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* feat(fx): track phase and restart per effect instanceValentin Popov7 hours1-6/+19
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* fix(render): match native packet distance approximationValentin Popov8 hours1-10/+20
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* fix(game): render terrain without placed object meshesValentin Popov10 hours1-0/+5
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* perf(render): avoid forced FIFO fallback without mailboxValentin Popov10 hours1-0/+16
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* fix(tools): preserve opaque framebuffer RGB in capturesValentin Popov10 hours1-0/+6
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* chore(render): report unexpanded ambient effectsValentin Popov12 hours1-0/+9
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* chore(render): expose unused vertex color coverageValentin Popov14 hours1-1/+4
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* fix(render): animate sky layers on the native UV clockValentin Popov20 hours1-0/+25
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* fix(capture): replay the projection used by world geometryValentin Popov21 hours1-0/+11
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* feat(fx): play ambient Control sound commandsValentin Popov22 hours1-0/+35
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* docs(render): distinguish fog color from the lighting floorValentin Popov23 hours2-10/+20
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* fix(render): apply celestial birth matrix to column vectorsValentin Popov24 hours2-13/+27
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* fix(render): use native squared distance for vertex fogValentin Popov25 hours1-0/+20
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* fix(render): scale Control light radius with emitter transformValentin Popov25 hours1-0/+15
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* fix(render): fade MSH portals with camera distanceValentin Popov26 hours1-0/+30
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* feat(render): integrate Control effects and animated world sceneValentin Popov27 hours3-79/+194
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* feat(app): constrain free-flight movement by building meshesValentin Popov43 hours2-11/+46
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* fix(runtime): follow linked nodes after building helper hitsValentin Popov43 hours1-20/+38
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* feat(runtime): query building meshes in world spaceValentin Popov44 hours1-0/+31
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* fix(render): hide native zero-alpha MSH batchesValentin Popov45 hours2-0/+21
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* feat(msh): decode triangle descriptors and query segmentsValentin Popov46 hours1-0/+39
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* test(fx): cover native tree ray geometryValentin Popov48 hours1-0/+11
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* fix(render): preserve native world viewport depth rangeValentin Popov2 days1-8/+24
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* fix(fx): orient Type 1 quads along their authored axisValentin Popov2 days1-0/+18
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* fix(camera): constrain free flight to terrain surface boundsValentin Popov2 days1-0/+15
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* feat(runtime): initialize mission ore propertiesValentin Popov10 days1-0/+12
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* feat(runtime): register mission objects with clan distributorsValentin Popov12 days1-0/+2
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* fix(runtime): preserve native mission AI selection wordValentin Popov12 days1-0/+28
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* fix: preserve material samples across frame retriesValentin Popov13 days1-0/+8
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* Preserve pending camera pose on viewport retryValentin Popov13 days1-0/+9
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* fix(render): use view-dependent sky fog colorValentin Popov13 days1-0/+7
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* fix(fx): preserve rain tails on zero-time framesValentin Popov2026-10-181-0/+4
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* feat(fx): evaluate generic Op1 point lightsValentin Popov2026-10-181-0/+18
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* feat(fx): evaluate native Op8 smoke emittersValentin Popov2026-10-181-0/+28
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* feat(fx): evaluate native Op7 particle poolsValentin Popov2026-10-181-0/+20
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* feat(material): sample normalized MAT0 phasesValentin Popov2026-10-181-0/+7
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* feat(fx): evaluate native Op3 body typesValentin Popov2026-10-181-0/+10
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* feat(fx): evaluate native generator mesh modesValentin Popov2026-10-181-0/+19
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* fix: align native MSH face cullingValentin Popov2026-10-181-0/+47
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* fix: preserve native sky sprite screen depthValentin Popov2026-10-181-0/+29
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* Match free-flight camera to native projectionValentin Popov2026-10-181-0/+21
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* Fix sun sprite palette slotValentin Popov2026-10-181-0/+18
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* docs: translate render frame referenceValentin Popov2026-10-171-167/+162
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* docs: correct renderer source contractsValentin Popov2026-10-171-5/+10
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* Fix material categories and transparent background orderingValentin Popov2026-10-112-4/+54
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* docs: clarify native TEXM channel conversionValentin Popov2026-10-111-3/+3
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* fix: decode TEXM 888 channels in native orderValentin Popov2026-10-111-3/+7
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* Use native heading for sky gradientValentin Popov2026-10-111-0/+9
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* Fix terrain height and native frame captureValentin Popov2026-10-111-1/+34
| | | | 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 Popov2026-10-115-29/+600
| | | | Complete the interactive mission viewer with environment rendering, audio events, dynamic shadows, free-flight camera controls, and per-component CTL pose sampling.