The layer-key order was adopted from two measured screens and then applied to every build on the disc, so it owed a regression check against the screens the corpus had already validated against the running game. Rendered the tutorial PAUSE menu and the title main menu both ways and diffed: 3.8 % and 1.1 % of pixels differ, max delta 45/255 and 34/255, and the two renders are indistinguishable in layout — the change is confined to blends where translucent sprites overlap. No regression, but which order is more faithful on those two screens is unsettled and recorded as such. Adds a corpus-wide test asserting every composite's draw list is strictly increasing in (layer key, declaration index), streaming one pak at a time so it does not OOM alongside the other whole-disc tests. It reports the rule's reach: 341 of 965 builds are reordered, and it fails if that share collapses.
2.9 KiB
Executable File
2.9 KiB
Executable File