acdream/src
Erik 4b75c68ea3 feat(render): R1 — InteriorRenderer per-cell DrawInside loop (retail PView::DrawCells)
Per-cell flood: closest-first over OrderedVisibleCells, per cell draws the closed
shell (EnvCellRenderer.Render(pass,{cellId})) + that cell's objects, then live-
dynamics unclipped, then transparent shells. Reuses the existing dispatcher Draw
per cell (safe to call N x/frame; only diagnostic GPU-timing miscounts). Caller
owns the landscape-through-door + Z-clear. Not yet wired (Task 3).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 19:54:42 +02:00
..
AcDream.App feat(render): R1 — InteriorRenderer per-cell DrawInside loop (retail PView::DrawCells) 2026-06-02 19:54:42 +02:00
AcDream.Cli feat(vfx): Phase E.3 particle system + hook wiring + registry 2026-04-18 16:48:17 +02:00
AcDream.Core feat(core): Stage 3 T3.3 — CellGraph.FindVisibleChildCell (retail find_visible_child_cell) 2026-06-02 15:37:10 +02:00
AcDream.Core.Net fix(physics): close #77 — auto-walk honors ACE CanCharge bit; zero velocity in turn-in-place 2026-05-18 09:33:33 +02:00
AcDream.Plugin.Abstractions feat(core): add IGameState, IEvents, WorldEvents with replay-on-subscribe 2026-04-10 20:29:29 +02:00
AcDream.Plugins.Smoke feat(app): wire IGameState+IEvents into Program and SmokePlugin 2026-04-10 20:31:50 +02:00
AcDream.UI.Abstractions feat(render): Phase A8 — RenderingDiagnostics.ProbeVisibilityEnabled 2026-05-26 07:47:56 +02:00
AcDream.UI.ImGui fix(ui): scope title-bar-only-drag absorber to BeginChild — Settings tabs work 2026-04-26 23:04:10 +02:00