acdream/tests/AcDream.Core.Tests
Erik f7e38c214d fix(render #53): cache-hit fast path must fire per-entity, not per-tuple
Task 10 (commit 0cbef3c) called ApplyCacheHit inside the per-(entity, partIdx)
foreach loop, but cachedEntry.Batches is flat across all MeshRefs of the
entity. For a 3-MeshRef static building on frame 2: 3 tuples times 6 cached
batches per call = 18 instances drawn instead of 6. Severe Z-fighting and
3x perf hit on every multi-part static entity (buildings, statues, multi-
MeshRef NPCs).

This is the symmetric mirror of the Task 9 bug fixed at 00fa8ae. Both
spec section 5.2 and the plan describe the foreach as per-entity, but
_walkScratch has been per-tuple since Task 6. The implementation
faithfully ported the buggy spec.

Fix: track lastHitEntityId; the cache-hit fast path fires only on the
first tuple of each entity, and subsequent tuples skip the iteration
body via continue. Adds a regression test pinning the per-entity
amplification invariant.

Caught by code review (subagent-driven-development) before Phase 3
dispatched. The bug was invisible in the no-multi-frame-test 1702/8
baseline; would have manifested as visible Z-fighting on every multi-
part building on second-and-subsequent frames once Task 13 perf gate
captured live runs.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 19:15:20 +02:00
..
Allegiance feat(allegiance): Phase H.2 AllegianceRequests + AllegianceTree model 2026-04-18 17:17:45 +02:00
Audio feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
Chat fix(chat): /help client-side handler + System dedup + ThatIsNotAValidCommand template 2026-04-25 21:22:07 +02:00
Combat feat(combat): Phase L.1c wire live attack input 2026-04-28 11:58:57 +02:00
Input fix(camera): #38 render-interpolate player motion 2026-05-06 17:53:34 +02:00
Items feat(items): Phase F.2 ItemRepository + AppraiseRequest round-trip 2026-04-18 16:55:36 +02:00
Lighting feat(lighting): Phase G.2 — Setup.Lights + SetLightHook wiring 2026-04-19 10:46:49 +02:00
Meshing fix(rendering): #47 — walk DIDDegrade for retail close-detail meshes 2026-05-06 16:46:23 +02:00
Physics fix(scenery): #49 9×9 loop, per-spawn building check, triangle slope 2026-05-07 21:15:11 +02:00
Player feat(player): #5 PlayerDescription parser — Stam/Mana via attribute block 2026-04-25 16:42:24 +02:00
Plugins feat(core): add IGameState, IEvents, WorldEvents with replay-on-subscribe 2026-04-10 20:29:29 +02:00
Rendering fix(render #53): cache-hit fast path must fire per-entity, not per-tuple 2026-05-10 19:15:20 +02:00
Spells fix(player): EnchantmentMask bit fix + Vitae key=0 + absolute Vitals overlay 2026-04-25 18:15:20 +02:00
Streaming fix(A.5 T13-T16): canonical LB id in Tick_DrainingPromoted test 2026-05-10 08:09:53 +02:00
Terrain fix(N.5b T7): tighten conformance sample upper bound to 191.975f 2026-05-09 08:59:01 +02:00
Textures test(N.3): update SurfaceDecoderTests to match isAdditive split 2026-05-08 11:34:32 +02:00
Vfx feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
World feat(A.5 T8): WorldEntity AABB cache + dirty flag 2026-05-09 22:54:25 +02:00
AcDream.Core.Tests.csproj feat(app): Phase A.1 — StreamingRegion (window set + diff with hysteresis) 2026-04-11 22:01:45 +02:00
SmokeTest.cs chore: phase 1 — add Core, Abstractions, App, Tests projects 2026-04-10 09:22:33 +02:00