acdream/tests/AcDream.Core.Tests/Rendering/Wb
Erik 3fc77be5de refactor(render): Phase U.1 — delete two-pipe inside-out machinery
Remove IndoorCellStencilPipeline + portal_stencil shaders, RenderInsideOutAcdream,
RenderOutsideInAcdream, the A8-perf instrumentation, the cameraInsideBuilding /
ACDREAM_A8_INDOOR_BRANCH branch, and the dead EntitySet partition values. Collapse
the render branch to the default Draw(All) path (U.4a replaces it with the gated
unified pass). Keep all audited EnvCellRenderer / BuildingLoader / CellVisibility /
camera-collision fixes.

Also deleted with the partition: the two test-only walk helpers
(WbDrawDispatcher.WalkEntitiesForTest / WalkEntitiesForTestByCellIds) and their
test files (WbDrawDispatcherEntitySetTests, WbDrawDispatcherCellIdsOverloadTests),
which existed solely to exercise the removed IndoorPass/OutdoorScenery/
BuildingShells/LiveDynamic partition. EntityMatchesSet / IsShellScopedSet collapse
to the All-path constants; the set: parameter is retained as a seam for the
unified pass.

Note: the depth-clear-if-inside default-path workaround was removed per the
U.1 task list — any current indoor-wall degradation persists until a later
Phase U task lands the unified pass (expected, not a regression introduced here).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-05-30 16:05:19 +02:00
..
AcSurfaceMetadataTableTests.cs phase(N.4): AcSurfaceMetadata side-table for WB-pristine surface props 2026-05-08 13:08:56 +02:00
AnimatedEntityStateTests.cs phase(N.4) Tasks 16+18+19: AnimatedEntityState + AnimPartChange + HiddenParts 2026-05-08 14:37:09 +02:00
AnimPartChangeTests.cs phase(N.4) Tasks 16+18+19: AnimatedEntityState + AnimPartChange + HiddenParts 2026-05-08 14:37:09 +02:00
EntityClassificationCacheTests.cs fix(render #53): key cache by (entityId, landblockHint) to defeat ID collision 2026-05-10 23:02:14 +02:00
EntitySpawnAdapterTests.cs phase(N.4) Task 17: EntitySpawnAdapter for server-spawned per-instance content 2026-05-08 14:46:34 +02:00
HiddenPartsTests.cs phase(N.4) Tasks 16+18+19: AnimatedEntityState + AnimPartChange + HiddenParts 2026-05-08 14:37:09 +02:00
LandblockSpawnAdapterTests.cs feat(render): Phase A8 — indoor visibility + streaming fixes batch 2026-05-29 10:14:50 +02:00
MatrixCompositionTests.cs phase(N.4) Tasks 22+23: WbDrawDispatcher + surface metadata side-table 2026-05-08 15:30:33 +02:00
MeshExtractionConformanceTests.cs test(N.4): conformance tests for mesh extraction + setup flatten 2026-05-08 13:14:36 +02:00
PendingSpawnIntegrationTests.cs phase(N.5): retirement amendment — InstancedMeshRenderer + StaticMeshRenderer + WbFoundationFlag deleted 2026-05-08 22:01:36 +02:00
SetupFlattenConformanceTests.cs test(N.4): conformance tests for mesh extraction + setup flatten 2026-05-08 13:14:36 +02:00
WbDispatcherDepthMaskTests.cs test(A.5 T21): lock in depth-write attribution per translucency kind 2026-05-10 08:27:03 +02:00
WbDrawDispatcherBucketingTests.cs fix(render #53): skip cache populate when classification is incomplete 2026-05-10 23:42:46 +02:00
WbDrawDispatcherIndirectBuilderTests.cs feat(render): Phase A8 — indoor visibility + streaming fixes batch 2026-05-29 10:14:50 +02:00
WbDrawDispatcherTranslucencyTests.cs phase(N.5) Task 11: translucency partition contract test 2026-05-08 20:53:36 +02:00
WbMeshAdapterTests.cs chore(O-T7): code-review housekeeping after WB extraction 2026-05-21 17:29:06 +02:00