acdream/tests/AcDream.App.Tests/Rendering
Erik fccba8390d refactor(render): one group-creation seam, required foliage key field, first-frame wind snap (Campaign VM VM6 review 3)
Narrow re-review of a82959f1: APPROVE, with follow-ups. All items landed.

N2 (structural): (a) extracted the ONE shared InstanceGroup-from-key
construction seam, WbDrawDispatcher.CreateGroupFromKey(key, registration,
frame) — before this there were two near-identical `new InstanceGroup
{ ... }` initializers (GetOrCreateInstanceGroup and GetOrCreatePackedGroup)
that had already drifted once (the round-2 F1 bug). Both routes call it now;
CreateGroupFromKey's own `new()` is the only production InstanceGroup
construction site repo-wide, same precedent as AppendPackedInstance. (b)
GroupKey.FoliageFlags lost its `= 0u` default and moved before CullMode in
the declaration (CullMode keeps its default, C# requires optional params to
trail required ones), so a `new GroupKey(...)` that omits it is a compile
error. Fixed every real construction site the reorder/requirement touched:
the 2 production sites, ToKey (a reconstruction from InstanceGroup the
review didn't count but the reorder broke), and 5 test sites (one more than
the review's "4" — InstanceGroupClearTests had a second, implicit
target-typed `MakeKey` factory the original count missed). Verified by a
full solution build.

N1: added CreateGroupFromKey_CopiesFoliageFlagsFromTheKey
(InstanceGroupClearTests) — a key carrying FoliageFlags 0x2 in, the created
group's FoliageFlags 0x2 out. That test plus N2b's required field are what
actually guard the round-2 F1 blocker; reworded PackedDispatcherOracleTests'
existing test comment to say what IT proves (the classification-to-
BuildIndirectArrays-to-BatchData.flags path), not that it guards the
classifier.

N3: corrected the plan's round-2 paragraph — folding FoliageFlags into the
G2/G3 digest is correct and symmetric, but CompareClassifiedOutput only
runs from RenderScenePViewFrameProductController.BuildAndCompare, which has
no production caller anywhere in src/AcDream.App/, and both of
RenderScenePViewFrameProductTests's own callers construct the controller
without the optional dispatcher argument — so the fold catches nothing
until that oracle is wired to an actual caller.

N4: the plan's F6 note now names both classification caches — the classic
route's EntityClassificationCache.EntityCacheEntry (self-heals per entity
on its own next eviction) and the packed route's
PackedProjectionClassificationEntry/PackedClassifiedBatch.Key
(PackedProjectionClassificationCache.BeginFrame clears its entire cache in
one shot on a RenderSceneGeneration change) — and notes neither mechanism
is keyed to a pack switch specifically.

N5: deleted the now-unused single-generic ComputeEntityHasCutoutSubset<T>
overload; its 4 test call sites now use the two-generic, zero-alloc
overload with an unused int context and a static (_, value) => value
lambda, so there is exactly one ComputeEntityHasCutoutSubset to keep
correct.

A6 (reviewer-filed): ResolveFoliageWind's _windMean/_windGust started at 0
and always eased toward the weather target by clock delta, with no
distinction for a graph's first-ever advance. A pinned clock
(ACDREAM_SKY_PHASE_SECONDS, the offline pixel gate's determinism pin) never
advances between calls, so the wind reached only whatever fraction the
first (1-second-clamped) step produced and sat there forever; live, the
first 10 s after a graph is constructed (pack selection / login) spun up
from dead calm even though the weather already IS what it is. Fixed at the
root: the first advance (_windFrameSerial == -1, the constructor sentinel)
now snaps _windMean/_windGust straight to the target; every later advance
eases over WeatherSystem.TransitionSeconds exactly as before. Added a
SetWindClockSecondsOverrideForTesting seam (_windClockSecondsOverride is no
longer readonly) so a hermetic test can advance the pinned clock by an
exact amount between two resolves without a real-time Thread.Sleep; two new
tests prove the first-advance snap is exact and a second advance still
eases at the normal rate. The three existing indoor/wind-disabled/amplitude
gate tests pass unchanged.

Verify: Release build 0 warnings/0 errors. App hermetic-lane filter
6,046/0 failed. Core.Tests 4,695/0 failed. Full hermetic-filtered solution:
15,274/0 failed across 15 projects.

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-08-23 03:03:56 +02:00
..
Gpu fix(render): #226 detail overlay uses retail's single-pass combine; drop the dead distance fade (Campaign VM VM1) 2026-08-22 21:58:48 +02:00
Packs 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
Residency feat(diagnostics): complete residency pressure ledger 2026-07-24 16:40:17 +02:00
Vfx feat(audio): Campaign A slice A3 — the server sound channel (0xF750) 2026-08-08 22:07:23 +02:00
Wb 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
ArchRenderSceneTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
AttachmentUpdateOrderTests.cs refactor(app): key live projections by runtime identity 2026-07-25 21:50:58 +02:00
BoundedUnownedResourceCacheTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
BuildingGroupScratchTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
CameraCollisionIndoorTests.cs T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED (closes #99) 2026-06-11 14:37:50 +02:00
CameraCollisionUpdateViewerTests.cs fix(physics): validate retail cell containment roots 2026-07-31 14:48:26 +02:00
CameraControllerTests.cs fix #414: cursor disappears at character select after the in-world logoff 2026-08-17 15:17:50 +02:00
CameraDiagnosticsCollection.cs test(app): serialize the classes sharing camera/render process globals (#252) 2026-07-28 18:46:43 +02:00
CameraFrameControllerTests.cs refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1) 2026-08-05 14:11:31 +02:00
CellViewDedupTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
CellVisibilityCommitTests.cs fix(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +02:00
CellVisibilityFromRootTests.cs refactor(render): Stage 3 T3.1 — delete FindCameraCell AABB grace-frame fallback 2026-06-02 15:36:47 +02:00
CellVisibilityPortalPolygonsTests.cs fix(streaming): commit EnvCell landblocks atomically (#214) 2026-07-13 18:45:24 +02:00
ChargenPreviewAnimatorTests.cs feat(chargen): Campaign CC slice CC6b-PRE — idle loop, rotation, zoom (mount-independent half) 2026-08-15 19:05:56 +02:00
ChargenPreviewCameraTests.cs feat(chargen): Campaign CC slice CC6a — index→ObjDesc factory + preview renderer foundation 2026-08-15 17:22:06 +02:00
ChargenPreviewControllerTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
ChargenPreviewEntityBuilderTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
ChargenPreviewRotationControllerTests.cs feat(chargen): Campaign CC slice CC6b-MOUNT — Appearance page + preview mount 2026-08-15 21:00:10 +02:00
ChargenPreviewZoomControllerTests.cs fix(chargen): Campaign CC CC6b-PRE review fix round — F1-F7 + F11 concession rewrite 2026-08-15 19:32:48 +02:00
ClipFrameAssemblerTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
ClipFrameLayoutTests.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
ClipPlaneSetTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
CompositeTextureArrayCachePolicyTests.cs feat(render): Campaign V slice V4t-2 — the world texture stack crosses to GpuTextureSlot 2026-07-28 12:43:50 +02:00
CornerFloodReplayTests.cs test: finish diagnostic classification 2026-08-18 13:41:17 +02:00
CreatureAppraisalPresentationTests.cs feat(ui): port retail creature appraisal presentation 2026-07-23 12:55:24 +02:00
CurrentRenderSceneOracleTests.cs test(app): put every strict-zero site on the probe (#250) 2026-07-29 03:49:13 +02:00
DebugVmRenderFactsPublisherTests.cs refactor(render): extract frame presentation diagnostics 2026-07-22 05:02:31 +02:00
DevToolsRuntimeSourcesTests.cs refactor(app): compose session and player startup 2026-07-22 18:28:32 +02:00
DirectionalShadowCascadeFitterTests.cs Fix ambient flyer cadence and rotating shadows 2026-08-22 17:39:38 +02:00
DirectionalShadowCasterFrameTests.cs test(render): fully warm dense shadow allocation gate 2026-08-22 14:10:53 +02:00
DirectionalShadowEnvironmentGateTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
DirectionalShadowGpuTests.cs fix(render): production packed classifier carries the foliage flags; deferred-alpha replay keeps them (Campaign VM VM6 review 2) 2026-08-23 02:28:17 +02:00
DirectionalShadowQualityTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
DirectionalShadowReceiverTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
DirectionalShadowTransformBufferSetTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
DisplayFramePacingControllerTests.cs fix(rendering): survive display topology handoff 2026-07-25 13:15:24 +02:00
DisplayModeCatalogTests.cs fix #407: windowed resolution offering decoupled from the video-mode list 2026-08-16 09:03:36 +02:00
DollCameraTests.cs fix(D.2b): Slice 2 — retail-exact doll pose, camera + heading (visual gate) 2026-06-25 13:16:27 +02:00
DollEntityBuilderTests.cs feat(D.2b): Slice 2 — DollEntityBuilder (player Setup+ObjDesc -> doll WorldEntity) 2026-06-23 09:07:02 +02:00
DynamicBufferCapacityTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
EntityClipTests.cs fix(render): R1 — repurpose the ParentCellId==null cell-gate bypass (#78) 2026-06-02 20:10:26 +02:00
EntityPhysicsHostTests.cs refactor(world): canonicalize live physics host ownership 2026-07-21 14:05:34 +02:00
EquippedChildProjectionWithdrawalTests.cs fix(physics): bind a parented child to the parent's live incarnation (#319) 2026-08-05 11:56:31 +02:00
FixedEntityTextureOwnerLeaseTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
FramebufferResizeControllerTests.cs fix: retail text and golden-string tests must not follow the machine's locale 2026-08-19 19:56:09 +02:00
FramePacingControllerTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
FramePacingPolicyTests.cs fix #225: stabilize render pacing and frame CPU 2026-07-19 06:29:30 +02:00
GameWindowCrashStatusTests.cs test: replace runtime root source freezes 2026-08-18 16:02:15 +02:00
GameWindowHostBoundaryTests.cs test: replace graphical host source freezes 2026-08-18 16:30:25 +02:00
GameWindowLifetimeTests.cs fix(app): #343 — a wounded render loop defers the native release instead of throwing over the real failure 2026-08-07 10:28:29 +02:00
GameWindowRenderLeafCompositionTests.cs test: replace render leaf source freezes 2026-08-18 16:12:50 +02:00
GameWindowStartupOptionsTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
GpuFrameFlightControllerTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
GpuResourceRetirementTransactionTests.cs feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend 2026-07-29 02:19:53 +02:00
GpuRetiredTerrainSlotAllocatorTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
HostQuiescenceGateTests.cs test: observe monitor waits without delays 2026-08-18 12:56:25 +02:00
HouseExitWalkReplayTests.cs test: finish diagnostic classification 2026-08-18 13:41:17 +02:00
IndoorDrawPlanTests.cs feat(render): IndoorDrawPlan.ShellPass — every visible cell, no drawable filter (R1) 2026-06-06 21:59:26 +02:00
InteriorEntityPartitionTests.cs T1 (fused BR-2/3): retail frame order - dynamics last, punch+seal, shell chop deleted 2026-06-11 11:16:27 +02:00
Issue95DungeonFloodDiagnosticTests.cs test: finish diagnostic classification 2026-08-18 13:41:17 +02:00
Issue113DrawingBspFilterTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Issue113MeetingHallFloodTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Issue120ReciprocalPingPongTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Issue124LookInSeedRegionTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Issue127FloodFlipReplayTests.cs ci: tag DAT-dependent tests into the InstalledDat lane; drop invariant workaround 2026-08-19 11:19:14 +02:00
Issue129PunchBiasTests.cs fix #129: cap the punch mark bias's eye-space reach (was unbounded at distance) 2026-06-12 13:38:59 +02:00
Issue130DoorwayStripTests.cs test: finish diagnostic classification 2026-08-18 13:41:17 +02:00
Issue131SetupProbeTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Issue177StairDescentCameraFloodTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Issue181CameraParkStabilityTests.cs test(app): serialize the classes sharing camera/render process globals (#252) 2026-07-28 18:46:43 +02:00
Issue181VisFlapReplayTests.cs test: finish diagnostic classification 2026-08-18 13:41:17 +02:00
Issue181WallPressEquilibriumTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
Issue176177FacilityHubFloodReplayTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
LinuxMonotonicFramePacingWaiterTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
LinuxPlatformBoundaryTests.cs fix(launcher): close Campaign LA LA1 review findings 2026-08-14 17:00:09 +02:00
LiveAppearanceAnimationTests.cs refactor(physics): hoist the live-entity collision builder to Runtime (#330 groundwork) 2026-08-07 01:49:13 +02:00
LiveEntityAnimationPresenterTests.cs refactor(runtime): own canonical entity and object lifetime 2026-07-26 05:54:46 +02:00
LiveEntityAnimationSchedulerTests.cs test(vfx): model the post-f24532ad effect cell and canonical body frame 2026-08-03 13:32:46 +02:00
LiveEntityCreateSupersessionRecoveryTests.cs test: replace create authority source pin 2026-08-18 16:52:22 +02:00
LiveRenderProjectionJournalTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
NdcScissorRectTests.cs fix #130: doorway-slice scissor cut the aperture's top/right pixel row 2026-06-12 13:31:43 +02:00
OrderedResourceTeardownTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
OutdoorCellNodeTests.cs feat(render): R-A2 — per-building floods (the flap fix) 2026-06-08 18:44:43 +02:00
OwnerScopedResourceRegistryTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
PaperdollFramePresenterTests.cs fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
ParticleBindlessInstanceTests.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
ParticleEmitterRetirementTrackerTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
PhysicsCameraCollisionProbeTests.cs feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks) 2026-06-05 11:10:32 +02:00
PortalProjectionTests.cs test: stabilize load-sensitive release contracts 2026-08-18 11:50:23 +02:00
PortalTunnelAssetTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
PortalViewTests.cs feat(render): Phase A8.F — ViewPolygon + CellView clip-region data model 2026-05-29 11:30:28 +02:00
PortalVisibilityBuilderTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
PortalVisibilityRobustnessTests.cs feat(render): R-A2 — per-building floods (the flap fix) 2026-06-08 18:44:43 +02:00
PrivateEntityViewportRendererDrawOrderTests.cs fix(chargen): Campaign CC gate round 1 Batch D — gmCG3DView environment backdrop 2026-08-16 13:05:23 +02:00
PrivatePresentationRendererTests.cs feat(render): Campaign V slice V11 commit 1 - delete ImGui, Studio, and the DevTools frontend 2026-07-28 23:56:04 +02:00
RendererResourceDisposalLedgerTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
RenderFrameDiagnosticsControllerTests.cs perf(diagnostics): expose prepared asset source counters 2026-07-24 15:16:32 +02:00
RenderFrameOrchestratorTests.cs perf(diag): complete trustworthy Slice A capture tooling 2026-07-24 12:46:51 +02:00
RenderFramePreparationControllerTests.cs refactor(render): compose render frame orchestrator 2026-07-22 08:03:49 +02:00
RenderFrameProductTests.cs test(app): measure the warmed path, not the path being warmed (#250) 2026-07-29 03:42:08 +02:00
RenderFrameRecoveryIntegrationTests.cs perf(diag): complete trustworthy Slice A capture tooling 2026-07-24 12:46:51 +02:00
RenderFrameResourceControllerTests.cs test: replace frame orchestration source freezes 2026-08-18 16:40:56 +02:00
RenderFrameRouteOwnerSelectorTests.cs test(app): put every strict-zero site on the probe (#250) 2026-07-29 03:49:13 +02:00
RenderInstanceCandidateTests.cs refactor(rendering): isolate dispatcher candidate values 2026-07-25 01:06:57 +02:00
RenderSceneArchitectureTests.cs feat(rendering): contain incremental render scene 2026-07-24 21:42:42 +02:00
RenderScenePViewFrameProductTests.cs Reapply "perf(rendering): draw retained frame product" 2026-07-25 08:36:11 +02:00
RenderSceneShadowRuntimeTests.cs perf(rendering): retain packed classification 2026-07-25 02:46:40 +02:00
ResourceCleanupGroupTests.cs test: replace render source freezes 2026-08-18 14:58:25 +02:00
ResourceShutdownTransactionTests.cs refactor(app): extract focused window lifetime 2026-07-22 19:43:52 +02:00
RetailAlphaQueueTests.cs perf(render): bound animation and alpha scratch residency 2026-07-24 16:34:28 +02:00
RetailChaseCameraTests.cs test(app): serialize the classes sharing camera/render process globals (#252) 2026-07-28 18:46:43 +02:00
RetailDetailTextureContractTests.cs fix(render): detail overlay is fogged after the combine like retail; VM1 review fixes 2026-08-22 22:39:58 +02:00
RetailFieldOfViewTests.cs fix #389 review round: settings v3 FOV migration + live apply; AD-90 2026-08-13 17:27:15 +02:00
RetailParticleGeometryClassifierTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
RetailPViewPassExecutorTests.cs test: replace render source freezes 2026-08-18 14:58:25 +02:00
RetailSelectionAssetTests.cs test: make prerequisite lanes fail honestly 2026-08-18 12:09:41 +02:00
RetailSelectionLightingPulseTests.cs fix(interaction): bind selection to live incarnations 2026-07-21 07:07:58 +02:00
RetailSelectionSceneTests.cs fix(rendering): isolate world selection transactions 2026-07-24 22:31:15 +02:00
RetailStaticAnimatingObjectSchedulerTests.cs Fix ambient flyer cadence and rotating shadows 2026-08-22 17:39:38 +02:00
RhiCompositeTextureArrayBackendTests.cs feat(render): Campaign V slice V6i-2 commit 2 — world texture creation crosses to IGpuTexture 2026-07-28 13:57:43 +02:00
RhiVertexLayoutStrideTests.cs feat(render): Campaign V slice V6l commit 1 - particles draw on Vulkan 2026-07-28 17:20:59 +02:00
RollingTimingSampleWindowTests.cs refactor(render): extract frame presentation diagnostics 2026-07-22 05:02:31 +02:00
RuntimeResourceSlotTests.cs fix: retail text and golden-string tests must not follow the machine's locale 2026-08-19 19:56:09 +02:00
ScreenPolygonClipTests.cs feat(render): Phase A8.F — ScreenPolygonClip 2D convex-polygon intersection 2026-05-29 11:37:30 +02:00
SilkWindowCallbackBindingTests.cs test: observe monitor waits without delays 2026-08-18 12:56:25 +02:00
SkyParamsLayoutTests.cs feat(render): V6e — the sky's uniforms become a buffer and its texture a table slot 2026-07-28 09:54:13 +02:00
SkyProjectionTests.cs fix(runtime): align portal and movement presentation 2026-07-17 08:48:27 +02:00
SkyVertexLayoutTests.cs feat(render): Campaign V slice V6k commit 1 - the sky draws on Vulkan 2026-07-28 16:31:37 +02:00
SpawnMotionInitializerTests.cs fix(animation): preserve wire motion on every spawn path 2026-07-12 14:27:44 +02:00
StandaloneBindlessTextureCacheTests.cs feat(render): Campaign V slice V4t-2 — the world texture stack crosses to GpuTextureSlot 2026-07-28 12:43:50 +02:00
StaticAnimatingOmegaHookTests.cs fix(world): honour SetOmega — the birds and butterflies fly again 2026-08-21 05:42:59 +02:00
StaticRenderProjectionJournalTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
SyntheticEntityMeshReferenceOwnerTests.cs fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
TerrainAtlasDetailTextureTests.cs docs(vm1): closeout - AP-232 for the translucent detail blend weight; sampler test pins the production constant 2026-08-22 22:50:06 +02:00
TerrainCullOrientationTests.cs fix #108-residual (root cause): terrain drew DOUBLE-SIDED - port retail landPolysDraw eye-side gate as terrain backface cull 2026-06-12 22:05:31 +02:00
TerrainDrawDiagnosticsControllerTests.cs refactor(render): extract typed retail pview passes 2026-07-22 06:40:09 +02:00
TerrainParticleCellVisibilityTests.cs perf(vfx): port retail particle visibility degradation 2026-07-17 15:27:36 +02:00
TerrainTextureTilingTableTests.cs feat(render): Campaign V slice V6f-2 - terrain's tiling table becomes a buffer 2026-07-28 10:11:00 +02:00
TextRendererLinearTwinTests.cs fix(ui): Campaign LA gate round 2 — fixed-canvas stretch filters bilinearly like retail's presentation blit 2026-08-15 11:05:59 +02:00
TextureCacheLinearTwinTests.cs fix(ui): Campaign LA gate round 2 — fixed-canvas stretch filters bilinearly like retail's presentation blit 2026-08-15 11:05:59 +02:00
TowerAscentReplayTests.cs test: separate non-hermetic release lanes 2026-08-18 10:49:22 +02:00
ViewconeCullerReuseTests.cs fix(rendering): bound portal resource lifetime 2026-07-18 21:35:16 +02:00
VolumetricShaftQualityTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00
WindowIconLoaderTests.cs fix(app): apply the window icon from Load, not beside Window.Create 2026-08-20 15:13:29 +02:00
WorldRenderDiagnosticsTests.cs feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders 2026-07-29 02:58:15 +02:00
WorldRenderFrameBuilderTests.cs test: replace render source freezes 2026-08-18 14:58:25 +02:00
WorldRevealRenderResourceSchedulerTests.cs fix(streaming): preserve portal destination ownership 2026-07-25 08:35:12 +02:00
WorldSceneRendererTests.cs feat(render): implement Campaign AR and terrain fidelity 2026-08-22 13:13:29 +02:00