acdream/tests/AcDream.App.Tests
Erik 761a7519f1 fix(ui): retained-UI rect outlines composite in painter order, not above every window
Owner report: with the MossTank plugin window BEHIND the inventory window,
the plugin's "Force Buff"/"Cancel Force Buff" button border outlines drew on
top of the inventory paperdoll. Only outlines leaked; fills did not.

Root cause: TextRenderer composited three buckets per layer — submission-
ordered sprite segments, then ALL untextured DrawRect quads (_rectBuf), then
debug text (Flush/DrawLayer). UiRenderContext.DrawRect forwarded into that
separate rect bucket, which always flushed AFTER every sprite segment
regardless of submission order. UiRenderContext.DrawRectOutline is four
DrawRect calls, so every BorderColor outline in the retained UI (UiPanel,
UiMarkupList) composited above every window's sprite content drawn after it,
instead of only the windows actually painted before it.

Fix: UiRenderContext.DrawRect now forwards to DrawFill — the same untextured
SPRITE-bucket segment DrawFill already used for panel backgrounds — so
DrawRectOutline inherits real painter/submission order. Audited the only
other DrawRect caller (UiMeter's bg-then-bar fill, which already relied on
same-call submission order and is unaffected) and the only other
DrawRectOutline callers (UiPanel, UiMarkupList, both routed through the same
fixed chokepoint). TextRenderer.DrawRect/DrawRectOutline and the _rectBuf
bucket are left in place (not deleted) with updated doc comments noting no
caller in src/ outside TextRenderer itself reaches them anymore; a future
non-retained-UI caller (e.g. a debug overlay) could still want that
"always on top of sprites" behavior. Added TextRenderer.DebugRectVertexCount
(test-only) and a failing-first regression test
(UiRectOutlinePainterOrderTests) that builds a real UiPanel border behind a
later-added opaque sprite and asserts submission order.

No retail-divergence register row: this is a renderer ordering bug, not a
documented retail behavior deviation.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-06 16:24:34 +02:00
..
Architecture test: replace gameplay owner source freezes 2026-08-18 16:49:38 +02:00
Audio feat(audio): Campaign A slice A2 — retail's 2D pan+gain mixer replaces AL 3D 2026-08-08 21:58:50 +02:00
Combat fix #436: combat no-target refusal reaches the SpewBox with retail's exact text 2026-08-24 12:53:11 +02:00
Composition Finish bounded lighting-observer cleanup and record verification 2026-09-05 15:15:59 +02:00
Configuration fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
Credentials test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Diagnostics feat(diagnostics): retain bounded local crash reports (#477) 2026-09-05 19:49:22 +02:00
Input fix(camera): port retail offset adjustment laws 2026-08-31 05:42:23 +02:00
Interaction fix(client): restore retail interaction parity 2026-08-26 20:45:11 +02:00
Net fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
Physics fix #482: restore neighboring outdoor wall collision 2026-09-05 18:42:31 +02:00
Platform feat(mosstank): add VTank-style automation PoC 2026-08-27 18:57:21 +02:00
Plugins fix(plugin-ui): Slice B review fixes — no magenta for bad DIDs, contract threshold, integral icon bindings, nearest did art, loud markup errors 2026-09-06 15:43:56 +02:00
Rendering fix(plugin-ui): Slice B review fixes — no magenta for bad DIDs, contract threshold, integral icon bindings, nearest did art, loud markup errors 2026-09-06 15:43:56 +02:00
Runtime fix(client): restore retail interaction parity 2026-08-26 20:45:11 +02:00
Settings fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
Spells feat(headless): share immutable gameplay content 2026-07-27 09:00:48 +02:00
Streaming fix #483: restore far terrain and close OVERHAUL with #484 deferred 2026-09-06 10:22:51 +02:00
UI fix(ui): retained-UI rect outlines composite in painter order, not above every window 2026-09-06 16:24:34 +02:00
World fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
AcDream.App.Tests.csproj fix(rendering): split ordinary transform and sidecar indices 2026-09-05 03:19:55 +02:00
BoundedTestDatCollection.cs perf(content): remove exception-driven setup probes 2026-07-24 15:12:21 +02:00
FramePhaseTestDoubles.cs refactor(runtime): move session lifetime and ordered transport 2026-07-25 19:39:24 +02:00
FrameProfilerReportTests.cs perf(diag): complete trustworthy Slice A capture tooling 2026-07-24 12:46:51 +02:00
FrameStatsBufferTests.cs fix(pipeline): MP0 - profiler toggle-path hygiene + Max() seed (review follow-up) 2026-07-05 19:26:28 +02:00
GameRuntimeTestFactory.cs refactor(runtime): cut graphical host over to canonical root 2026-07-26 19:06:09 +02:00
GlobalUsings.cs feat(runtime): share chat commands and run login sequence 2026-08-14 20:27:45 +02:00
LiveEntityRuntimeFixture.cs test(runtime): restore the world-frame precondition across first-entry fixtures 2026-08-03 13:32:28 +02:00
LiveEntitySpawnFixture.cs feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8) 2026-08-02 18:10:33 +02:00
packages.neutral.lock.json build: make release restore reproducible 2026-08-18 10:29:00 +02:00
RuntimeDatAccessArchitectureTests.cs feat(headless): share immutable process content 2026-07-27 08:37:24 +02:00
RuntimeDatCollectionFactoryTests.cs feat(headless): share immutable process content 2026-07-27 08:37:24 +02:00
RuntimeOptionsRetailUiTests.cs fix: complete retail parity stability pass 2026-08-28 20:01:39 +02:00
RuntimeOptionsTests.cs feat(render): S3 chunk 1 — print-only walk transcript, OH fixtures, offline signature diff 2026-09-03 11:49:42 +02:00
RuntimeWorldTransitTestDriver.cs refactor(runtime): own teleport destination correlation 2026-07-26 17:52:34 +02:00
ThreadSchedulingCollection.cs test(ci): harden scheduling and allocation gates 2026-08-27 19:28:10 +02:00
ZeroAllocationProbe.cs test(app): measure the warmed path, not the path being warmed (#250) 2026-07-29 03:42:08 +02:00
ZeroAllocationProbeTests.cs test(app): measure the warmed path, not the path being warmed (#250) 2026-07-29 03:42:08 +02:00