Commit Graph

  • 653f3f4d32 Implement third-person climbing mechanics Victor Giers 2026-04-30 00:17:08 +02:00
  • 20af4def59 Implement climbing mechanics in third-person navigation Victor Giers 2026-04-30 00:16:43 +02:00
  • 9b167a1784 Add player climbing surface resolution logic to RuntimeHost Victor Giers 2026-04-30 00:16:25 +02:00
  • 2d527db527 feat: Integrate climbing state and surface resolution into navigation controller Victor Giers 2026-04-30 00:15:46 +02:00
  • 9229c78de2 feat: Implement core player climbing logic and surface detection Victor Giers 2026-04-30 00:15:42 +02:00
  • fa14a0c17f Feature: Implement support for climb action bindings Victor Giers 2026-04-30 00:14:57 +02:00
  • 7b03df09f6 Feature: Implement climbable status for box faces across UI and runtime geometry Victor Giers 2026-04-30 00:13:52 +02:00
  • 086dd69c64 Feat: Add brush face climbable property and command support Victor Giers 2026-04-30 00:12:37 +02:00
  • a33c2ef726 Update brush face replacement to include climbable status Victor Giers 2026-04-30 00:11:59 +02:00
  • 4581b89443 Add climbable property to brush faces Victor Giers 2026-04-30 00:11:54 +02:00
  • ce10cce5fa Add unit tests for renderer pixel ratio calculation, including Safari specific capping logic Victor Giers 2026-04-29 23:49:55 +02:00
  • 8c9735d18a Add test case for terrain LoD stability using hysteresis Victor Giers 2026-04-29 23:49:34 +02:00
  • 368aeafed9 Refine renderer pixel ratio calculation and implement terrain LOD hysteresis Victor Giers 2026-04-29 23:49:09 +02:00
  • ee26803ff3 Improve renderer setup and update terrain LOD resolution Victor Giers 2026-04-29 23:49:04 +02:00
  • d601c19890 Refactor rendering host: implement LOD hysteresis and optimize renderer settings Victor Giers 2026-04-29 23:48:45 +02:00
  • 43c7eec198 Implement LOD level resolution with hysteresis for stable terrain rendering Victor Giers 2026-04-29 23:48:29 +02:00
  • 5752fc8fb4 Add pixel ratio resolution utility, respecting Safari limitations Victor Giers 2026-04-29 23:48:10 +02:00
  • 3d68989ba8 Remove collision readiness e2e test Victor Giers 2026-04-29 23:47:27 +02:00
  • 6a5b5a5c62 Update collision readiness test to log detailed run mode status and adjust loading overlay assertion Victor Giers 2026-04-29 23:45:56 +02:00
  • 2d0677d928 Add E2E test for collision readiness probing across various terrain sizes Victor Giers 2026-04-29 23:45:08 +02:00
  • a56521a8bf Remove terrain performance end-to-end tests Victor Giers 2026-04-29 23:38:37 +02:00
  • 5bd734bf00 Improve terrain performance tests by resetting long task state and adjusting wait logic Victor Giers 2026-04-29 23:36:15 +02:00
  • 31e5428186 Add e2e performance tests for terrain rendering and editor zoom Victor Giers 2026-04-29 23:33:49 +02:00
  • 3b8cae6ea9 Update material assignment, add distant terrain material creation, and fix resource disposal in RuntimeHost Victor Giers 2026-04-29 23:18:12 +02:00
  • d271ebea50 Refactor terrain material handling to use dedicated detail and distant materials Victor Giers 2026-04-29 23:17:55 +02:00
  • 8085a9e368 Update RuntimeTerrainRenderObjects interface to use detail and distant materials Victor Giers 2026-04-29 23:17:46 +02:00
  • 2f81d81475 Update terrain layer material imports and dispose logic in ViewportHost Victor Giers 2026-04-29 23:17:41 +02:00
  • 3089501d28 Refactor material handling to support detailed and distant LOD materials Victor Giers 2026-04-29 23:17:29 +02:00
  • f85add9853 Improve terrain material handling and distant preview generation Victor Giers 2026-04-29 23:17:18 +02:00
  • 659af46d87 Implement detail and distant materials for terrain rendering objects Victor Giers 2026-04-29 23:17:02 +02:00
  • 6f290c560a Update TerrainRenderObjects to use detail and distant materials Victor Giers 2026-04-29 23:16:56 +02:00
  • a510bb5d2e Feature: Implement terrain layer color blending material Victor Giers 2026-04-29 23:16:45 +02:00
  • 2fcc398897 Update terrain LOD level index tests with corrected camera positions and added coverage Victor Giers 2026-04-29 23:15:41 +02:00
  • 0f015bb99a Improve geometry disposal when clearing terrain meshes Victor Giers 2026-04-29 23:15:19 +02:00
  • d2b920dbf5 Refactor chunk LOD handling to use a single mesh and geometry array Victor Giers 2026-04-29 23:14:54 +02:00
  • 0b5de5b6bc Refactor terrain chunk structure and improve geometry disposal logic Victor Giers 2026-04-29 23:14:33 +02:00
  • 4caff728d1 Refactor terrain chunk rendering to use geometry arrays and simplify mesh management Victor Giers 2026-04-29 23:14:10 +02:00
  • d5739e11a3 Adjust terrain LOD calculation thresholds and initial LOD level Victor Giers 2026-04-29 23:13:37 +02:00
  • eb29b71bbd Add unit tests for terrain LOD mesh generation and level resolution Victor Giers 2026-04-29 23:03:37 +02:00
  • eb7afbedbd Implement terrain LOD visibility calculation and refine mesh disposal logic Victor Giers 2026-04-29 23:03:02 +02:00
  • 64f12c7607 Refactor terrain rendering structure to use grouped meshes for LOD management Victor Giers 2026-04-29 23:02:23 +02:00
  • 1717c38c47 Define structures for runtime terrain rendering data Victor Giers 2026-04-29 23:01:45 +02:00
  • 7808ac8567 Update terrain mesh imports and functions in RuntimeHost Victor Giers 2026-04-29 23:01:39 +02:00
  • 3eba094ebe Use render object group instead of mesh for shadow flags Victor Giers 2026-04-29 23:01:20 +02:00
  • a313215ea6 Add terrain LOD visibility update to ViewportHost Victor Giers 2026-04-29 23:01:19 +02:00
  • 942e09ebfb Update picking and raycasting to use pick meshes and calculate accurate Y coordinates based on terrain height Victor Giers 2026-04-29 23:01:06 +02:00
  • 295191a750 Refactor terrain material assignment to update all meshes in render objects Victor Giers 2026-04-29 23:00:56 +02:00
  • 9b8ca44288 Implement dynamic LOD visibility for terrain and refine resource disposal logic Victor Giers 2026-04-29 23:00:46 +02:00
  • 6609f57bfc Refactor terrain rendering to use LOD and structured chunk groups Victor Giers 2026-04-29 23:00:30 +02:00
  • f985fe1675 Implement derived mesh data generation and chunking logic for terrain LOD system Victor Giers 2026-04-29 22:59:32 +02:00
  • 8ddd959e2d Initialize depth textures with explicit dimensions (1, 1) Victor Giers 2026-04-28 18:38:18 +02:00
  • 939a089b30 Add comments explaining depth texture cloning and WebKit aliasing Victor Giers 2026-04-28 18:37:57 +02:00
  • c018f51318 Implement depth texture and stencil buffer support for advanced rendering composer Victor Giers 2026-04-28 18:37:31 +02:00
  • eb0b9fcaf2 Memoize selected brush face IDs calculation Victor Giers 2026-04-28 18:30:31 +02:00
  • 9d98a579ab Add untitled-project-47.we3d file Victor Giers 2026-04-28 18:28:07 +02:00
  • 7c1fdc4fba Adjust update loop tracing thresholds Victor Giers 2026-04-28 18:02:23 +02:00
  • e4e31967f0 Improve debug logging for high frequency updates Victor Giers 2026-04-28 18:01:28 +02:00
  • 9a7d2ef1b3 Type: Add return type annotation to summarizeEditorSimulationUiSnapshotForTrace Victor Giers 2026-04-28 18:00:04 +02:00
  • 2f44027a43 Improve tracing logic for UI snapshots and camera state changes Victor Giers 2026-04-28 17:59:48 +02:00
  • 33c679740d Implement state tracing for selected entity and project document changes in App component Victor Giers 2026-04-28 17:59:32 +02:00
  • e715c396e1 Add refs for tracking editor simulation and selected entity draft synchronization state Victor Giers 2026-04-28 17:59:02 +02:00
  • 8df87aafcd Add utilities for comparing draft data and summarizing simulation snapshots Victor Giers 2026-04-28 17:58:48 +02:00
  • a644ed093f Add state comparison utilities and update loop tracing functions Victor Giers 2026-04-28 17:58:38 +02:00
  • d594a73f1a Enhance whitebox hover label tracking with update loop tracing Victor Giers 2026-04-28 17:58:21 +02:00
  • f9974b9588 Add update loop tracing for viewport state changes Victor Giers 2026-04-28 17:58:07 +02:00
  • 93ebd1084b Feat: Integrate update loop tracing into EditorStore methods Victor Giers 2026-04-28 17:57:26 +02:00
  • 098e8e2d04 Feat: Add update loop tracing utilities for debugging state changes Victor Giers 2026-04-28 17:57:13 +02:00
  • 7734fda48f Fix panel ID logic and optimize state updates for hovered viewport panel Victor Giers 2026-04-28 17:44:06 +02:00
  • 71ae447b3c Improve camera state comparison using epsilon for float precision Victor Giers 2026-04-28 17:43:21 +02:00
  • 985f83ea32 Remove unnecessary test assertion for late dusk sun light intensity Victor Giers 2026-04-28 14:28:29 +02:00
  • bcb58816ad Add tests for sun light intensity during dawn and dusk Victor Giers 2026-04-28 14:27:48 +02:00
  • 6759d09eca Apply celestial light horizon fading logic to day/night state Victor Giers 2026-04-28 14:27:34 +02:00
  • 13ab51e145 Define constants for celestial light horizon fading Victor Giers 2026-04-28 14:27:28 +02:00
  • 4f435518dc Update celestial body direction coordinates in tests Victor Giers 2026-04-28 14:25:56 +02:00
  • 52087e8db4 Add smoothstep function for color interpolation Victor Giers 2026-04-28 14:25:28 +02:00
  • f32592876f Test: Add unit tests for celestial horizon visibility calculation Victor Giers 2026-04-28 14:24:47 +02:00
  • f7f2827196 Adjust celestial body intensity and god rays input based on horizon visibility Victor Giers 2026-04-28 14:24:16 +02:00
  • 8ee2238afc Adjust celestial body intensities and god rays calculation based on horizon visibility Victor Giers 2026-04-28 14:23:52 +02:00
  • c78f4169ce Feature: Add horizon visibility control to celestial bodies Victor Giers 2026-04-28 14:23:40 +02:00
  • f71fb64d36 Refactor horizon fade calculation using celestialHorizonFade function Victor Giers 2026-04-28 14:23:21 +02:00
  • 90c5a605b3 Implement horizon visibility check for celestial bodies Victor Giers 2026-04-28 14:23:02 +02:00
  • 8d83fa8da7 Update god rays source selection test to use visible celestial bodies Victor Giers 2026-04-28 14:17:53 +02:00
  • a1837a27b2 Adds test case to resolve dominant god rays light source Victor Giers 2026-04-28 14:17:30 +02:00
  • 44631249a6 Update God Rays light input calculation using sky state Victor Giers 2026-04-28 14:17:15 +02:00
  • f1c27d42d8 Refactor God Rays light synchronization using dominant celestial light input Victor Giers 2026-04-28 14:17:00 +02:00
  • 86e4165264 Update light input structure and implement dominant light resolution for god rays Victor Giers 2026-04-28 14:16:31 +02:00
  • 6b21c1c5b0 Add validation and tests for god rays source size Victor Giers 2026-04-28 14:02:37 +02:00
  • 27285b729d Update serialization tests for God Rays source size and scene migration Victor Giers 2026-04-28 14:02:20 +02:00
  • aa624d77ec Feature: Add Source Size input and refactor advanced rendering parameters layout Victor Giers 2026-04-28 14:01:35 +02:00
  • d8b98f61b2 Add UI control and state management for god rays source size Victor Giers 2026-04-28 14:01:17 +02:00
  • 3cc3e8ab51 Update god rays tests with source size parameter Victor Giers 2026-04-28 14:01:04 +02:00
  • edcc7e20dd Add source size control to screen-space god rays rendering Victor Giers 2026-04-28 14:00:51 +02:00
  • 4efa418cce Validate advanced rendering god rays source size Victor Giers 2026-04-28 14:00:39 +02:00
  • 5afd66a928 Migrate scene documents to support God Rays source size setting Victor Giers 2026-04-28 14:00:13 +02:00
  • 0acdc5123c Update scene document version and track God Rays source size version Victor Giers 2026-04-28 14:00:06 +02:00
  • da6eacd2f9 Add source size control for God Rays advanced rendering settings Victor Giers 2026-04-28 13:59:59 +02:00
  • 9d8319933d Update mock constructors in advanced rendering tests to remove unused arguments Victor Giers 2026-04-28 06:06:45 +02:00
  • fa1ef318c5 Add tests for god rays source mask calculation Victor Giers 2026-04-28 06:03:19 +02:00
  • 179e12111a Enhance god rays source mask calculation and shader parameters Victor Giers 2026-04-28 06:02:47 +02:00
  • 4db49b024c Update advanced rendering composer signature to include scene and AO mask Victor Giers 2026-04-28 05:19:47 +02:00