acdream/tests/AcDream.UI.Abstractions.Tests/Panels/Settings
Erik f1ba147ac5 perf(vfx): port retail particle visibility degradation
Resolve DAT-authored particle ranges from the hardware GfxObj, apply retail distance and completed-cell visibility gates, and preserve the exact finite/infinite off-view update semantics. This removes dense-world simulation work without shortening terrain, entity, fog, or streaming distance.

Publish doorway-clipped outdoor cells through a focused frame controller, retain effect cell identity for outdoor statics, reject hidden emitters before particle-slot scans, and offer an explicit opt-in Extended particle range.

Release build succeeds and all 5,857 tests pass with five intentional skips. Retail-conformance, architecture, and adversarial review cycles are clean; connected Aerlinthe visual/performance gate pending.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 15:27:36 +02:00
..
AudioSettingsTests.cs feat(ui): Audio tab — live volume sliders driving OpenAL engine 2026-04-26 17:57:00 +02:00
CharacterSettingsTests.cs feat(ui): Character tab — per-toon settings; Phase L.0 complete 2026-04-26 18:27:07 +02:00
ChatSettingsTests.cs feat(ui): Chat tab — channel filters + display prefs + font slider 2026-04-26 18:21:14 +02:00
DisplaySettingsTests.cs fix #213: complete suicide and framerate presentation 2026-07-13 15:50:47 +02:00
GameplaySettingsTests.cs feat(ui): port retail radar and compass 2026-07-10 16:14:37 +02:00
QualityPresetTests.cs feat(A.5 T22.5): QualityPreset schema + tests (commit 1/2) 2026-05-10 08:37:17 +02:00
SettingsPanelTests.cs fix(ui): pre-merge code review — apply persisted settings without devtools, hide inert sliders 2026-04-27 06:22:35 +02:00
SettingsStoreTests.cs perf(vfx): port retail particle visibility degradation 2026-07-17 15:27:36 +02:00
SettingsVMTests.cs fix #213: complete suicide and framerate presentation 2026-07-13 15:50:47 +02:00