acdream/src/AcDream.App
Erik 8ee76deefd diag(scenery): #48 ACDREAM_DUMP_SCENERY_Z dump
Per-spawn / per-rendered-mesh log line at scenery hydration: rendered
gfx id, sample source (physics vs bilinear), groundZ, BaseLoc.Z,
finalZ, mesh vertex Z range, and DIDDegrade slot 0 metadata. One log
line lets the user identify a floating tree by world coords and the
data picks the hypothesis (BaseLoc.Z addition / sampler drift /
DIDDegrade selection). Diagnostic-first per CLAUDE.md before the fix.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 17:57:10 +02:00
..
Audio feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
Input fix(physics): #42 skip self in FindObjCollisions — airborne XY drift 2026-05-05 19:01:07 +02:00
Plugins feat(core): add IGameState, IEvents, WorldEvents with replay-on-subscribe 2026-04-10 20:29:29 +02:00
Rendering diag(scenery): #48 ACDREAM_DUMP_SCENERY_Z dump 2026-05-06 17:57:10 +02:00
Streaming feat(lighting): Phase G.2 — Setup.Lights + SetLightHook wiring 2026-04-19 10:46:49 +02:00
UI docs+feat(ui): retail UI deep-dive research + C# port scaffold 2026-04-17 19:13:02 +02:00
AcDream.App.csproj feat(spells): #11 SpellTable - hydrate metadata from spells.csv at startup 2026-04-25 17:48:43 +02:00
Program.cs feat(app): wire IGameState+IEvents into Program and SmokePlugin 2026-04-10 20:31:50 +02:00