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Wb
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feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS
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2026-06-07 10:14:43 +02:00 |
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CameraCollisionIndoorTests.cs
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T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED (closes #99)
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2026-06-11 14:37:50 +02:00 |
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CameraCollisionUpdateViewerTests.cs
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feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks)
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2026-06-05 11:10:32 +02:00 |
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CameraControllerTests.cs
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feat(camera): InputAction + DebugVM surface for retail chase camera
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2026-05-18 20:04:34 +02:00 |
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CellViewDedupTests.cs
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feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS
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2026-06-07 10:14:43 +02:00 |
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CellVisibilityFromRootTests.cs
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refactor(render): Stage 3 T3.1 — delete FindCameraCell AABB grace-frame fallback
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2026-06-02 15:36:47 +02:00 |
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CellVisibilityPortalPolygonsTests.cs
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fix(render): Phase U.2b — resolve reciprocal portal by other_portal_id (retail 433557)
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2026-05-30 16:56:00 +02:00 |
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ClipFrameAssemblerTests.cs
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feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS
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2026-06-07 10:14:43 +02:00 |
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ClipFrameLayoutTests.cs
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feat(render): Phase U.3 — GPU clip-plane gate (gl_ClipDistance), no-clip default
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2026-05-30 17:27:30 +02:00 |
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ClipPlaneSetTests.cs
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feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS
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2026-06-07 10:14:43 +02:00 |
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CornerFloodReplayTests.cs
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knife-edge port: polyClipFinish W=0 eye-plane clip + degenerate-view propagation; EyeInsidePortalOpening rescue DELETED
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2026-06-11 21:44:23 +02:00 |
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EntityClipTests.cs
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fix(render): R1 — repurpose the ParentCellId==null cell-gate bypass (#78)
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2026-06-02 20:10:26 +02:00 |
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HouseExitWalkReplayTests.cs
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#118: outdoor dynamics draw in the outside stage under interior roots - the house-exit clip+vanish was the SEAL z-killing the player
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2026-06-11 16:49:29 +02:00 |
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IndoorDrawPlanTests.cs
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feat(render): IndoorDrawPlan.ShellPass — every visible cell, no drawable filter (R1)
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2026-06-06 21:59:26 +02:00 |
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InteriorEntityPartitionTests.cs
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T1 (fused BR-2/3): retail frame order - dynamics last, punch+seal, shell chop deleted
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2026-06-11 11:16:27 +02:00 |
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Issue95DungeonFloodDiagnosticTests.cs
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test(#95): headless dungeon-flood diagnostic — measure visible-cell count on 0x0007
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2026-06-13 18:52:00 +02:00 |
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Issue113DrawingBspFilterTests.cs
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fix(render): #113 root cause #2 - GfxObj meshes draw only DrawingBSP-referenced polys (the REAL phantom staircase)
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2026-06-10 20:52:52 +02:00 |
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Issue113MeetingHallFloodTests.cs
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fix(render): #113 - enable GL clip distances for the PView shell pass (phantom exterior staircase)
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2026-06-10 16:26:55 +02:00 |
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Issue120ReciprocalPingPongTests.cs
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#119-residual: tower-ascent harness pins the roof-lip flood gap; barrel claim RETRACTED (user axiom: not in retail)
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2026-06-11 18:34:45 +02:00 |
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Issue124LookInSeedRegionTests.cs
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fix #124: interior-root building look-ins as a landscape-stage sub-pass
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2026-06-12 15:59:29 +02:00 |
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Issue127FloodFlipReplayTests.cs
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close #127 (user-gated + desk pin): distant-building flood flap died with the W=0 clip port
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2026-06-13 10:03:33 +02:00 |
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Issue129PunchBiasTests.cs
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fix #129: cap the punch mark bias's eye-space reach (was unbounded at distance)
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2026-06-12 13:38:59 +02:00 |
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Issue130DoorwayStripTests.cs
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fix #130 (the real strip): drawn-shell lift vs draw-space portal consumers
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2026-06-12 14:28:16 +02:00 |
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Issue131SetupProbeTests.cs
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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
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2026-06-12 20:52:34 +02:00 |
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NdcScissorRectTests.cs
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fix #130: doorway-slice scissor cut the aperture's top/right pixel row
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2026-06-12 13:31:43 +02:00 |
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OutdoorCellNodeTests.cs
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feat(render): R-A2 — per-building floods (the flap fix)
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2026-06-08 18:44:43 +02:00 |
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PhysicsCameraCollisionProbeTests.cs
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feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks)
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2026-06-05 11:10:32 +02:00 |
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PortalProjectionTests.cs
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knife-edge port: polyClipFinish W=0 eye-plane clip + degenerate-view propagation; EyeInsidePortalOpening rescue DELETED
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2026-06-11 21:44:23 +02:00 |
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PortalViewTests.cs
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feat(render): Phase A8.F — ViewPolygon + CellView clip-region data model
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2026-05-29 11:30:28 +02:00 |
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PortalVisibilityBuilderTests.cs
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knife-edge port: polyClipFinish W=0 eye-plane clip + degenerate-view propagation; EyeInsidePortalOpening rescue DELETED
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2026-06-11 21:44:23 +02:00 |
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PortalVisibilityRobustnessTests.cs
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feat(render): R-A2 — per-building floods (the flap fix)
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2026-06-08 18:44:43 +02:00 |
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RetailChaseCameraTests.cs
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fix(render): Part 1 — camera boom convergence snap (kills the at-rest viewer-cell flicker trigger)
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2026-06-05 15:56:04 +02:00 |
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ScreenPolygonClipTests.cs
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feat(render): Phase A8.F — ScreenPolygonClip 2D convex-polygon intersection
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2026-05-29 11:37:30 +02:00 |
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TerrainCullOrientationTests.cs
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fix #108-residual (root cause): terrain drew DOUBLE-SIDED - port retail landPolysDraw eye-side gate as terrain backface cull
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2026-06-12 22:05:31 +02:00 |
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TowerAscentReplayTests.cs
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#119-residual ROOT CAUSE: the +0.02 m render lift leaked into the portal-visibility graph - horizontal portals side-culled anyone standing on them
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2026-06-11 19:26:06 +02:00 |