acdream/src/AcDream.App/Rendering/Wb
Erik e2543d0ef0 fix(content): S1 review round - retail default sides shape, mask hoist, upload order
Campaign OVERHAUL S1 review fixes (two Opus lens reviews, findings verified
by the lead against the decomp):

- a raw sides_type outside 0/1/2 constructs retail's default single-side
  shape (ConstructMesh @0x0059DFA0 loop bounds default to 1) instead of
  dropping the polygon; still counted as a data anomaly (corpus has none);
- the positive-surface stippling mask OR runs once per polygon before the
  degenerate-fan guard, as retail's count loop does (pseudo-C 426859-426866);
- untextured slots keep their mask accounting but bake no texture and no
  vertices (contract §9 item 3); the dev pak shrinks by 114 KB;
- failed surface-override / Surface / texture-dependency lookups are
  attempted and logged once per slot, not once per candidate;
- cell-shell batches upload in ascending source surface index, retail's
  built-EnvCell subset draw order (ConstructMesh attribute-range scan,
  DrawMesh @0x0059D4A0); ordinary GfxObj meshes keep storage order;
- CellMesh.HasDrawableGeometry documented as the admission rule without
  texture-dependency resolution (a conservative superset of emission);
- the stippling/surface equivalence sweep's cell half is pinned at zero
  again; InAscendingSurfaceOrder is marked bake/upload/test-only;
- plan §5: reviewer findings are verified by the lead, one skeptic at most
  for a blocking finding, never more than five agents per step.

Three new Content tests pin the mask hoist, the vertex-free untextured
slot, and the single-side fallback. Content 213/213, Core Meshing and
Conformance green, App hermetic 6,757/6,757, Release build 0/0.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 19:37:25 +02:00
..
AnimatedEntityState.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
Building.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
BuildingLoader.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
BuildingRegistry.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
CachedBatch.cs fix(render): correct foliage-wind classification, receiver/caster desync, and frame binding (Campaign VM VM6 review) 2026-08-23 01:54:36 +02:00
CompositeWarmupEntitySource.cs perf(streaming): scope reveal warmup spatially 2026-07-25 04:39:48 +02:00
ContiguousRangeAllocator.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
DebugRenderSettings.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
DrawElementsIndirectCommand.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
EntityClassificationCache.cs feat(render): Campaign V slice V4t-2 — the world texture stack crosses to GpuTextureSlot 2026-07-28 12:43:50 +02:00
EntitySpawnAdapter.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
EnvCellLandblockBuild.cs feat(render) Campaign FW3.3: ShellDrawLiftZ is RETIRED - cells draw at the dat origin 2026-08-30 16:08:52 +02:00
EnvCellLandblockPublication.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
EnvCellMeshPreparationScheduler.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
EnvCellRenderer.cs fix #435 (part 1): delete 17 probes that outlived their closed investigations 2026-08-24 11:41:20 +02:00
EnvCellRenderer.Rhi.cs feat(render) Campaign FW2: OrderedDrawStream + walk-order submitter 2026-08-30 12:31:31 +02:00
EnvCellSceneryInstance.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
EnvCellVisibilitySnapshot.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
FoliageWindClassification.cs refactor(render): one group-creation seam, required foliage key field, first-frame wind snap (Campaign VM VM6 review 3) 2026-08-23 03:03:56 +02:00
GeometryUtils.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
GlobalMeshBuffer.cs perf(render) #429: allocation-exact streamed-mesh completion 2026-08-24 09:14:00 +02:00
GpuMemoryTracker.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
GpuRetiredRangeAllocator.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
GroupKey.cs refactor(render): one group-creation seam, required foliage key field, first-frame wind snap (Campaign VM VM6 review 3) 2026-08-23 03:03:56 +02:00
IEntityTextureLifetime.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
IMeshPipelineDevice.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
InstanceData.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
IWbMeshAdapter.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
LandblockSpawnAdapter.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
MeshUploadCaches.cs fix(streaming): prepare quiesced destination entities 2026-07-24 20:21:57 +02:00
MeshUploadFrameBudget.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
ModernRenderData.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
ObjectMeshManager.cs fix(content): S1 review round - retail default sides shape, mask hoist, upload order 2026-09-02 19:37:25 +02:00
RetryableResourceReleaseLedger.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
SceneData.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
TextureAtlasManager.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
TextureAtlasSlotAllocator.cs feat(render): unify physical residency accounting 2026-07-24 16:20:48 +02:00
TextureFormatExtensions.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
WbDrawDispatcher.cs refactor(render): delete the packed dispatcher 2026-08-31 04:44:22 +02:00
WbDrawDispatcher.DirectionalShadowReceivers.cs fix(render): shadow-gated-off receiver frames light from the authored sun again (Campaign VM VM6 review 5) 2026-08-23 03:58:41 +02:00
WbDrawDispatcher.DirectionalShadows.cs fix(render): apply retail marker admission to the walk 2026-08-31 04:31:22 +02:00
WbDrawDispatcher.FacilityStairProbe.cs checkpoint(render): preserve pre-overhaul investigation state 2026-09-01 18:04:24 +02:00
WbDrawDispatcher.OrderedStream.cs checkpoint(render): preserve pre-overhaul investigation state 2026-09-01 18:04:24 +02:00
WbDrawDispatcher.Rhi.cs feat(render) Campaign FW3.2a: the walk-to-draw population layer 2026-08-30 13:52:23 +02:00
WbDrawDispatcher.WalkClassify.cs checkpoint(render): preserve pre-overhaul investigation state 2026-09-01 18:04:24 +02:00
WbFrustum.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
WbMeshAdapter.cs fix(render): apply retail marker admission to the walk 2026-08-31 04:31:22 +02:00
WbRenderPass.cs Revert "Campaign V slice V4a" - it lost world multisampling 2026-07-27 18:29:28 +02:00
WbTextureResolutionPolicy.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
WorldTextureArray.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
WorldTransformFrameArena.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00