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path: root/apps/fparkan-game/src/main.rs
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* chore(render): expose unused vertex color coverageValentin Popov16 hours1-0/+1
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* feat(render): animate water with native EMBM wavesValentin Popov17 hours1-6/+46
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* feat(render): add planar water reflectionsValentin Popov17 hours1-5/+19
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* chore(render): expose unverified special terrain passesValentin Popov21 hours1-0/+6
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* perf(render): prewarm pipeline variants with a Vulkan cacheValentin Popov21 hours1-0/+4
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* perf(render): share identical material texture imagesValentin Popov21 hours1-0/+6
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* perf(render): retain static mesh prefixes between framesValentin Popov22 hours1-1/+22
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* fix(render): animate sky layers on the native UV clockValentin Popov22 hours1-1/+59
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* fix(render): select terrain LOD from native camera cellsValentin Popov23 hours1-11/+43
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* fix(capture): replay the projection used by world geometryValentin Popov24 hours1-158/+8
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* fix(render): select native Land2 multitexture variantsValentin Popov24 hours1-7/+80
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* feat(fx): play ambient Control sound commandsValentin Popov25 hours1-21/+117
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* fix(render): use native squared distance for vertex fogValentin Popov28 hours1-3/+4
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* fix(render): scale Control light radius with emitter transformValentin Popov28 hours1-0/+14
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* fix(render): fade MSH portals with camera distanceValentin Popov29 hours1-25/+96
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* feat(render): integrate Control effects and animated world sceneValentin Popov29 hours1-2365/+8004
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* feat(app): constrain free-flight movement by building meshesValentin Popov45 hours1-20/+1112
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* fix(render): hide native zero-alpha MSH batchesValentin Popov47 hours1-3/+87
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* feat(msh): decode triangle descriptors and query segmentsValentin Popov2 days1-0/+1
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* fix(camera): constrain free flight to terrain surface boundsValentin Popov2 days1-4/+64
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* feat(runtime): retain Control owner profiles during loadingValentin Popov3 days1-0/+1
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* fix(runtime): execute the first supported Init eventValentin Popov13 days1-2/+2
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* fix(runtime): preserve native mission outcome guardsValentin Popov13 days1-1/+3
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* fix: preserve material samples across frame retriesValentin Popov13 days1-170/+477
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* Preserve pending camera pose on viewport retryValentin Popov13 days1-73/+247
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* fix(render): refresh viewport after swapchain recreationValentin Popov13 days1-141/+534
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* fix(render): use view-dependent sky fog colorValentin Popov13 days1-1/+36
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* fix(camera): preserve free-flight terrain clearanceValentin Popov2026-10-181-0/+116
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* Support parented camera capture matricesValentin Popov2026-10-181-1/+97
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* Update controlled component geometry and mountsValentin Popov2026-10-181-8/+740
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* Parse CTLD initial effect group selectorValentin Popov2026-10-181-0/+1
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* Sample initial component control posesValentin Popov2026-10-181-11/+236
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* fix(render): honor terrain base-only face flagsValentin Popov2026-10-181-0/+4
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* fix(render): honor native shadow caster defaultsValentin Popov2026-10-181-2/+20
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* fix: align native MSH face cullingValentin Popov2026-10-181-11/+385
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* fix: preserve native sky sprite screen depthValentin Popov2026-10-181-11/+145
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* Match free-flight camera to native projectionValentin Popov2026-10-181-21/+140
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* Use LOD0 for terrain queries and renderingValentin Popov2026-10-181-44/+98
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* Fix native alpha-test default referenceValentin Popov2026-10-171-1/+1
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* Fix material categories and transparent background orderingValentin Popov2026-10-111-5/+150
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* Use native heading for sky gradientValentin Popov2026-10-111-3/+84
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* Fix terrain height and native frame captureValentin Popov2026-10-111-128/+524
| | | | Use raw world-space terrain heights throughout mesh, camera-floor, shadow, and sun-ray paths while preserving the projection far-plane conversion. Complete the verified selected-camera readback flow with frozen phase sampling, capture tooling, and documentation.
* feat: complete map viewer scene and static CTL pose previewValentin Popov2026-10-111-233/+5589
| | | | Complete the interactive mission viewer with environment rendering, audio events, dynamic shadows, free-flight camera controls, and per-component CTL pose sampling.
* chore: simplify project to engine docs and testsValentin Popov2026-09-061-946/+95
| | | | Remove planning and acceptance scaffolding while retaining the native Vulkan mission preview, format readers, runtime algorithms, and ordinary Rust tests. Keep the book aligned with the runnable project and validate checked-in shaders without generated tool metadata.
* docs(render): describe all-roots Vulkan previewValentin Popov2026-07-181-2/+2
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* fix(render): accept PowerShell camera capturesValentin Popov2026-07-181-2/+52
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* feat(prototype): retain unit component provenanceValentin Popov2026-07-181-0/+3
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* feat(render): consume world snapshot transformsValentin Popov2026-07-181-7/+92
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* feat(world): retain mission transform stateValentin Popov2026-07-181-0/+3
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* feat(render): select static MAT0 material phasesValentin Popov2026-07-181-10/+77
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