docs: update scene runtime and debug toggles
- Drop SceneShadowWarmup section, document centralized shadow config. - Document the localized Suspense boundaries in World.tsx. - Document the new player model and octree debug visualizations. - Open note about intermittent first-load shadow rendering.
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@@ -74,28 +74,32 @@ It tracks:
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- `gameMapLoaded`: map data and visible map nodes settled
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- `gameStageLoaded`: Rapier gameplay stage mounted
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- `showGameStage`: true when the map is ready enough to mount gameplay content
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- `shadowsReady`: renderer, shadow lights, and scene matrices have been forced once after the scene is mounted
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- `gameplayReady`: true when map, stage, octree, and the shadow warmup are all ready
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- `gameplayReady`: true when map, stage, and octree are all ready
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The base game-scene readiness condition before the shadow warmup is:
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The game-scene readiness condition is:
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```ts
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showGameStage && gameStageLoaded && octree !== null;
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```
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After that condition is met, `SceneShadowWarmup` runs one final loading step:
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Shadows are configured once when `Lighting` mounts (renderer `shadowMap.enabled`, sun
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`shadow.autoUpdate = true`, bias and frustum from `SHADOW_CONFIG` in
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`src/data/world/lightingConfig.ts`). The shadow map then refreshes every frame and
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follows the player camera through the sun's `target`. The earlier `SceneShadowWarmup`
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step has been removed — the visible loading overlay no longer waits for a forced
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shadow refresh because `autoUpdate` covers steady-state rendering.
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```txt
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Activation des ombres -> Ombres prêtes -> Gameplay prêt
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```
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### Avoiding global scene remounts
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This keeps the loading overlay visible until the renderer shadow map, shadow-casting light, and mounted scene graph have all been explicitly refreshed.
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After the warmup, shadow maps switch back to manual refreshes driven by `Lighting`.
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The sun still follows the player camera, but the shadow map is only marked dirty
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when the camera has moved enough and a short refresh interval has elapsed. This
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keeps shadows present after loading without paying for a full shadow render every
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frame across the dense vegetation chunks.
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Heavy stage components (`GameStageContent`, `Player`, dialogues) load assets via
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`useGLTF`/`useTexture` without preload (e.g. `EbikeSpeedometer` calls `useTexture`
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when the bike mounts). To prevent any late suspension from bubbling up to the
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root `<Suspense>` boundary in `src/pages/page.tsx` and unmounting the entire
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world (which would trigger a redundant octree rebuild and shadow re-config), the
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game stage block and the spawn-player block are wrapped in their own
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`<Suspense fallback={null}>` boundaries inside `src/world/World.tsx`. Any new
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sibling that suspends late should be added inside one of these boundaries or get
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its own.
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The debug physics scene is ready when:
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