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* fix(render): draw translucent water into planar reflectionstrunkValentin Popov5 hours3-0/+33
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* feat(fx): animate native point light color and radius jitterValentin Popov6 hours4-11/+39
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* fix(render): preserve object-local point lights on modelsValentin Popov6 hours4-6/+33
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* feat(fx): track phase and restart per effect instanceValentin Popov6 hours3-7/+37
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* fix(render): match native packet distance approximationValentin Popov7 hours3-17/+32
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* fix(game): render terrain without placed object meshesValentin Popov9 hours1-0/+5
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* perf(render): avoid forced FIFO fallback without mailboxValentin Popov9 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 Popov11 hours2-0/+12
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* fix(render): match native reflection target sizesValentin Popov11 hours2-3/+16
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* fix(render): use native shifted water reflection cameraValentin Popov12 hours2-11/+26
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* chore(render): expose unused vertex color coverageValentin Popov13 hours2-2/+8
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* feat(render): animate water with native EMBM wavesValentin Popov13 hours2-4/+28
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* feat(render): add planar water reflectionsValentin Popov14 hours2-3/+33
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* chore(render): expose unverified special terrain passesValentin Popov17 hours1-0/+4
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* perf(render): prewarm pipeline variants with a Vulkan cacheValentin Popov18 hours1-2/+12
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* perf(render): share identical material texture imagesValentin Popov18 hours1-2/+13
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* perf(render): retain static mesh prefixes between framesValentin Popov18 hours1-0/+15
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* fix(render): animate sky layers on the native UV clockValentin Popov19 hours3-2/+36
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* fix(render): select terrain LOD from native camera cellsValentin Popov19 hours1-8/+37
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* fix(capture): replay the projection used by world geometryValentin Popov20 hours3-2/+24
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* fix(render): select native Land2 multitexture variantsValentin Popov21 hours1-3/+23
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* feat(fx): play ambient Control sound commandsValentin Popov21 hours3-0/+50
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* docs(render): distinguish fog color from the lighting floorValentin Popov23 hours3-11/+22
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* fix(render): apply celestial birth matrix to column vectorsValentin Popov23 hours3-14/+30
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* fix(render): use native squared distance for vertex fogValentin Popov24 hours3-0/+27
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* fix(render): scale Control light radius with emitter transformValentin Popov25 hours3-1/+26
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* fix(render): fade MSH portals with camera distanceValentin Popov25 hours3-20/+62
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* feat(render): integrate Control effects and animated world sceneValentin Popov26 hours4-149/+275
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* feat(runtime): project factory-2 selector 6 metadataValentin Popov27 hours3-1/+122
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* docs(runtime): correct Control and collision interface contractsValentin Popov30 hours2-17/+47
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* feat(script): evaluate additive FML expressions during InitValentin Popov31 hours3-47/+147
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* fix(runtime): load research tables for every AI ownerValentin Popov32 hours2-25/+46
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* feat(runtime): initialize per-clan AI record slotsValentin Popov32 hours2-0/+61
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* feat(assets): decode CTLD tag 17 recordsValentin Popov33 hours2-2/+26
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* feat(runtime): restore indexed Control provider queryValentin Popov34 hours3-8/+141
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* feat(runtime): project initial Behavior control groupsValentin Popov35 hours3-0/+82
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* feat(runtime): restore Control selector 15Valentin Popov36 hours2-12/+97
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* feat(runtime): load clan research tables during startupValentin Popov37 hours2-0/+48
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* docs(behavior): trace research context owner transferValentin Popov37 hours2-14/+42
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* fix(assets): count texture requests in mission plansValentin Popov37 hours1-0/+6
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* feat(assets): restore ordered research candidate selectionValentin Popov38 hours3-19/+82
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* feat(assets): decode research tables and calculate candidate costsValentin Popov39 hours3-25/+147
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* feat(script): execute numeric FML assignments during mission InitValentin Popov41 hours3-35/+155
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* fix(script): read Init guards in native disk orderValentin Popov42 hours2-10/+27
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* feat(app): constrain free-flight movement by building meshesValentin Popov42 hours4-24/+83
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* fix(runtime): follow linked nodes after building helper hitsValentin Popov42 hours2-29/+53
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* feat(runtime): query building meshes in world spaceValentin Popov44 hours2-2/+42
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* fix(render): hide native zero-alpha MSH batchesValentin Popov44 hours3-0/+42
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* feat(msh): decode triangle descriptors and query segmentsValentin Popov45 hours2-0/+43
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