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Shaders
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feat(#188): fading-wall + sliding-door translucency; hold open past animation settle
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2026-07-09 09:17:50 +02:00 |
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Sky
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refactor(sky): replace per-frame wrap-mode mutation with persistent samplers
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2026-04-29 08:08:26 +02:00 |
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Vfx
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feat(vfx #C.1.5b): activator handles dat-hydrated entities + per-part transforms
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2026-05-12 00:02:16 +02:00 |
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Wb
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feat(#188): fading-wall + sliding-door translucency; hold open past animation settle
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2026-07-09 09:17:50 +02:00 |
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BitmapFont.cs
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feat(ui): debug overlay + refined input controls
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2026-04-17 18:45:38 +02:00 |
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CameraController.cs
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feat(camera): InputAction + DebugVM surface for retail chase camera
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2026-05-18 20:04:34 +02:00 |
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CellVisibility.cs
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feat(render): Phase 3 (Step A) — outdoor-root seeds full-screen OutsideView
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2026-06-07 19:06:13 +02:00 |
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ChaseCamera.cs
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fix(render): re-land near plane 0.1m (retail Render::znear) — #110 resolved, closes the §4 corner see-through; close #105/#110
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2026-06-10 12:14:00 +02:00 |
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ClipFrame.cs
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feat(render): Phase U.4 — unified gated draw pass (indoor root)
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2026-05-30 17:59:21 +02:00 |
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ClipFrameAssembler.cs
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feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS
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2026-06-07 10:14:43 +02:00 |
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ClipPlaneSet.cs
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feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS
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2026-06-07 10:14:43 +02:00 |
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DebugLineRenderer.cs
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feat(ui): debug overlay + refined input controls
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2026-04-17 18:45:38 +02:00 |
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DollCamera.cs
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fix(D.2b): Slice 2 — retail-exact doll pose, camera + heading (visual gate)
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2026-06-25 13:16:27 +02:00 |
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DollEntityBuilder.cs
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fix(D.2b): Slice 2 — retail-exact doll pose, camera + heading (visual gate)
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2026-06-25 13:16:27 +02:00 |
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EntityPhysicsHost.cs
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fix(#171): R5-V3 — bind sticky melee (StickyManager live) + real arrival radii
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2026-07-04 23:46:17 +02:00 |
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FadeOverlay.cs
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feat(teleport C): TAS-driven fade transit + retire TeleportArrivalController
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2026-06-22 14:03:25 +02:00 |
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FlyCamera.cs
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fix(render): re-land near plane 0.1m (retail Render::znear) — #110 resolved, closes the §4 corner see-through; close #105/#110
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2026-06-10 12:14:00 +02:00 |
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FrustumCuller.cs
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feat(app): Phase A.2 — FrustumCuller + FrustumPlanes (Gribb-Hartmann)
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2026-04-12 08:49:17 +02:00 |
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GameWindow.cs
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Merge branch 'main' into claude/peaceful-visvesvaraya-e0a196
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2026-07-09 23:18:52 +02:00 |
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ICamera.cs
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feat(app): extract ICamera interface from OrbitCamera
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2026-04-10 20:24:29 +02:00 |
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ICameraCollisionProbe.cs
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feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks)
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2026-06-05 11:10:32 +02:00 |
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IndoorDrawPlan.cs
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feat(render): IndoorDrawPlan.ShellPass — every visible cell, no drawable filter (R1)
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2026-06-06 21:59:26 +02:00 |
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InteriorEntityPartition.cs
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perf(pipeline): MP-Alloc Task 3 - pool InteriorEntityPartition.Result
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2026-07-05 23:47:23 +02:00 |
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NdcScissorRect.cs
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fix #130: doorway-slice scissor cut the aperture's top/right pixel row
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2026-06-12 13:31:43 +02:00 |
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OrbitCamera.cs
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fix(render): re-land near plane 0.1m (retail Render::znear) — #110 resolved, closes the §4 corner see-through; close #105/#110
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2026-06-10 12:14:00 +02:00 |
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OutdoorCellNode.cs
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feat(render): R-A2 — per-building floods (the flap fix)
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2026-06-08 18:44:43 +02:00 |
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PaperdollViewportRenderer.cs
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fix(D.2b): Slice 2 — retail-exact doll pose, camera + heading (visual gate)
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2026-06-25 13:16:27 +02:00 |
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ParticleRenderer.cs
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perf(pipeline): MP-Alloc Task 2 - reuse particle draw-list + iterator
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2026-07-05 23:43:14 +02:00 |
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PhysicsCameraCollisionProbe.cs
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diag(camera): add F6 in/out eye to [flap-sweep] probe
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2026-06-09 08:09:10 +02:00 |
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PortalDepthMaskRenderer.cs
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chore: strip throwaway dense-town FPS profiling apparatus (plan Task 5)
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2026-06-24 00:10:00 +02:00 |
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PortalProjection.cs
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knife-edge port: polyClipFinish W=0 eye-plane clip + degenerate-view propagation; EyeInsidePortalOpening rescue DELETED
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2026-06-11 21:44:23 +02:00 |
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PortalView.cs
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knife-edge port: polyClipFinish W=0 eye-plane clip + degenerate-view propagation; EyeInsidePortalOpening rescue DELETED
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2026-06-11 21:44:23 +02:00 |
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PortalVisibilityBuilder.cs
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chore(G.3): strip the #133 temp diagnostics
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2026-06-14 14:27:45 +02:00 |
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RenderBootstrap.cs
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feat(#188): fading-wall + sliding-door translucency; hold open past animation settle
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2026-07-09 09:17:50 +02:00 |
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RetailChaseCamera.cs
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fix #180: port retail's stateful camera sought-position - the sweep target converges onto the wall contact
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2026-07-06 16:49:01 +02:00 |
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RetailCursorManager.cs
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feat(ui): D.2b item interaction + retail cursors + live character sheet
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2026-07-03 09:18:43 +02:00 |
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RetailCursorResolver.cs
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feat(ui): D.2b item interaction + retail cursors + live character sheet
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2026-07-03 09:18:43 +02:00 |
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RetailPViewRenderer.cs
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fix #176: light pool tracked the camera via flood scoping - collect residents, anchor at player
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2026-07-06 15:12:31 +02:00 |
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SamplerCache.cs
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refactor(sky): replace per-frame wrap-mode mutation with persistent samplers
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2026-04-29 08:08:26 +02:00 |
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SceneLightingUboBinding.cs
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feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration
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2026-04-19 10:39:48 +02:00 |
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ScreenPolygonClip.cs
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feat(render): Phase A8.F — ScreenPolygonClip 2D convex-polygon intersection
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2026-05-29 11:37:30 +02:00 |
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Shader.cs
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feat(ui): debug overlay + refined input controls
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2026-04-17 18:45:38 +02:00 |
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TerrainAtlas.cs
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feat(A.5 T22.5): wire QualityPreset into renderer + streaming (commit 2/2)
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2026-05-10 08:43:06 +02:00 |
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TerrainModernRenderer.cs
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fix #108-residual (root cause): terrain drew DOUBLE-SIDED - port retail landPolysDraw eye-side gate as terrain backface cull
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2026-06-12 22:05:31 +02:00 |
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TextRenderer.cs
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feat(D.2b): UI render infra — overlay layer, DrawFill, crisp text, write-mode focus
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2026-06-16 15:23:48 +02:00 |
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TextureCache.cs
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fix(D.5.3a): selected-object meter visual-gate fixes (name, gate, flash, magenta)
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2026-06-20 09:37:15 +02:00 |
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ViewconeCuller.cs
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T3 (BR-5): viewconeCheck port - per-view sphere culling for statics/dynamics/particles, weather player-gate, unattached outdoor emitters
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2026-06-11 12:56:48 +02:00 |