Commit Graph

3390 Commits

Author SHA1 Message Date
2f811cdd24 Improve pointer lock handling and event listener setup in navigation controller 2026-04-27 18:56:28 +02:00
6bde5cd622 Update default key binding for clear target from Escape to KeyQ 2026-04-27 18:56:28 +02:00
1de93c919b Update context handling and add versioning for mouse inversion in first-person navigation 2026-04-27 18:51:24 +02:00
1f198aee02 Refactor first-person navigation logic and remove explicit pointer lock handling 2026-04-27 18:44:15 +02:00
2d194832aa Improve pointer lock handling and context usage across runtime components 2026-04-27 18:43:48 +02:00
c443db3006 Refactor pointer lock handling and navigation state logic 2026-04-27 18:43:10 +02:00
f165717289 Add mouse camera inversion support and refactor first-person controller context usage 2026-04-27 18:28:33 +02:00
8359907f8c Refine pointer lock state management and request logic 2026-04-27 18:26:52 +02:00
eb7b27e05b Refactor pointer capture logic and remove third-person pointer lock target clearing 2026-04-27 18:22:25 +02:00
2252a1dc4f Improve pointer lock release handling in runtime host and simplify pointer capture logic 2026-04-27 18:20:41 +02:00
6033089ad8 Refactor: Simplify third-person pointer lock and escape key handling 2026-04-27 18:16:05 +02:00
927482a15c Refactor player start settings: remove mouse camera inversion and update first-person pointer lock logic 2026-04-27 18:15:39 +02:00
d62259aaa3 Enhance third-person navigation with robust pointer lock handling and escape key locking for targeting 2026-04-27 18:13:28 +02:00
eb7dd51df3 Implement handling for third-person pointer lock release 2026-04-27 18:12:53 +02:00
4940456cb8 Update clock synchronization logic in RuntimeHost 2026-04-27 18:00:18 +02:00
90e1a84fc3 Only refresh collision world if scene is ready and NPC colliders changed 2026-04-27 17:52:16 +02:00
7c39fc85f0 Refactor FirstPersonNavigationController to use local context and improve null safety in mouse movement handling 2026-04-27 17:29:39 +02:00
2cf114d2b3 Improve handling of optional projectDocument when building runtime scenes 2026-04-27 17:26:38 +02:00
1b57ee1435 Refactor sequence validation: Make sequence validation conditional on project scheduling being enabled 2026-04-27 17:25:33 +02:00
10bee5ef4c Enhance scene document validation with project-level checks and add mouse invert setting 2026-04-27 17:24:24 +02:00
129966962f Enhance document validation with scheduling resources and local build content checks 2026-04-27 17:23:43 +02:00
3c95666e85 Add ProjectDocument support for scene building and validation 2026-04-27 17:23:25 +02:00
f8bc678f03 Refactor scene document validation to make project scheduling optional and add dedicated validation functions for local builds and project scheduling resources 2026-04-27 17:22:25 +02:00
ab275df3e7 Simplify pointer lock display and add invert mouse camera toggle 2026-04-27 17:21:23 +02:00
b900feffc4 Add invert mouse camera horizontal setting to player start overrides 2026-04-27 17:20:56 +02:00
c39bc0377f Add player start draft state for invert mouse camera horizontal 2026-04-27 17:20:56 +02:00
3186c1dab5 Refactor pointer capture logic and clean up dependencies in App.tsx 2026-04-27 17:20:37 +02:00
4befb7a0ce Manage state for inverted mouse camera horizontal setting 2026-04-27 17:20:37 +02:00
7593c2e703 Add default constant for inverted mouse camera horizontal setting 2026-04-27 17:20:37 +02:00
9142330a14 Refactor pointer lock handling and controller deactivation logic in RuntimeHost 2026-04-27 17:19:41 +02:00
ad93296e6e Refactor pointer lock handling and movement calculation in first-person controller 2026-04-27 17:19:12 +02:00
eed6afb58f Feature: Add support for inverted mouse camera horizontal setting to player start 2026-04-27 17:17:21 +02:00
82f2c75076 Feature: Add invert mouse camera horizontal setting to Player Start entity 2026-04-27 17:16:53 +02:00
b5504e0a9c Update type definition for paths map in runtime schedule sync context 2026-04-27 16:35:43 +02:00
c8562bcf96 Mark actor IDs as unique when syncing scene schedule to clock 2026-04-27 16:35:43 +02:00
6150b4c162 Allow explicit control over actor ID uniqueness in project scheduling state resolution 2026-04-27 16:35:43 +02:00
4c38fc7abb Rename NPC collection refresh function and update usage 2026-04-27 16:31:16 +02:00
84054e1908 Implement runtime refresh for NPC collections 2026-04-27 16:31:16 +02:00
98b76bde7e Refactor: Export and consolidate NPC synchronization functions 2026-04-27 16:31:00 +02:00
0ef050e384 Style: Clean up editor simulation controller indentation 2026-04-27 16:31:00 +02:00
6628019296 Refactor: Only recreate editor simulation context if the scene changes 2026-04-27 16:30:17 +02:00
d1b2a31238 Refactor: Only recreate runtime schedule context if the scene changes 2026-04-27 16:30:17 +02:00
4a3d44513e Refactor runtime schedule synchronization to use a centralized sync context and result object 2026-04-27 16:29:51 +02:00
4fbdcc73f8 Integrate and manage runtime schedule synchronization context in RuntimeHost 2026-04-27 16:29:12 +02:00
3f3f64f507 Integrate runtime schedule synchronization into editor simulation controller 2026-04-27 16:28:46 +02:00
7282ed5e4d Implement core logic for synchronizing scene schedules with runtime clock state 2026-04-27 16:28:46 +02:00
815d39c471 Improve model instance synchronization by adding render groups for visible displayed models and applying shadow state. 2026-04-27 16:08:19 +02:00
9249b4188d auto-git:
[change] src/viewport-three/viewport-host.ts
2026-04-27 16:08:03 +02:00
62a6e6413a Implement caching of interactable enabled state in ViewportHost 2026-04-27 16:07:46 +02:00
1880be4a83 Cache simulation interactable enabled state on viewport host 2026-04-27 16:07:46 +02:00