Commit Graph

3409 Commits

Author SHA1 Message Date
2b2cd81054 Refactor terrain data handling and add comprehensive unit tests for brush, mesh, and serialization. 2026-04-30 02:58:24 +02:00
ee7fcce1b3 Improve autosave reliability and implement size limits for local draft storage 2026-04-30 02:57:29 +02:00
3136a47bb7 Enhance terrain rendering and brush feedback by implementing dirty bounds tracking and chunk refresh logic 2026-04-30 02:56:16 +02:00
ff2c10bc2a Enhance terrain chunk rendering, add picking mesh, and improve brush state tracking 2026-04-30 02:55:36 +02:00
4f095bd409 Refactor terrain LOD mesh generation to use chunk-based data structure 2026-04-30 02:55:02 +02:00
db4f3241bd Add bounds check when applying terrain brush stamp 2026-04-30 02:55:01 +02:00
a7e62f0256 Refactor terrain brush stamping logic and introduce smooth height source management 2026-04-30 02:54:11 +02:00
24d4592c34 Skip state updates if camera state is unchanged 2026-04-30 02:39:34 +02:00
5910e934a6 Ensure camera state is committed after smooth zoom completion 2026-04-30 02:38:20 +02:00
57843e56a3 Format arguments for resolveWorldBackgroundSkyColorState call 2026-04-30 02:18:48 +02:00
4225fe3a1b Feature: Integrate distance fog sky color source into runtime host 2026-04-30 02:16:49 +02:00
e28e3cc2b7 Integrate distance fog support into advanced rendering composer and world background rendering 2026-04-30 02:16:34 +02:00
ca53f86ccb Feature: Add dedicated sky color support to distance fog pass 2026-04-30 02:15:59 +02:00
18472376e8 Refactor sky color sampling logic in distance fog pass 2026-04-30 01:32:05 +02:00
3f2fc65eca Define background depth threshold constant for god rays 2026-04-30 01:03:56 +02:00
7919c59fd1 Define and use BACKGROUND_DEPTH_THRESHOLD constant for consistent background depth checks 2026-04-30 01:02:44 +02:00
f022dac380 Improve third-person climbing logic and planar movement detection 2026-04-30 00:36:10 +02:00
c6091cb31c Enhance climbing mechanics with detailed input and surface detection 2026-04-30 00:33:30 +02:00
2b7b1b61f3 auto-git:
[change] src/runtime-three/player-climbing.ts
2026-04-30 00:33:13 +02:00
b9575172a6 Support diving and climbing locomotion modes in runner logic 2026-04-30 00:19:45 +02:00
79f46c2729 Implement first-person climbing mechanics 2026-04-30 00:18:22 +02:00
e38f0501b7 Implement first-person climbing mechanics in navigation controller 2026-04-30 00:17:53 +02:00
653f3f4d32 Implement third-person climbing mechanics 2026-04-30 00:17:35 +02:00
20af4def59 Implement climbing mechanics in third-person navigation 2026-04-30 00:17:07 +02:00
9b167a1784 Add player climbing surface resolution logic to RuntimeHost 2026-04-30 00:16:43 +02:00
2d527db527 feat: Integrate climbing state and surface resolution into navigation controller 2026-04-30 00:16:25 +02:00
9229c78de2 feat: Implement core player climbing logic and surface detection 2026-04-30 00:16:25 +02:00
fa14a0c17f Feature: Implement support for climb action bindings 2026-04-30 00:15:41 +02:00
7b03df09f6 Feature: Implement climbable status for box faces across UI and runtime geometry 2026-04-30 00:14:56 +02:00
086dd69c64 Feat: Add brush face climbable property and command support 2026-04-30 00:13:51 +02:00
a33c2ef726 Update brush face replacement to include climbable status 2026-04-30 00:12:36 +02:00
4581b89443 Add climbable property to brush faces 2026-04-30 00:12:36 +02:00
368aeafed9 Refine renderer pixel ratio calculation and implement terrain LOD hysteresis 2026-04-29 23:49:21 +02:00
ee26803ff3 Improve renderer setup and update terrain LOD resolution 2026-04-29 23:49:21 +02:00
d601c19890 Refactor rendering host: implement LOD hysteresis and optimize renderer settings 2026-04-29 23:48:57 +02:00
43c7eec198 Implement LOD level resolution with hysteresis for stable terrain rendering 2026-04-29 23:48:44 +02:00
5752fc8fb4 Add pixel ratio resolution utility, respecting Safari limitations 2026-04-29 23:48:44 +02:00
3b8cae6ea9 Update material assignment, add distant terrain material creation, and fix resource disposal in RuntimeHost 2026-04-29 23:18:23 +02:00
d271ebea50 Refactor terrain material handling to use dedicated detail and distant materials 2026-04-29 23:18:11 +02:00
8085a9e368 Update RuntimeTerrainRenderObjects interface to use detail and distant materials 2026-04-29 23:18:11 +02:00
2f81d81475 Update terrain layer material imports and dispose logic in ViewportHost 2026-04-29 23:18:11 +02:00
3089501d28 Refactor material handling to support detailed and distant LOD materials 2026-04-29 23:17:40 +02:00
f85add9853 Improve terrain material handling and distant preview generation 2026-04-29 23:17:29 +02:00
659af46d87 Implement detail and distant materials for terrain rendering objects 2026-04-29 23:17:17 +02:00
6f290c560a Update TerrainRenderObjects to use detail and distant materials 2026-04-29 23:17:17 +02:00
a510bb5d2e Feature: Implement terrain layer color blending material 2026-04-29 23:16:56 +02:00
0f015bb99a Improve geometry disposal when clearing terrain meshes 2026-04-29 23:16:02 +02:00
d2b920dbf5 Refactor chunk LOD handling to use a single mesh and geometry array 2026-04-29 23:15:19 +02:00
0b5de5b6bc Refactor terrain chunk structure and improve geometry disposal logic 2026-04-29 23:14:53 +02:00
4caff728d1 Refactor terrain chunk rendering to use geometry arrays and simplify mesh management 2026-04-29 23:14:33 +02:00