2026-04-17 19:13:02 +02:00
AcDream.App.csproj phase(N.5) Task 1: ArbBindlessTexture wrapper + capability detection 2026-05-08 19:31:02 +02:00
Program.cs feat(app): wire IGameState+IEvents into Program and SmokePlugin 2026-04-10 20:31:50 +02:00