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* feat(runtime): project merged Control device tablesValentin Popov3 hours3-12/+82
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* docs(control): explain component device overridesValentin Popov4 hours3-16/+133
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* feat(assets): sample native resource device coefficientValentin Popov4 hours2-2/+87
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* feat(runtime): initialize mission ore propertiesValentin Popov5 hours3-0/+98
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* fix(runtime): model distributor share normalizationValentin Popov2 days3-29/+69
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* feat(runtime): register mission objects with clan distributorsValentin Popov2 days4-16/+103
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* fix(runtime): preserve native mission AI selection wordValentin Popov2 days2-0/+48
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* test(runtime): verify native resource distributor tickValentin Popov2 days3-6/+106
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* fix(runtime): warm behavior before mission InitValentin Popov2 days3-31/+143
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* fix(runtime): execute the first supported Init eventValentin Popov3 days3-54/+211
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* fix(runtime): preserve native mission outcome guardsValentin Popov3 days3-18/+87
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* docs(script): clarify mission outcome compatibility limitsValentin Popov3 days1-47/+67
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* docs(script): describe native condition evaluationValentin Popov3 days3-26/+144
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* fix(script): preserve scheduler counter incrementValentin Popov3 days1-0/+37
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* fix: preserve material samples across frame retriesValentin Popov3 days1-0/+8
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* Preserve pending camera pose on viewport retryValentin Popov3 days1-0/+9
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* fix(render): refresh viewport after swapchain recreationValentin Popov3 days1-6/+17
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* fix(render): use view-dependent sky fog colorValentin Popov3 days1-0/+7
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* fix(camera): preserve free-flight terrain clearanceValentin Popov4 days1-1/+3
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* Update controlled component geometry and mountsValentin Popov4 days1-12/+24
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* Parse CTLD initial effect group selectorValentin Popov4 days1-0/+13
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* Sample initial component control posesValentin Popov4 days1-5/+11
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* fix(render): honor terrain base-only face flagsValentin Popov4 days1-0/+24
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* fix(assets): parse native CTL tags 2 and 5Valentin Popov4 days1-0/+9
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* fix(fx): preserve rain tails on zero-time framesValentin Popov4 days1-0/+4
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* feat(fx): evaluate generic Op1 point lightsValentin Popov4 days1-0/+18
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* feat(fx): evaluate native Op8 smoke emittersValentin Popov4 days1-0/+28
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* fix(render): honor native shadow caster defaultsValentin Popov4 days1-8/+13
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* feat(terrain): build BAS basement foundationsValentin Popov4 days1-0/+17
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* feat(fx): evaluate native Op7 particle poolsValentin Popov4 days1-0/+20
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* feat(material): sample normalized MAT0 phasesValentin Popov4 days1-0/+7
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* feat(fx): evaluate native Op3 body typesValentin Popov4 days1-0/+10
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* feat(fx): evaluate native generator mesh modesValentin Popov4 days1-0/+19
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* fix: align native MSH face cullingValentin Popov4 days1-0/+47
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* fix: preserve native sky sprite screen depthValentin Popov4 days1-0/+29
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* Match free-flight camera to native projectionValentin Popov4 days1-0/+21
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* Use LOD0 for terrain queries and renderingValentin Popov4 days1-0/+25
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* Fix sun sprite palette slotValentin Popov4 days1-0/+18
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* docs: translate render frame referenceValentin Popov5 days2-171/+167
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* docs: correct renderer source contractsValentin Popov5 days2-20/+31
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* Load explicit component point listsValentin Popov11 days1-11/+38
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* Parse native CTLD effect rowsValentin Popov11 days1-0/+12
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* Fix FXID resource reference offsetsValentin Popov11 days1-4/+21
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* Fix material categories and transparent background orderingValentin Popov11 days3-11/+64
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* docs: clarify native TEXM channel conversionValentin Popov11 days2-6/+7
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* fix: decode TEXM 888 channels in native orderValentin Popov11 days2-6/+14
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* Use native heading for sky gradientValentin Popov11 days1-0/+9
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* Fix terrain height and native frame captureValentin Popov11 days2-5/+57
| | | | 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 Popov11 days11-201/+875
| | | | Complete the interactive mission viewer with environment rendering, audio events, dynamic shadows, free-flight camera controls, and per-component CTL pose sampling.
* chore: simplify project to engine docs and testsValentin Popov2026-09-0617-3418/+250
| | | | Remove planning and acceptance scaffolding while retaining the native Vulkan mission preview, format readers, runtime algorithms, and ordinary Rust tests. Keep the book aligned with the runnable project and validate checked-in shaders without generated tool metadata.