Commit Graph

859 Commits

Author SHA1 Message Date
13ab51e145 Define constants for celestial light horizon fading 2026-04-28 14:28:03 +02:00
f7f2827196 Adjust celestial body intensity and god rays input based on horizon visibility 2026-04-28 14:24:30 +02:00
44631249a6 Update God Rays light input calculation using sky state 2026-04-28 14:17:29 +02:00
d6d2c5b4a2 Integrate screen space god rays lighting 2026-04-28 04:34:32 +02:00
16c70f06ab Apply advanced rendering camera far distance in RuntimeHost 2026-04-28 04:08:20 +02:00
8171a678d8 Update camera far plane and integrate advanced rendering features 2026-04-28 04:07:46 +02:00
efefdacd67 Reset input and navigation state across runtime host and third-person controller upon pointer lock loss 2026-04-27 19:34:40 +02:00
711d53969d Reset navigation state when pointer lock is lost in first-person controller 2026-04-27 19:34:40 +02:00
32510aa8a7 Improve pointer lock element check in RuntimeHost 2026-04-27 19:32:24 +02:00
45895e5338 Improve pointer lock handling and dedicated escape key release logic 2026-04-27 19:30:13 +02:00
b5926bcce6 Add event listeners for pointer lock escape key handling 2026-04-27 19:29:48 +02:00
81bb7f30f4 Track time of last pointer lock release 2026-04-27 19:29:48 +02:00
a60f6f1abc Define grace period for pointer lock escape release 2026-04-27 19:29:48 +02:00
1a6d207801 Handle Escape key exit from pointer lock and remove redundant test case in third-person controller 2026-04-27 19:01:16 +02:00
552af93d72 Refactor pointer lock detection and simplify event listeners in navigation controller 2026-04-27 19:01:02 +02:00
daf7d69eee Improve pointer lock handling and update unit tests for third-person navigation 2026-04-27 18:59:29 +02:00
2f811cdd24 Improve pointer lock handling and event listener setup in navigation controller 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
3c95666e85 Add ProjectDocument support for scene building and validation 2026-04-27 17:23:25 +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
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