..
Shaders
feat(render): Phase W Stage 4 — sky/weather portal-clip seal (LScape through the doorway)
2026-06-02 16:15:08 +02:00
Sky
refactor(sky): replace per-frame wrap-mode mutation with persistent samplers
2026-04-29 08:08:26 +02:00
Vfx
feat(vfx #C.1.5b): activator handles dat-hydrated entities + per-part transforms
2026-05-12 00:02:16 +02:00
Wb
fix(render): R1 — repurpose the ParentCellId==null cell-gate bypass ( #78 )
2026-06-02 20:10:26 +02:00
BitmapFont.cs
feat(ui): debug overlay + refined input controls
2026-04-17 18:45:38 +02:00
CameraController.cs
feat(camera): InputAction + DebugVM surface for retail chase camera
2026-05-18 20:04:34 +02:00
CellVisibility.cs
refactor(render): Stage 3 T3.1 — delete FindCameraCell AABB grace-frame fallback
2026-06-02 15:36:47 +02:00
ChaseCamera.cs
fix(camera): pin chase-camera Z to last-grounded while airborne
2026-04-26 18:23:02 +02:00
ClipFrame.cs
feat(render): Phase U.4 — unified gated draw pass (indoor root)
2026-05-30 17:59:21 +02:00
ClipFrameAssembler.cs
feat(render): Phase W Stage 4 — sky/weather portal-clip seal (LScape through the doorway)
2026-06-02 16:15:08 +02:00
ClipPlaneSet.cs
feat(render): Phase U.2c — ClipPlaneSet (NDC convex region → gl_ClipDistance planes)
2026-05-30 17:03:32 +02:00
DebugLineRenderer.cs
feat(ui): debug overlay + refined input controls
2026-04-17 18:45:38 +02:00
FlyCamera.cs
feat(app): slow default fly speed and add Shift-boost
2026-04-11 19:19:12 +02:00
FrustumCuller.cs
feat(app): Phase A.2 — FrustumCuller + FrustumPlanes (Gribb-Hartmann)
2026-04-12 08:49:17 +02:00
GameWindow.cs
feat(render): V1 — render keys on the viewer cell+eye; lighting stays on the player
2026-06-03 12:40:10 +02:00
ICamera.cs
feat(app): extract ICamera interface from OrbitCamera
2026-04-10 20:24:29 +02:00
ICameraCollisionProbe.cs
feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks)
2026-06-05 11:10:32 +02:00
InteriorEntityPartition.cs
feat(render): R1 — InteriorEntityPartition (3-bucket per-cell entity split)
2026-06-02 19:53:42 +02:00
InteriorRenderer.cs
feat(render): R1 — binary render decision, indoor = per-cell DrawInside only
2026-06-02 20:01:53 +02:00
OrbitCamera.cs
feat(app): extract ICamera interface from OrbitCamera
2026-04-10 20:24:29 +02:00
ParticleRenderer.cs
feat(vfx): Phase C.1 — PES particle renderer + post-review fixes
2026-04-28 22:47:11 +02:00
PhysicsCameraCollisionProbe.cs
feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks)
2026-06-05 11:10:32 +02:00
PortalProjection.cs
fix(render): clip portal projection against frustum side planes (clip-space)
2026-06-05 15:27:24 +02:00
PortalView.cs
feat(render): Phase A8.F — ViewPolygon + CellView clip-region data model
2026-05-29 11:30:28 +02:00
PortalVisibilityBuilder.cs
fix(render): flood the neighbour when the eye stands in an interior portal
2026-06-05 15:27:39 +02:00
RetailChaseCamera.cs
fix(render): Part 1 — camera boom convergence snap (kills the at-rest viewer-cell flicker trigger)
2026-06-05 15:56:04 +02:00
SamplerCache.cs
refactor(sky): replace per-frame wrap-mode mutation with persistent samplers
2026-04-29 08:08:26 +02:00
SceneLightingUboBinding.cs
feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration
2026-04-19 10:39:48 +02:00
ScreenPolygonClip.cs
feat(render): Phase A8.F — ScreenPolygonClip 2D convex-polygon intersection
2026-05-29 11:37:30 +02:00
Shader.cs
feat(ui): debug overlay + refined input controls
2026-04-17 18:45:38 +02:00
TerrainAtlas.cs
feat(A.5 T22.5): wire QualityPreset into renderer + streaming (commit 2/2)
2026-05-10 08:43:06 +02:00
TerrainModernRenderer.cs
docs(render): Phase W Stage 4 — verify ceiling-sealed / terrain-viewpoint / GL-state + ParentCellId
2026-06-02 16:24:23 +02:00
TextRenderer.cs
feat(ui): debug overlay + refined input controls
2026-04-17 18:45:38 +02:00
TextureCache.cs
docs(perf): Phase N.6 slice 1 — radius=12 baseline + surface dump path
2026-05-11 12:34:10 +02:00