..
Gpu
docs(render): V11 closeout — register, architecture, code structure, issues
2026-07-29 03:20:04 +02:00
Residency
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
Scene
refactor(app): key live projections by runtime identity
2026-07-25 21:50:58 +02:00
Selection
feat(rendering): prove packed dispatcher output parity
2026-07-25 01:31:56 +02:00
Shaders
feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders
2026-07-29 02:58:15 +02:00
Sky
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
2026-07-29 02:19:53 +02:00
Vfx
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
Wb
feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders
2026-07-29 02:58:15 +02:00
AnimationPresentationDiagnostics.cs
refactor(animation): extract live PartArray presenter
2026-07-21 09:37:02 +02:00
AttachmentUpdateOrder.cs
refactor(app): key live projections by runtime identity
2026-07-25 21:50:58 +02:00
BackendNeutralWorldTextures.cs
feat(render): Campaign V slice V6i-2 commit 2 — world texture creation crosses to IGpuTexture
2026-07-28 13:57:43 +02:00
BitmapFont.cs
feat(render): put the retained UI and debug lines on both backends
2026-07-28 08:51:32 +02:00
BoundedUnownedResourceCache.cs
fix(rendering): bound portal resource lifetime
2026-07-18 21:35:16 +02:00
CameraController.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
CameraFrameController.cs
refactor(camera): extract the update frame
2026-07-22 03:08:58 +02:00
CellVisibility.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
ChaseCamera.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
ClipFrame.cs
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
2026-07-29 02:19:53 +02:00
ClipFrameAssembler.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
ClipPlaneSet.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
CompositeTextureArrayCache.cs
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
2026-07-29 02:19:53 +02:00
CreatureAppraisalPresentation.cs
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
2026-07-29 02:19:53 +02:00
DatLiveEntityProjectionMaterializer.cs
refactor(runtime): close simulation ownership
2026-07-26 15:53:31 +02:00
DebugLineRenderer.cs
feat(render): Campaign V slice V6l commit 1 - particles draw on Vulkan
2026-07-28 17:20:59 +02:00
DebugVmRenderFactsPublisher.cs
refactor(render): extract frame presentation diagnostics
2026-07-22 05:02:31 +02:00
DevToolsRuntimeSources.cs
refactor(runtime): close simulation ownership
2026-07-26 15:53:31 +02:00
DisplayFramePacingController.cs
feat(linux): add graphical platform services
2026-07-27 11:54:59 +02:00
DollCamera.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
DollEntityBuilder.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
DynamicBufferCapacity.cs
fix(rendering): bound portal resource lifetime
2026-07-18 21:35:16 +02:00
EquippedChildRenderController.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
FixedEntityTextureOwnerLease.cs
fix(rendering): bound portal resource lifetime
2026-07-18 21:35:16 +02:00
FlyCamera.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
FramebufferResizeController.cs
feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders
2026-07-29 02:58:15 +02:00
FramePacingController.cs
feat(linux): add graphical platform services
2026-07-27 11:54:59 +02:00
FramePacingPolicy.cs
fix(rendering): bound portal resource lifetime
2026-07-18 21:35:16 +02:00
FramePacingWaiterFactory.cs
feat(linux): add graphical platform services
2026-07-27 11:54:59 +02:00
FrustumCuller.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
GameFrameGraphSlot.cs
refactor(app): compose atomic frame roots
2026-07-22 19:02:08 +02:00
GameRenderResourceLifetime.cs
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
2026-07-29 02:19:53 +02:00
GameWindow.cs
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
2026-07-29 02:19:53 +02:00
GameWindowLifetime.cs
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
2026-07-29 02:19:53 +02:00
GpuDeviceFrameLifetime.cs
feat(render): Campaign V slice V4a - port TextRenderer/BitmapFont/DebugLineRenderer/TextureCache UI path onto IGpuDevice
2026-07-27 19:37:19 +02:00
GpuFrameFlightController.cs
feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders
2026-07-29 02:58:15 +02:00
GpuRetiredTerrainSlotAllocator.cs
fix(rendering): bound portal resource lifetime
2026-07-18 21:35:16 +02:00
HostQuiescenceGate.cs
refactor(app): own native window callback lifetime
2026-07-22 09:59:10 +02:00
IAnimationHookCaptureSink.cs
refactor(runtime): extract the live object frame
2026-07-22 00:42:26 +02:00
ICamera.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
ICameraCollisionProbe.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
ILiveAnimationPresentationContext.cs
refactor(animation): extract live PartArray presenter
2026-07-21 09:37:02 +02:00
ILiveStaticPartFrameSource.cs
fix(animation): harden presentation phase handoffs
2026-07-21 10:01:25 +02:00
IndoorDrawPlan.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
InteriorEntityPartition.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
LinuxMonotonicFramePacingWaiter.cs
feat(linux): add graphical platform services
2026-07-27 11:54:59 +02:00
LiveAnimationPresentationContext.cs
fix(runtime): restore interaction completion ownership
2026-07-23 05:51:51 +02:00
LiveEntityAnimationPresenter.cs
refactor(app): key live projections by runtime identity
2026-07-25 21:50:58 +02:00
LiveEntityAnimationScheduler.cs
refactor(runtime): own projectile simulation
2026-07-26 14:17:42 +02:00
LiveEntityAnimationState.cs
fix(animation): harden presentation phase handoffs
2026-07-21 10:01:25 +02:00
LiveEntityAppearanceBinding.cs
refactor(world): extract live projection mechanics
2026-07-21 16:17:03 +02:00
LiveEntityCreateSupersessionRecovery.cs
refactor(world): extract live entity hydration
2026-07-21 17:32:45 +02:00
LiveEntityPartArrayLifecycle.cs
refactor(update): cut over the frame orchestrator
2026-07-22 03:31:38 +02:00
LiveStaticAnimationResidency.cs
refactor(runtime): extract the live object frame
2026-07-22 00:42:26 +02:00
NdcScissorRect.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
OrbitCamera.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
OrderedResourceTeardown.cs
fix(rendering): bound portal resource lifetime
2026-07-18 21:35:16 +02:00
OutdoorCellNode.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
OwnerScopedResourceRegistry.cs
fix(rendering): bound portal resource lifetime
2026-07-18 21:35:16 +02:00
PaperdollFramePresenter.cs
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
2026-07-29 02:19:53 +02:00
PaperdollViewportRenderer.cs
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
2026-07-29 02:19:53 +02:00
ParticleEmitterRetirementTracker.cs
fix(rendering): bound portal resource lifetime
2026-07-18 21:35:16 +02:00
ParticleRenderer.cs
feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders
2026-07-29 02:58:15 +02:00
ParticleRenderer.Rhi.cs
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
2026-07-29 02:19:53 +02:00
ParticleSubmissionOrdering.cs
fix(rendering): bound portal resource lifetime
2026-07-18 21:35:16 +02:00
PhysicsCameraCollisionProbe.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
PortalDepthMaskRenderer.cs
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
2026-07-29 02:19:53 +02:00
PortalDepthMaskRenderer.Rhi.cs
feat(render): Campaign V slice V6l commit 2 - the portal mask draws on Vulkan
2026-07-28 17:36:45 +02:00
PortalProjection.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
PortalTunnelCamera.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
PortalTunnelPresentation.cs
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
2026-07-29 02:19:53 +02:00
PortalView.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
PortalVisibilityBuilder.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
PrivateEntityViewportRenderer.cs
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
2026-07-29 02:19:53 +02:00
PrivatePresentationRenderer.cs
feat(ui): port retail creature appraisal presentation
2026-07-23 12:55:24 +02:00
QuadClipper.cs
fix(ui): render live component counts
2026-07-15 18:11:02 +02:00
RenderFrameDiagnosticsController.cs
perf(diagnostics): expose prepared asset source counters
2026-07-24 15:16:32 +02:00
RenderFrameDiagnosticSources.cs
refactor(runtime): own world environment state
2026-07-26 16:45:04 +02:00
RenderFrameOrchestrator.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
RenderFramePreparationController.cs
feat(render): Campaign V slice V11 commit 1 - delete ImGui, Studio, and the DevTools frontend
2026-07-28 23:56:04 +02:00
RenderFrameResourceController.cs
feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders
2026-07-29 02:58:15 +02:00
ResourceCleanupGroup.cs
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
2026-07-29 02:19:53 +02:00
ResourceShutdownTransaction.cs
refactor(app): extract focused window lifetime
2026-07-22 19:43:52 +02:00
RestoredTextureBindingMutation.cs
refactor(lifetime): own render resource prefixes
2026-07-22 14:42:14 +02:00
RetailAlphaQueue.cs
perf(render): bound animation and alpha scratch residency
2026-07-24 16:34:28 +02:00
RetailChaseCamera.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
RetailCursorManager.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
RetailCursorResolver.cs
fix(rendering): bound portal resource lifetime
2026-07-18 21:35:16 +02:00
RetailParticleGeometryClassifier.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
RetailPViewPassExecutor.cs
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
2026-07-29 02:19:53 +02:00
RetailPViewRenderer.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
RetailStaticAnimatingObjectScheduler.cs
feat(rendering): index incremental scene queries
2026-07-24 22:12:26 +02:00
RollingTimingSampleWindow.cs
refactor(render): extract frame presentation diagnostics
2026-07-22 05:02:31 +02:00
RuntimeResourceSlots.cs
refactor(lifetime): own render resource prefixes
2026-07-22 14:42:14 +02:00
SceneLightingUboBinding.cs
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
2026-07-29 02:19:53 +02:00
ScreenPolygonClip.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
SilkWindowCallbackBinding.cs
refactor(app): own native window callback lifetime
2026-07-22 09:59:10 +02:00
SkyPesFrameController.cs
refactor(render): extract world frame preparation
2026-07-22 05:54:00 +02:00
SpawnMotionInitializer.cs
refactor(world): extract live entity hydration
2026-07-21 17:32:45 +02:00
StandaloneBindlessTextureCache.cs
feat(render): Campaign V slice V6l commit 1 - particles draw on Vulkan
2026-07-28 17:20:59 +02:00
StaticLiveRootCommitter.cs
refactor(runtime): extract the live object frame
2026-07-22 00:42:26 +02:00
SyntheticEntityMeshReferenceOwner.cs
fix(streaming): preserve portal destination ownership
2026-07-25 08:35:12 +02:00
TeleportViewPlaneController.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
TerrainAtlas.cs
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
2026-07-29 02:19:53 +02:00
TerrainDrawDiagnosticsController.cs
refactor(app): key live projections by runtime identity
2026-07-25 21:50:58 +02:00
TerrainModernRenderer.cs
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
2026-07-29 02:19:53 +02:00
TerrainModernRenderer.Rhi.cs
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
2026-07-29 02:19:53 +02:00
TerrainTextureTilingTable.cs
feat(render): Campaign V slice V6f-2 - terrain's tiling table becomes a buffer
2026-07-28 10:11:00 +02:00
TextRenderer.cs
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
2026-07-29 02:19:53 +02:00
TextureCache.cs
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
2026-07-29 02:19:53 +02:00
UiTextureTableHandle.cs
feat(render): put the retained UI and debug lines on both backends
2026-07-28 08:51:32 +02:00
ViewconeCuller.cs
Revert "Campaign V slice V4a" - it lost world multisampling
2026-07-27 18:29:28 +02:00
WindowsHighResolutionFramePacingWaiter.cs
fix #225 : stabilize render pacing and frame CPU
2026-07-19 06:29:30 +02:00
WorldPassScope.cs
feat(render): Campaign V slice V6l commit 3 - the offscreen viewports draw on Vulkan
2026-07-28 18:05:24 +02:00
WorldPassSurface.cs
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
2026-07-29 02:19:53 +02:00
WorldRenderDiagnostics.cs
feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders
2026-07-29 02:58:15 +02:00
WorldRenderFrameBuilder.cs
refactor(runtime): close simulation ownership
2026-07-26 15:53:31 +02:00
WorldRevealRenderResourceScheduler.cs
fix(streaming): preserve portal destination ownership
2026-07-25 08:35:12 +02:00
WorldSceneDiagnosticsController.cs
test(render): add blank-world attribution apparatus and a post-world GL sample
2026-07-28 00:08:10 +02:00
WorldScenePassExecutor.cs
feat(render): Campaign V slice V6j commit 2 - Dereth draws on Vulkan
2026-07-28 15:46:54 +02:00
WorldSceneRenderer.cs
perf(rendering): retire production entity partition
2026-07-25 10:50:57 +02:00
WorldSceneRuntimeSources.cs
refactor(runtime): close simulation ownership
2026-07-26 15:53:31 +02:00