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BuildingLoaderTests.cs
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fix(render): Phase U.2b — resolve reciprocal portal by other_portal_id (retail 433557)
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2026-05-30 16:56:00 +02:00 |
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BuildingRegistryTests.cs
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feat(render): Phase A8 RR3 — Building + BuildingRegistry + BuildingLoader
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2026-05-27 11:08:43 +02:00 |
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BuildingTests.cs
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feat(render): Phase A8 RR3 — Building + BuildingRegistry + BuildingLoader
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2026-05-27 11:08:43 +02:00 |
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EntitySpawnAdapterLifetimeTests.cs
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test(vfx): harden live missile and effect lifetimes
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2026-07-14 15:47:00 +02:00 |
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EnvCellLandblockBuildTests.cs
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fix(streaming): commit EnvCell landblocks atomically (#214)
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2026-07-13 18:45:24 +02:00 |
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EnvCellRendererTests.cs
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feat(render): Phase A8 — indoor visibility + streaming fixes batch
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2026-05-29 10:14:50 +02:00 |
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EnvCellSceneryInstanceTests.cs
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fix(streaming): commit EnvCell landblocks atomically (#214)
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2026-07-13 18:45:24 +02:00 |
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InstanceGroupClearTests.cs
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fix(#193): clear InstanceGroup.Opacities each frame — stop the ~1 GB/min LOH leak
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2026-07-10 14:15:10 +02:00 |
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LandblockSpawnAdapterReadinessTests.cs
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fix(portal): synchronize destination presentation state
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2026-07-16 21:17:13 +02:00 |
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MeshUploadCachesTests.cs
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fix(portal): synchronize destination presentation state
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2026-07-16 21:17:13 +02:00 |
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WbDrawDispatcherClipSlotTests.cs
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feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS
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2026-06-07 10:14:43 +02:00 |
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WbDrawDispatcherIndoorFlagTests.cs
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fix(lighting): #142 — per-instance sun gate for windowed-building interiors
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2026-06-20 12:55:56 +02:00 |
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WbDrawDispatcherTorchGateTests.cs
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fix(lighting): A7 Fix D round 2 — outdoor objects get NO torches (retail useSunlight gate) (#140)
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2026-06-19 23:56:49 +02:00 |
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WbFrustumTests.cs
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feat(render): Phase A8 Wave 1 — WB scaffolding extraction + stencil low-level method
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2026-05-27 14:46:07 +02:00 |