Commit Graph

3397 Commits

Author SHA1 Message Date
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
d5739e11a3 Adjust terrain LOD calculation thresholds and initial LOD level 2026-04-29 23:14:09 +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
3eba094ebe Use render object group instead of mesh for shadow flags 2026-04-29 23:02:23 +02:00
a313215ea6 Add terrain LOD visibility update to ViewportHost 2026-04-29 23:02:23 +02:00
942e09ebfb Update picking and raycasting to use pick meshes and calculate accurate Y coordinates based on terrain height 2026-04-29 23:01:19 +02:00
295191a750 Refactor terrain material assignment to update all meshes in render objects 2026-04-29 23:01:05 +02:00
9b8ca44288 Implement dynamic LOD visibility for terrain and refine resource disposal logic 2026-04-29 23:00:56 +02:00
6609f57bfc Refactor terrain rendering to use LOD and structured chunk groups 2026-04-29 23:00:46 +02:00
f985fe1675 Implement derived mesh data generation and chunking logic for terrain LOD system 2026-04-29 23:00:29 +02:00