..
Shaders
feat(render): Phase W Stage 4 — sky/weather portal-clip seal (LScape through the doorway)
2026-06-02 16:15:08 +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
#119 ROOT CAUSE: interior-id X-byte collision + player-landblock cache hints = cross-entity batch serving
2026-06-11 21:43:45 +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
131 probe: print matched emitter owner ids + the setup-dump diagnostic (portal identification capture)
2026-06-12 19:48:53 +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 #132 (outdoor sibling): outdoor attached scene emitters move to the post-frame pass; sharpen the #131 probe
2026-06-12 19:26:04 +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
docs(render): Phase W Stage 4 — verify ceiling-sealed / terrain-viewpoint / GL-state + ParentCellId
2026-06-02 16:24:23 +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