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fast_gi
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draw and widgets: Slug text everywhere, no blank glyphs, slimmer widgets
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2026-10-13 12:26:21 +02:00 |
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renderer
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work: one-pass splat terrain (texture arrays; 5090 frame -11..-25% High/Medium), terrain LOD rings tightened; stranded fixes (makepad run transcript tee survives a full disk, Sandbox game models, fixture path, sandbox test compile fix)
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2026-10-25 10:04:27 +01:00 |
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shaders
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work: sky dome on the far plane (no far-plane clipping at altitude), height fog NaN (black sea above 3.5 km) fixed
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2026-10-25 11:38:57 +01:00 |
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vfx
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scene, render: marks pressed into soft ground -- decal kinds footprint (a shoe: sole, heel and lugs) and track (a tyre rut with lugs, chained link by link like a skid). The decal shader draws both as a few-cm height field: its slope tilts the normal, lit by the frame's sun (new decal_sun uniform) against the flat ground around it, so the sun side of the dent shades, the far wall and the pushed-up rim catch light and the packed floor darkens; the tint is the ground's lit colour. They age and fade like every decal, under the particle system's decal budget. Checked: a hidden Sandbox, a walker over sand and snow and a car over sand (local/screencap/sw1/tracks-*).
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2026-10-03 14:51:39 +02:00 |
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ao.rs
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merge sheets-to-stage: the private products are one repository at apps/commercial, sliced per app license -- widget sheets become a registered catalogue with the non-desktop sheets moved to Stage (makepad PR #1273's sheets, instruments, finish shaders and two-pass stock registration included), makepad-source-slice cuts an app's slice of makepad/commercial, the Builder's publish, the CI (one apps/commercial checkout, a slice:<app> tile per license) and the app registry follow it, and apps/sandbox paths name apps/commercial/sandbox.
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2026-09-29 15:05:03 +02:00 |
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ao_atlas.rs
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apps, render, widgets: the private products are one repository at apps/commercial, and a launched app can be handed a sheet file -- Stage, Scope and Sandbox were three clones at apps/stage, apps/scope and apps/sandbox; they are now makepad/commercial, cloned at apps/commercial, whose root members package names Stage's and Scope's crates. .gitignore ignores /apps/commercial/ instead of the three; the root excludes apps/commercial/sandbox (still its own workspace) and apps/commercial/stage/donors; AGENTS.md describes the commercial clone. Every tracked apps/sandbox path (render's AO/model/shadow/skin tests and examples, the star map lookup, the render docs, the audio_decode/teamtalk/fab/scene provenance notes, arch_usb's --include-checkout example) names apps/commercial/sandbox. desktop_style reads MAKEPAD_WIDGET_STYLE_FILE, a StyleSheet::to_json file, ahead of MAKEPAD_WIDGET_STYLE: an app that never registered a sheet (one launched by Stage's app runs under Stage's sheets) still installs it. Checked on the Linux node, release: cargo check -p makepad-amp -p makepad-scope -p makepad-stage-themes -p makepad-stage-app-run with makepad/commercial at apps/commercial; makepad-stage-themes (28), makepad-stage-app-run lib (7) and makepad-scope (131 + 4) tests.
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2026-09-29 14:26:53 +02:00 |
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ao_lightmapper.rs
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apps, render, widgets: the private products are one repository at apps/commercial, and a launched app can be handed a sheet file -- Stage, Scope and Sandbox were three clones at apps/stage, apps/scope and apps/sandbox; they are now makepad/commercial, cloned at apps/commercial, whose root members package names Stage's and Scope's crates. .gitignore ignores /apps/commercial/ instead of the three; the root excludes apps/commercial/sandbox (still its own workspace) and apps/commercial/stage/donors; AGENTS.md describes the commercial clone. Every tracked apps/sandbox path (render's AO/model/shadow/skin tests and examples, the star map lookup, the render docs, the audio_decode/teamtalk/fab/scene provenance notes, arch_usb's --include-checkout example) names apps/commercial/sandbox. desktop_style reads MAKEPAD_WIDGET_STYLE_FILE, a StyleSheet::to_json file, ahead of MAKEPAD_WIDGET_STYLE: an app that never registered a sheet (one launched by Stage's app runs under Stage's sheets) still installs it. Checked on the Linux node, release: cargo check -p makepad-amp -p makepad-scope -p makepad-stage-themes -p makepad-stage-app-run with makepad/commercial at apps/commercial; makepad-stage-themes (28), makepad-stage-app-run lib (7) and makepad-scope (131 + 4) tests.
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2026-09-29 14:26:53 +02:00 |
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aobaker_port.rs
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engine libs: render and sim for a strategy round, the per-unit decision hook, the mp4 sample index, stitch and xatlas quieted, example refresh
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2026-09-01 16:46:35 +02:00 |
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asset_animation.rs
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libs: model, mesh_edit, csg, scene, sim, render, xr
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2026-09-15 13:40:31 +02:00 |
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asset_lights.rs
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libs: model, mesh_edit, csg, scene, sim, render, xr
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2026-09-15 13:40:31 +02:00 |
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asset_lod.rs
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libs: model, mesh_edit, csg, scene, sim, render, xr
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2026-09-15 13:40:31 +02:00 |
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asset_metadata.rs
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libs: model, mesh_edit, csg, scene, sim, render, xr
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2026-09-15 13:40:31 +02:00 |
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asset_morph.rs
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libs: model, mesh_edit, csg, scene, sim, render, xr
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2026-09-15 13:40:31 +02:00 |
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asset_rigid.rs
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libs: model, mesh_edit, csg, scene, sim, render, xr
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2026-09-15 13:40:31 +02:00 |
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asset_sockets.rs
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libs: model, mesh_edit, csg, scene, sim, render, xr
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2026-09-15 13:40:31 +02:00 |
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bake.rs
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libs: model, mesh_edit, csg, scene, sim, render, xr
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2026-09-15 13:40:31 +02:00 |
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bakerboy.rs
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libs: model, mesh_edit, csg, scene, sim, render, xr
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2026-09-15 13:40:31 +02:00 |
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clustered.rs
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work: sky dome on the far plane (no far-plane clipping at altitude), height fog NaN (black sea above 3.5 km) fixed
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2026-10-25 11:38:57 +01:00 |
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custom_material.rs
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draw and widgets: Slug text everywhere, no blank glyphs, slimmer widgets
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2026-10-13 12:26:21 +02:00 |
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entity_lights.rs
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render: vehicle lamps light only on the nearest cars -- every vehicle lamp of every entity joined the frame's lights after dark or in fog, four per car with no distance limit, so a city's traffic bodies added a hundred-odd lights. Now only vehicles within a radius of the camera light, the nearest first and at most LAMP_CAP (12); the radius follows the 8th-nearest lit car slowly (30..120 m) and a lamp fades over its last quarter, the scheme the streamed stand-ins' headlights already use, so lamps fade at the edge instead of swapping between cars; taillights only within 35 m (past that the emissive lens covers them). RenderStats gains vehicle_lamps (lit this frame) and stream_lights (the streamed city's own street lamps and stand-in headlights kept by the frame budget), so a host's cost report counts what the renderer lit. append_entity_lights (bakes, tools) keeps every light. Checked: cargo test --release -p makepad-render entity_lights (4, new: a 60-car street lights only the nearest few); hidden Sandbox, mickey at night: 18 of 104 lamps lit, headlight pools and tail glows visible on the near cars.
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2026-10-03 19:24:58 +02:00 |
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fast_gi.rs
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draw and widgets: app-drawn captions, kept render targets, lazy CJK and emoji fonts
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2026-10-14 07:24:22 +02:00 |
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firework.rs
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render, scene: the Sandbox shell leaves the public engine crates -- hud.rs, hud_flight.rs and the HUD shaders (render) and hud.rs (scene) move to the private sandbox/libs/hud crate (makepad-game-hud), level.rs, player_nav.rs and the walk_probe example move to a commercial makepad-level-walk crate (the asset preview's world walkthrough needs the same walker, so it sits in the engine tier, not in Sandbox); World drops its hud, hud_slots and hud_bars fields (Sandbox's GameWorld already owns them); skin's JSON Val and JsonParser become pub for the level walker. The engine reads no SANDBOX_* environment variable any more: Renderer::set_host_settings(&HostSettings { lm_debug, vfx_stats }) is filled by the host, and the docs and comments name the settings instead. Checked: cargo build --release -p makepad-render -p makepad-scene; cargo test --release -p makepad-render -p makepad-scene (441 pass; 3 shader-compile tests fail on the loop-cost limit from the in-flight platform/script shader_control work, not from this change); rg SANDBOX_ libs/render libs/scene is empty.
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2026-09-30 10:20:26 +02:00 |
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geometry.rs
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shaders: sample() everywhere, not sample_as_bgra (C6) -- every backend already declares BGRA textures to the GPU as what they are (Metal and D3D11 formats, GL and WebGL upload as BGRA), so sample_as_bgra, _nearest and _repeat have been plain aliases of sample, sample_nearest and sample_repeat: the channel order is the backend's business, never the shader author's. The draw, widget, render, fab, map, xr, example and doc code says sample now; the aliases go once the commercial repo and the lanes in flight have moved. Checked: cargo check --release -p makepad-widgets -p makepad-draw -p makepad-render -p makepad-fab-shell -p makepad-xr.
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2026-10-01 15:12:23 +02:00 |
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gpu_lightmap.rs
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work: realism step 1 (lit tree impostors, terrain ecology rules, aerial perspective, quality tiers, brake lights, Vulkan GPU prof), hub survives WM restarts + fast start + CUDA builds, Desk Link display fixes (exit restore, flip watchdog, nice-10 children, timeline), live-edit restart/layout fixes, harness fixes, Amp parallel song writing
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2026-10-24 23:38:45 +02:00 |
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grass.rs
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work: realism step 1 (lit tree impostors, terrain ecology rules, aerial perspective, quality tiers, brake lights, Vulkan GPU prof), hub survives WM restarts + fast start + CUDA builds, Desk Link display fixes (exit restore, flip watchdog, nice-10 children, timeline), live-edit restart/layout fixes, harness fixes, Amp parallel song writing
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2026-10-24 23:38:45 +02:00 |
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impostor.rs
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work: realism (render scale applies, near impostor crowns)
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2026-10-25 03:41:19 +01:00 |
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lib.rs
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work: realism step 1 (lit tree impostors, terrain ecology rules, aerial perspective, quality tiers, brake lights, Vulkan GPU prof), hub survives WM restarts + fast start + CUDA builds, Desk Link display fixes (exit restore, flip watchdog, nice-10 children, timeline), live-edit restart/layout fixes, harness fixes, Amp parallel song writing
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2026-10-24 23:38:45 +02:00 |
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light_grid.rs
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Land the 3D renderer and leftover sim/math from rik2.
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2026-08-18 14:23:59 +02:00 |
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lightmap.rs
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render, render-material, scene: Splash materials on the model lanes (KERNELS.md P2) -- new public crate makepad-render-material: the hook set (vertex(p, n, uv), surface(base) [game.material's albedo hook, unchanged], emission, normal, metal_rough, light(radiance, l, n, v, brdf) once per light for the sun and every clustered light, lighting(direct, ambient), finish(c)), each a plain shader function with explicit arguments, allowed per host by a HookMask (Sandbox keeps HookMask::ALBEDO; pixel/fragment/clip and other engine-owned keys are refused, as are hooks with the wrong parameter count); programs are installed on the base lane and compiled once, and only a failed compile runs the front end again for located diagnostics (shader.rs now appends at file:line:col to front-end errors) attributed to the hook they fall in; variants are derived from the hooks and blend, never written by hand (the hook-aware lighting composition, Unlit, IBL, a discard-free program when no hook can cut, and a derived shadow caster running the vertex hook and, for Mask, the surface alpha); the error material (hatched magenta, unlit); motion3d's env.rs (HDR load under a DecodeBudget, procedural environments, GGX prefilter, SH9) as ibl.rs plus the lane texture packing. makepad-render: DrawScenePbr, DrawSceneSkinned and ClusteredLighting call the hooks through stock bodies that return their input, and mat_compose keeps the stock composition's exact expression and order; DrawSceneCustom::build/unlit/error_material return a CustomMaterial (colour draw, discard-free variant, caster, bounds_pad, IBL flag, warnings) and from_surface keeps Sandbox's API; Opaque, Mask and Over draw on the model lane, Add/Multiply/Screen are refused with a message; the CSM mover loop draws a dynamic instance's derived caster (GpuLmMover.material) and culling grows by bounds_pad; opt-in IBL (World.environment.ibl, register_environment for HDRIs) builds its texture once per change and binds it on the Pbr lane's free detail slot for IBL materials only; world lights (Lamp, Spot and the new Light::Rect) reach the clustered list, and a rectangular area light (LmLight.area, packed in the existing three texels) is shaded with nearest-point diffuse and representative-point specular (PDOOM A5). The lane's instance stream is at its 31-attribute limit, so a Splash material has one vec4 of parameters (Unlit's intensity is params.w in stops). New examples/material_lab: a row of cubes, one per hook, on the real renderer, checked by tests/pixels.rs from a hidden-window grab. Checked: cargo test --release -p makepad-scene (33), -p makepad-render-material (17), -p makepad-render (450 + integration; new: every hook lowers on Metal/HLSL/GLSL/WGSL, discard-free variant keeps the stock layout, refusals, errors name hook and line, world lights, rect basis), -p makepad-script and the makepad-script-test binary; cargo test --release -p makepad-example-material-lab --test pixels (Metal: stock grey, finish red, unlit green, error hatching, vertex lift, lighting blue, light yellow); cargo build --release -p makepad-sandbox and its game_materials tests (3). Not run here: the Sandbox 29-game and perf gate. Open: motion3d still has its own env.rs (in flight in another lane); static custom-material instances cast from the merged static shadow mesh.
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2026-09-30 12:13:23 +02:00 |
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local_shadows.rs
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draw and widgets: Slug text everywhere, no blank glyphs, slimmer widgets
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2026-10-13 12:26:21 +02:00 |
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material_surface.rs
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work: one-pass splat terrain (texture arrays; 5090 frame -11..-25% High/Medium), terrain LOD rings tightened; stranded fixes (makepad run transcript tee survives a full disk, Sandbox game models, fixture path, sandbox test compile fix)
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2026-10-25 10:04:27 +01:00 |
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model.rs
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work: one-pass splat terrain (texture arrays; 5090 frame -11..-25% High/Medium), terrain LOD rings tightened; stranded fixes (makepad run transcript tee survives a full disk, Sandbox game models, fixture path, sandbox test compile fix)
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2026-10-25 10:04:27 +01:00 |
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particles.rs
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render, model, scene, audio_synth, platform: the game renderer's lights, shadows, GI, VFX and HDR, a character kit, a shared synth, and the platform hooks the Sandbox needed -- libs/render is split into renderer/ and shaders/ modules (pure moves first) and gets stable cascaded shadow maps with a local shadow atlas, cascaded voxel-traced probe GI with SSAO (the CPU BVH placement and analytic emitters are gone), an opt-in HDR scene pass (Renderer::set_hdr_output: AgX, bloom, auto-exposure, FXAA), GPU particles with presets and decals (libs/scene/vfx, with a CPU fallback where float16 blending is missing), world streaming, skinned animation layers and a composed HUD (the HUD document no longer caps its element count; CameraState gains a far plane). Fab and Stage keep the 8-bit lane and in-scene VFX; only hosts that opt in change. libs/model gains the character kit (body, head, gear, clips, presets, FPS arms), construction shapes and decals, bevels, model programs with weathering, and import; mesh_edit decimation collapses every independent candidate per adjacency pass instead of one (a 4.6k-face mesh took 10 s). libs/csg drops the document/rig evaluator the Sandbox no longer uses. New libs/audio_synth (makepad-audio-synth): band-limited oscillators, filters, physically inspired engines, a sound-recipe format, FDN reverb, a spatializer and a look-ahead limiter, with the piano, drum kits, SoundFonts and Ironfish behind instruments; Stage's audio_dsp re-exports it. Platform: GpuInfo::float16_blend_targets, with Metal building an RGBA16Float PSO pair per Bgra8 shader on first use and Vulkan reporting the device's RGBA16F blend support; the WGSL backend forwards only the instance fields the fragment stage reads (39 vec4 varyings overflowed NVIDIA's limit and lost the device); an unbound Vulkan texture_depth slot gets the depth dummy instead of a colour view; an over-budget remote raw grab is box-halved until it fits instead of failing; Windows implements game_input_infos and XInput haptics, DirectInput FFB starts its constant force once and takes exclusive mode only in the foreground, iOS/tvOS get Core Haptics, and game_input gains an additive force API. The AI hub's Claude Code provider can serve one MCP server's tools natively (--mcp-config/--allowedTools, no think-tag litter for redacted thinking), the MCP server answers tool results with image content, and the fleet Qwen provider keeps its vision observations on the row they annotate. widgets gain the cyberpunk desktop style, and a Splash isolate inherits the stylesheet of the VM that allocates it. Checked: cargo check --workspace on macOS (clean apart from apps/source-library's own warnings), makepad-platform/widgets/render/scene/model/audio-synth/mesh-edit/csg for x86_64-unknown-linux-gnu and x86_64-pc-windows-msvc (clean); tests: platform 318, render 488, widgets-core 1307, model 158, scene 35, audio-synth 40, mesh-edit 9, all passing.
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2026-09-29 01:55:13 +02:00 |
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play.rs
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Land the 3D renderer and leftover sim/math from rik2.
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2026-08-18 14:23:59 +02:00 |
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preview.rs
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libs: model, mesh_edit, csg, scene, sim, render, xr
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2026-09-15 13:40:31 +02:00 |
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quality_tier.rs
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work: one-pass splat terrain (texture arrays; 5090 frame -11..-25% High/Medium), terrain LOD rings tightened; stranded fixes (makepad run transcript tee survives a full disk, Sandbox game models, fixture path, sandbox test compile fix)
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2026-10-25 10:04:27 +01:00 |
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renderer.rs
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work: one-pass splat terrain (texture arrays; 5090 frame -11..-25% High/Medium), terrain LOD rings tightened; stranded fixes (makepad run transcript tee survives a full disk, Sandbox game models, fixture path, sandbox test compile fix)
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2026-10-25 10:04:27 +01:00 |
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scene.rs
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platform: a DrawPass API for the pass graph and its camera, so nothing pokes cx.passes[id] (C10) -- Cx::set_pass_parent / DrawPass::set_pass_parent(cx, DrawPassId) chain a pass under the one that samples it (keeping what attached it), insert_after puts a pass between a producer and its parent, detach and withdraw take a pass out of the paint tree (withdraw also drops its draw list and dirt), clear_depth_texture, set_keep_camera_matrix, and set_camera(view, projection) writes the camera and depth matrices with the inverse and marks the uniforms dirty -- the copy fab kept forgot that last step. Gone: the set_pass_camera copies in kinetic_type and fab (libs/render's stays as the SceneState3D adapter over set_camera), and the save-and-restore of a pass's parent around set_color_texture in render_graph's runner, accum and bloom, which nothing resets. Callers moved: draw, widgets gauss chain, raytrace, frametween, fab, libs/render (ssao, fast_gi, gpu lightmap, local shadows, vfx), render_graph, kinetic_type, xr and the box3d, cad and material_lab examples. Checked: cargo check --release on all of them.
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2026-10-01 15:10:18 +02:00 |
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shaders.rs
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work: one-pass splat terrain (texture arrays; 5090 frame -11..-25% High/Medium), terrain LOD rings tightened; stranded fixes (makepad run transcript tee survives a full disk, Sandbox game models, fixture path, sandbox test compile fix)
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2026-10-25 10:04:27 +01:00 |
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shadow.rs
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Land the 3D renderer and leftover sim/math from rik2.
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2026-08-18 14:23:59 +02:00 |
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shadow_csm.rs
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draw and widgets: Slug text everywhere, no blank glyphs, slimmer widgets
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2026-10-13 12:26:21 +02:00 |
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shadow_mesh.rs
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libs: model, mesh_edit, csg, scene, sim, render, xr
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2026-09-15 13:40:31 +02:00 |
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shadow_sdf.rs
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apps, render, widgets: the private products are one repository at apps/commercial, and a launched app can be handed a sheet file -- Stage, Scope and Sandbox were three clones at apps/stage, apps/scope and apps/sandbox; they are now makepad/commercial, cloned at apps/commercial, whose root members package names Stage's and Scope's crates. .gitignore ignores /apps/commercial/ instead of the three; the root excludes apps/commercial/sandbox (still its own workspace) and apps/commercial/stage/donors; AGENTS.md describes the commercial clone. Every tracked apps/sandbox path (render's AO/model/shadow/skin tests and examples, the star map lookup, the render docs, the audio_decode/teamtalk/fab/scene provenance notes, arch_usb's --include-checkout example) names apps/commercial/sandbox. desktop_style reads MAKEPAD_WIDGET_STYLE_FILE, a StyleSheet::to_json file, ahead of MAKEPAD_WIDGET_STYLE: an app that never registered a sheet (one launched by Stage's app runs under Stage's sheets) still installs it. Checked on the Linux node, release: cargo check -p makepad-amp -p makepad-scope -p makepad-stage-themes -p makepad-stage-app-run with makepad/commercial at apps/commercial; makepad-stage-themes (28), makepad-stage-app-run lib (7) and makepad-scope (131 + 4) tests.
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2026-09-29 14:26:53 +02:00 |
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skin.rs
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work: one-pass splat terrain (texture arrays; 5090 frame -11..-25% High/Medium), terrain LOD rings tightened; stranded fixes (makepad run transcript tee survives a full disk, Sandbox game models, fixture path, sandbox test compile fix)
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2026-10-25 10:04:27 +01:00 |
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skin_anim.rs
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draw and widgets: Slug text everywhere, no blank glyphs, slimmer widgets
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2026-10-13 12:26:21 +02:00 |
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skin_soft.rs
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libs: model, mesh_edit, csg, scene, sim, render, xr
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2026-09-15 13:40:31 +02:00 |
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sky.rs
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render, model, platform, audio_synth, ai: shadow atlases clipped per cascade and face, portable math for identical model builds everywhere, foliage and city rendering, Score replaces the synth sequencer, and sandbox audio generation fixes
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2026-09-30 08:11:15 +02:00 |
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smoke.rs
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render, model, scene, audio_synth, platform: the game renderer's lights, shadows, GI, VFX and HDR, a character kit, a shared synth, and the platform hooks the Sandbox needed -- libs/render is split into renderer/ and shaders/ modules (pure moves first) and gets stable cascaded shadow maps with a local shadow atlas, cascaded voxel-traced probe GI with SSAO (the CPU BVH placement and analytic emitters are gone), an opt-in HDR scene pass (Renderer::set_hdr_output: AgX, bloom, auto-exposure, FXAA), GPU particles with presets and decals (libs/scene/vfx, with a CPU fallback where float16 blending is missing), world streaming, skinned animation layers and a composed HUD (the HUD document no longer caps its element count; CameraState gains a far plane). Fab and Stage keep the 8-bit lane and in-scene VFX; only hosts that opt in change. libs/model gains the character kit (body, head, gear, clips, presets, FPS arms), construction shapes and decals, bevels, model programs with weathering, and import; mesh_edit decimation collapses every independent candidate per adjacency pass instead of one (a 4.6k-face mesh took 10 s). libs/csg drops the document/rig evaluator the Sandbox no longer uses. New libs/audio_synth (makepad-audio-synth): band-limited oscillators, filters, physically inspired engines, a sound-recipe format, FDN reverb, a spatializer and a look-ahead limiter, with the piano, drum kits, SoundFonts and Ironfish behind instruments; Stage's audio_dsp re-exports it. Platform: GpuInfo::float16_blend_targets, with Metal building an RGBA16Float PSO pair per Bgra8 shader on first use and Vulkan reporting the device's RGBA16F blend support; the WGSL backend forwards only the instance fields the fragment stage reads (39 vec4 varyings overflowed NVIDIA's limit and lost the device); an unbound Vulkan texture_depth slot gets the depth dummy instead of a colour view; an over-budget remote raw grab is box-halved until it fits instead of failing; Windows implements game_input_infos and XInput haptics, DirectInput FFB starts its constant force once and takes exclusive mode only in the foreground, iOS/tvOS get Core Haptics, and game_input gains an additive force API. The AI hub's Claude Code provider can serve one MCP server's tools natively (--mcp-config/--allowedTools, no think-tag litter for redacted thinking), the MCP server answers tool results with image content, and the fleet Qwen provider keeps its vision observations on the row they annotate. widgets gain the cyberpunk desktop style, and a Splash isolate inherits the stylesheet of the VM that allocates it. Checked: cargo check --workspace on macOS (clean apart from apps/source-library's own warnings), makepad-platform/widgets/render/scene/model/audio-synth/mesh-edit/csg for x86_64-unknown-linux-gnu and x86_64-pc-windows-msvc (clean); tests: platform 318, render 488, widgets-core 1307, model 158, scene 35, audio-synth 40, mesh-edit 9, all passing.
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2026-09-29 01:55:13 +02:00 |
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ssao.rs
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draw and widgets: Slug text everywhere, no blank glyphs, slimmer widgets
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2026-10-13 12:26:21 +02:00 |
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stage.rs
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Land the 3D renderer and leftover sim/math from rik2.
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2026-08-18 14:23:59 +02:00 |
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stream.rs
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draw and widgets: Slug text everywhere, no blank glyphs, slimmer widgets
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2026-10-13 12:26:21 +02:00 |
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sun.rs
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render, model, platform, audio_synth, ai: shadow atlases clipped per cascade and face, portable math for identical model builds everywhere, foliage and city rendering, Score replaces the synth sequencer, and sandbox audio generation fixes
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2026-09-30 08:11:15 +02:00 |
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texture_pack.rs
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work: realism step 1 (lit tree impostors, terrain ecology rules, aerial perspective, quality tiers, brake lights, Vulkan GPU prof), hub survives WM restarts + fast start + CUDA builds, Desk Link display fixes (exit restore, flip watchdog, nice-10 children, timeline), live-edit restart/layout fixes, harness fixes, Amp parallel song writing
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2026-10-24 23:38:45 +02:00 |
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thermometer.rs
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Land the 3D renderer and leftover sim/math from rik2.
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2026-08-18 14:23:59 +02:00 |
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world_lights.rs
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render: a world's own Sun steers the cascades and the bake, and cascades can refresh every frame -- the bake and cascade path resolved its own stock sun, so a World Sun lit the scene from one direction while shadows fell from the rig's; world_lights::world_sun_dir now sets the rig's direction everywhere a frame resolves the sun (the colours still come after the HDR gains). Renderer::set_csm_stagger(false) renders every cascade every frame, for locked-time hosts whose every frame must be whole (realtime keeps the stagger). Checked: cargo test --release -p makepad-render --lib (452); makepad-motion3d pixeltest --compare: soft_shadow_darkens_the_floor matches the gpu/ path (1.3% in shadow on both).
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2026-09-30 13:11:09 +02:00 |