acdream/tests/AcDream.App.Tests/Rendering
Erik 43e3abed4d fix(render): correct foliage-wind classification, receiver/caster desync, and frame binding (Campaign VM VM6 review)
Opus dual-lens review of the three VM6 commits (0930c35d, 39e8408c,
6cc5e183) found two blockers and two should-fix issues; all landed here
along with the review's nits and documentation corrections.

Blockers:
- A1: the procedural-scenery classifier tested bit 31 alone instead of
  the full top nibble (0xF000_0000 == 0x8000_0000), so it also matched
  LandblockStaticEntityIdAllocator's 0xC... namespace (fences/gates/
  building shells with a cutout subset), the 0xDA11_D0xx paperdoll id,
  and the 0xFFFF_FF01 portal-tunnel id as procedural scenery — all
  three would have swayed. ProceduralSceneryIdAllocator.IsInNamespace
  now does the exact top-nibble test; FoliageWindClassification
  delegates to it.
- A2: GroupKey (the receiver's instance-batching key) did not carry
  FoliageFlags while the caster's dedup key already did, so a scenery
  instance and a non-scenery instance sharing a mesh subset coalesced
  into one receiver InstanceGroup whose flags were last-writer-wins —
  disagreeing with the correctly-keyed caster. GroupKey now carries
  FoliageFlags, computed before key construction and set exactly once
  at group creation; the imperative re-stamp is gone, and CachedBatch's
  now-redundant FoliageFlags field is removed.

Should-fix:
- A3: the world receiver pass bound UniformAtmosphericFrame only by
  accident (leftover from the caster pass, which runs first each
  frame, since Vulkan binding state isn't reset between passes).
  DirectionalShadowFrameBinding now carries the caster's exact
  AtmosphericFrameBufferBinding and BindDirectionalShadowReceiver binds
  it explicitly.
- A4: a Setup-composed tree's opaque trunk part never got the trunk
  flag because HasCutoutSubset is cached per GfxObj part, not per
  entity. FoliageWindClassification.ComputeEntityHasCutoutSubset now
  ORs HasCutoutSubset across an entity's resolved sibling parts once
  per entity, threaded into ClassifyBatches/AddDirectionalShadowBatches
  via a new optional override parameter.

Nits: A5 hashes the per-vertex flutter seed relative to the instance
origin instead of absolute world XY (fp32 sin() precision loss at far
landblock corners), mirrored in both foliage_wind.glsl and
FoliageWindModel; A7 documents the max(maxHeight, 0.5) divide-guard as
a deliberate pseudocode divergence; A8 switches FoliageWindExclusions'
construction to ToFrozenSet() and softens the "never stale" doc
comment to "no slower than one frame behind."

Tests added: top-nibble classification (0xFFFFFFFFu now correctly
false), GroupKey inequality across entity-driven scenery/landblock-
static classification, a caster-batch test proving the same pairing
never coalesces, ComputeEntityHasCutoutSubset unit + end-to-end
two-part-Setup tests, the caster→receiver AtmosphericFrame binding
carry-through, flutter-hash translation invariance relative to
instance origin, and a Storm-wind mid-height displacement floor
guarding against a "no motion" regression.

Docs: plan VM6 body corrected to the five-row WeatherKind table, "bits
1 and 2", "all four" caster shaders, and top-nibble wording throughout;
the owner gate checklist's Rain/Storm step; the stale v1-only shader-
interface compatibility entry; semantic-bindings-v1.md's v2 members
folded into the main 192-byte block; the IA-25 register row's top-
nibble wording; AtmosphericFrameInputs.cs's ABI size reference.

foliage_wind.glsl's A5 change recompiled exactly the five shaders that
include it (mesh_atmospheric.vert, the four directional_shadow_world_*
casters) plus the manifest; no other .spv changed.

Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,041/0 failed (no environment-specific failures this run).
RenderPackValidator 30/30. Full hermetic-filtered solution: 15,269/0
failed across 15 projects.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-23 01:54:36 +02:00
..
Gpu fix(render): #226 detail overlay uses retail's single-pass combine; drop the dead distance fade (Campaign VM VM1) 2026-08-22 21:58:48 +02:00
Packs fix(render): correct foliage-wind classification, receiver/caster desync, and frame binding (Campaign VM VM6 review) 2026-08-23 01:54:36 +02:00
Residency feat(diagnostics): complete residency pressure ledger 2026-07-24 16:40:17 +02:00
Vfx feat(audio): Campaign A slice A3 — the server sound channel (0xF750) 2026-08-08 22:07:23 +02:00
Wb fix(render): correct foliage-wind classification, receiver/caster desync, and frame binding (Campaign VM VM6 review) 2026-08-23 01:54:36 +02:00
ArchRenderSceneTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
AttachmentUpdateOrderTests.cs refactor(app): key live projections by runtime identity 2026-07-25 21:50:58 +02:00
BoundedUnownedResourceCacheTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
BuildingGroupScratchTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
CameraCollisionIndoorTests.cs T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED (closes #99) 2026-06-11 14:37:50 +02:00
CameraCollisionUpdateViewerTests.cs fix(physics): validate retail cell containment roots 2026-07-31 14:48:26 +02:00
CameraControllerTests.cs fix #414: cursor disappears at character select after the in-world logoff 2026-08-17 15:17:50 +02:00
CameraDiagnosticsCollection.cs test(app): serialize the classes sharing camera/render process globals (#252) 2026-07-28 18:46:43 +02:00
CameraFrameControllerTests.cs refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
CellViewDedupTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
CellVisibilityCommitTests.cs fix(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +02:00
CellVisibilityFromRootTests.cs refactor(render): Stage 3 T3.1 — delete FindCameraCell AABB grace-frame fallback 2026-06-02 15:36:47 +02:00
CellVisibilityPortalPolygonsTests.cs fix(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +02:00
ChargenPreviewAnimatorTests.cs feat(chargen): Campaign CC slice CC6b-PRE — idle loop, rotation, zoom (mount-independent half) 2026-08-15 19:05:56 +02:00
ChargenPreviewCameraTests.cs feat(chargen): Campaign CC slice CC6a — index→ObjDesc factory + preview renderer foundation 2026-08-15 17:22:06 +02:00
ChargenPreviewControllerTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
ChargenPreviewEntityBuilderTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
ChargenPreviewRotationControllerTests.cs feat(chargen): Campaign CC slice CC6b-MOUNT — Appearance page + preview mount 2026-08-15 21:00:10 +02:00
ChargenPreviewZoomControllerTests.cs fix(chargen): Campaign CC CC6b-PRE review fix round — F1-F7 + F11 concession rewrite 2026-08-15 19:32:48 +02:00
ClipFrameAssemblerTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
ClipFrameLayoutTests.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
ClipPlaneSetTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
CompositeTextureArrayCachePolicyTests.cs feat(render): Campaign V slice V4t-2 — the world texture stack crosses to GpuTextureSlot 2026-07-28 12:43:50 +02:00
CornerFloodReplayTests.cs test: finish diagnostic classification 2026-08-18 13:41:17 +02:00
CreatureAppraisalPresentationTests.cs feat(ui): port retail creature appraisal presentation 2026-07-23 12:55:24 +02:00
CurrentRenderSceneOracleTests.cs test(app): put every strict-zero site on the probe (#250) 2026-07-29 03:49:13 +02:00
DebugVmRenderFactsPublisherTests.cs refactor(render): extract frame presentation diagnostics 2026-07-22 05:02:31 +02:00
DevToolsRuntimeSourcesTests.cs refactor(app): compose session and player startup 2026-07-22 18:28:32 +02:00
DirectionalShadowCascadeFitterTests.cs Fix ambient flyer cadence and rotating shadows 2026-08-22 17:39:38 +02:00
DirectionalShadowCasterFrameTests.cs test(render): fully warm dense shadow allocation gate 2026-08-22 14:10:53 +02:00
DirectionalShadowEnvironmentGateTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
DirectionalShadowGpuTests.cs fix(render): correct foliage-wind classification, receiver/caster desync, and frame binding (Campaign VM VM6 review) 2026-08-23 01:54:36 +02:00
DirectionalShadowQualityTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
DirectionalShadowReceiverTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
DirectionalShadowTransformBufferSetTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
DisplayFramePacingControllerTests.cs fix(rendering): survive display topology handoff 2026-07-25 13:15:24 +02:00
DisplayModeCatalogTests.cs fix #407: windowed resolution offering decoupled from the video-mode list 2026-08-16 09:03:36 +02:00
DollCameraTests.cs fix(D.2b): Slice 2 — retail-exact doll pose, camera + heading (visual gate) 2026-06-25 13:16:27 +02:00
DollEntityBuilderTests.cs feat(D.2b): Slice 2 — DollEntityBuilder (player Setup+ObjDesc -> doll WorldEntity) 2026-06-23 09:07:02 +02:00
DynamicBufferCapacityTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
EntityClipTests.cs fix(render): R1 — repurpose the ParentCellId==null cell-gate bypass (#78) 2026-06-02 20:10:26 +02:00
EntityPhysicsHostTests.cs refactor(world): canonicalize live physics host ownership 2026-07-21 14:05:34 +02:00
EquippedChildProjectionWithdrawalTests.cs fix(physics): bind a parented child to the parent's live incarnation (#319) 2026-08-05 11:56:31 +02:00
FixedEntityTextureOwnerLeaseTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
FramebufferResizeControllerTests.cs fix: retail text and golden-string tests must not follow the machine's locale 2026-08-19 19:56:09 +02:00
FramePacingControllerTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
FramePacingPolicyTests.cs fix #225: stabilize render pacing and frame CPU 2026-07-19 06:29:30 +02:00
GameWindowCrashStatusTests.cs test: replace runtime root source freezes 2026-08-18 16:02:15 +02:00
GameWindowHostBoundaryTests.cs test: replace graphical host source freezes 2026-08-18 16:30:25 +02:00
GameWindowLifetimeTests.cs fix(app): #343 — a wounded render loop defers the native release instead of throwing over the real failure 2026-08-07 10:28:29 +02:00
GameWindowRenderLeafCompositionTests.cs test: replace render leaf source freezes 2026-08-18 16:12:50 +02:00
GameWindowStartupOptionsTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
GpuFrameFlightControllerTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
GpuResourceRetirementTransactionTests.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
GpuRetiredTerrainSlotAllocatorTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
HostQuiescenceGateTests.cs test: observe monitor waits without delays 2026-08-18 12:56:25 +02:00
HouseExitWalkReplayTests.cs test: finish diagnostic classification 2026-08-18 13:41:17 +02:00
IndoorDrawPlanTests.cs feat(render): IndoorDrawPlan.ShellPass — every visible cell, no drawable filter (R1) 2026-06-06 21:59:26 +02:00
InteriorEntityPartitionTests.cs T1 (fused BR-2/3): retail frame order - dynamics last, punch+seal, shell chop deleted 2026-06-11 11:16:27 +02:00
Issue95DungeonFloodDiagnosticTests.cs test: finish diagnostic classification 2026-08-18 13:41:17 +02:00
Issue113DrawingBspFilterTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Issue113MeetingHallFloodTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Issue120ReciprocalPingPongTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Issue124LookInSeedRegionTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Issue127FloodFlipReplayTests.cs ci: tag DAT-dependent tests into the InstalledDat lane; drop invariant workaround 2026-08-19 11:19:14 +02:00
Issue129PunchBiasTests.cs fix #129: cap the punch mark bias's eye-space reach (was unbounded at distance) 2026-06-12 13:38:59 +02:00
Issue130DoorwayStripTests.cs test: finish diagnostic classification 2026-08-18 13:41:17 +02:00
Issue131SetupProbeTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Issue177StairDescentCameraFloodTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Issue181CameraParkStabilityTests.cs test(app): serialize the classes sharing camera/render process globals (#252) 2026-07-28 18:46:43 +02:00
Issue181VisFlapReplayTests.cs test: finish diagnostic classification 2026-08-18 13:41:17 +02:00
Issue181WallPressEquilibriumTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Issue176177FacilityHubFloodReplayTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
LinuxMonotonicFramePacingWaiterTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
LinuxPlatformBoundaryTests.cs fix(launcher): close Campaign LA LA1 review findings 2026-08-14 17:00:09 +02:00
LiveAppearanceAnimationTests.cs refactor(physics): hoist the live-entity collision builder to Runtime (#330 groundwork) 2026-08-07 01:49:13 +02:00
LiveEntityAnimationPresenterTests.cs refactor(runtime): own canonical entity and object lifetime 2026-07-26 05:54:46 +02:00
LiveEntityAnimationSchedulerTests.cs test(vfx): model the post-f24532ad effect cell and canonical body frame 2026-08-03 13:32:46 +02:00
LiveEntityCreateSupersessionRecoveryTests.cs test: replace create authority source pin 2026-08-18 16:52:22 +02:00
LiveRenderProjectionJournalTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
NdcScissorRectTests.cs fix #130: doorway-slice scissor cut the aperture's top/right pixel row 2026-06-12 13:31:43 +02:00
OrderedResourceTeardownTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
OutdoorCellNodeTests.cs feat(render): R-A2 — per-building floods (the flap fix) 2026-06-08 18:44:43 +02:00
OwnerScopedResourceRegistryTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
PaperdollFramePresenterTests.cs fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
ParticleBindlessInstanceTests.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
ParticleEmitterRetirementTrackerTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
PhysicsCameraCollisionProbeTests.cs feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks) 2026-06-05 11:10:32 +02:00
PortalProjectionTests.cs test: stabilize load-sensitive release contracts 2026-08-18 11:50:23 +02:00
PortalTunnelAssetTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
PortalViewTests.cs feat(render): Phase A8.F — ViewPolygon + CellView clip-region data model 2026-05-29 11:30:28 +02:00
PortalVisibilityBuilderTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
PortalVisibilityRobustnessTests.cs feat(render): R-A2 — per-building floods (the flap fix) 2026-06-08 18:44:43 +02:00
PrivateEntityViewportRendererDrawOrderTests.cs fix(chargen): Campaign CC gate round 1 Batch D — gmCG3DView environment backdrop 2026-08-16 13:05:23 +02:00
PrivatePresentationRendererTests.cs feat(render): Campaign V slice V11 commit 1 - delete ImGui, Studio, and the DevTools frontend 2026-07-28 23:56:04 +02:00
RendererResourceDisposalLedgerTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
RenderFrameDiagnosticsControllerTests.cs perf(diagnostics): expose prepared asset source counters 2026-07-24 15:16:32 +02:00
RenderFrameOrchestratorTests.cs perf(diag): complete trustworthy Slice A capture tooling 2026-07-24 12:46:51 +02:00
RenderFramePreparationControllerTests.cs refactor(render): compose render frame orchestrator 2026-07-22 08:03:49 +02:00
RenderFrameProductTests.cs test(app): measure the warmed path, not the path being warmed (#250) 2026-07-29 03:42:08 +02:00
RenderFrameRecoveryIntegrationTests.cs perf(diag): complete trustworthy Slice A capture tooling 2026-07-24 12:46:51 +02:00
RenderFrameResourceControllerTests.cs test: replace frame orchestration source freezes 2026-08-18 16:40:56 +02:00
RenderFrameRouteOwnerSelectorTests.cs test(app): put every strict-zero site on the probe (#250) 2026-07-29 03:49:13 +02:00
RenderInstanceCandidateTests.cs refactor(rendering): isolate dispatcher candidate values 2026-07-25 01:06:57 +02:00
RenderSceneArchitectureTests.cs feat(rendering): contain incremental render scene 2026-07-24 21:42:42 +02:00
RenderScenePViewFrameProductTests.cs Reapply "perf(rendering): draw retained frame product" 2026-07-25 08:36:11 +02:00
RenderSceneShadowRuntimeTests.cs perf(rendering): retain packed classification 2026-07-25 02:46:40 +02:00
ResourceCleanupGroupTests.cs test: replace render source freezes 2026-08-18 14:58:25 +02:00
ResourceShutdownTransactionTests.cs refactor(app): extract focused window lifetime 2026-07-22 19:43:52 +02:00
RetailAlphaQueueTests.cs perf(render): bound animation and alpha scratch residency 2026-07-24 16:34:28 +02:00
RetailChaseCameraTests.cs test(app): serialize the classes sharing camera/render process globals (#252) 2026-07-28 18:46:43 +02:00
RetailDetailTextureContractTests.cs fix(render): detail overlay is fogged after the combine like retail; VM1 review fixes 2026-08-22 22:39:58 +02:00
RetailFieldOfViewTests.cs fix #389 review round: settings v3 FOV migration + live apply; AD-90 2026-08-13 17:27:15 +02:00
RetailParticleGeometryClassifierTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
RetailPViewPassExecutorTests.cs test: replace render source freezes 2026-08-18 14:58:25 +02:00
RetailSelectionAssetTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
RetailSelectionLightingPulseTests.cs fix(interaction): bind selection to live incarnations 2026-07-21 07:07:58 +02:00
RetailSelectionSceneTests.cs fix(rendering): isolate world selection transactions 2026-07-24 22:31:15 +02:00
RetailStaticAnimatingObjectSchedulerTests.cs Fix ambient flyer cadence and rotating shadows 2026-08-22 17:39:38 +02:00
RhiCompositeTextureArrayBackendTests.cs feat(render): Campaign V slice V6i-2 commit 2 — world texture creation crosses to IGpuTexture 2026-07-28 13:57:43 +02:00
RhiVertexLayoutStrideTests.cs feat(render): Campaign V slice V6l commit 1 - particles draw on Vulkan 2026-07-28 17:20:59 +02:00
RollingTimingSampleWindowTests.cs refactor(render): extract frame presentation diagnostics 2026-07-22 05:02:31 +02:00
RuntimeResourceSlotTests.cs fix: retail text and golden-string tests must not follow the machine's locale 2026-08-19 19:56:09 +02:00
ScreenPolygonClipTests.cs feat(render): Phase A8.F — ScreenPolygonClip 2D convex-polygon intersection 2026-05-29 11:37:30 +02:00
SilkWindowCallbackBindingTests.cs test: observe monitor waits without delays 2026-08-18 12:56:25 +02:00
SkyParamsLayoutTests.cs feat(render): V6e — the sky's uniforms become a buffer and its texture a table slot 2026-07-28 09:54:13 +02:00
SkyProjectionTests.cs fix(runtime): align portal and movement presentation 2026-07-17 08:48:27 +02:00
SkyVertexLayoutTests.cs feat(render): Campaign V slice V6k commit 1 - the sky draws on Vulkan 2026-07-28 16:31:37 +02:00
SpawnMotionInitializerTests.cs fix(animation): preserve wire motion on every spawn path 2026-07-12 14:27:44 +02:00
StandaloneBindlessTextureCacheTests.cs feat(render): Campaign V slice V4t-2 — the world texture stack crosses to GpuTextureSlot 2026-07-28 12:43:50 +02:00
StaticAnimatingOmegaHookTests.cs fix(world): honour SetOmega — the birds and butterflies fly again 2026-08-21 05:42:59 +02:00
StaticRenderProjectionJournalTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
SyntheticEntityMeshReferenceOwnerTests.cs fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
TerrainAtlasDetailTextureTests.cs docs(vm1): closeout - AP-232 for the translucent detail blend weight; sampler test pins the production constant 2026-08-22 22:50:06 +02:00
TerrainCullOrientationTests.cs fix #108-residual (root cause): terrain drew DOUBLE-SIDED - port retail landPolysDraw eye-side gate as terrain backface cull 2026-06-12 22:05:31 +02:00
TerrainDrawDiagnosticsControllerTests.cs refactor(render): extract typed retail pview passes 2026-07-22 06:40:09 +02:00
TerrainParticleCellVisibilityTests.cs perf(vfx): port retail particle visibility degradation 2026-07-17 15:27:36 +02:00
TerrainTextureTilingTableTests.cs feat(render): Campaign V slice V6f-2 - terrain's tiling table becomes a buffer 2026-07-28 10:11:00 +02:00
TextRendererLinearTwinTests.cs fix(ui): Campaign LA gate round 2 — fixed-canvas stretch filters bilinearly like retail's presentation blit 2026-08-15 11:05:59 +02:00
TextureCacheLinearTwinTests.cs fix(ui): Campaign LA gate round 2 — fixed-canvas stretch filters bilinearly like retail's presentation blit 2026-08-15 11:05:59 +02:00
TowerAscentReplayTests.cs test: separate non-hermetic release lanes 2026-08-18 10:49:22 +02:00
ViewconeCullerReuseTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
VolumetricShaftQualityTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
WindowIconLoaderTests.cs fix(app): apply the window icon from Load, not beside Window.Create 2026-08-20 15:13:29 +02:00
WorldRenderDiagnosticsTests.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
WorldRenderFrameBuilderTests.cs test: replace render source freezes 2026-08-18 14:58:25 +02:00
WorldRevealRenderResourceSchedulerTests.cs fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
WorldSceneRendererTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00