..
AcSurfaceMetadata.cs
phase(N.4): AcSurfaceMetadata side-table for WB-pristine surface props
2026-05-08 13:08:56 +02:00
AcSurfaceMetadataTable.cs
phase(N.4): AcSurfaceMetadata side-table for WB-pristine surface props
2026-05-08 13:08:56 +02:00
ActiveParticleEmitter.cs
feat(O-T7): drop WB project references; complete extraction
2026-05-21 17:17:33 +02:00
AnimatedEntityState.cs
phase(N.4) Tasks 16+18+19: AnimatedEntityState + AnimPartChange + HiddenParts
2026-05-08 14:37:09 +02:00
BindlessSupport.cs
fix(N.5b): black terrain — switch to uvec2 handle + sampler constructor
2026-05-09 12:53:21 +02:00
BufferUsageExtensions.cs
feat(O-T3): extract GL infrastructure to AcDream.App
2026-05-21 16:00:31 +02:00
Building.cs
feat(render): Phase A8 — indoor visibility + streaming fixes batch
2026-05-29 10:14:50 +02:00
BuildingLoader.cs
feat(render): Phase A8 — indoor visibility + streaming fixes batch
2026-05-29 10:14:50 +02:00
BuildingRegistry.cs
feat(render): Phase A8 RR3 — Building + BuildingRegistry + BuildingLoader
2026-05-27 11:08:43 +02:00
CachedBatch.cs
feat(render #53 ): EntityClassificationCache skeleton + first test
2026-05-10 17:23:37 +02:00
DatCollectionAdapter.cs
feat(O-T7): drop WB project references; complete extraction
2026-05-21 17:17:33 +02:00
DebugRenderSettings.cs
feat(O-T3): extract GL infrastructure to AcDream.App
2026-05-21 16:00:31 +02:00
DrawElementsIndirectCommand.cs
phase(N.5) Task 7: dispatcher SSBO + indirect buffer infrastructure
2026-05-08 20:25:29 +02:00
EdgeLineBuilder.cs
feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb
2026-05-21 16:37:55 +02:00
EmbeddedResourceReader.cs
fix(O-T4): address spec-review findings — InstanceData + using cleanups
2026-05-21 16:50:05 +02:00
EntityClassificationCache.cs
fix(render #53 ): key cache by (entityId, landblockHint) to defeat ID collision
2026-05-10 23:02:14 +02:00
EntitySpawnAdapter.cs
feat(A.5 T18): use cached WorldEntity AABB in dispatcher; populate at register
2026-05-10 08:20:20 +02:00
EnvCellRenderer.cs
docs(render): Phase W Stage 4 — verify ceiling-sealed / terrain-viewpoint / GL-state + ParentCellId
2026-06-02 16:24:23 +02:00
EnvCellSceneryInstance.cs
feat(render): Phase A8 Wave 1 — WB scaffolding extraction + stencil low-level method
2026-05-27 14:46:07 +02:00
EnvCellVisibilitySnapshot.cs
fix(render): Phase A8 — pool aliasing in EnvCellRenderer (visual chaos root cause)
2026-05-27 19:08:49 +02:00
GeometryUtils.cs
feat(O-T7): drop WB project references; complete extraction
2026-05-21 17:17:33 +02:00
GLHelpers.cs
feat(O-T3): extract GL infrastructure to AcDream.App
2026-05-21 16:00:31 +02:00
GlobalMeshBuffer.cs
feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb
2026-05-21 16:37:55 +02:00
GLSLShader.cs
feat(O-T3): extract GL infrastructure to AcDream.App
2026-05-21 16:00:31 +02:00
GLStateScope.cs
feat(O-T3): extract GL infrastructure to AcDream.App
2026-05-21 16:00:31 +02:00
GpuMemoryTracker.cs
feat(O-T3): extract GL infrastructure to AcDream.App
2026-05-21 16:00:31 +02:00
GroupKey.cs
feat(render): Phase A8 — indoor visibility + streaming fixes batch
2026-05-29 10:14:50 +02:00
IDatReaderWriter.cs
chore(O-T7): code-review housekeeping after WB extraction
2026-05-21 17:29:06 +02:00
InstanceData.cs
fix(O-T4): address spec-review findings — InstanceData + using cleanups
2026-05-21 16:50:05 +02:00
ITextureCachePerInstance.cs
phase(N.4) Task 17: EntitySpawnAdapter for server-spawned per-instance content
2026-05-08 14:46:34 +02:00
IWbMeshAdapter.cs
phase(N.4): WbMeshAdapter stub + IWbMeshAdapter interface
2026-05-08 13:18:50 +02:00
LandblockSpawnAdapter.cs
feat(render): Phase A8 — indoor visibility + streaming fixes batch
2026-05-29 10:14:50 +02:00
ManagedGLFrameBuffer.cs
feat(O-T3): extract GL infrastructure to AcDream.App
2026-05-21 16:00:31 +02:00
ManagedGLIndexBuffer.cs
feat(O-T7): drop WB project references; complete extraction
2026-05-21 17:17:33 +02:00
ManagedGLTexture.cs
feat(O-T7): drop WB project references; complete extraction
2026-05-21 17:17:33 +02:00
ManagedGLTextureArray.cs
feat(O-T7): drop WB project references; complete extraction
2026-05-21 17:17:33 +02:00
ManagedGLUniformBuffer.cs
feat(O-T3): extract GL infrastructure to AcDream.App
2026-05-21 16:00:31 +02:00
ManagedGLVertexArray.cs
feat(O-T3): extract GL infrastructure to AcDream.App
2026-05-21 16:00:31 +02:00
ManagedGLVertexBuffer.cs
feat(O-T3): extract GL infrastructure to AcDream.App
2026-05-21 16:00:31 +02:00
ModernRenderData.cs
feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb
2026-05-21 16:37:55 +02:00
ObjectMeshManager.cs
feat(O-T7): drop WB project references; complete extraction
2026-05-21 17:17:33 +02:00
OpenGLGraphicsDevice.cs
fix(O-T4): address spec-review findings — InstanceData + using cleanups
2026-05-21 16:50:05 +02:00
ParticleBatcher.cs
feat(O-T7): drop WB project references; complete extraction
2026-05-21 17:17:33 +02:00
ParticleEmitterRenderer.cs
feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb
2026-05-21 16:37:55 +02:00
RenderStateCache.cs
chore(O-T7): code-review housekeeping after WB extraction
2026-05-21 17:29:06 +02:00
SceneData.cs
feat(O-T3): extract GL infrastructure to AcDream.App
2026-05-21 16:00:31 +02:00
TextureAtlasManager.cs
feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb
2026-05-21 16:37:55 +02:00
TextureFormatExtensions.cs
feat(O-T3): extract GL infrastructure to AcDream.App
2026-05-21 16:00:31 +02:00
TextureParameters.cs
feat(O-T3): extract GL infrastructure to AcDream.App
2026-05-21 16:00:31 +02:00
WbDrawDispatcher.cs
test(render): Phase W Stage 4/5 — assembler OutsideView AABB + PView BFS + entity-clip tests
2026-06-02 16:21:08 +02:00
WbFrustum.cs
feat(render): Phase A8 Wave 1 — WB scaffolding extraction + stencil low-level method
2026-05-27 14:46:07 +02:00
WbMeshAdapter.cs
feat(render): Phase A8 Wave 3 — wire EnvCellRenderer into landblock streaming
2026-05-27 15:03:17 +02:00
WbRenderPass.cs
feat(render): Phase A8 Wave 1 — WB scaffolding extraction + stencil low-level method
2026-05-27 14:46:07 +02:00