acdream/src/AcDream.App/Rendering/Wb
Erik 0c5057c9ff fix #435 (part 1): delete 17 probes that outlived their closed investigations
Each of these was temporary apparatus added to chase one bug, and each was
supposed to be deleted in the commit that fixed it. Fourteen closed issues
later they were still here: #337's support/wire-mesh trio, #171's sticky
timeline, #119's viewer and entity dumps, #113's phantom probe, and a dozen
more. 3,493 lines removed; the client now reads 144 environment variables
instead of 161, and 47 temporary probes remain instead of 64.

This is not only tidying. Every probe leaves a branch on its hot path when
unset, several re-read the environment per call rather than caching, and
the volume buries the diagnostics that are actually load-bearing. It is
also a headless correctness matter: HeadlessStaticStateAudit reflects over
PhysicsDiagnostics' flags to refuse a multi-session host when any is set,
and cannot see probes that live outside that owner.

Four files went entirely — WalkMissDiagnostic.cs, CollisionMeshWireframe.cs
and two test files whose only subject was a deleted probe.
TransitionTypes.SetContactPlane also sheds its CallerMemberName /
CallerLineNumber parameters, which existed solely for #337's cpSrc=
attribution and carried the instruction to strip them with the probe
family; no call site passed them, so no behavior changes. F2's collision
overlay survives and reverts to its proxy-cylinder form, which is what
removing the ACDREAM_WIRE_MESH upgrade means.

LaunchOptionsDocumentationTests earned its keep here: it refused the
deletion until docs/launch-options.md moved the 17 rows into Retired and
the frozen direct-read counts came down (PhysicsEngine.cs to zero,
TransitionTypes.cs 3 to 2). The documentation could not drift during a
cleanup this wide.

The 14 probes that name no owning issue are deliberately NOT deleted.
Nothing records when they became safe to remove, and guessing is how a
future investigation loses apparatus it needed; #435 stays open for their
attribution.

Full hermetic suite 15,321 passed / 0 failed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-24 11:41:20 +02:00
..
AnimatedEntityState.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
Building.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
BuildingLoader.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
BuildingRegistry.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
CachedBatch.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
CompositeWarmupEntitySource.cs perf(streaming): scope reveal warmup spatially 2026-07-25 04:39:48 +02:00
ContiguousRangeAllocator.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
DebugRenderSettings.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
DrawElementsIndirectCommand.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
EntityClassificationCache.cs feat(render): Campaign V slice V4t-2 — the world texture stack crosses to GpuTextureSlot 2026-07-28 12:43:50 +02:00
EntitySpawnAdapter.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
EnvCellLandblockBuild.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
EnvCellLandblockPublication.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
EnvCellMeshPreparationScheduler.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
EnvCellRenderer.cs fix #435 (part 1): delete 17 probes that outlived their closed investigations 2026-08-24 11:41:20 +02:00
EnvCellRenderer.Rhi.cs fix(render): detail overlay is fogged after the combine like retail; VM1 review fixes 2026-08-22 22:39:58 +02:00
EnvCellSceneryInstance.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
EnvCellVisibilitySnapshot.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
FoliageWindClassification.cs refactor(render): one group-creation seam, required foliage key field, first-frame wind snap (Campaign VM VM6 review 3) 2026-08-23 03:03:56 +02:00
GeometryUtils.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
GlobalMeshBuffer.cs perf(render) #429: allocation-exact streamed-mesh completion 2026-08-24 09:14:00 +02:00
GpuMemoryTracker.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
GpuRetiredRangeAllocator.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
GroupKey.cs refactor(render): one group-creation seam, required foliage key field, first-frame wind snap (Campaign VM VM6 review 3) 2026-08-23 03:03:56 +02:00
IEntityTextureLifetime.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
IMeshPipelineDevice.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
InstanceData.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
IWbMeshAdapter.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
LandblockSpawnAdapter.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
MeshUploadCaches.cs fix(streaming): prepare quiesced destination entities 2026-07-24 20:21:57 +02:00
MeshUploadFrameBudget.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
ModernRenderData.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
ObjectMeshManager.cs perf(render) #429: allocation-exact streamed-mesh completion 2026-08-24 09:14:00 +02:00
PackedProjectionClassificationCache.cs perf(rendering): retain packed classification 2026-07-25 02:46:40 +02:00
RetryableResourceReleaseLedger.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
SceneData.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
TextureAtlasManager.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
TextureAtlasSlotAllocator.cs feat(render): unify physical residency accounting 2026-07-24 16:20:48 +02:00
TextureFormatExtensions.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
WbDrawDispatcher.cs fix #435 (part 1): delete 17 probes that outlived their closed investigations 2026-08-24 11:41:20 +02:00
WbDrawDispatcher.DirectionalShadowReceivers.cs fix(render): shadow-gated-off receiver frames light from the authored sun again (Campaign VM VM6 review 5) 2026-08-23 03:58:41 +02:00
WbDrawDispatcher.DirectionalShadows.cs fix #429: allocation-free shadow topology rebuild + churn-frame pipelining 2026-08-24 09:16:58 +02:00
WbDrawDispatcher.PackedOracle.cs fix #426: extract solid-colour (NO_POS_UVS) faces; skip untextured subsets only on building shells and cells like retail 2026-08-23 11:20:24 +02:00
WbDrawDispatcher.Rhi.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
WbFrustum.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
WbMeshAdapter.cs fix #435 (part 1): delete 17 probes that outlived their closed investigations 2026-08-24 11:41:20 +02:00
WbRenderPass.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
WbTextureResolutionPolicy.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
WorldTextureArray.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
WorldTransformFrameArena.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00