acdream/src/AcDream.App/Rendering
Erik 7d8da99f79 fix(G.3): collapse dungeon streaming at the snap, not after landblock finalize (#133)
The dungeon-streaming gate read SeenOutside from the render registry
(_cellVisibility.TryGetCell), which only succeeds AFTER the landblock FINALIZES —
~tens of seconds for a 205-cell dungeon. So the collapse fired late and the full
25x25 neighbor window churned in first ("~30s to stabilize at high FPS").

EnvCell extends ObjCell, which already carries SeenOutside (set from the EnvCell
dat flags at construction), so CurrCell.SeenOutside is available the moment the
player is placed (the snap). Read it directly instead of the registry. Collapse now
engages ~3s in (snap) instead of ~30s (finalize); residual is the ~24 neighbors the
bootstrap loads before the snap, which then unload. Also simplifies the predicate.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-14 10:06:17 +02:00
..
Shaders fix(A7): port retail calc_point_light (1-dist/falloff) ramp — kill the "spotlight" hard edge (#133) 2026-06-13 21:48:46 +02:00
Sky refactor(sky): replace per-frame wrap-mode mutation with persistent samplers 2026-04-29 08:08:26 +02:00
Vfx feat(vfx #C.1.5b): activator handles dat-hydrated entities + per-part transforms 2026-05-12 00:02:16 +02:00
Wb close #125: bounded upload retry kills the sticky-drop debt (failed GL uploads were never re-staged) 2026-06-13 10:27:26 +02:00
BitmapFont.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
CameraController.cs feat(camera): InputAction + DebugVM surface for retail chase camera 2026-05-18 20:04:34 +02:00
CellVisibility.cs feat(render): Phase 3 (Step A) — outdoor-root seeds full-screen OutsideView 2026-06-07 19:06:13 +02:00
ChaseCamera.cs fix(render): re-land near plane 0.1m (retail Render::znear) — #110 resolved, closes the §4 corner see-through; close #105/#110 2026-06-10 12:14:00 +02:00
ClipFrame.cs feat(render): Phase U.4 — unified gated draw pass (indoor root) 2026-05-30 17:59:21 +02:00
ClipFrameAssembler.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
ClipPlaneSet.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
DebugLineRenderer.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
FlyCamera.cs fix(render): re-land near plane 0.1m (retail Render::znear) — #110 resolved, closes the §4 corner see-through; close #105/#110 2026-06-10 12:14:00 +02:00
FrustumCuller.cs feat(app): Phase A.2 — FrustumCuller + FrustumPlanes (Gribb-Hartmann) 2026-04-12 08:49:17 +02:00
GameWindow.cs fix(G.3): collapse dungeon streaming at the snap, not after landblock finalize (#133) 2026-06-14 10:06:17 +02:00
ICamera.cs feat(app): extract ICamera interface from OrbitCamera 2026-04-10 20:24:29 +02:00
ICameraCollisionProbe.cs feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks) 2026-06-05 11:10:32 +02:00
IndoorDrawPlan.cs feat(render): IndoorDrawPlan.ShellPass — every visible cell, no drawable filter (R1) 2026-06-06 21:59:26 +02:00
InteriorEntityPartition.cs #118: outdoor dynamics draw in the outside stage under interior roots - the house-exit clip+vanish was the SEAL z-killing the player 2026-06-11 16:49:29 +02:00
NdcScissorRect.cs fix #130: doorway-slice scissor cut the aperture's top/right pixel row 2026-06-12 13:31:43 +02:00
OrbitCamera.cs fix(render): re-land near plane 0.1m (retail Render::znear) — #110 resolved, closes the §4 corner see-through; close #105/#110 2026-06-10 12:14:00 +02:00
OutdoorCellNode.cs feat(render): R-A2 — per-building floods (the flap fix) 2026-06-08 18:44:43 +02:00
ParticleRenderer.cs feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS 2026-06-07 10:14:43 +02:00
PhysicsCameraCollisionProbe.cs diag(camera): add F6 in/out eye to [flap-sweep] probe 2026-06-09 08:09:10 +02:00
PortalDepthMaskRenderer.cs fix #129: cap the punch mark bias's eye-space reach (was unbounded at distance) 2026-06-12 13:38:59 +02:00
PortalProjection.cs knife-edge port: polyClipFinish W=0 eye-plane clip + degenerate-view propagation; EyeInsidePortalOpening rescue DELETED 2026-06-11 21:44:23 +02:00
PortalView.cs knife-edge port: polyClipFinish W=0 eye-plane clip + degenerate-view propagation; EyeInsidePortalOpening rescue DELETED 2026-06-11 21:44:23 +02:00
PortalVisibilityBuilder.cs fix #124: interior-root building look-ins as a landscape-stage sub-pass 2026-06-12 15:59:29 +02:00
RetailChaseCamera.cs fix(render): re-land near plane 0.1m (retail Render::znear) — #110 resolved, closes the §4 corner see-through; close #105/#110 2026-06-10 12:14:00 +02:00
RetailPViewRenderer.cs fix #131 (root cause 4, structurally forced): look-in cells draw their DYNAMICS - the town portal is a server object in the hall's porch cell 2026-06-12 20:52:34 +02:00
SamplerCache.cs refactor(sky): replace per-frame wrap-mode mutation with persistent samplers 2026-04-29 08:08:26 +02:00
SceneLightingUboBinding.cs feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration 2026-04-19 10:39:48 +02:00
ScreenPolygonClip.cs feat(render): Phase A8.F — ScreenPolygonClip 2D convex-polygon intersection 2026-05-29 11:37:30 +02:00
Shader.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
TerrainAtlas.cs feat(A.5 T22.5): wire QualityPreset into renderer + streaming (commit 2/2) 2026-05-10 08:43:06 +02:00
TerrainModernRenderer.cs fix #108-residual (root cause): terrain drew DOUBLE-SIDED - port retail landPolysDraw eye-side gate as terrain backface cull 2026-06-12 22:05:31 +02:00
TextRenderer.cs feat(ui): debug overlay + refined input controls 2026-04-17 18:45:38 +02:00
TextureCache.cs diag(render): tripwires on every silent dat-miss path (white-walls attribution, #105) 2026-06-09 21:28:32 +02:00
ViewconeCuller.cs T3 (BR-5): viewconeCheck port - per-view sphere culling for statics/dynamics/particles, weather player-gate, unattached outdoor emitters 2026-06-11 12:56:48 +02:00