Commit graph

19 commits

Author SHA1 Message Date
Admin
97912796a8 render: support rigged models and custom materials across viewers
Add declarative CSG joints, bindings and clips, custom render materials, and skinning/lightmap updates. Update shared media and XR viewers, including splat visibility and optional mesh HUD.

Validation: 400 release render tests and seven CSG rig tests passed.
2026-09-05 01:42:39 +02:00
Admin
b04333265e webgl: uniform blocks upload only when their generation moved — one global monotonic counter on Cx hands out every generation (draw call create/dirty/zbias, draw list allocate/transform/re-record, pass allocate/time/dpi/ortho/camera and the web flipped copy, shader scope writes), so a reused pool slot can never match a cached generation; clear_draw_items, pool reuse and VAO recreation reset the caches; the JS caches key on the generation alone. Proven on a local build: the pan screenshot keeps every tile, the settle tail drops 20.5 → 12.8 MiB/s
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WV6BzHQiJEvvK9EPc1d4ks
2026-09-03 20:59:55 +02:00
Admin
e48b056df1 Revert "webgl: a uniform block is uploaded only when its generation moved — per draw call (uniforms_gen), per draw list (uniforms_gen, recording_gen), per pass (pass_uniforms_gen) and per shader scope block; the JS side caches (ptr, len, gen) per uniform buffer and re-records/recompiles reset it; direct camera writers (vj effects, render scene, the web flipped copy) bump the pass generation"
This reverts commit 0d7ddee3f7.
2026-09-03 20:37:35 +02:00
Admin
0d7ddee3f7 webgl: a uniform block is uploaded only when its generation moved — per draw call (uniforms_gen), per draw list (uniforms_gen, recording_gen), per pass (pass_uniforms_gen) and per shader scope block; the JS side caches (ptr, len, gen) per uniform buffer and re-records/recompiles reset it; direct camera writers (vj effects, render scene, the web flipped copy) bump the pass generation
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WV6BzHQiJEvvK9EPc1d4ks
2026-09-03 20:22:56 +02:00
Admin
862f3bd298 asset widgets + chat ui + render: fan-outs and jobs on the runtime pool, the transcript read without a lock on draw
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WV6BzHQiJEvvK9EPc1d4ks
2026-09-03 16:41:34 +02:00
Admin
4317f58804 sim + render + chat: walk decks as a surface, the filmed body is no obstruction, the brief never asks
- libs/sim: DeckStrip (deck.rs) — every laid corridor registers its walk
  deck; movers pin to it exactly instead of climbing 2.5 m slab kerbs;
  feet inside a static box lift onto its top; the world composes floor,
  terrain, materials and voxel in one sampler
- libs/sim + libs/render: camera_path_limit takes the filmed body and never
  treats it as an obstruction (the coaster's ride boom was clamped to 1 m);
  the shadow gate's settle test gets a hair of float slack
- libs/asset/chat: the in-game builder never asks before building; the
  brief teaches game.driver and the race countdown, under budget

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 17:41:08 +02:00
Admin
6be1118b2d vj: the whole app on the web — site store for content, embedded store for local imports, native-only seams Unavailable
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WV6BzHQiJEvvK9EPc1d4ks
2026-09-02 16:12:34 +02:00
Admin
4946c9eb0d sim + render: a repaint is not a world edit — colour and glow restyles never rebake the lightmap
Crossroads rebaked its lightmap on every stoplight phase (70 bakes a
minute): the traffic kit's lamp repaint bumped the one static revision
the renderer keys its slabs, occlusion, shadow receivers AND the GPU
lightmap kick on. The world now carries a paint revision beside the
geometry revision; the static slabs repack on either, the bake kick
only on geometry. Tests pin both.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 15:41:21 +02:00
Admin
c17480faf1 render: a non-rigid body may carry its own orientation
A coaster car upside down at the apex of a loop is a body whose
quaternion is not the default; the renderer now honours it.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 10:33:30 +02:00
Admin
adbb078b68 render: a water volume can be physics without a picture
The water shader blends premultiplied, so an alpha-zero sheet meant to
hide the river's buoyancy boxes became additive and painted bright
stepped rectangles over the ribbon and the meadow — every claim-level
invariant green while the screen was wrong. WaterVolume::draw_sheet
splits physical from visual: river volumes keep floating things and
never draw; declared pools still do.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-02 04:42:34 +02:00
Admin
914471fa31 ai-hub: a feed session whose last socket left ends on its idle timeout; skin: parent, skinned centroid and a nodes-only rig for retargets
A realtime feed session parked in its wait-for-a-frame loop forever when
the client died without sending stop (a sandbox quit left job-2 live on
.123 for five minutes holding the GPU slot). The wait loop now returns
to the top of the session loop once no socket is left, where the idle
timeout counts a socketless session down. Test covers it.

SkinnedModel gains node_parent/node_count, joint_skinned_centroid (the
direction a leaf limb actually runs, from the flesh it skins) and
from_nodes (a mesh-less rig for hierarchy-maths tests) — what the
sandbox's webcam mocap retarget needs.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01B626urtY1Xo4hQdLzvSK6F
2026-09-01 22:06:29 +02:00
Admin
895b9a71c3 particles: an emitter can ride a body's own frame
EmitterAnchor::EntityLocal carries an offset that yaws with the entity —
a locomotive's chimney keeps its smoke over the funnel through every
corner. The step lookup resolves (position, yaw) instead of position.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-09-01 20:51:32 +02:00
Admin
237da90a36 render: the sprite lane hands the screen draw back the way it found it
One DrawSceneScreen serves both the in-world video screen and every
sprite billboard, and the sprite loop left its last pose, size and atlas
behind — so the next frame's "is there a screen" gate (zero screen_size
draws nothing) read the leftover and drew the whole spritemap as one
opaque quad: under the last-drawn unit in C&C, and hanging in the sky of
any level that draws no sprites at all. Snapshot the host's pos/size/
texture before the lane and restore after.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-09-01 19:54:29 +02:00
Admin
0257d6c6dc engine libs: render and sim for a strategy round, the per-unit decision hook, the mp4 sample index, stitch and xatlas quieted, example refresh
Squashed from work:
- docs: button shader annotations — widgets/button.rs complete + splash demo buttons
- tweaker: the Shader tab shows the pinned widget's ANIMATOR STATES as little posed swatches under the well — one per tr
- widgets: the glass stops reading draw_pass.time, so glass apps idle again
- render, sim, platform: what a strategy round needs underneath
- draw, platform: overlays now composite above content that uses draw_depth
- asset: mp4 sample index for range-streaming, chat tools, import profiles
- platform: native file and save dialogs, in-house on all three desktops
- sim: a per-unit decision hook — one commandable unit can think for itself, before the kit steers
- makepad_ai is deleted — every backend is a hub pipe, the agent seam lives with its consumers (aicore §14, decided 2026
- libs: the zero-warning sweep — stitch casts say what they mean, xatlas keeps upstream's surface quietly
- zero-warning sweep, round two — the first full-workspace pass
- zero-warning sweep, round three — the model lanes and the deep examples
- zero-warning sweep, round four — the last stragglers
2026-09-01 16:46:35 +02:00
Admin
4ddba62d4b engine libs: csg document, stitch simd, sim providers, teamtalk LAN voice, gltf writer, render, route and maps, bench hygiene
Squashed from work; the fine-grained history is under tag archive/work-2026-08-29:
- mp* wave: mpwm window manager + the mp app family, WM API, theme bridge, PDF engine fix
- mpwm polish wave: terminal key focus, focus-history close order, pop-back-to-origin, occupied-workspace cycling, demo
- work: land the sources the last commits reference
- route: the assistant icon the committed UI references
- fast_inflate: the benches name their dev-deps
- gif/weezl: drop the vendored benches nobody can run
- weezl: the decode tests generate their own LZW fixture
2026-08-29 09:26:27 +02:00
Admin
f788946065 render+sim+gltf: a HUD, the receiver shader with sun and cascaded shadows, metered exposure and haze, two shaders that never compiled, map facing becomes heading, and the viewer hooks
Squashed from work; the fine-grained history is under tag archive/work-2026-08-26:
- render+sim: the two hooks the model viewer already relies on
- viewport: Realtime gets the engine's cascaded shadow pass, the NOAA sun, metered exposure with sky ambient, a haze knob, a time-of-day slider in the header, and no grid — the building itself still waits for its casters and direct light
- render: the engine's receiver shader takes the sun with two-sided normals and the shadow term for the model batches
- fab: a 3D creation shell and the viewer built on it
- render: two shaders that never compiled — a let is not assignable, a var is
- sim: a declared map facing becomes a body's heading through one rule
- render: a HUD that already reads as a game's before anyone styles it
- asset+sim: the two modules their own commits already declared
2026-08-26 08:49:46 +02:00
Admin
0f67c0b593 libs/render + xr: levels, player navigation, and Gaussian splats that sort on the GPU
libs/render picks up the two biggest new modules in the group: `level.rs`
(the imported-world runtime) and `player_nav.rs` (walkable-surface planning
with clearance bands). The renderer, shader set, GPU lightmap and skinning
paths all grow with them — a chart-edge texel is no longer trusted with a
skirt's light, a lamp only receives what the sky is not already delivering,
and lamp photometry comes from the fixture rather than the mesh scale. A
`walk_probe` example drives the navigation directly.

xr gets splat packing and a GPU splat sort (`splat_pack.rs`, `splat_sort.rs`,
with tests), and view_splat is largely rewritten on top of them.

remesh, xatlas, gltf, splat and sim carry the supporting work: the xatlas
unwrap hang is fixed and the pass is several times faster, the glTF writer
emits the rig and vehicle contracts, and sim grows the entity layer the
imported worlds drive.
2026-08-23 01:34:35 +02:00
Admin
6d708d9391 Clean the public tree for a checkout other people can use.
Drop the archived old/ tree, root AI notes, splashgame.md (Arcade lives
in the private sandbox), widgets-dll leftovers, and LAN/oracle helper
scripts. Move download_*.sh into tools/, and move sim/math out of
libs/game/ so the public repo no longer has a game/ directory.

Also quiet first-party compile noise and skip asset-ui tests that need
sandbox kits or uncommitted fixtures.
2026-08-18 15:23:19 +02:00
Admin
55dde7b02a Land the 3D renderer and leftover sim/math from rik2.
libs/render (Renderer, SceneDraws, preview play) plus the Arcade
sim/math it still draws through. Gameplay crates stay out.
2026-08-18 14:23:59 +02:00