acdream/src/AcDream.App
Erik f4cf802330 fix(ui): bind radar to streamed world state
Resolve the live-entity spatial broadphase at snapshot time so retained UI construction cannot capture GameWindow's empty bootstrap GpuWorldState. Add a replacement-owner regression test covering the exact compass-without-blips failure.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-21 06:24:05 +02:00
..
Audio feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
Combat fix(gameplay): reconcile wield ownership and target facing 2026-07-15 08:19:23 +02:00
Diagnostics test(runtime): add deterministic world gate artifacts 2026-07-20 22:37:16 +02:00
Input fix(streaming): block login on complete world reveal 2026-07-20 16:08:08 +02:00
Net refactor(app): extract LiveSessionController for network-side session lifecycle (Step 2) 2026-05-17 16:15:57 +02:00
Physics feat(physics): port retail complete object frame pipeline 2026-07-20 09:10:31 +02:00
Plugins feat(ui): centralize retail selection state 2026-07-11 00:51:20 +02:00
Rendering fix(ui): bind radar to streamed world state 2026-07-21 06:24:05 +02:00
Spells fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
Streaming fix(ui): bind radar to streamed world state 2026-07-21 06:24:05 +02:00
Studio fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
UI fix(ui): bind radar to streamed world state 2026-07-21 06:24:05 +02:00
World fix(ui): bind radar to streamed world state 2026-07-21 06:24:05 +02:00
AcDream.App.csproj fix(spells): load complete retail DAT catalog 2026-07-15 21:17:13 +02:00
Program.cs feat(ui): centralize retail selection state 2026-07-11 00:51:20 +02:00
RuntimeDatCollectionFactory.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
RuntimeOptions.cs test(runtime): add deterministic world gate artifacts 2026-07-20 22:37:16 +02:00