Ten bite-sized tasks to the first visual gate: U.1 delete two-pipe; U.2 GL-free core (builder ordering+fixpoint, OtherPortalClip, ClipPlaneSet, ACDREAM_PROBE_VIS); U.3 GPU gate (gl_ClipDistance in mesh_modern/terrain_modern + clip SSBO/UBO upload); U.4 unified gated draw (EnvCellRenderer cell shells + WbDrawDispatcher All + gated terrain; live-dynamic unclipped per retail) + per-instance slot assignment + probe validation. U.5 outdoor-peering / U.6 dungeon-scale detailed after the gate. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
||
|---|---|---|
| .. | ||
| architecture | ||
| audit | ||
| plans | ||
| research | ||
| superpowers | ||
| bugs.md | ||
| ISSUES.md | ||