EntityPassesVisibleCellGate no longer returns true unconditionally for outdoor scenery under a cell filter (was the headline #78 bleed). Outdoor scenery now draws only via the unfiltered bucket (visibleCellIds: null) + ResolveEntitySlot's OutsideView routing. The outdoor-root global Draw passes visibleCellIds: null (no portal-cell scoping outdoors; retires VisibleCellIds as a render gate — peering into buildings is R5). Updated the EntityClipTests case that pinned the old bypass (Included -> Excluded). 174/174 App tests green. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com> |
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| Rendering | ||
| AcDream.App.Tests.csproj | ||
| RuntimeOptionsTests.cs | ||