Architect: Implement dedicated editor simulation controller, advanced rendering layers, and shared runtime schedule synchronization

This commit is contained in:
2026-04-28 03:28:55 +02:00
parent 0df775fea4
commit 07e6d4af7f
5 changed files with 130 additions and 11 deletions

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