Commit Graph

  • ba8bf45dbc Add repeatable synthetic Editor input latency probe Emil 2026-09-24 02:30:41 +03:00
  • 36a44e14ca Plan bounded sun and local shadows from source casters Emil 2026-09-24 02:26:53 +03:00
  • 9e921a5b3b Record relocated Lua Release execution on Linux Emil 2026-09-24 02:25:16 +03:00
  • 6446f8917e Verify relocated Lua Release games with checked rendering Emil 2026-09-24 02:20:32 +03:00
  • 45c5d2d188 Show and configure safe Editor autosave Emil 2026-09-24 02:25:55 +03:00
  • 77c145fa02 Fix Windows diagnostic paths and schema fixture timeout Emil 2026-09-24 02:19:09 +03:00
  • 4a434f7855 Autosave named scenes with revision and disk conflict safety Emil 2026-09-24 02:11:26 +03:00
  • d3217838cb Show source-linked diagnostics and expandable build logs Emil 2026-09-24 02:01:47 +03:00
  • cf5b702233 Record Linux starter project validation Emil 2026-09-24 01:58:38 +03:00
  • 6459d69cc7 Offer runnable C++ and Lua project starters Emil 2026-09-24 01:57:02 +03:00
  • d4c1f0e86b Open project C++ and Lua sources at diagnostic locations Emil 2026-09-24 01:58:59 +03:00
  • abbb71d0c1 Protect native cache paths and snapshot gameplay sources Emil 2026-09-24 01:55:50 +03:00
  • cfcfdab949 Bind shared lighting ABI and shade authored local lights Emil 2026-09-24 01:53:14 +03:00
  • 4ec5a3cd8a Expose structured gameplay build diagnostics Emil 2026-09-24 01:46:38 +03:00
  • 4a59ca1629 Reuse verified gameplay schema and build generations Emil 2026-09-24 01:41:26 +03:00
  • 674e3e812b Expose authored sun, point, and spot lights in render snapshots Emil 2026-09-24 01:35:20 +03:00
  • deb37c308b Capture complete gameplay and toolchain build inputs Emil 2026-09-24 01:35:02 +03:00
  • bf89ba6f3d Plan P1 iteration and P3 rendering milestones Emil 2026-09-24 01:25:23 +03:00
  • d18c5d77b3 Validate and document P2 GPU visibility milestone Emil 2026-09-24 00:48:54 +03:00
  • 22012c1a80 Report effective visibility and stable GPU instance identity Emil 2026-09-24 00:28:12 +03:00
  • 433bce08c0 Run GPU visibility without optional draw parameters feature Emil 2026-09-23 23:50:02 +03:00
  • ba3efa82e3 Record P2 Linux and exported Player validation evidence Emil 2026-09-23 23:28:45 +03:00
  • bde581a961 docs: reconcile P2 optimization and Linux validation Emil 2026-09-23 23:27:19 +03:00
  • 9990234657 Show both prepared LOD levels in renderer example Emil 2026-09-23 23:11:42 +03:00
  • a1a9f8dea2 Format Player visibility option Emil 2026-09-23 23:09:47 +03:00
  • 868f19aaaa Release HZB diagnostic texture when preview closes Emil 2026-09-23 23:09:24 +03:00
  • bb46e0091e Expose P2 GPU visibility modes in standalone Player Emil 2026-09-23 23:08:58 +03:00
  • fc36312808 Document P2 GPU culling optimization measurements Emil 2026-09-23 23:04:43 +03:00
  • 3be3d0de5f Move GPU visibility outputs to device memory and remove atomic contention Emil 2026-09-23 23:02:24 +03:00
  • d32c33dd0b Link P2 manual guidance in strict documentation build Emil 2026-09-23 22:57:22 +03:00
  • de17bc658a docs: record P2 implementation and measured limits Emil 2026-09-23 22:55:57 +03:00
  • f5bbe1a179 docs(render): record P2 visibility acceptance benchmark baseline Emil 2026-09-23 22:54:53 +03:00
  • 5f61ee3750 Document and demonstrate prepared mesh LOD visibility Emil 2026-09-23 22:53:56 +03:00
  • c89298fefe Add on-demand HZB preview to editor diagnostics Emil 2026-09-23 22:50:46 +03:00
  • ae537c0a4b Complete two-pass GPU occlusion, diagnostics, and LOD integration Emil 2026-09-23 22:47:15 +03:00
  • 94f7593e55 test(render): cover P2 temporal visibility edge cases Emil 2026-09-23 22:46:20 +03:00
  • 43afcd6bfb Declare R32f HZB image and support chunked GPU culling Emil 2026-09-23 22:40:08 +03:00
  • acbe5156c0 test(render): add P2 GPU visibility acceptance and benchmark harness Emil 2026-09-23 22:31:27 +03:00
  • 2454462432 Add instanced GPU frustum culling and indirect draws Emil 2026-09-23 22:25:55 +03:00
  • 724de134ca Add P2 visibility controls to editor diagnostics Emil 2026-09-23 22:24:59 +03:00
  • 0d2cae18fb Add checked Slang shaders for GPU visibility and HZB Emil 2026-09-23 22:20:34 +03:00
  • f8cd73b95f Introduce stable render instances and prepared LOD policy Emil 2026-09-23 22:15:15 +03:00
  • 66f59f4afa Plan P2 GPU visibility and mesh LOD Emil 2026-09-23 22:06:34 +03:00
  • e2c887dc1f Refine dark editor and launcher interface Emil 2026-09-23 21:42:48 +03:00
  • 4cc58d8c59 Configure LuaLS for single-file script workspaces emil28092005 2026-09-18 11:57:23 +03:00
  • 5a67735ff4 Add optional Lua scripting module, examples, and validation emil28092005 2026-09-18 11:28:50 +03:00
  • 06210aac23 Preserve artifact provenance across Git text normalization Emil 2026-09-18 06:24:57 +03:00
  • dd02f9cae8 Complete MVP acceptance, publish platform evidence and finalize the manual v0.1.0-mvp Emil 2026-09-18 06:23:32 +03:00
  • 4cb82556de Preserve source locations across cached imports and record MVP acceptance Emil 2026-09-18 05:55:29 +03:00
  • 0f34b03631 Checkpoint 5: complete asset freshness, schema migrations and editor diagnostics Emil 2026-09-18 05:43:02 +03:00
  • e0b965166e Compare canonical Windows launcher paths in UI acceptance Emil 2026-09-18 05:33:21 +03:00
  • b2fcd7a956 Separate historical engine research from current implementation evidence Emil 2026-09-18 05:26:39 +03:00
  • 7481a2e029 Validate gameplay metadata before publishing build generations Emil 2026-09-18 05:21:31 +03:00
  • afd773fffb Register pinned Vulkan software driver on elevated Windows CI Emil 2026-09-18 05:19:59 +03:00
  • 45bc352d46 Checkpoint 4: harden native paths, authoring workflows and Player lifecycle Emil 2026-09-18 05:14:50 +03:00
  • 5ac4db438d Fix Windows Vulkan driver discovery and add fast graphics-data checks Emil 2026-09-18 04:47:13 +03:00
  • d834cfad67 Checkpoint 3: deliver playable samples and complete native authoring workflows Emil 2026-09-18 04:29:41 +03:00
  • fad5eb4e55 Add Windows native editor and software Vulkan export acceptance Emil 2026-09-18 03:43:22 +03:00
  • 999686a896 Checkpoint 2: integrate native Editor, MCP, gameplay builds and standalone export Emil 2026-09-18 03:40:15 +03:00
  • 5c6b24d34d Fix portable path checks and explicit JSON arrays across Clang versions Emil 2026-09-18 03:10:19 +03:00
  • 903c97444b Checkpoint 1: implement native subsystems and begin the gameplay manual Emil 2026-09-18 03:01:30 +03:00
  • decf49084d Use English README and define engine language and Vulkan boundary Emil 2026-09-18 02:31:04 +03:00
  • 8f9d5c2969 Document Faset architecture and roadmap through MVP Emil 2026-09-18 02:21:40 +03:00