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* fix(terrain): preserve opaque shade lookup keysValentin Popov2026-07-181-22/+73
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* feat(terrain): separate shade material selectionsValentin Popov2026-07-181-1/+31
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* feat(terrain): encode material manager selectorsValentin Popov2026-07-181-2/+5
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* feat(terrain): bind map base texturesValentin Popov2026-07-182-13/+72
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* feat(terrain): inspect packed material tagsValentin Popov2026-07-181-3/+33
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* feat(animation): recover Node38 fallback hierarchyValentin Popov2026-07-181-2/+79
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* feat(render): apply static node fallback posesValentin Popov2026-07-181-2/+2
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* feat(render): diagnose captured camera clippingValentin Popov2026-07-181-4/+85
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* feat(render): apply recovered TMA orientationValentin Popov2026-07-181-8/+12
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* feat(render): support full-scene 32-bit indicesValentin Popov2026-07-181-10/+29
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* feat(game): accept legacy camera capturesValentin Popov2026-07-182-17/+173
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* feat(render): support per-frame camera updatesValentin Popov2026-07-181-0/+5
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* feat(render): bridge legacy camera to VulkanValentin Popov2026-07-182-3/+6
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* feat(runtime): trace visual cache sizesValentin Popov2026-07-181-1/+4
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* feat(runtime): trace visual graph sizesValentin Popov2026-07-181-2/+6
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* feat(game): timestamp load progress traceValentin Popov2026-07-181-9/+38
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* feat(game): retain load progress milestonesValentin Popov2026-07-181-1/+24
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* fix(render): project static scene on xy planeValentin Popov2026-07-182-26/+76
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* feat(cli): inspect mission transformsValentin Popov2026-07-182-3/+81
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* feat(game): preview multiple mission rootsValentin Popov2026-07-181-102/+158
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* feat(render): compose terrain with preview rootValentin Popov2026-07-182-15/+125
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* feat(game): merge preview root componentsValentin Popov2026-07-181-41/+178
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* feat(game): bind preview diffuse materialsValentin Popov2026-07-181-12/+98
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* feat(runtime): report mission load phasesValentin Popov2026-07-181-12/+93
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* feat(runtime): bound static preview asset loadingValentin Popov2026-07-181-8/+10
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* feat(game): add static mission Vulkan modeValentin Popov2026-07-182-3/+270
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* feat(runtime): preserve mission object IDs in drawsValentin Popov2026-07-181-1/+35
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* feat(runtime): use mission placement in render snapshotsValentin Popov2026-07-181-7/+55
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* feat(runtime): retain all object visuals in snapshotsValentin Popov2026-07-181-34/+95
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* fix(vulkan): validate readback formatsValentin Popov2026-07-181-2/+43
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* feat(vulkan): compare readback artifactsValentin Popov2026-07-181-9/+85
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* fix(vulkan): label readback image formatsValentin Popov2026-07-181-1/+7
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* feat(vulkan): export readback artifactsValentin Popov2026-07-181-4/+32
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* feat(vulkan): capture swapchain pixelsValentin Popov2026-07-181-0/+20
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* feat(vulkan): select readback-capable swapchainsValentin Popov2026-07-181-0/+6
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* feat(vulkan): draw original terrain geometryValentin Popov2026-07-181-9/+46
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* feat(render): add deterministic pipeline state keysValentin Popov2026-07-182-0/+2
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* feat(render): bind materials per mesh batchValentin Popov2026-07-181-53/+171
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* feat(render): preserve original mesh batch drawsValentin Popov2026-07-181-0/+5
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* feat(viewer): select Vulkan texture through WEARValentin Popov2026-07-181-29/+186
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* feat(render): upload original TEXM to VulkanValentin Popov2026-07-181-2/+138
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* feat(render): draw original MSH through VulkanValentin Popov2026-07-182-5/+163
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* feat(render): accept static indexed Vulkan meshesValentin Popov2026-07-181-1/+2
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* test(render): refresh licensed planning capturesValentin Popov2026-07-181-2/+2
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* refactor(render): build game commands from snapshotsValentin Popov2026-07-181-16/+34
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* fix(stage0): require Windows native smokeValentin Popov2026-07-181-11/+9
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* build(platform): restrict runtime scope to WindowsValentin Popov2026-07-181-1/+1
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* build(deps): harden winit feature graphValentin Popov2026-07-181-1/+1
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* build(deps): pin internal path dependency versionsValentin Popov2026-07-185-23/+23
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* fix(build): align stage zero gates with Rust 1.97Valentin Popov2026-07-182-8/+5
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