acdream/tests/AcDream.Core.Tests/Rendering
Erik 8dd996053d refactor(world): separate live lifetime from spatial buckets
Introduce LiveEntityRuntime as the canonical owner of each accepted server-object incarnation, stable local identity, timestamped state, parent relations, runtime components, and exactly-once teardown. Split logical registration from rebucketing so pending landblocks, equipment attachment, pickup re-entry, and GUID replacement reuse the same entity and effect owners.

Keep canonical materialized and visible target/radar views distinct, preserve retail leave_world versus exit_world semantics, gate root simulation while cell-less, and track transitional pre-Create F754 owners through delete and session reset. Remove stale-spawn rehydration and make GpuWorldState spatial-only for live objects.

Add lifecycle, generation, pending, unload, attachment, event-publication, local-ID, rollback, and effect-cleanup coverage; update architecture, milestones, memory, and the divergence register.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 07:47:03 +02:00
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Vfx refactor(world): separate live lifetime from spatial buckets 2026-07-14 07:47:03 +02:00
Wb refactor(world): separate live lifetime from spatial buckets 2026-07-14 07:47:03 +02:00
CameraDiagnosticsTests.cs fix(render): Phase A8.F — camera sweep uses retail moverFlags 0x5c (PathClipped hard-stop) 2026-05-29 19:11:53 +02:00
CellGraphRootTests.cs test(render): Stage 3 T3.4 — CellGraphRootTests (6 tests) 2026-06-02 15:37:19 +02:00
ChaseCameraTests.cs feat(app): Phase B.2 — ChaseCamera (third-person follow camera) 2026-04-12 14:26:20 +02:00
FrustumCullerTests.cs feat(app): Phase A.2 — FrustumCuller + FrustumPlanes (Gribb-Hartmann) 2026-04-12 08:49:17 +02:00
Issue93TownNetworkFountainRoomLightInspectionTests.cs docs(#79/#93): dat-truth check refutes the mesh-gate theory for missing fountain/candle particles 2026-07-09 11:44:03 +02:00
Issue176177DungeonSeamInspectionTests.cs feat(lighting): SelectForCell (all dynamic lights per EnvCell) + #176 handoff — residual is a runtime z-fight 2026-07-06 13:55:16 +02:00
RenderingDiagnosticsTests.cs #119 decisive probe: ACDREAM_DUMP_ENTITY one-shot entity dump (H-A/H-B/H-C discriminator) 2026-06-11 21:01:08 +02:00
RenderingDiagnosticsVisibilityTests.cs feat(render): Phase U.2d — ACDREAM_PROBE_VIS visibility probe in RenderingDiagnostics 2026-05-30 17:11:02 +02:00
TextureCacheBindlessTests.cs phase(N.5) Task 3: TextureCache bindless GetOrUpload + parallel cache 2026-05-08 19:53:10 +02:00
TranslucencyFadeManagerTests.cs feat(#188): fading-wall + sliding-door translucency; hold open past animation settle 2026-07-09 09:17:50 +02:00
TranslucencyHookSinkTests.cs feat(#188): fading-wall + sliding-door translucency; hold open past animation settle 2026-07-09 09:17:50 +02:00