acdream/tests/AcDream.Core.Tests
Erik 4d25e04d83 fix #176 #177: the camera-capped light snapshot evicted visible cells' torches — per-cell lighting popped at seams
The probe launch discriminated it: the user reproduced the purple floor
flash while [light] (ambient branch) and [pv-input] (portal flood) read
provably healthy — eliminating the last CPU-side theories and exposing
the one channel the probes could not see: per-cell 8-light set
composition.

BuildPointLightSnapshot kept the MaxGlobalLights=128 point lights
nearest THE CAMERA; the Facility Hub registers 366 fixtures, so 238
were evicted per frame by camera distance. SelectForObject (faithfully
camera-independent, and unit-pinned as such) could only choose from the
surviving 128 — an in-range torch of a visible cell that ranked past
the cap dropped out of that cell's 8-set, so per-cell Gouraud lighting
flipped as the chase boom swung the camera:

- #176: the flipping unit is a CELL -> discontinuity lines at exactly
  cell-seam granularity; a torch-losing floor drops to dim blue-grey
  stone at 0.2 ambient (the perceived purple), camera-angle dependent.
- #177: a stair room whose torches all ranked past the cap rendered at
  bare 0.2 ambient (near-black = 'not visible'); approach re-admitted
  them ('pops into existence'); the sweeping boundary dropped the
  ramp's lights mid-descent ('disappears on the last step'). The
  geometry never vanished - its lights did.

Retail's minimize_object_lighting (0x0054d480) has NO global
camera-nearest pool cap (lights register per cell, insert_light
0x0054d1b0). Fix: MaxGlobalLights 128 -> 1024, a non-biting safety
valve (GlobalLightPacker grows to fit; 64 B/light). Register row AP-85.

TDD pin: PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant
(RED at 128 with a Hub-scale 401-light layout, GREEN at 1024). The
pre-existing camera-independence pin covered the SELECTOR but not the
SNAPSHOT it selects from - the pop re-entered one stage upstream.

Suites: Core 2588 / App 719 / UI 425 / Net 385 green. Pending user gate.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 21:55:43 +02:00
..
Allegiance feat(allegiance): Phase H.2 AllegianceRequests + AllegianceTree model 2026-04-18 17:17:45 +02:00
Audio feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
Chat fix(chat): /help client-side handler + System dedup + ThatIsNotAValidCommand template 2026-04-25 21:22:07 +02:00
Combat fix(combat): #159 — derive CombatAnimationMotionCommands from the DRW enum 2026-07-04 09:08:11 +02:00
Conformance chore: strip throwaway dense-town FPS profiling apparatus (plan Task 5) 2026-06-24 00:10:00 +02:00
Fixtures feat(L.2g-S2a): CMotionInterp inbound funnel in Core + live-retail conformance harness (DEV-1 core) 2026-07-02 18:50:09 +02:00
Input fix #174: RemoveLinkAnimations seam is HandleEnterWorld (strip + drain) 2026-07-05 16:33:41 +02:00
Items fix(D.2b): wield is ContainerId-based — drop the WielderId write (code review) 2026-06-22 22:15:18 +02:00
Lighting fix #176 #177: the camera-capped light snapshot evicted visible cells' torches — per-cell lighting popped at seams 2026-07-05 21:55:43 +02:00
Meshing fix(render): hide editor-only placement markers in dungeons — port retail's degrade-to-nothing (#136) 2026-06-14 19:03:08 +02:00
Physics docs+test #176/#177: 12 mechanisms refuted, apparatus shipped, probe protocol staged 2026-07-05 21:20:03 +02:00
Player feat(player): #5 PlayerDescription parser — Stam/Mana via attribute block 2026-04-25 16:42:24 +02:00
Plugins feat(D.2b): IUiRegistry plugin UI surface + buffered drain into UiHost 2026-06-14 17:46:37 +02:00
Rendering docs+test #176/#177: 12 mechanisms refuted, apparatus shipped, probe protocol staged 2026-07-05 21:20:03 +02:00
Selection test(picker): Cluster A #86 — screen-rect cell-occlusion tests 2026-05-19 14:56:51 +02:00
Spells fix(player): EnchantmentMask bit fix + Vitae key=0 + absolute Vitals overlay 2026-04-25 18:15:20 +02:00
Streaming fix(streaming): recover the player from the pending bucket — invisible-player / world-not-loading bug 2026-07-03 22:03:44 +02:00
Terrain 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
Textures fix(textures): DecodeSolidColor null-safe against null ColorValue 2026-06-14 14:36:07 +02:00
Ui fix(retail): rotation rate, useability gate, retail toast strings 2026-05-16 12:17:54 +02:00
Vfx fix(vfx #56): ParticleHookSink applies CreateParticleHook.PartIndex transform 2026-05-11 23:57:20 +02:00
World feat(streaming): PhysicsDatBundle on LoadedLandblock (datLock fix scaffold) 2026-06-23 09:31:26 +02:00
AcDream.Core.Tests.csproj test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation 2026-06-02 15:20:24 +02:00
SmokeTest.cs chore: phase 1 — add Core, Abstractions, App, Tests projects 2026-04-10 09:22:33 +02:00
xunit.runner.json test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation 2026-06-02 15:20:24 +02:00