acdream/tests/AcDream.Core.Tests
Erik fca0a13217 feat(phys): ShadowObjectRegistry.RegisterMultiPart
Multi-shape entity registration matching retail's CPhysicsObj model: one
logical entity emits N ShadowEntry rows (one per CylSphere / Sphere /
Part-BSP), all sharing the entity's EntityId. _entityShapes caches the
original shape list per entity for UpdatePosition to recompose part
transforms when the entity moves.

Existing UpdatePhysicsState / Deregister / GetObjectsInCell /
AllEntriesForDebug work unchanged — they iterate by EntityId; multiple
matching entries get handled automatically.

AllEntriesForDebug updated to enumerate all parts per entity (not just
the first) by iterating the first cell that holds entries for each entity.
Single-shape callers that previously relied on deduplicated-by-EntityId
behavior are unaffected since they register exactly one entry per entity.

Six new tests: AllShareEntityId, EmptyShapeList_NoOp,
Deregister_RemovesAllParts, UpdatePhysicsState_PropagatesEtherealToAllParts,
PartsAcrossMultipleCells_AllCellsListed, Register_SingleShapeCompat_Unchanged.

All 24 existing ShadowObjectRegistry tests pass via the unchanged
single-shape Register API. 11/11 CellarUpTrajectoryReplayTests pass.
7/7 ShadowShapeBuilderTests pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-24 15:19:29 +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
Fixtures/issue98 test(phys): A6.P3 #98 — comparison harness reproduces cottage-floor cap 2026-05-23 20:44:50 +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 feat(vfx #C.1.5b): SetupPartTransforms helper for per-part anchor transforms 2026-05-11 23:54:33 +02:00
Physics feat(phys): ShadowObjectRegistry.RegisterMultiPart 2026-05-24 15:19:29 +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 chore(O-T7): code-review housekeeping after WB extraction 2026-05-21 17:29:06 +02:00
Selection test(picker): Cluster A #86 — screen-rect cell-occlusion tests 2026-05-19 14:56:51 +02:00
Spells fix(player): EnchantmentMask bit fix + Vitae key=0 + absolute Vitals overlay 2026-04-25 18:15:20 +02:00
Streaming feat(vfx #C.1.5b): GpuWorldState fires activator for dat-hydrated entities 2026-05-12 00:07:38 +02:00
Terrain chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments 2026-05-23 15:11:49 +02:00
Textures feat(O-T2): extract pure stateless helpers to AcDream.Core.Rendering.Wb 2026-05-21 15:13:26 +02:00
Ui fix(retail): rotation rate, useability gate, retail toast strings 2026-05-16 12:17:54 +02:00
Vfx fix(vfx #56): ParticleHookSink applies CreateParticleHook.PartIndex transform 2026-05-11 23:57:20 +02:00
World chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments 2026-05-23 15:11:49 +02:00
AcDream.Core.Tests.csproj fix(O-T7): actually delete SplitFormulaDivergenceTest (drop workaround) 2026-05-21 17:30:30 +02:00
SmokeTest.cs chore: phase 1 — add Core, Abstractions, App, Tests projects 2026-04-10 09:22:33 +02:00