acdream/tests/AcDream.App.Tests/Rendering/Wb
Erik 3971997689 fix(streaming): retire stale portal-region entities
Port retail's 25-second leave-visibility lifetime over canonical live records, retaining spatially resident and owned entities while using the conservative ACE visibility envelope for nonresident records. Route expiry through the normal generation-safe F747 teardown so animations, effects, physics, and render owners unwind symmetrically.

Replace the append-only modern mesh buffer with coalescing vertex/index ranges and upload each mesh's vertices once instead of once per material. Released zero-reference meshes can now reuse GPU ranges after portal and cache churn.

A connected five-region round trip returned animation ownership to baseline, recreated the starting region on revisit, and held normal FPS. Release build succeeds and all 5,927 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 10:02:15 +02:00
..
BuildingLoaderTests.cs fix(render): Phase U.2b — resolve reciprocal portal by other_portal_id (retail 433557) 2026-05-30 16:56:00 +02:00
BuildingRegistryTests.cs feat(render): Phase A8 RR3 — Building + BuildingRegistry + BuildingLoader 2026-05-27 11:08:43 +02:00
BuildingTests.cs feat(render): Phase A8 RR3 — Building + BuildingRegistry + BuildingLoader 2026-05-27 11:08:43 +02:00
ContiguousRangeAllocatorTests.cs fix(streaming): retire stale portal-region entities 2026-07-18 10:02:15 +02:00
EntitySpawnAdapterLifetimeTests.cs test(vfx): harden live missile and effect lifetimes 2026-07-14 15:47:00 +02:00
EnvCellLandblockBuildTests.cs fix(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +02:00
EnvCellRendererTests.cs feat(render): Phase A8 — indoor visibility + streaming fixes batch 2026-05-29 10:14:50 +02:00
EnvCellSceneryInstanceTests.cs fix(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +02:00
InstanceGroupClearTests.cs fix(rendering): port retail shared alpha list 2026-07-18 08:14:05 +02:00
LandblockSpawnAdapterReadinessTests.cs fix(portal): synchronize destination presentation state 2026-07-16 21:17:13 +02:00
MeshUploadCachesTests.cs fix(portal): synchronize destination presentation state 2026-07-16 21:17:13 +02:00
WbDrawDispatcherClipSlotTests.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
WbDrawDispatcherIndoorFlagTests.cs fix(lighting): #142 — per-instance sun gate for windowed-building interiors 2026-06-20 12:55:56 +02:00
WbDrawDispatcherTorchGateTests.cs fix(lighting): A7 Fix D round 2 — outdoor objects get NO torches (retail useSunlight gate) (#140) 2026-06-19 23:56:49 +02:00
WbFrustumTests.cs feat(render): Phase A8 Wave 1 — WB scaffolding extraction + stencil low-level method 2026-05-27 14:46:07 +02:00