acdream/tests/AcDream.App.Tests/Rendering
Erik 392c1e22c1 fix(physics): bind a parented child to the parent's live incarnation (#319)
A player-parented child never received a canonical cell. Its FullCellId stayed
0 for its whole attached lifetime, so it could not follow the player across a
boundary. Scope was wider than the local player: every REMOTE player's
equipment too.

ROOT CAUSE. EquippedChildRenderController hardcoded ParentInstanceSequence: 0
for a parented CreateObject. Correct for creatures and statics, which really
are sequence 0; wrong for players, whose ObjectInstance is Character.TotalLogins
(ACE Player_Networking.cs:37). The relation filed under (playerGuid, 0) while
the record carried TotalLogins, so both route-7 write sites — D1's attach
re-cell and D2's propagation lookup — keyed on an incarnation that never
matched. TryCommitParent did not validate the sequence, so the attach
succeeded and printed normally. Silent.

A ROUTE 7 REGRESSION (cd3129e9) that un-masked a latent bug: the TickChild call
route 7 deleted was keyed on the child guid alone and was structurally immune
to a wrong parent key.

THE FIX IS TO STOP TREATING PLAYERS DIFFERENTLY, not to special-case them.
Retail's attach path is guid-only end to end — PhysicsDesc::get_parent_id
@0x00558a18 -> CObjectMaint::GetObjectA @0x00558a2d -> set_parent @0x00558a3e,
with SetChildren @0x00509370 hash-walking by guid — and neither set_parent
overload (@0x00515A90, @0x00515B50) nor enter_cell @0x00510ED0 contains any
player test or instance-sequence read. Our player/non-player split was purely
an artifact of keying relations by (guid, incarnation) against a wire message
that carries no parent incarnation. Late-binding to whoever currently holds the
guid is retail's own semantics. Fixed at BOTH producers: OnSpawn and
OnCreateParentAccepted, the second carrying the byte-identical defect and not
named in the contract's scope line.

THE INVARIANT IS EQUALITY, NOT FRESHNESS. The contract rejected both framings I
offered: every one of the 45 FullCellId liveness predicates excludes a
committed child on a NON-cell clause first, so the child inherits only the
parent record's existing staleness, which is already present today with no
symptom. The key fix alone restores child-equals-parent for every parent class.

TWO SITES GATED, inert only because the cell was zero and would have woken
wrongly: the hydration candidate loop (a nonzero-cell child would take the
legacy RebucketLiveEntity -> CommitRebucket, a second canonical writer — route
7's exact defect class) and RestoreShadow (would install a broadphase row for
the weapon, the #184 shape, contradicting route 7's P4). Retail anchor:
update_object's parent != 0 early-out @0x00515D40 — children are never
independently re-placed.

THREE MAJORS WERE FIXED BY DELETION. The first pass added a deferral queue for
an unaddressable parent, carrying a missing child-freshness gate (A2), a
sentinel-0 collision with the generation filters (A3), and unbounded
accumulation (A5). Both reviewers then proved the deferred branch unreachable
for BOTH producers — RegisterEntityCore defers the entire CreateObject one
layer above, reading the same ?? chain, and CreateParentUpdate is produced only
inside AcceptCreateCore, after that gate passes. The machinery was deleted
rather than repaired, and the diff SHRANK to 76 added / 13 removed from 91/24
while gaining the A1 fix. Retail confirmed the deletion does not diverge:
acdream's real port of retail's per-guid replay (QueueBlobForObject) is a
different, untouched layer, and the deleted queue was a third redundant one
downstream of it.

THE GUARD MUST NOT TEAR WHAT IT PROTECTS. The first pass threw
InvalidOperationException AFTER the canonical half had committed, so the one
time it fired it left the child parented with no committed relation and a
staged one blocking Resolve — a torn transaction, the exact outcome the
contract pinned against. Now a pure CanCommitIncarnation precondition checked
BEFORE the commit at both sites, with a logged refusal instead of a throw.
Route 3's N3 principle (do not make a transient fatal on a host that must
survive 30 sessions x 2 hours) reinforces it, but the tearing argument stands
alone.

TEST QUALITY, the recurring lesson in its most refined form. The A1 test
initially passed sabotage FOR THE WRONG REASON: a mismatched ChildPositionSequence
meant TryCommitParent's own gate refused in either ordering, so the three
assertions carrying A1's meaning passed both ways and only an incidental
staging assertion failed. It failed on stranding, not tearing. Corrected, the
sabotage now names line 925 — Assert.Null(snapshot.ParentGuid), with the
parent's guid in it — proving the canonical mutation happened before the catch.
"Fails under sabotage" is necessary, not sufficient; WHICH assertion fails is
the real question.

The dual parent-class matrix (player 0x5… incarnation > 1 vs creature 0x8…
incarnation 0, identical outcomes, sabotage-verified in both directions) is the
structural fix for how this survived a full dual review and two connected
sessions: every prior test and both captured gate logs used sequence-0 parents.

Register: AP-142 clause (f); AP-132 amended to distinguish the two producers;
new row AP-146 for the local player's coarse canonical cell (retail writes it
per tick at SetPositionInternal @0x00515330 — which, per the retail review, ALSO
walks this->children writing each child's objcell_id @0x005153AE-@0x005153D8,
so retail's per-tick child propagation lives in the same function). That
divergence had no row at all, a standing rule-1 violation now corrected.
Follow-up #320 filed for making the player's cell track ordinary movement —
deliberately excluded here: it touches the landblock-preserve contract, the
Rebucketed cadence, route-2/4b-3 classification inputs AP-136/AP-138 spent four
review rounds pinning, and the portal-space frozen-source-cell race.

Two dual review rounds; 6 architecture MAJORs and 2 retail MAJORs closed.
Diagnostic refusals are latched per child guid and the latch clears on
Clear()/RemoveChild, so a recycled guid's next incarnation still logs rather
than being silently suppressed.

Complete Release suite MEASURED at 11,112 passed / 4 skipped / 0 failed
(baseline 11,090 at 52175aa1, +22). Neither known flake fired.

STILL OWED: the connected gate, with the CORRECTED positive criterion — assert
the equipped child's FullCellId EQUALS the parent's after a crossing (a zero is
a failure, not a silence), run with BOTH a player and a creature parent, plus
the new step carrying an armed creature across a landblock unload/reload.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-05 11:56:31 +02:00
..
Gpu feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
Residency feat(diagnostics): complete residency pressure ledger 2026-07-24 16:40:17 +02:00
Vfx fix(vfx): resolve an entity's cell through one owner so effects follow it 2026-08-03 14:02:03 +02:00
Wb test(app): put every strict-zero site on the probe (#250) 2026-07-29 03:49:13 +02:00
ArchRenderSceneTests.cs test(app): measure the warmed path, not the path being warmed (#250) 2026-07-29 03:42:08 +02:00
AttachmentUpdateOrderTests.cs refactor(app): key live projections by runtime identity 2026-07-25 21:50:58 +02:00
BoundedUnownedResourceCacheTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
BuildingGroupScratchTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
CameraCollisionIndoorTests.cs T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED (closes #99) 2026-06-11 14:37:50 +02:00
CameraCollisionUpdateViewerTests.cs fix(physics): validate retail cell containment roots 2026-07-31 14:48:26 +02:00
CameraControllerTests.cs test(app): serialize the classes sharing camera/render process globals (#252) 2026-07-28 18:46:43 +02:00
CameraDiagnosticsCollection.cs test(app): serialize the classes sharing camera/render process globals (#252) 2026-07-28 18:46:43 +02:00
CameraFrameControllerTests.cs test(app): serialize the classes sharing camera/render process globals (#252) 2026-07-28 18:46:43 +02:00
CellViewDedupTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
CellVisibilityCommitTests.cs fix(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +02:00
CellVisibilityFromRootTests.cs refactor(render): Stage 3 T3.1 — delete FindCameraCell AABB grace-frame fallback 2026-06-02 15:36:47 +02:00
CellVisibilityPortalPolygonsTests.cs fix(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +02:00
ClipFrameAssemblerTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
ClipFrameLayoutTests.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
ClipPlaneSetTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
CompositeTextureArrayCachePolicyTests.cs feat(render): Campaign V slice V4t-2 — the world texture stack crosses to GpuTextureSlot 2026-07-28 12:43:50 +02:00
CornerFloodReplayTests.cs test(app): serialize the classes sharing camera/render process globals (#252) 2026-07-28 18:46:43 +02:00
CreatureAppraisalPresentationTests.cs feat(ui): port retail creature appraisal presentation 2026-07-23 12:55:24 +02:00
CurrentRenderSceneOracleTests.cs test(app): put every strict-zero site on the probe (#250) 2026-07-29 03:49:13 +02:00
DebugVmRenderFactsPublisherTests.cs refactor(render): extract frame presentation diagnostics 2026-07-22 05:02:31 +02:00
DevToolsRuntimeSourcesTests.cs refactor(app): compose session and player startup 2026-07-22 18:28:32 +02:00
DisplayFramePacingControllerTests.cs fix(rendering): survive display topology handoff 2026-07-25 13:15:24 +02:00
DollCameraTests.cs fix(D.2b): Slice 2 — retail-exact doll pose, camera + heading (visual gate) 2026-06-25 13:16:27 +02:00
DollEntityBuilderTests.cs feat(D.2b): Slice 2 — DollEntityBuilder (player Setup+ObjDesc -> doll WorldEntity) 2026-06-23 09:07:02 +02:00
DynamicBufferCapacityTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
EntityClipTests.cs fix(render): R1 — repurpose the ParentCellId==null cell-gate bypass (#78) 2026-06-02 20:10:26 +02:00
EntityPhysicsHostTests.cs refactor(world): canonicalize live physics host ownership 2026-07-21 14:05:34 +02:00
EquippedChildProjectionWithdrawalTests.cs fix(physics): bind a parented child to the parent's live incarnation (#319) 2026-08-05 11:56:31 +02:00
FixedEntityTextureOwnerLeaseTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
FramebufferResizeControllerTests.cs refactor(app): compose settings and developer tools 2026-07-22 16:11:34 +02:00
FramePacingControllerTests.cs fix #225: stabilize render pacing and frame CPU 2026-07-19 06:29:30 +02:00
FramePacingPolicyTests.cs fix #225: stabilize render pacing and frame CPU 2026-07-19 06:29:30 +02:00
GameWindowLifetimeTests.cs refactor(app): extract focused window lifetime 2026-07-22 19:43:52 +02:00
GameWindowRenderLeafCompositionTests.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
GameWindowSlice8BoundaryTests.cs feat(app): observe canonical placement receipts 2026-08-01 15:22:52 +02:00
GpuFrameFlightControllerTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
GpuResourceRetirementTransactionTests.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
GpuRetiredTerrainSlotAllocatorTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
HostQuiescenceGateTests.cs refactor(app): own native window callback lifetime 2026-07-22 09:59:10 +02:00
HouseExitWalkReplayTests.cs test(app): serialize the classes sharing camera/render process globals (#252) 2026-07-28 18:46:43 +02:00
IndoorDrawPlanTests.cs feat(render): IndoorDrawPlan.ShellPass — every visible cell, no drawable filter (R1) 2026-06-06 21:59:26 +02:00
InteriorEntityPartitionTests.cs T1 (fused BR-2/3): retail frame order - dynamics last, punch+seal, shell chop deleted 2026-06-11 11:16:27 +02:00
Issue95DungeonFloodDiagnosticTests.cs test(#95): headless dungeon-flood diagnostic — measure visible-cell count on 0x0007 2026-06-13 18:52:00 +02:00
Issue113DrawingBspFilterTests.cs fix(render): #113 root cause #2 - GfxObj meshes draw only DrawingBSP-referenced polys (the REAL phantom staircase) 2026-06-10 20:52:52 +02:00
Issue113MeetingHallFloodTests.cs fix(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +02:00
Issue120ReciprocalPingPongTests.cs #119-residual: tower-ascent harness pins the roof-lip flood gap; barrel claim RETRACTED (user axiom: not in retail) 2026-06-11 18:34:45 +02:00
Issue124LookInSeedRegionTests.cs fix #124: interior-root building look-ins as a landscape-stage sub-pass 2026-06-12 15:59:29 +02:00
Issue127FloodFlipReplayTests.cs close #127 (user-gated + desk pin): distant-building flood flap died with the W=0 clip port 2026-06-13 10:03:33 +02:00
Issue129PunchBiasTests.cs fix #129: cap the punch mark bias's eye-space reach (was unbounded at distance) 2026-06-12 13:38:59 +02:00
Issue130DoorwayStripTests.cs fix #130 (the real strip): drawn-shell lift vs draw-space portal consumers 2026-06-12 14:28:16 +02:00
Issue131SetupProbeTests.cs fix #131 (root cause 4, structurally forced): look-in cells draw their DYNAMICS - the town portal is a server object in the hall's porch cell 2026-06-12 20:52:34 +02:00
Issue177StairDescentCameraFloodTests.cs test(app): serialize the classes sharing camera/render process globals (#252) 2026-07-28 18:46:43 +02:00
Issue181CameraParkStabilityTests.cs test(app): serialize the classes sharing camera/render process globals (#252) 2026-07-28 18:46:43 +02:00
Issue181VisFlapReplayTests.cs diag #181 (refined): 0x0181's region is a zero-area sliver; the amplifier is per-drawn-cell state shifting with the cell list, not light-pool scoping 2026-07-06 21:46:49 +02:00
Issue181WallPressEquilibriumTests.cs test(app): serialize the classes sharing camera/render process globals (#252) 2026-07-28 18:46:43 +02:00
Issue176177FacilityHubFloodReplayTests.cs docs+test #176/#177: 12 mechanisms refuted, apparatus shipped, probe protocol staged 2026-07-05 21:20:03 +02:00
LinuxMonotonicFramePacingWaiterTests.cs feat(linux): add graphical platform services 2026-07-27 11:54:59 +02:00
LinuxPlatformBoundaryTests.cs feat(linux): add graphical platform services 2026-07-27 11:54:59 +02:00
LiveAppearanceAnimationTests.cs feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8) 2026-08-02 18:10:33 +02:00
LiveEntityAnimationPresenterTests.cs refactor(runtime): own canonical entity and object lifetime 2026-07-26 05:54:46 +02:00
LiveEntityAnimationSchedulerTests.cs test(vfx): model the post-f24532ad effect cell and canonical body frame 2026-08-03 13:32:46 +02:00
LiveEntityCreateSupersessionRecoveryTests.cs feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8) 2026-08-02 18:10:33 +02:00
LiveRenderProjectionJournalTests.cs refactor(runtime): own canonical entity and object lifetime 2026-07-26 05:54:46 +02:00
NdcScissorRectTests.cs fix #130: doorway-slice scissor cut the aperture's top/right pixel row 2026-06-12 13:31:43 +02:00
OrderedResourceTeardownTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
OutdoorCellNodeTests.cs feat(render): R-A2 — per-building floods (the flap fix) 2026-06-08 18:44:43 +02:00
OwnerScopedResourceRegistryTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
PaperdollFramePresenterTests.cs fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
ParticleBindlessInstanceTests.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
ParticleEmitterRetirementTrackerTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
PhysicsCameraCollisionProbeTests.cs feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks) 2026-06-05 11:10:32 +02:00
PortalProjectionTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
PortalTunnelAssetTests.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
PortalViewTests.cs feat(render): Phase A8.F — ViewPolygon + CellView clip-region data model 2026-05-29 11:30:28 +02:00
PortalVisibilityBuilderTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
PortalVisibilityRobustnessTests.cs feat(render): R-A2 — per-building floods (the flap fix) 2026-06-08 18:44:43 +02:00
PrivatePresentationRendererTests.cs feat(render): Campaign V slice V11 commit 1 - delete ImGui, Studio, and the DevTools frontend 2026-07-28 23:56:04 +02:00
RendererResourceDisposalLedgerTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
RenderFrameDiagnosticsControllerTests.cs perf(diagnostics): expose prepared asset source counters 2026-07-24 15:16:32 +02:00
RenderFrameOrchestratorTests.cs perf(diag): complete trustworthy Slice A capture tooling 2026-07-24 12:46:51 +02:00
RenderFramePreparationControllerTests.cs refactor(render): compose render frame orchestrator 2026-07-22 08:03:49 +02:00
RenderFrameProductTests.cs test(app): measure the warmed path, not the path being warmed (#250) 2026-07-29 03:42:08 +02:00
RenderFrameRecoveryIntegrationTests.cs perf(diag): complete trustworthy Slice A capture tooling 2026-07-24 12:46:51 +02:00
RenderFrameResourceControllerTests.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
RenderFrameRouteOwnerSelectorTests.cs test(app): put every strict-zero site on the probe (#250) 2026-07-29 03:49:13 +02:00
RenderInstanceCandidateTests.cs refactor(rendering): isolate dispatcher candidate values 2026-07-25 01:06:57 +02:00
RenderSceneArchitectureTests.cs feat(rendering): contain incremental render scene 2026-07-24 21:42:42 +02:00
RenderScenePViewFrameProductTests.cs Reapply "perf(rendering): draw retained frame product" 2026-07-25 08:36:11 +02:00
RenderSceneShadowRuntimeTests.cs perf(rendering): retain packed classification 2026-07-25 02:46:40 +02:00
ResourceCleanupGroupTests.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
ResourceShutdownTransactionTests.cs refactor(app): extract focused window lifetime 2026-07-22 19:43:52 +02:00
RetailAlphaQueueTests.cs perf(render): bound animation and alpha scratch residency 2026-07-24 16:34:28 +02:00
RetailChaseCameraTests.cs test(app): serialize the classes sharing camera/render process globals (#252) 2026-07-28 18:46:43 +02:00
RetailParticleGeometryClassifierTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
RetailPViewPassExecutorTests.cs perf(rendering): retire production entity partition 2026-07-25 10:50:57 +02:00
RetailSelectionAssetTests.cs feat(headless): share immutable gameplay content 2026-07-27 09:00:48 +02:00
RetailSelectionLightingPulseTests.cs fix(interaction): bind selection to live incarnations 2026-07-21 07:07:58 +02:00
RetailSelectionSceneTests.cs fix(rendering): isolate world selection transactions 2026-07-24 22:31:15 +02:00
RetailStaticAnimatingObjectSchedulerTests.cs fix(vfx): bind effects after canonical placement 2026-08-03 12:10:21 +02:00
RhiCompositeTextureArrayBackendTests.cs feat(render): Campaign V slice V6i-2 commit 2 — world texture creation crosses to IGpuTexture 2026-07-28 13:57:43 +02:00
RhiVertexLayoutStrideTests.cs feat(render): Campaign V slice V6l commit 1 - particles draw on Vulkan 2026-07-28 17:20:59 +02:00
RollingTimingSampleWindowTests.cs refactor(render): extract frame presentation diagnostics 2026-07-22 05:02:31 +02:00
RuntimeResourceSlotTests.cs refactor(app): compose atomic frame roots 2026-07-22 19:02:08 +02:00
ScreenPolygonClipTests.cs feat(render): Phase A8.F — ScreenPolygonClip 2D convex-polygon intersection 2026-05-29 11:37:30 +02:00
SilkWindowCallbackBindingTests.cs fix(rendering): survive display topology handoff 2026-07-25 13:15:24 +02:00
SkyParamsLayoutTests.cs feat(render): V6e — the sky's uniforms become a buffer and its texture a table slot 2026-07-28 09:54:13 +02:00
SkyProjectionTests.cs fix(runtime): align portal and movement presentation 2026-07-17 08:48:27 +02:00
SkyVertexLayoutTests.cs feat(render): Campaign V slice V6k commit 1 - the sky draws on Vulkan 2026-07-28 16:31:37 +02:00
SpawnMotionInitializerTests.cs fix(animation): preserve wire motion on every spawn path 2026-07-12 14:27:44 +02:00
StandaloneBindlessTextureCacheTests.cs feat(render): Campaign V slice V4t-2 — the world texture stack crosses to GpuTextureSlot 2026-07-28 12:43:50 +02:00
StaticRenderProjectionJournalTests.cs test(app): put every strict-zero site on the probe (#250) 2026-07-29 03:49:13 +02:00
SyntheticEntityMeshReferenceOwnerTests.cs fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
TerrainCullOrientationTests.cs fix #108-residual (root cause): terrain drew DOUBLE-SIDED - port retail landPolysDraw eye-side gate as terrain backface cull 2026-06-12 22:05:31 +02:00
TerrainDrawDiagnosticsControllerTests.cs refactor(render): extract typed retail pview passes 2026-07-22 06:40:09 +02:00
TerrainParticleCellVisibilityTests.cs perf(vfx): port retail particle visibility degradation 2026-07-17 15:27:36 +02:00
TerrainTextureTilingTableTests.cs feat(render): Campaign V slice V6f-2 - terrain's tiling table becomes a buffer 2026-07-28 10:11:00 +02:00
TowerAscentReplayTests.cs #119-residual ROOT CAUSE: the +0.02 m render lift leaked into the portal-visibility graph - horizontal portals side-culled anyone standing on them 2026-06-11 19:26:06 +02:00
ViewconeCullerReuseTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
WorldRenderDiagnosticsTests.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
WorldRenderFrameBuilderTests.cs test(app): serialize the classes sharing camera/render process globals (#252) 2026-07-28 18:46:43 +02:00
WorldRevealRenderResourceSchedulerTests.cs fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
WorldSceneRendererTests.cs refactor(runtime): own teleport destination correlation 2026-07-26 17:52:34 +02:00