Commit Graph

426 Commits

Author SHA1 Message Date
e1471629d8 Apply NPC scale factors to collision and dimension calculations 2026-05-11 14:03:20 +02:00
3d03a4f6b9 Apply NPC scale to render and collision groups 2026-05-11 14:01:53 +02:00
be865957f7 Initialize foliage blocker mask in RuntimeHost 2026-05-02 11:30:59 +02:00
13c02ec944 Import foliage blocker mask utility 2026-05-02 11:30:59 +02:00
60e6153570 Enhance foliage rendering with quality controls and update view synchronization across hosts 2026-05-02 10:52:46 +02:00
6e312864ac Integrate foliage rendering system into RuntimeHost 2026-05-02 04:55:16 +02:00
eef3e24117 Add foliageMasks support to runtime terrain data 2026-05-02 04:19:48 +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
9b167a1784 Add player climbing surface resolution logic to RuntimeHost 2026-04-30 00:16:43 +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
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
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
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
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
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
9142330a14 Refactor pointer lock handling and controller deactivation logic in RuntimeHost 2026-04-27 17:19:41 +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
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