Commit Graph

825 Commits

Author SHA1 Message Date
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
d601c19890 Refactor rendering host: implement LOD hysteresis and optimize renderer settings 2026-04-29 23:48:57 +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
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
eb7afbedbd Implement terrain LOD visibility calculation and refine mesh disposal logic 2026-04-29 23:03:33 +02:00
64f12c7607 Refactor terrain rendering structure to use grouped meshes for LOD management 2026-04-29 23:03:02 +02:00
1717c38c47 Define structures for runtime terrain rendering data 2026-04-29 23:02:23 +02:00
7808ac8567 Update terrain mesh imports and functions in RuntimeHost 2026-04-29 23:02:23 +02:00
6759d09eca Apply celestial light horizon fading logic to day/night state 2026-04-28 14:28:03 +02:00
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