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* feat(script): classify VM dispatch selectorsValentin Popov2026-07-181-1/+57
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* feat(script): decode compiled package framingValentin Popov2026-07-182-0/+266
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* feat(assets): preserve unit component asset provenanceValentin Popov2026-07-181-2/+44
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* feat(prototype): trace unit component edgesValentin Popov2026-07-182-6/+62
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* feat(prototype): retain unit component provenanceValentin Popov2026-07-183-0/+44
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* feat(terrain): index surface queries with bvhValentin Popov2026-07-181-3/+259
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* feat(runtime): add terrain-snapped reference movementValentin Popov2026-07-183-2/+175
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* feat(world): retain mission transform stateValentin Popov2026-07-182-4/+104
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* feat(render): preview explicit animation framesValentin Popov2026-07-181-1/+141
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* fix(terrain): preserve opaque shade lookup keysValentin Popov2026-07-183-18/+51
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* feat(terrain): separate shade material selectionsValentin Popov2026-07-182-1/+26
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* feat(terrain): decode slot material pairsValentin Popov2026-07-181-0/+68
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* feat(terrain): expose slot render dispatchValentin Popov2026-07-181-0/+47
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* feat(terrain): encode material manager selectorsValentin Popov2026-07-182-5/+80
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* feat(terrain): recover material layer contractValentin Popov2026-07-181-1/+55
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* feat(terrain): bind map base texturesValentin Popov2026-07-181-0/+66
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* feat(animation): recover Node38 fallback hierarchyValentin Popov2026-07-183-5/+166
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* feat(msh): retain static node animation dataValentin Popov2026-07-182-3/+142
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* fix(render): match Ngi32 camera matricesValentin Popov2026-07-181-10/+11
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* feat(render): apply recovered TMA orientationValentin Popov2026-07-181-0/+39
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* feat(render): recover Iron3D Euler transformValentin Popov2026-07-181-0/+87
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* perf(assets): reuse archives during mission loadsValentin Popov2026-07-182-3/+48
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* feat(render): recover legacy d3d camera matricesValentin Popov2026-07-181-0/+182
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* feat(render): retain raw camera projection stateValentin Popov2026-07-181-0/+57
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* feat(render): invert raw affine camera transformsValentin Popov2026-07-181-0/+126
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* feat(render): retain raw camera posesValentin Popov2026-07-181-0/+66
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* feat(runtime): trace visual cache sizesValentin Popov2026-07-182-31/+134
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* feat(runtime): trace visual graph sizesValentin Popov2026-07-182-8/+56
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* perf(assets): cache visual wear validationValentin Popov2026-07-181-2/+41
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* feat(runtime): trace material validation requestsValentin Popov2026-07-181-6/+15
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* perf(assets): cache visual graph anchorsValentin Popov2026-07-181-5/+15
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* feat(runtime): trace visual dependency requestsValentin Popov2026-07-182-8/+130
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* perf(resource): avoid copying nres payloadsValentin Popov2026-07-182-13/+34
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* perf(runtime): retain more decoded payloadsValentin Popov2026-07-181-1/+6
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* feat(runtime): trace visual graph phasesValentin Popov2026-07-182-5/+62
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* fix(assets): satisfy material cache lintValentin Popov2026-07-181-1/+1
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* perf(assets): cache graph material validationValentin Popov2026-07-181-1/+32
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* feat(runtime): split model asset load checkpointsValentin Popov2026-07-182-6/+12
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* feat(runtime): trace asset preparation phasesValentin Popov2026-07-182-12/+101
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* perf(assets): cache prepared model dependenciesValentin Popov2026-07-181-9/+41
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* fix(assets): retain texture resolver test helpersValentin Popov2026-07-181-0/+16
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* perf(assets): cache graph texm validationValentin Popov2026-07-181-14/+27
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* feat(runtime): split visual graph load phaseValentin Popov2026-07-181-2/+5
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* fix(terrain): use xy ground coordinatesValentin Popov2026-07-181-36/+36
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* fix(render): project static scene on xy planeValentin Popov2026-07-181-0/+77
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* feat(game): preview multiple mission rootsValentin Popov2026-07-181-0/+52
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* feat(render): compose terrain with preview rootValentin Popov2026-07-181-0/+22
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* feat(game): bind preview diffuse materialsValentin Popov2026-07-181-1/+13
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* feat(runtime): bound static preview graph rootsValentin Popov2026-07-181-7/+11
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* feat(runtime): report mission load phasesValentin Popov2026-07-181-11/+88
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