Five reviewer-flagged items addressed: - Fix #1: GameWindow building-loop now reuses TerrainSurface.ComputeOutdoorCellId instead of re-deriving the row-major cell-index formula. DRY win; no risk of the two formulas drifting. - Fix #2: BuildingPhysics.ExactMatch decoder now references DatReaderWriter.Enums.PortalFlags.ExactMatch instead of magic 0x0001. - Fix #3: ExactMatch XML doc clarified as "reserved per retail's CBldPortal::exact_match; not currently consumed by CheckBuildingTransit". - Fix #4: CheckBuildingTransit docstring now explicitly documents the retail divergence — retail's sphere_intersects_cell (radius-aware) vs. our PointInsideCellBsp (radius-less). The sphereRadius parameter is reserved for the future sphere_intersects_cell port. Practical effect noted: entry fires ~sphereRadius (~0.48m) deeper than retail. - Fix #5: Test method `SphereInsideBuildingPortalDestination_AddsInteriorCell` renamed to `BuildingPortalWithUnloadedCellBSP_NoCandidateAdded` — the test asserts Empty(candidates), not that the cell is added. Comment updated. Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md Plan: docs/superpowers/plans/2026-05-19-indoor-portal-cell-tracking.md Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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| .. | ||
| AcDream.App.Tests | ||
| AcDream.Core.Net.Tests | ||
| AcDream.Core.Tests | ||
| AcDream.Core.Tests.Fixtures.HelloPlugin | ||
| AcDream.UI.Abstractions.Tests | ||