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24d4592c34
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Skip state updates if camera state is unchanged
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2026-04-30 02:39:34 +02:00 |
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5910e934a6
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Ensure camera state is committed after smooth zoom completion
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2026-04-30 02:38:20 +02:00 |
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57843e56a3
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Format arguments for resolveWorldBackgroundSkyColorState call
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2026-04-30 02:18:48 +02:00 |
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4225fe3a1b
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Feature: Integrate distance fog sky color source into runtime host
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2026-04-30 02:16:49 +02:00 |
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e28e3cc2b7
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Integrate distance fog support into advanced rendering composer and world background rendering
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2026-04-30 02:16:34 +02:00 |
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ca53f86ccb
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Feature: Add dedicated sky color support to distance fog pass
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2026-04-30 02:15:59 +02:00 |
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18472376e8
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Refactor sky color sampling logic in distance fog pass
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2026-04-30 01:32:05 +02:00 |
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3f2fc65eca
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Define background depth threshold constant for god rays
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2026-04-30 01:03:56 +02:00 |
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7919c59fd1
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Define and use BACKGROUND_DEPTH_THRESHOLD constant for consistent background depth checks
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2026-04-30 01:02:44 +02:00 |
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f022dac380
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Improve third-person climbing logic and planar movement detection
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2026-04-30 00:36:10 +02:00 |
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c6091cb31c
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Enhance climbing mechanics with detailed input and surface detection
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2026-04-30 00:33:30 +02:00 |
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2b7b1b61f3
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auto-git:
[change] src/runtime-three/player-climbing.ts
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2026-04-30 00:33:13 +02:00 |
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b9575172a6
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Support diving and climbing locomotion modes in runner logic
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2026-04-30 00:19:45 +02:00 |
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79f46c2729
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Implement first-person climbing mechanics
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2026-04-30 00:18:22 +02:00 |
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e38f0501b7
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Implement first-person climbing mechanics in navigation controller
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2026-04-30 00:17:53 +02:00 |
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653f3f4d32
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Implement third-person climbing mechanics
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2026-04-30 00:17:35 +02:00 |
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20af4def59
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Implement climbing mechanics in third-person navigation
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2026-04-30 00:17:07 +02:00 |
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9b167a1784
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Add player climbing surface resolution logic to RuntimeHost
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2026-04-30 00:16:43 +02:00 |
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2d527db527
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feat: Integrate climbing state and surface resolution into navigation controller
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2026-04-30 00:16:25 +02:00 |
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9229c78de2
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feat: Implement core player climbing logic and surface detection
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2026-04-30 00:16:25 +02:00 |
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fa14a0c17f
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Feature: Implement support for climb action bindings
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2026-04-30 00:15:41 +02:00 |
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7b03df09f6
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Feature: Implement climbable status for box faces across UI and runtime geometry
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2026-04-30 00:14:56 +02:00 |
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086dd69c64
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Feat: Add brush face climbable property and command support
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2026-04-30 00:13:51 +02:00 |
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a33c2ef726
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Update brush face replacement to include climbable status
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2026-04-30 00:12:36 +02:00 |
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4581b89443
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Add climbable property to brush faces
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2026-04-30 00:12:36 +02:00 |
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368aeafed9
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Refine renderer pixel ratio calculation and implement terrain LOD hysteresis
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2026-04-29 23:49:21 +02:00 |
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ee26803ff3
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Improve renderer setup and update terrain LOD resolution
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2026-04-29 23:49:21 +02:00 |
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d601c19890
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Refactor rendering host: implement LOD hysteresis and optimize renderer settings
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2026-04-29 23:48:57 +02:00 |
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43c7eec198
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Implement LOD level resolution with hysteresis for stable terrain rendering
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2026-04-29 23:48:44 +02:00 |
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5752fc8fb4
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Add pixel ratio resolution utility, respecting Safari limitations
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2026-04-29 23:48:44 +02:00 |
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3b8cae6ea9
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Update material assignment, add distant terrain material creation, and fix resource disposal in RuntimeHost
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2026-04-29 23:18:23 +02:00 |
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d271ebea50
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Refactor terrain material handling to use dedicated detail and distant materials
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2026-04-29 23:18:11 +02:00 |
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8085a9e368
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Update RuntimeTerrainRenderObjects interface to use detail and distant materials
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2026-04-29 23:18:11 +02:00 |
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2f81d81475
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Update terrain layer material imports and dispose logic in ViewportHost
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2026-04-29 23:18:11 +02:00 |
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3089501d28
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Refactor material handling to support detailed and distant LOD materials
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2026-04-29 23:17:40 +02:00 |
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f85add9853
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Improve terrain material handling and distant preview generation
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2026-04-29 23:17:29 +02:00 |
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659af46d87
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Implement detail and distant materials for terrain rendering objects
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2026-04-29 23:17:17 +02:00 |
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6f290c560a
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Update TerrainRenderObjects to use detail and distant materials
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2026-04-29 23:17:17 +02:00 |
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a510bb5d2e
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Feature: Implement terrain layer color blending material
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2026-04-29 23:16:56 +02:00 |
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0f015bb99a
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Improve geometry disposal when clearing terrain meshes
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2026-04-29 23:16:02 +02:00 |
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d2b920dbf5
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Refactor chunk LOD handling to use a single mesh and geometry array
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2026-04-29 23:15:19 +02:00 |
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0b5de5b6bc
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Refactor terrain chunk structure and improve geometry disposal logic
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2026-04-29 23:14:53 +02:00 |
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4caff728d1
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Refactor terrain chunk rendering to use geometry arrays and simplify mesh management
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2026-04-29 23:14:33 +02:00 |
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d5739e11a3
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Adjust terrain LOD calculation thresholds and initial LOD level
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2026-04-29 23:14:09 +02:00 |
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eb7afbedbd
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Implement terrain LOD visibility calculation and refine mesh disposal logic
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2026-04-29 23:03:33 +02:00 |
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64f12c7607
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Refactor terrain rendering structure to use grouped meshes for LOD management
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2026-04-29 23:03:02 +02:00 |
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1717c38c47
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Define structures for runtime terrain rendering data
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2026-04-29 23:02:23 +02:00 |
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7808ac8567
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Update terrain mesh imports and functions in RuntimeHost
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2026-04-29 23:02:23 +02:00 |
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3eba094ebe
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Use render object group instead of mesh for shadow flags
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2026-04-29 23:02:23 +02:00 |
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a313215ea6
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Add terrain LOD visibility update to ViewportHost
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2026-04-29 23:02:23 +02:00 |
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