| Commit message (Collapse) | Author | Age | Files | Lines |
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Remove legacy SDL/OpenGL adapters from the workspace and introduce winit/Vulkan adapter boundaries for the rendered composition root.
Add reproducible toolchain and xtask CI coverage for formatting, tests, clippy, docs, policy, deny, acceptance auditing, and hosted OS matrix evidence.
Strengthen Stage 1 data contracts with byte-first paths, VFS hardening, structured diagnostics, RsLi writer/edit scaffolding, corpus reporting, and resource error classification.
Advance Stage 2 asset preparation by moving mission loading through assets/runtime boundaries, materializing prototype graph data, preserving provenance, and adding inspection/viewer integration.
Record the Stage 0-2 audit input, acceptance roadmap, coverage updates, and documentation notes for follow-up evidence.
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Add the modular fparkan workspace, domain crates, adapters, apps, xtask policy/CI, acceptance evidence, and licensed corpus gates for the macOS-focused roadmap foundation.
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- Introduced `terrain-core` crate for loading and processing terrain mesh data.
- Added `tma` crate for parsing mission files, including footer and object records.
- Created `unitdat` crate for reading unit data files with validation of structure.
- Implemented error handling and tests for all new crates.
- Documented object registry format and rendering pipeline in specifications.
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спецификаций
- Обновлены спецификации `runtime-pipeline`, `sound`, `terrain-map-loading`, `texture`, `ui` и `wear`.
- Добавлены разделы о статусе покрытия и оставшихся задачах для достижения 100% завершенности.
- Внесены уточнения по архитектурным ролям, минимальным контрактам и требованиям к toolchain для каждой подсистемы.
- Уточнены форматы данных и правила взаимодействия между компонентами системы.
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features
- Introduced `LoadedModel` and `LoadedTexture` structs for better encapsulation of model and texture data.
- Added functions to load models and textures from archives, including support for resolving textures based on materials and wear entries.
- Implemented error handling for missing textures, materials, and wear entries.
- Updated the rendering pipeline to support texture loading and binding, including command-line arguments for texture customization.
- Enhanced the `texm` crate with new decoding capabilities for various pixel formats, including indexed textures.
- Added tests for texture decoding and loading to ensure reliability and correctness.
- Updated documentation to reflect changes in the material and texture resolution process.
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- Introduced `render-parity` crate for comparing rendered frames against reference images.
- Added command-line options for specifying manifest and output directory.
- Implemented image comparison metrics: mean absolute difference, maximum absolute difference, and changed pixel ratio.
- Created a configuration file `cases.toml` for defining test cases with global defaults and specific parameters.
- Added functionality to capture frames from `render-demo` and save diff images on discrepancies.
- Updated documentation to include usage instructions and CI model for automated testing.
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- Updated MSH documentation to reflect changes in material, wear, and texture specifications.
- Introduced new `render.md` file detailing the render pipeline process.
- Removed outdated sections from `runtime-pipeline.md` and redirected to `render.md`.
- Added detailed specifications for `Texm` texture format and `WEAR` wear table.
- Updated navigation in `mkdocs.yml` to align with new documentation structure.
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рендеринга террейна и опциональных полигонов
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This commit introduces a new Python script, `terrain_map_doc_validator.py`, which validates terrain and map documentation assumptions against actual game data. The validator checks for the presence and correctness of various data chunks in the `Land.msh` and `Land.map` files, reporting any issues found during the validation process. It also generates a summary report of the validation results, including counts of errors and warnings, and statistics related to the map and mesh data.
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документации по FXID и NRes для улучшения структуры
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текстурам, добавить детали о сборке и парсинге
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- Updated the structure and content of the materials and Texm documentation to provide a comprehensive overview of the material subsystem in the engine.
- Enhanced sections on identifiers, architecture, material layout, and runtime storage.
- Improved explanations of material attributes, animation modes, and parsing behavior.
- Added detailed specifications for toolchain interactions, including lossless write rules and validation recommendations.
- Included pseudocode examples for parsing MAT0 and Texm formats to aid in understanding.
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подсистемы, системы звука, загрузки ландшафта, интерфейса пользователя и пайплайна выполнения. Обновлен файл навигации mkdocs.yml для включения новых документов.
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- Implemented msh_export_obj.py for exporting NGI MSH geometry to Wavefront OBJ format, including model selection and geometry extraction.
- Added msh_preview_renderer.py for rendering NGI MSH models to binary PPM images, featuring a primitive software renderer with customizable parameters.
- Both tools utilize the same NRes parsing logic and provide command-line interfaces for listing models and exporting or rendering geometry.
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roundtrip validator
- Updated .gitignore to include common Python artifacts and project-specific files.
- Added `archive_roundtrip_validator.py` script for validating NRes and RsLi formats against real game data.
- Created README.md for the tools directory, detailing usage and supported signatures.
- Enhanced nres.md with practical nuances and empirical checks for game data.
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частицам
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ресурсов MSH/AniMesh
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и материалам
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- Introduced a comprehensive markdown file `nres.md` detailing the structure, header, and operations of the NRes and RsLi formats.
- Updated `mkdocs.yml` to reflect the new documentation structure, consolidating NRes and RsLi under a single entry.
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алгоритмам декомпрессии и добавление файлов .gitkeep в директории libs и tools
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- Created `huffman_decompression.md` detailing the Huffman decompression algorithm used in NRes, including context structure, block modes, and decoding methods.
- Created `overview.md` for the NRes format, outlining file structure, header details, file entries, and packing algorithms.
- Updated `mkdocs.yml` to include new documentation files in the navigation structure.
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