acdream/tests
Erik 55f26f2a9c feat(render): Phase A8 R2 — WbDrawDispatcher.EntitySet taxonomy partition
Reshapes the dormant EntitySet enum from binary IndoorOnly/OutdoorOnly to
a three-way taxonomy-aware partition:

  IndoorPass     — cell mesh + cell statics + building shells
                   (ParentCellId.HasValue OR IsBuildingShell), live-dynamic
                   excluded
  OutdoorScenery — outdoor scenery only (ParentCellId == null AND
                   !IsBuildingShell), live-dynamic excluded
  LiveDynamic    — ServerGuid != 0 (player, NPCs, dropped items)

Centralizes the membership predicate in EntityMatchesSet to keep the three
call sites (two in WalkEntitiesInto, one in WalkEntitiesForTest) DRY.

R1's IsBuildingShell flag is now consumed at render time. Integration into
the render frame ships in R3.

Tests rebuilt from scratch — 7 cases cover the new partition truth table.
Existing dispatcher tests (Tier 1 cache, etc.) continue to pass under the
default EntitySet.All.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 11:42:09 +02:00
..
AcDream.App.Tests feat(render): Phase A8 — IndoorCellStencilPipeline + PortalMeshBuilder 2026-05-26 08:02:14 +02:00
AcDream.Core.Net.Tests fix(retail): rotation rate, useability gate, retail toast strings 2026-05-16 12:17:54 +02:00
AcDream.Core.Tests feat(render): Phase A8 R2 — WbDrawDispatcher.EntitySet taxonomy partition 2026-05-26 11:42:09 +02:00
AcDream.Core.Tests.Fixtures.HelloPlugin feat(core): add PluginLoader with collectible ALC 2026-04-10 09:51:16 +02:00
AcDream.UI.Abstractions.Tests feat(physics): Cluster A — indoor BSP collision probe 2026-05-19 14:24:07 +02:00