acdream/src/AcDream.App/Rendering
2026-07-14 09:25:44 +02:00
..
Shaders fix(rendering): restore retail terrain texture tiling 2026-07-13 21:04:22 +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): port retail effect scheduling and delivery 2026-07-14 09:25:44 +02:00
Wb fix(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +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 fix(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +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
DollCamera.cs fix(D.2b): Slice 2 — retail-exact doll pose, camera + heading (visual gate) 2026-06-25 13:16:27 +02:00
DollEntityBuilder.cs refactor(world): separate live lifetime from spatial buckets 2026-07-14 07:47:03 +02:00
EntityPhysicsHost.cs fix(#171): R5-V3 — bind sticky melee (StickyManager live) + real arrival radii 2026-07-04 23:46:17 +02:00
EquippedChildRenderController.cs feat(vfx): port retail effect scheduling and delivery 2026-07-14 09:25:44 +02:00
FadeOverlay.cs feat(teleport C): TAS-driven fade transit + retire TeleportArrivalController 2026-06-22 14:03:25 +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 feat(vfx): port retail effect scheduling and delivery 2026-07-14 09:25:44 +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 perf(pipeline): MP-Alloc Task 3 - pool InteriorEntityPartition.Result 2026-07-05 23:47:23 +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
PaperdollViewportRenderer.cs fix(D.2b): Slice 2 — retail-exact doll pose, camera + heading (visual gate) 2026-06-25 13:16:27 +02:00
ParticleRenderer.cs perf(pipeline): MP-Alloc Task 2 - reuse particle draw-list + iterator 2026-07-05 23:43:14 +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 chore: strip throwaway dense-town FPS profiling apparatus (plan Task 5) 2026-06-24 00:10:00 +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(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +02:00
RenderBootstrap.cs feat(vfx): decode retail hooks and typed tables 2026-07-14 08:17:44 +02:00
RetailChaseCamera.cs fix(combat): match retail live attack feedback 2026-07-11 21:10:01 +02:00
RetailCursorManager.cs feat(ui): complete retail cursor state machine 2026-07-11 08:31:40 +02:00
RetailCursorResolver.cs feat(ui): complete retail cursor state machine 2026-07-11 08:31:40 +02:00
RetailPViewRenderer.cs fix #176: light pool tracked the camera via flood scoping - collect residents, anchor at player 2026-07-06 15:12:31 +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
SpawnMotionInitializer.cs fix(animation): preserve wire motion on every spawn path 2026-07-12 14:27:44 +02:00
TerrainAtlas.cs fix(rendering): restore retail terrain texture tiling 2026-07-13 21:04:22 +02:00
TerrainModernRenderer.cs fix(rendering): restore retail terrain texture tiling 2026-07-13 21:04:22 +02:00
TerrainTextureTilingTable.cs fix(rendering): restore retail terrain texture tiling 2026-07-13 21:04:22 +02:00
TextRenderer.cs feat(D.2b): UI render infra — overlay layer, DrawFill, crisp text, write-mode focus 2026-06-16 15:23:48 +02:00
TextureCache.cs fix(D.5.3a): selected-object meter visual-gate fixes (name, gate, flash, magenta) 2026-06-20 09:37:15 +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