acdream/tests
Erik 3ce1fae332 feat(teleport C): TAS-driven fade transit + retire TeleportArrivalController
Wires the dormant TeleportAnimSequencer as the transit driver: on PlayerTeleport
the player holds in PortalSpace behind a full-screen fade (FadeOverlay) until the
destination terrain is resident (TeleportWorldReady, gated on the priority-applied
landblock), then materializes (Place), and after the world fades back in regains
control + acks the server (FireLoginComplete). No movement resolves against the
empty world, so the outbound cell frame can't corrupt. Outdoor changes from
place-immediately back to hold-until-resident (now fast, not a band-aid).

- FadeOverlay: fullscreen NDC black quad, alpha = ShowTunnel ? 1 : FadeAlpha.
- Retires TeleportArrivalController + its 2 tests (TAS subsumes the driver role).
- Divergence register: AD-2 updated to the new mechanism; AD-31 (fade vs swirl).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 14:03:25 +02:00
..
AcDream.App.Tests feat(teleport C): TAS-driven fade transit + retire TeleportArrivalController 2026-06-22 14:03:25 +02:00
AcDream.Core.Net.Tests feat(D.5.3a): selected-object meter — Health bar + name on the action bar 2026-06-18 22:47:24 +02:00
AcDream.Core.Tests fix(teleport D): cell-march preserves seed landblock id when no resident LB (no more lbX=0 outbound) 2026-06-22 13:38:48 +02:00
AcDream.Core.Tests.Fixtures.HelloPlugin feat(core): add PluginLoader with collectible ALC 2026-04-10 09:51:16 +02:00
AcDream.UI.Abstractions.Tests feat(D.2b): write-mode movement gate that preserves autorun 2026-06-16 15:24:19 +02:00