acdream/tests/AcDream.App.Tests/Physics
Erik 749e8ceeb1 fix(rendering): bound portal resource lifetime
Separate logical ownership, render publication, and GPU retirement across live entities, landblocks, particles, textures, mesh arenas, portal/UI teardown, and per-frame scratch storage. Add bounded DAT/texture caches, upload budgets, three-frame fence retirement, exact-incarnation appearance reconciliation, frame pacing, and extensive lifetime conformance coverage.\n\nThe seven-destination connected route now cuts peak working/private memory roughly in half, returns Caul to 125-153 FPS locally, and produces no WER or AMD reset.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 21:35:16 +02:00
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InboundInterpretedMotionFactoryTests.cs fix(combat): apply server attack motions locally 2026-07-11 13:34:55 +02:00
PlayerMovementHiddenTests.cs feat(vfx): port retail hidden and teleport presentation 2026-07-14 14:59:48 +02:00
PlayerOutboundPositionTests.cs fix(gameplay): reconcile wield ownership and target facing 2026-07-15 08:19:23 +02:00
ProjectileControllerTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
RemotePhysicsUpdaterTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
RemoteTeleportControllerTests.cs feat(vfx): port retail hidden and teleport presentation 2026-07-14 14:59:48 +02:00
RemoteTeleportHookTests.cs feat(vfx): port retail hidden and teleport presentation 2026-07-14 14:59:48 +02:00
RemoteTeleportPlacementTests.cs feat(vfx): port retail hidden and teleport presentation 2026-07-14 14:59:48 +02:00