acdream/src/AcDream.Core
Erik 684380d421 fix(render): particles draw unclipped, once, in their retail stage
Retail never clips a particle to a portal view: each emitter's polys
join the ONE alpha list during its owner cell's far-to-near walk turn
(LScape::draw @0x00506330 iterates block_draw_list reversed; DrawBlock
@0x005A17C0 walks cells; ShouldDrawParticles @0x0050FE60 gates by cell
and distance), and occlusion is the depth test at FlushAlphaList
@0x0059D2E0 (its float is a COUNT threshold - 0f = flush all). The
1d2f2f73 architecture instead re-submitted particles once per
OutsideView slice under that slice's hardware clip slot, which cut
effects at aperture boundaries and drew nothing when no outside slice
was in view (the cathedral look-north disappearance).

Now: unattached emitters submit once per frame by owner-cell kind
(outdoor landcells in the landscape stage, interior EnvCells in the
final world scope - new UnattachedEmitterCellScope filter); cell,
shell-route, barrier-static, and late-stage owners submit their
per-slice cone-cull UNION once with clipSlot 0; and particles emit in
the stage matching their PARENT CELL - an interior dynamic whose
sphere straddles an exit-portal plane keeps its mesh in both stages
(#118) but its particles move to the final pass, so the interior
stage can no longer repaint over them (the aperture-band star cut).

Also lands the inert Change-2 primitives for the AP-236 retirement
(candle-behind-door): RetailAlphaQueue.FlushFartherThan drains only
the far prefix without resetting sources, plus the executor
passthrough and the conservative look-in threshold helper - nothing
calls them yet.

User-gated 2026-08-29 round 2 at the Sanctuary Cathedral: spell and
recall stars cover the whole room at every camera direction including
north; waterfall containment holds on retail's depth/seal mechanism;
adjacent-room particles/lights, walls, Holtburg, recall unregressed
(paperdoll remains pre-existing intermittent #443). Register: AP-236
filed for the remaining barrier-order divergence.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-29 12:35:30 +02:00
..
Audio fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
CharGen fix(chargen): Campaign CC gate round 1 closeout — Group 2: Skills page four-bucket model 2026-08-16 15:33:39 +02:00
Chat fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
Combat feat(core): adopt the retail members the equipment and physics enums were missing 2026-07-29 01:27:57 +02:00
Content fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
Input fix(client): restore retail interaction parity 2026-08-26 20:45:11 +02:00
Items feat(mosstank): add VTank-style automation PoC 2026-08-27 18:57:21 +02:00
Journal fix(journal): platform-independent file-name sanitisation — CI linux-portable red since 2c2d57b2 2026-08-23 18:46:09 +02:00
Lighting fix(render): feed look-in cells to particle and light visibility 2026-08-29 11:44:19 +02:00
Meshing fix #426: extract solid-colour (NO_POS_UVS) faces; skip untextured subsets only on building shells and cells like retail 2026-08-23 11:20:24 +02:00
Physics fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
Player feat(ui) Campaign CA CA4 #431: server-authoritative raises — the optimistic layer is deleted 2026-08-24 13:56:31 +02:00
Plugins feat(mosstank): add VTank-style automation PoC 2026-08-27 18:57:21 +02:00
Properties feat(net) Campaign CA CA2 #431: parse the inbound attribute/skill update family 2026-08-24 13:38:50 +02:00
Quests feat(journal): QJ3/QJ4/QJ5 — both remaining tabs are live 2026-08-21 15:42:05 +02:00
Rendering fix #435 (part 1): delete 17 probes that outlived their closed investigations 2026-08-24 11:41:20 +02:00
Selection feat(runtime): FA4 -- fellowship roster enumeration + Social selection source 2026-08-12 04:40:19 +02:00
Social refactor(runtime): expose canonical gameplay state 2026-07-26 09:12:30 +02:00
Spells fix(ui): restore retail vitals and window interactions 2026-08-20 13:26:35 +02:00
Terrain feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
Textures fix(ui): Campaign LA gate round 2 — character-select screen media resolution 2026-08-15 09:12:10 +02:00
Ui feat(journal): QJ3/QJ4/QJ5 — both remaining tabs are live 2026-08-21 15:42:05 +02:00
Vfx fix(render): particles draw unclipped, once, in their retail stage 2026-08-29 12:35:30 +02:00
World fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
AcDream.Core.csproj build: make release restore reproducible 2026-08-18 10:29:00 +02:00
packages.linux-x64.lock.json build: make release restore reproducible 2026-08-18 10:29:00 +02:00
packages.neutral.lock.json build: make release restore reproducible 2026-08-18 10:29:00 +02:00
packages.win-x64.lock.json build: make release restore reproducible 2026-08-18 10:29:00 +02:00