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