Architect: Implement dedicated editor simulation controller, advanced rendering layers, and shared runtime schedule synchronization
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@@ -35,6 +35,12 @@ Broadly implemented already:
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- scheduler/notebook foundation with authored routines over global time
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- scheduler-driven NPC presence, path-following, and animation triggering
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- first dialogue foundations with runtime dialogue overlay and dialogue-start interaction links
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- dedicated editor simulation controller for editor-time playback
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- incremental viewport simulation sync using base-scene and frame updates
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- richer Player Start input authoring for keyboard, mouse, and gamepad
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- Player Start interaction reach/angle and gameplay targeting-related input settings
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- advanced rendering layer/category separation for AO-world, post-AO transparent, and overlay visuals
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- viewport time transport controls for editor project-time playback
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Important consequence:
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@@ -81,6 +87,7 @@ Treat current box-brush structures as the starting point for whitebox solids unl
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- local authored lights stay in typed entities
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- project save/load and runner export are separate concerns
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- project time is global, not per scene
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- editor project-time playback is driven by a dedicated simulation controller rather than per-frame React clock state
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- project-global day/night, control-surface, and scheduler/notebook foundations already exist and should be extended rather than reinvented
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- scheduler/notebook work should sit on top of a shared control surface, not a growing pile of one-off scheduler-only effect types
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- when a new capability is added that is meaningfully steerable over time, prefer making it control-surface-addressable and scheduler-available instead of adding isolated time fields
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