acdream/src/AcDream.App/Composition
Erik 695a27b48a probe: ACDREAM_PROBE_REVEAL_TIMING — wall-clock attribution of the login/portal hold
[reveal-timing] lines from the reveal coordinator: per-dimension
first-ready edges (render neighborhood, composite textures, collision,
gate, materialization), 1 Hz progress with the resident-landblock count
(new GpuWorldState.LoadedLandblockCount), and one SUMMARY line at the
viewport reveal. Measurement-first groundwork for the login-load speedup:
the readiness barrier observes its dimensions serially, so the edges give
each dimension's observed tail while the progress lines expose the
pacing shape (a budget-paced linear drip reads directly off the counts).
Probe-gated in StreamingDiagnostics per Code Structure Rules §5; no
behavior change, one branch per Evaluate poll when unset.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 19:04:15 +02:00
..
AnimationHookRegistrationSet.cs refactor(app): compose live presentation startup 2026-07-22 17:55:15 +02:00
CompositionAcquisitionScope.cs feat(render): Campaign V slice V6h — the Vulkan composition host 2026-07-28 11:47:37 +02:00
ContentEffectsAudioComposition.cs feat(app): Campaign CC slice CC4 — chargen screen shell + Heritage/Profession/Skills/Town pages 2026-08-15 17:45:51 +02:00
FrameRootComposition.cs fix #416 #415: the retail button state/media machine — roster hover highlight clears; probe wait verbs bind without an artifact dir 2026-08-17 16:25:36 +02:00
GameWindowCompositionPipeline.cs refactor(app): close ordered startup composition 2026-07-22 19:20:20 +02:00
GameWindowGraphics.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
GameWindowPlatformAcquisition.cs refactor(app): define ordered composition contract 2026-07-22 15:03:40 +02:00
HostInputCameraComposition.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
InteractionRetainedUiComposition.cs feat(session): the in-world logoff — LogOut animation, reverse wormhole, live return to character select 2026-08-17 14:02:40 +02:00
InteractionUiRuntimeSources.cs feat(chargen): Campaign CC slice CC5 — Summary page, Finish flow, RandomizeCharacter port 2026-08-16 00:01:07 +02:00
LivePresentationComposition.cs fix(chargen): Campaign CC gate round 1 re-test 2 — R3-5/R3-6 color-key swatch/gradient textures 2026-08-16 17:20:31 +02:00
LivePresentationRuntimeBindings.cs refactor(app): key live projections by runtime identity 2026-07-25 21:50:58 +02:00
PreparedSetupResolver.cs perf(content): remove exception-driven setup probes 2026-07-24 15:12:21 +02:00
SessionPlayerComposition.cs probe: ACDREAM_PROBE_REVEAL_TIMING — wall-clock attribution of the login/portal hold 2026-08-17 19:04:15 +02:00
SessionPlayerRuntimeBindings.cs refactor(app): compose session and player startup 2026-07-22 18:28:32 +02:00
SessionStartComposition.cs fix(plugins): close LA5 host lifecycle review 2026-08-14 19:05:13 +02:00
SettingsDevToolsComposition.cs refactor(settings): OP9 — retire the dead F11 settings surface + fully-superseded GameplaySettings 2026-08-11 13:18:53 +02:00
VulkanHostInputCameraCompositionFactory.cs fix #387: window resize never recreated the Vulkan swapchain (stretch) 2026-08-13 09:05:13 +02:00
WorldRenderComposition.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00