Queue translucent world GfxObj batches and scene particles in one stable far-to-near stream using transformed DAT sort centers, then drain it at retail's landscape and final-world boundaries. Preserve authored blend, cull, lighting, opacity, and adjacent-only batching so particles behind lifestones are composited through the crystal instead of overpainting it. Release build succeeds and all 5,914 tests pass with five intentional skips. Co-authored-by: OpenAI Codex <codex@openai.com> |
||
|---|---|---|
| .. | ||
| Wb | ||
| CameraDiagnosticsTests.cs | ||
| CellGraphRootTests.cs | ||
| ChaseCameraTests.cs | ||
| FrustumCullerTests.cs | ||
| Issue93TownNetworkFountainRoomLightInspectionTests.cs | ||
| Issue176177DungeonSeamInspectionTests.cs | ||
| RenderingDiagnosticsTests.cs | ||
| RenderingDiagnosticsVisibilityTests.cs | ||
| TextureCacheBindlessTests.cs | ||
| TranslucencyFadeManagerTests.cs | ||
| TranslucencyHookSinkTests.cs | ||