..
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
feat(render) Campaign FW3.3: ShellDrawLiftZ is RETIRED - cells draw at the dat origin
2026-08-30 16:08:52 +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
feat(render) Campaign FW2: OrderedDrawStream + walk-order submitter
2026-08-30 12:31:31 +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
fix(render): pair cell-shell index segments with their reordered batches
2026-09-02 20:31:59 +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
refactor(render): delete the packed dispatcher
2026-08-31 04:44:22 +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(render): apply retail marker admission to the walk
2026-08-31 04:31:22 +02:00
WbDrawDispatcher.FacilityStairProbe.cs
checkpoint(render): preserve pre-overhaul investigation state
2026-09-01 18:04:24 +02:00
WbDrawDispatcher.OrderedStream.cs
checkpoint(render): preserve pre-overhaul investigation state
2026-09-01 18:04:24 +02:00
WbDrawDispatcher.Rhi.cs
feat(render) Campaign FW3.2a: the walk-to-draw population layer
2026-08-30 13:52:23 +02:00
WbDrawDispatcher.WalkClassify.cs
checkpoint(render): preserve pre-overhaul investigation state
2026-09-01 18:04:24 +02:00
WbFrustum.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
WbMeshAdapter.cs
fix(render): apply retail marker admission to the walk
2026-08-31 04:31:22 +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