acdream/src/AcDream.Content
Erik c94a1a407e feat(render): Campaign OVERHAUL S2 chunk 5 + closeout — registry is the only render membership owner
Chunk 5 (consumer cutover): WalkProductionWorldData's per-cell views are
borrowed from ShadowObjectRegistry.GetRetailPartEntriesInCell and resolved
through RenderSceneQuery.TryGetByLocalEntityId; every render-side sweep,
bucket, parent-cell and root-position fallback is deleted (AD-116 for the
one-frame registry→scene window, counted in UnregisteredRenderMembershipCount).
A live entity with visual parts but no collision geometry registers
render-only (LiveEntityCollisionBuilder computes the part array before the
empty-shapes gate).

Closeout fixes found while landing it:
- RefloodOwnerForLandblock forwards the retained part array — a reflood is
  retail's recalc_cross_cells over the SAME CPartArray; without it every owner
  touched by a landblock replacement commit lost its render membership.
- Non-colliding DAT statics register render-only from BOTH publishers
  (LandblockPhysicsPublisher.PublishStaticEntity,
  LandblockPhysicsContentBuilder.RegisterRenderOnlyStatic). The G2 self-gate
  pixel diff caught them vanishing (Facility Hub wall panels): retail floods
  every object regardless of collision (CEnvCell::init_static_objects
  0x0052c350, add_shadows_to_cells 0x00514ae0).
- S2 dual review fix batch (arch + retail lens, lead-verified):
  Suspend clears the retail product (remove_shadows_from_cells 0x00511230 is
  one transaction); AttachChild/DetachChild advance the mutation revision so
  a prepared SetPosition cannot clobber a child's rows; an attached child
  never floods on its own re-registration; RemoveLandblock and the non-rooted
  RetireOwnerFromLandblock prune retail rows (render-only statics end with
  their landblock); a render-only owner's no-cell-array commit republishes at
  its destination cell (AD-117); an empty non-null part array is treated as
  null; per-move closures/LINQ replaced by index loops; EnvCell shells stay
  out of the scene's LocalEntityId index (payload-less records); the index
  predicate compares the id; the dead per-cell scene indices are deleted.

Register: AD-116 (chunk 5), AD-117 (four residual Contract A/B readings).
Evidence: s2-membership-ownership-map.md §8 (chunk 5) and §9 (closeout).

Gates (Release): Core 4,984/4,984; Content 214/214; Runtime 1,884/1,884;
App hermetic lane 6,760/6,760; App InstalledDat lane 217 pass / 1 skip /
2 pre-existing #383 layout-fixture failures; App Windows lane 1/1.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-03 01:01:47 +02:00
..
CharGen fix(chargen): Campaign CC gate round 1 closeout — Group 2: Skills page four-bucket model 2026-08-16 15:33:39 +02:00
Pak feat(content): S1 exact CellStruct surface-index construction, recipe 8 2026-09-02 18:40:33 +02:00
Spells feat(headless): share immutable gameplay content 2026-07-27 09:00:48 +02:00
Vfx perf(render): bound animation and alpha scratch residency 2026-07-24 16:34:28 +02:00
AcDream.Content.csproj build: make release restore reproducible 2026-08-18 10:29:00 +02:00
BoundedDatObjectCache.cs perf(diag): per-frame history export + checkpoint LOH/cache counters + soak capped mode (2026-07-24 audit review) 2026-07-24 12:00:30 +02:00
CacheStats.cs perf(diag): per-frame history export + checkpoint LOH/cache counters + soak capped mode (2026-07-24 audit review) 2026-07-24 12:00:30 +02:00
ContractTableReader.cs feat(quest): QT5/QT6 — the Journal panel, and the button that was already there 2026-08-21 15:12:05 +02:00
DatCollectionAdapter.cs feat(headless): share immutable process content 2026-07-27 08:37:24 +02:00
DecodedTextureCache.cs perf(diag): per-frame history export + checkpoint LOH/cache counters + soak capped mode (2026-07-24 audit review) 2026-07-24 12:00:30 +02:00
EdgeLineBuilder.cs refactor(pipeline): MP1a - MeshExtractor extracted to AcDream.Content (verbatim move) 2026-07-05 20:19:52 +02:00
FlatCollisionAssetSerializer.cs feat(content): bake and read flat collision assets 2026-07-25 15:22:08 +02:00
IDatReaderWriter.cs perf(content): remove exception-driven setup probes 2026-07-24 15:12:21 +02:00
IPreparedAssetSource.cs feat(launcher): stabilize prepared content updates 2026-08-25 19:17:13 +02:00
IPreparedCollisionSource.cs feat(content): bake and read flat collision assets 2026-07-25 15:22:08 +02:00
LandblockPhysicsContentBuilder.cs feat(render): Campaign OVERHAUL S2 chunk 5 + closeout — registry is the only render membership owner 2026-09-03 01:01:47 +02:00
LayeredPreparedAssetSource.cs feat(launcher): stabilize prepared content updates 2026-08-25 19:17:13 +02:00
MagicCatalog.cs feat(mosstank): add VTank-style automation PoC 2026-08-27 18:57:21 +02:00
MeshExtractor.cs fix(content): S1 review round - retail default sides shape, mask hoist, upload order 2026-09-02 19:37:25 +02:00
ObjectMeshData.cs fix(content): S1 review round - retail default sides shape, mask hoist, upload order 2026-09-02 19:37:25 +02:00
packages.linux-x64.lock.json build: make release restore reproducible 2026-08-18 10:29:00 +02:00
packages.neutral.lock.json build: make release restore reproducible 2026-08-18 10:29:00 +02:00
packages.win-x64.lock.json build: make release restore reproducible 2026-08-18 10:29:00 +02:00
RetailDataIdResolver.cs feat(headless): share immutable gameplay content 2026-07-27 09:00:48 +02:00
RuntimeDatCollectionFactory.cs feat(headless): share immutable gameplay content 2026-07-27 09:00:48 +02:00
SharedPreparedCollisionCache.cs feat(headless): share immutable gameplay content 2026-07-27 09:00:48 +02:00
TextureKey.cs refactor(pipeline): MP1a - lift TextureKey out of the GL atlas class 2026-07-05 20:01:56 +02:00
UploadFormats.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00