acdream/tests/AcDream.Core.Tests/Meshing
Erik acf172469e feat(content): S1 exact CellStruct surface-index construction, recipe 8
Campaign OVERHAUL S1 chunk A. Retail's D3DPolyRender::ConstructMesh
@0x0059DFA0 is ported as one pure Core descriptor plus the Content
extraction that consumes it:

- side candidates come only from sides_type (0/1/2); NoPos/NoNeg mean
  UV-array absence only and never suppress a side (CPolygon::UnPack
  @0x00538650);
- ST_DOUBLE's second copy is reversed with a negative normal; ST_BOTH's
  negative side has a negative normal and forward fan order (reverse is on
  the copy ordinal, not the side ordinal);
- an absent UV-index array is UV index 0 (ConstructMesh @0x0059E691
  xor ebx,ebx, arbitrated on the PDB-paired binary); copyVert @0x0059C080
  zeroes coordinates only for a negative or out-of-range index or a vertex
  without UVs, never by clamping to slot 0;
- the subset owner is the source surface-array index, emitted in ascending
  slot order with retail's per-slot mask (2 > 8 > 4 precedence, positive
  surface OR on signed stippling > 0);
- built-EnvCell admission is (Surface.Type & (BASE1_IMAGE|BASE1_CLIPMAP))
  != 0 after surface resolution (DrawEnvCell @0x0059F170 -> DrawMesh
  @0x0059D4A0 arg4=1); untextured slots are constructed but not emitted;
- cell batches carry SourceSurfaceIndex, RetailSurfaceMask, RawSurfaceType,
  IsCellShell, and fixed clockwise raster cull (RenderMeshSubset
  @0x0059CA10); authored sides_type is no longer stored as GPU cull.

Prepared-mesh serializer gains the four fields; bake recipe 7 -> 8 with a
FullRebuild migration; pak format stays 2 (pinned). Ordinary GfxObj
extraction is unchanged. AP-234's register row and CellMesh unification
land in chunk B.

Core: 32 descriptor tests. Content: 170/170. Bake: 18/18. Launcher.Core:
365/365 (Lane!=Linux). Solution Release build 0 warnings / 0 errors.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 18:40:33 +02:00
..
CellStructSideCandidatesTests.cs feat(content): S1 exact CellStruct surface-index construction, recipe 8 2026-09-02 18:40:33 +02:00
EntityHydrationRulesTests.cs fix(#79/#93): mesh-empty hydration gate was dropping light-only fixtures 2026-07-09 11:11:16 +02:00
EquippedChildAttachmentTests.cs feat(vfx): bind effects to live animated poses 2026-07-14 10:56:01 +02:00
GfxObjDegradeResolverTests.cs fix(render): hide editor-only placement markers in dungeons — port retail's degrade-to-nothing (#136) 2026-06-14 19:03:08 +02:00
GfxObjMeshTests.cs fix #426: extract solid-colour (NO_POS_UVS) faces; skip untextured subsets only on building shells and cells like retail 2026-08-23 11:20:24 +02:00
RetailUntexturedSurfacePolicyTests.cs fix #426: extract solid-colour (NO_POS_UVS) faces; skip untextured subsets only on building shells and cells like retail 2026-08-23 11:20:24 +02:00
SetupMeshTests.cs feat(core): add SetupMesh.Flatten for single-level part hierarchy 2026-04-10 18:01:16 +02:00
SetupPartTransformsTests.cs feat(vfx): bind effects to live animated poses 2026-07-14 10:56:01 +02:00
TranslucencyKindTests.cs feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00