acdream/src/AcDream.Core/Terrain
Erik a64e6f20da refactor: #100 — remove hiddenTerrainCells / BuildingTerrainCells plumbing
Retired in favour of Task 1's retail-faithful terrain shader Z nudge.
Pure removal — ~50 LOC of dead surface area across:

  - src/AcDream.Core/Terrain/LandblockMesh.cs (drop parameter +
    cell-collapse block)
  - src/AcDream.Core/World/LoadedLandblock.cs (drop field)
  - src/AcDream.Core/World/LandblockLoader.cs (drop method + call)
  - src/AcDream.App/Rendering/GameWindow.cs (3 sites)
  - src/AcDream.App/Streaming/GpuWorldState.cs (6 ctor sites)
  - src/AcDream.App/Streaming/LandblockStreamer.cs (1 ctor site)
  - tests/AcDream.Core.Tests/World/LandblockLoaderTests.cs (drop test)
  - tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs (drop test)

No retail anchor — the deleted mechanism never had one; this commit
rolls our code back to the actual retail behaviour established in
the prior commit's shader nudge.

ISSUES.md #100 moved to Recently closed.

Cross-ref:
  docs/research/2026-05-25-issue-100-terrain-cutout-handoff.md
  docs/superpowers/plans/2026-05-25-issue-100-terrain-cutout.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 21:37:53 +02:00
..
CellSplitDirection.cs feat(core): terrain palette + cell split math (Phase 3c.1) 2026-04-11 13:36:35 +02:00
LandblockMesh.cs refactor: #100 — remove hiddenTerrainCells / BuildingTerrainCells plumbing 2026-05-25 21:37:53 +02:00
SurfaceInfo.cs feat(core): terrain surface recipe + cell data packing (Phase 3c.3) 2026-04-11 13:53:32 +02:00
TerrainBlending.cs fix(core): AC2D render split formula + triangle-aware Z sampling 2026-04-12 22:08:42 +02:00
TerrainSlotAllocator.cs phase(N.5b) Task 2: TerrainSlotAllocator + tests 2026-05-09 08:44:51 +02:00
TerrainVertex.cs feat(core+app): per-cell terrain texture blending (Phase 3c.4) 2026-04-11 14:02:15 +02:00
Vertex.cs feat(core): add Vertex.TerrainLayer + LandblockMesh layer map 2026-04-10 20:16:25 +02:00