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* feat(game): preview all mission roots by defaultValentin Popov2026-07-181-5/+6
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* feat(render): apply placement in xy previewValentin Popov2026-07-182-17/+23
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* docs(terrain): trace generated shade profilesValentin Popov2026-07-181-2/+12
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* docs(terrain): trace shade cache populationValentin Popov2026-07-181-2/+11
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* docs(terrain): recover shade cache allocation layoutValentin Popov2026-07-181-1/+13
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* docs: synchronize local documentation authorityValentin Popov2026-07-183-15/+58
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* docs(terrain): decode transient shade cache lookupValentin Popov2026-07-181-10/+20
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* docs(terrain): record shade cache lifecycleValentin Popov2026-07-181-0/+7
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* docs(terrain): delimit shade cache recordsValentin Popov2026-07-181-0/+12
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* fix(terrain): preserve opaque shade lookup keysValentin Popov2026-07-181-6/+7
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* feat(terrain): separate shade material selectionsValentin Popov2026-07-181-3/+8
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* feat(terrain): decode slot material pairsValentin Popov2026-07-181-2/+5
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* feat(terrain): expose slot render dispatchValentin Popov2026-07-181-6/+9
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* docs(terrain): trace renderer material handoffValentin Popov2026-07-181-0/+9
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* docs(terrain): record material phase boundaryValentin Popov2026-07-181-0/+8
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* feat(terrain): encode material manager selectorsValentin Popov2026-07-181-1/+5
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* feat(terrain): recover material layer contractValentin Popov2026-07-181-0/+11
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* feat(terrain): bind map base texturesValentin Popov2026-07-181-0/+12
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* feat(terrain): inspect packed material tagsValentin Popov2026-07-181-0/+17
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* feat(animation): recover Node38 fallback hierarchyValentin Popov2026-07-182-20/+25
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* feat(render): apply static node fallback posesValentin Popov2026-07-182-0/+23
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* feat(msh): retain static node animation dataValentin Popov2026-07-182-0/+15
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* feat(render): select static model LOD slotsValentin Popov2026-07-181-0/+10
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* fix(render): match Ngi32 camera matricesValentin Popov2026-07-181-14/+22
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* feat(render): diagnose captured camera clippingValentin Popov2026-07-181-0/+24
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* feat(render): apply recovered TMA orientationValentin Popov2026-07-181-13/+20
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* feat(render): recover Iron3D Euler transformValentin Popov2026-07-181-0/+11
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* feat(render): support full-scene 32-bit indicesValentin Popov2026-07-181-0/+12
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* perf(assets): reuse archives during mission loadsValentin Popov2026-07-181-5/+17
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* feat(game): accept legacy camera capturesValentin Popov2026-07-181-0/+17
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* feat(render): support per-frame camera updatesValentin Popov2026-07-181-0/+9
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* feat(render): retain source world geometryValentin Popov2026-07-181-0/+10
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* feat(render): bridge legacy camera to VulkanValentin Popov2026-07-181-4/+14
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* feat(render): recover legacy d3d camera matricesValentin Popov2026-07-181-0/+34
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* docs(evidence): trace camera projection dispatchValentin Popov2026-07-181-0/+12
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* feat(render): retain raw camera projection stateValentin Popov2026-07-181-0/+7
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* docs(evidence): bound camera projection recoveryValentin Popov2026-07-181-1/+9
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* docs(evidence): capture live camera projection inputValentin Popov2026-07-181-0/+11
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* feat(render): invert raw affine camera transformsValentin Popov2026-07-181-0/+17
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* feat(render): retain raw camera posesValentin Popov2026-07-181-0/+10
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* docs(evidence): recover camera transform adjustmentValentin Popov2026-07-182-0/+26
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* docs(evidence): trace autoplay camera switchesValentin Popov2026-07-182-1/+24
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* docs(evidence): confirm live camera global relocationValentin Popov2026-07-182-5/+27
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* docs(evidence): record blocked live camera probeValentin Popov2026-07-181-0/+8
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* docs(evidence): recover buffering camera projection pathValentin Popov2026-07-182-0/+35
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* feat(runtime): trace visual cache sizesValentin Popov2026-07-181-0/+8
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* feat(runtime): trace visual graph sizesValentin Popov2026-07-181-0/+7
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* perf(assets): cache visual wear validationValentin Popov2026-07-181-0/+11
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* docs(render): profile part2 visual graph timingValentin Popov2026-07-181-0/+9
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* feat(game): timestamp load progress traceValentin Popov2026-07-181-0/+10
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