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AcSurfaceMetadata.cs
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phase(N.4): AcSurfaceMetadata side-table for WB-pristine surface props
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2026-05-08 13:08:56 +02:00 |
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AcSurfaceMetadataTable.cs
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phase(N.4): AcSurfaceMetadata side-table for WB-pristine surface props
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2026-05-08 13:08:56 +02:00 |
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ActiveParticleEmitter.cs
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feat(O-T7): drop WB project references; complete extraction
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2026-05-21 17:17:33 +02:00 |
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AnimatedEntityState.cs
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phase(N.4) Tasks 16+18+19: AnimatedEntityState + AnimPartChange + HiddenParts
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2026-05-08 14:37:09 +02:00 |
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BindlessSupport.cs
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fix(N.5b): black terrain — switch to uvec2 handle + sampler constructor
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2026-05-09 12:53:21 +02:00 |
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BufferUsageExtensions.cs
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feat(O-T3): extract GL infrastructure to AcDream.App
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2026-05-21 16:00:31 +02:00 |
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Building.cs
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feat(render): Phase A8 — indoor visibility + streaming fixes batch
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2026-05-29 10:14:50 +02:00 |
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BuildingLoader.cs
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feat(render): Phase A8 — indoor visibility + streaming fixes batch
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2026-05-29 10:14:50 +02:00 |
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BuildingRegistry.cs
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feat(render): Phase A8 RR3 — Building + BuildingRegistry + BuildingLoader
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2026-05-27 11:08:43 +02:00 |
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CachedBatch.cs
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feat(render #53): EntityClassificationCache skeleton + first test
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2026-05-10 17:23:37 +02:00 |
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DatCollectionAdapter.cs
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diag(render): tripwires on every silent dat-miss path (white-walls attribution, #105)
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2026-06-09 21:28:32 +02:00 |
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DebugRenderSettings.cs
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feat(O-T3): extract GL infrastructure to AcDream.App
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2026-05-21 16:00:31 +02:00 |
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DrawElementsIndirectCommand.cs
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phase(N.5) Task 7: dispatcher SSBO + indirect buffer infrastructure
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2026-05-08 20:25:29 +02:00 |
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EdgeLineBuilder.cs
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feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb
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2026-05-21 16:37:55 +02:00 |
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EmbeddedResourceReader.cs
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fix(O-T4): address spec-review findings — InstanceData + using cleanups
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2026-05-21 16:50:05 +02:00 |
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EntityClassificationCache.cs
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#119 ROOT CAUSE: interior-id X-byte collision + player-landblock cache hints = cross-entity batch serving
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2026-06-11 21:43:45 +02:00 |
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EntitySpawnAdapter.cs
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feat(A.5 T18): use cached WorldEntity AABB in dispatcher; populate at register
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2026-05-10 08:20:20 +02:00 |
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EnvCellRenderer.cs
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fix(render): §4 outdoor full-world flap — empty Transparent pass leaked DepthMask(false), no-oping the frame depth clear
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2026-06-10 09:13:14 +02:00 |
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EnvCellSceneryInstance.cs
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feat(render): Phase A8 Wave 1 — WB scaffolding extraction + stencil low-level method
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2026-05-27 14:46:07 +02:00 |
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EnvCellVisibilitySnapshot.cs
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fix(render): Phase A8 — pool aliasing in EnvCellRenderer (visual chaos root cause)
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2026-05-27 19:08:49 +02:00 |
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GeometryUtils.cs
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feat(O-T7): drop WB project references; complete extraction
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2026-05-21 17:17:33 +02:00 |
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GLHelpers.cs
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feat(O-T3): extract GL infrastructure to AcDream.App
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2026-05-21 16:00:31 +02:00 |
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GlobalMeshBuffer.cs
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feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb
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2026-05-21 16:37:55 +02:00 |
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GLSLShader.cs
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feat(O-T3): extract GL infrastructure to AcDream.App
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2026-05-21 16:00:31 +02:00 |
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GLStateScope.cs
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feat(O-T3): extract GL infrastructure to AcDream.App
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2026-05-21 16:00:31 +02:00 |
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GpuMemoryTracker.cs
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feat(O-T3): extract GL infrastructure to AcDream.App
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2026-05-21 16:00:31 +02:00 |
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GroupKey.cs
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feat(render): Phase A8 — indoor visibility + streaming fixes batch
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2026-05-29 10:14:50 +02:00 |
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IDatReaderWriter.cs
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chore(O-T7): code-review housekeeping after WB extraction
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2026-05-21 17:29:06 +02:00 |
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InstanceData.cs
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fix(O-T4): address spec-review findings — InstanceData + using cleanups
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2026-05-21 16:50:05 +02:00 |
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ITextureCachePerInstance.cs
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phase(N.4) Task 17: EntitySpawnAdapter for server-spawned per-instance content
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2026-05-08 14:46:34 +02:00 |
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IWbMeshAdapter.cs
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phase(N.4): WbMeshAdapter stub + IWbMeshAdapter interface
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2026-05-08 13:18:50 +02:00 |
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LandblockSpawnAdapter.cs
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feat(render): Phase A8 — indoor visibility + streaming fixes batch
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2026-05-29 10:14:50 +02:00 |
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ManagedGLFrameBuffer.cs
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feat(O-T3): extract GL infrastructure to AcDream.App
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2026-05-21 16:00:31 +02:00 |
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ManagedGLIndexBuffer.cs
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feat(O-T7): drop WB project references; complete extraction
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2026-05-21 17:17:33 +02:00 |
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ManagedGLTexture.cs
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feat(O-T7): drop WB project references; complete extraction
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2026-05-21 17:17:33 +02:00 |
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ManagedGLTextureArray.cs
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fix(render): #105 white indoor walls — restore WB's per-frame staged-texture flush dropped in the N.4/O-T4 extraction
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2026-06-10 12:10:00 +02:00 |
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ManagedGLUniformBuffer.cs
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feat(O-T3): extract GL infrastructure to AcDream.App
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2026-05-21 16:00:31 +02:00 |
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ManagedGLVertexArray.cs
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feat(O-T3): extract GL infrastructure to AcDream.App
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2026-05-21 16:00:31 +02:00 |
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ManagedGLVertexBuffer.cs
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feat(O-T3): extract GL infrastructure to AcDream.App
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2026-05-21 16:00:31 +02:00 |
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ModernRenderData.cs
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feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb
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2026-05-21 16:37:55 +02:00 |
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ObjectMeshManager.cs
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close #125: bounded upload retry kills the sticky-drop debt (failed GL uploads were never re-staged)
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2026-06-13 10:27:26 +02:00 |
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OpenGLGraphicsDevice.cs
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fix(O-T4): address spec-review findings — InstanceData + using cleanups
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2026-05-21 16:50:05 +02:00 |
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ParticleBatcher.cs
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feat(O-T7): drop WB project references; complete extraction
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2026-05-21 17:17:33 +02:00 |
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ParticleEmitterRenderer.cs
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feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb
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2026-05-21 16:37:55 +02:00 |
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RenderStateCache.cs
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chore(O-T7): code-review housekeeping after WB extraction
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2026-05-21 17:29:06 +02:00 |
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SceneData.cs
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feat(O-T3): extract GL infrastructure to AcDream.App
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2026-05-21 16:00:31 +02:00 |
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TextureAtlasManager.cs
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feat(O-T4): extract ObjectMeshManager + mesh pipeline closure into AcDream.App.Rendering.Wb
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2026-05-21 16:37:55 +02:00 |
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TextureFormatExtensions.cs
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feat(O-T3): extract GL infrastructure to AcDream.App
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2026-05-21 16:00:31 +02:00 |
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TextureParameters.cs
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feat(O-T3): extract GL infrastructure to AcDream.App
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2026-05-21 16:00:31 +02:00 |
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WbDrawDispatcher.cs
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refactor(lighting): extract GlobalLightPacker (shared binding=4 layout) — A7 Fix D prep
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2026-06-18 17:25:11 +02:00 |
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WbFrustum.cs
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feat(render): Phase A8 Wave 1 — WB scaffolding extraction + stencil low-level method
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2026-05-27 14:46:07 +02:00 |
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WbMeshAdapter.cs
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close #125: bounded upload retry kills the sticky-drop debt (failed GL uploads were never re-staged)
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2026-06-13 10:27:26 +02:00 |
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WbRenderPass.cs
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feat(render): Phase A8 Wave 1 — WB scaffolding extraction + stencil low-level method
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2026-05-27 14:46:07 +02:00 |