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Shaders
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merge: bring main into claude/hopeful-maxwell-214a12 (LayoutDesc importer branch)
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2026-06-15 16:19:15 +02:00 |
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Sky
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refactor(sky): replace per-frame wrap-mode mutation with persistent samplers
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2026-04-29 08:08:26 +02:00 |
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Vfx
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feat(vfx #C.1.5b): activator handles dat-hydrated entities + per-part transforms
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2026-05-12 00:02:16 +02:00 |
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Wb
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close #125: bounded upload retry kills the sticky-drop debt (failed GL uploads were never re-staged)
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2026-06-13 10:27:26 +02:00 |
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BitmapFont.cs
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feat(ui): debug overlay + refined input controls
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2026-04-17 18:45:38 +02:00 |
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CameraController.cs
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feat(camera): InputAction + DebugVM surface for retail chase camera
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2026-05-18 20:04:34 +02:00 |
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CellVisibility.cs
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feat(render): Phase 3 (Step A) — outdoor-root seeds full-screen OutsideView
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2026-06-07 19:06:13 +02:00 |
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ChaseCamera.cs
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fix(render): re-land near plane 0.1m (retail Render::znear) — #110 resolved, closes the §4 corner see-through; close #105/#110
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2026-06-10 12:14:00 +02:00 |
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ClipFrame.cs
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feat(render): Phase U.4 — unified gated draw pass (indoor root)
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2026-05-30 17:59:21 +02:00 |
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ClipFrameAssembler.cs
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feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS
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2026-06-07 10:14:43 +02:00 |
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ClipPlaneSet.cs
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feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS
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2026-06-07 10:14:43 +02:00 |
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DebugLineRenderer.cs
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feat(ui): debug overlay + refined input controls
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2026-04-17 18:45:38 +02:00 |
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FlyCamera.cs
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fix(render): re-land near plane 0.1m (retail Render::znear) — #110 resolved, closes the §4 corner see-through; close #105/#110
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2026-06-10 12:14:00 +02:00 |
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FrustumCuller.cs
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feat(app): Phase A.2 — FrustumCuller + FrustumPlanes (Gribb-Hartmann)
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2026-04-12 08:49:17 +02:00 |
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GameWindow.cs
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fix(D.5.1): occupancy-gated slot numbers (empty=0x1000005e bg digit) + bottom-right rect probe
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2026-06-17 14:27:27 +02:00 |
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ICamera.cs
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feat(app): extract ICamera interface from OrbitCamera
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2026-04-10 20:24:29 +02:00 |
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ICameraCollisionProbe.cs
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feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks)
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2026-06-05 11:10:32 +02:00 |
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IndoorDrawPlan.cs
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feat(render): IndoorDrawPlan.ShellPass — every visible cell, no drawable filter (R1)
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2026-06-06 21:59:26 +02:00 |
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InteriorEntityPartition.cs
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#118: outdoor dynamics draw in the outside stage under interior roots - the house-exit clip+vanish was the SEAL z-killing the player
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2026-06-11 16:49:29 +02:00 |
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NdcScissorRect.cs
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fix #130: doorway-slice scissor cut the aperture's top/right pixel row
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2026-06-12 13:31:43 +02:00 |
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OrbitCamera.cs
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fix(render): re-land near plane 0.1m (retail Render::znear) — #110 resolved, closes the §4 corner see-through; close #105/#110
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2026-06-10 12:14:00 +02:00 |
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OutdoorCellNode.cs
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feat(render): R-A2 — per-building floods (the flap fix)
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2026-06-08 18:44:43 +02:00 |
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ParticleRenderer.cs
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feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS
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2026-06-07 10:14:43 +02:00 |
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PhysicsCameraCollisionProbe.cs
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diag(camera): add F6 in/out eye to [flap-sweep] probe
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2026-06-09 08:09:10 +02:00 |
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PortalDepthMaskRenderer.cs
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fix #129: cap the punch mark bias's eye-space reach (was unbounded at distance)
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2026-06-12 13:38:59 +02:00 |
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PortalProjection.cs
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knife-edge port: polyClipFinish W=0 eye-plane clip + degenerate-view propagation; EyeInsidePortalOpening rescue DELETED
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2026-06-11 21:44:23 +02:00 |
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PortalView.cs
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knife-edge port: polyClipFinish W=0 eye-plane clip + degenerate-view propagation; EyeInsidePortalOpening rescue DELETED
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2026-06-11 21:44:23 +02:00 |
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PortalVisibilityBuilder.cs
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chore(G.3): strip the #133 temp diagnostics
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2026-06-14 14:27:45 +02:00 |
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RetailChaseCamera.cs
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fix(render): re-land near plane 0.1m (retail Render::znear) — #110 resolved, closes the §4 corner see-through; close #105/#110
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2026-06-10 12:14:00 +02:00 |
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RetailPViewRenderer.cs
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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
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2026-06-12 20:52:34 +02:00 |
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SamplerCache.cs
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refactor(sky): replace per-frame wrap-mode mutation with persistent samplers
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2026-04-29 08:08:26 +02:00 |
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SceneLightingUboBinding.cs
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feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration
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2026-04-19 10:39:48 +02:00 |
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ScreenPolygonClip.cs
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feat(render): Phase A8.F — ScreenPolygonClip 2D convex-polygon intersection
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2026-05-29 11:37:30 +02:00 |
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Shader.cs
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feat(ui): debug overlay + refined input controls
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2026-04-17 18:45:38 +02:00 |
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TerrainAtlas.cs
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feat(A.5 T22.5): wire QualityPreset into renderer + streaming (commit 2/2)
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2026-05-10 08:43:06 +02:00 |
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TerrainModernRenderer.cs
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fix #108-residual (root cause): terrain drew DOUBLE-SIDED - port retail landPolysDraw eye-side gate as terrain backface cull
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2026-06-12 22:05:31 +02:00 |
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TextRenderer.cs
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feat(D.2b): UI render infra — overlay layer, DrawFill, crisp text, write-mode focus
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2026-06-16 15:23:48 +02:00 |
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TextureCache.cs
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fix(D.5.1): dispose IconComposer + RenderSurface GL handles (review)
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2026-06-16 22:18:20 +02:00 |
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ViewconeCuller.cs
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T3 (BR-5): viewconeCheck port - per-view sphere culling for statics/dynamics/particles, weather player-gate, unattached outdoor emitters
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2026-06-11 12:56:48 +02:00 |