acdream/tests/AcDream.App.Tests/Rendering
Erik f8d0499d8b feat(render): Phase A8 RR4 — wire BuildingRegistry into landblock load
LoadedCell.BuildingId (init + internal setter) — set exactly once at
    landblock load time by BuildingLoader; null when the cell isn't
    part of any building (outdoor surface cells; dungeon cells not
    enumerated in LandBlockInfo.Buildings).

  GameWindow landblock-load path: builds BuildingRegistry from
    LandBlockInfo.Buildings; stamps each cell's BuildingId; stores the
    registry on _buildingRegistries[landblockId] (GameWindow-level dict)
    for render-frame lookups. Note: LoadedLandblock is AcDream.Core.World
    (a sealed record) — adding an App-type field there would violate
    Code Structure Rule #2, so the registry is stored in a new
    GameWindow-level dictionary instead. Cleanup wired in both
    removeTerrain lambdas (OnLoad + OnResize paths).

  drainedCells dict: the existing _pendingCells drain loop is extended
    to also build a local CellId→LoadedCell dict; BuildingLoader.Build
    uses this dict for the stamping pass so no second iteration is needed.

  New BuildingLoaderTest verifies the stamping path. 5 BuildingLoader
  tests total (4 from RR3 + 1 new).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 11:13:48 +02:00
..
Wb feat(render): Phase A8 RR4 — wire BuildingRegistry into landblock load 2026-05-27 11:13:48 +02:00
CameraControllerTests.cs feat(camera): InputAction + DebugVM surface for retail chase camera 2026-05-18 20:04:34 +02:00
CellVisibilityPortalPolygonsTests.cs feat(render): Phase A8 — populate LoadedCell.PortalPolygons 2026-05-26 07:43:24 +02:00
IndoorCellStencilPipelineTests.cs feat(render): Phase A8 — IndoorCellStencilPipeline + PortalMeshBuilder 2026-05-26 08:02:14 +02:00
RetailChaseCameraTests.cs fix(camera): retail-faithful jump-tracking via contact-plane projection 2026-05-19 09:32:50 +02:00