feat(M01): enforce coordinate conversion boundaries
Work-Package: M01-FND-COORD-BOUNDARY-GATE-001 Agent: sindo-main-codex
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@@ -843,6 +843,20 @@ $exe = Join-Path $env:TEMP 'godot-4.6.1-openwc\Godot_v4.6.1-stable_win64.exe'
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- Streaming radii, LOD decisions, cache formats and renderer quality profiles
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are unchanged by this migration.
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## 2026-07-13 Coordinate Conversion Boundary Gate
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- Sky/area lookup, streaming tile ownership, player spawn/terrain sampling and
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terrain diagnostics now cross world-coordinate spaces through typed
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`CoordinateMapper` methods.
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- Renderer distance, LOD, ray and model-local M2/WMO calculations remain in
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their existing Godot/local spaces; they are not axis conversions.
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- The repository gate rejects new manual world-center, WoW/Godot and
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Godot-position-to-ADT formulas. The unified renderer baseline runs this gate.
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- Native ADT/WDT parsers keep one shared world conversion in
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`wow_chunk_reader.h`; the independent M00 calibration formula remains a test oracle.
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- Coordinate contract version 2, renderer radii, cache formats and visual
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quality profiles are unchanged.
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## Practical Rule For Future Work
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If something improves quality but creates visible hitch, it is not done. Move it to bake/cache/background work, split finalization over frames, or prewarm it before the player can see it.
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