acdream/src/AcDream.App/Rendering/Wb
Erik 8c6563cada fix(render): pair cell-shell index segments with their reordered batches
The S1 review round ordered cell-shell batches by source surface index in
ObjectMeshManager.UploadGfxObjMeshData but left the index segments handed
to the arena in TextureBatches dictionary order. FirstIndex is positional
over the segments, so every cell shell's batch pointed at another batch's
index range: magenta placeholder walls, stretched textures, and missing
faces in every dungeon and house (G1 FAIL 2026-09-02). One upload order is
now computed once and used by the count, fill, and batch loops alike.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 20:31:59 +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 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