..
BuildingLoaderTests.cs
perf(streaming): cursor publication across frame budgets
2026-07-24 19:10:18 +02:00
BuildingRegistryTests.cs
feat(render): Phase A8 RR3 — Building + BuildingRegistry + BuildingLoader
2026-05-27 11:08:43 +02:00
BuildingTests.cs
feat(render): Phase A8 RR3 — Building + BuildingRegistry + BuildingLoader
2026-05-27 11:08:43 +02:00
CompositeWarmupEntitySourceTests.cs
perf(streaming): scope reveal warmup spatially
2026-07-25 04:39:48 +02:00
ContiguousRangeAllocatorTests.cs
fix(rendering): bound portal resource lifetime
2026-07-18 21:35:16 +02:00
DirectionalShadowPreparedDrawTests.cs
test(ci): harden scheduling and allocation gates
2026-08-27 19:28:10 +02:00
DirectionalShadowTerrainPreparedDrawTests.cs
feat(render): implement Campaign AR and terrain fidelity
2026-08-22 13:13:29 +02:00
EntitySpawnAdapterLifetimeTests.cs
refactor(app): key live projections by runtime identity
2026-07-25 21:50:58 +02:00
EnvCellLandblockBuildTests.cs
fix(streaming): commit EnvCell landblocks atomically ( #214 )
2026-07-13 18:45:24 +02:00
EnvCellRendererTests.cs
fix: complete retail parity stability pass
2026-08-28 20:01:39 +02:00
EnvCellSceneryInstanceTests.cs
fix(streaming): commit EnvCell landblocks atomically ( #214 )
2026-07-13 18:45:24 +02:00
FoliageWindClassificationTests.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
GpuRetiredRangeAllocatorTests.cs
fix(rendering): bound portal resource lifetime
2026-07-18 21:35:16 +02:00
InstanceGroupClearTests.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
LandblockSpawnAdapterReadinessTests.cs
fix(rendering): bound portal resource lifetime
2026-07-18 21:35:16 +02:00
MeshPipelineDeviceSeamTests.cs
test(render): pin cell-shell batch-to-index-segment pairing under reorder
2026-09-02 21:10:16 +02:00
MeshUploadCachesTests.cs
fix(streaming): prepare quiesced destination entities
2026-07-24 20:21:57 +02:00
ModernBatchDataLayoutTests.cs
feat(render): Campaign V slice V2a - mesh path texture-index migration
2026-07-27 15:51:26 +02:00
ObjectMeshUploadBudgetTests.cs
fix(rendering): bound portal resource lifetime
2026-07-18 21:35:16 +02:00
ObjectMeshWorkerLifecycleTests.cs
fix #225 : stabilize render pacing and frame CPU
2026-07-19 06:29:30 +02:00
RetryableResourceReleaseLedgerTests.cs
fix(rendering): bound portal resource lifetime
2026-07-18 21:35:16 +02:00
RhiWorldTextureArrayTests.cs
fix(render): Campaign V slice V7 commit 1 - world anisotropy, and the sky's second clock
2026-07-28 19:14:08 +02:00
TextureAtlasCapacityTests.cs
feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders
2026-07-29 02:58:15 +02:00
TextureAtlasSlotAllocatorTests.cs
fix(rendering): bound portal resource lifetime
2026-07-18 21:35:16 +02:00
WbDrawDispatcherClipSlotTests.cs
feat(render): indoor render WORKS — terminating portal flood + every-cell seal + look-in FPS
2026-06-07 10:14:43 +02:00
WbDrawDispatcherCompositeWarmupTests.cs
fix(rendering): decouple portal warmup discovery
2026-07-25 04:27:17 +02:00
WbDrawDispatcherIndoorFlagTests.cs
fix(lighting): #142 — per-instance sun gate for windowed-building interiors
2026-06-20 12:55:56 +02:00
WbDrawDispatcherLookInConeTests.cs
fix(render): clip walk content to authored portal views
2026-08-31 06:15:12 +02:00
WbDrawDispatcherTorchGateTests.cs
fix(lighting): A7 Fix D round 2 — outdoor objects get NO torches (retail useSunlight gate) ( #140 )
2026-06-19 23:56:49 +02:00
WbFrustumTests.cs
feat(render): Phase A8 Wave 1 — WB scaffolding extraction + stencil low-level method
2026-05-27 14:46:07 +02:00
WbTextureResolutionPolicyTests.cs
perf(content): remove exception-driven setup probes
2026-07-24 15:12:21 +02:00
WorldTransformFrameArenaTests.cs
feat(render): implement Campaign AR and terrain fidelity
2026-08-22 13:13:29 +02:00