merge develop into feat/galerie - resolve model and code conflicts
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@@ -10,7 +10,7 @@ The current prototype puts the player in a repair-oriented world where they prog
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- Production map loaded from `public/map.json`
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- Progressive map/model/collision/stage loading overlay
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- Player controller with pointer lock, `ZQSD` movement, jump, octree collision, trigger input, and grab input
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- Reusable repair-game flow for `bike`, `pylone`, and `ferme`
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- Reusable repair-game flow for `ebike`, `pylon`, and `farm`
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- Repair case animation, exploded model scan, broken-part markers, grabbable replacements, snap-to-placeholder placement, install validation, reassembly, and completion
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- Shared interaction system for trigger and grab objects
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- Rapier physics for gameplay objects while the player keeps a Three.js octree collision controller
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@@ -18,7 +18,7 @@ The current prototype puts the player in a repair-oriented world where they prog
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- Category-based audio manager for music, SFX, and dialogue
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- Dialogue manifest, SRT subtitles, subtitle overlay, and dialogue queueing
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- Cinematic manifest with GSAP camera keyframes and optional dialogue cues
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- In-game settings menu for volumes, subtitles, subtitle language, and the currently staged repair-runtime toggle
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- In-game settings menu for volumes, subtitles, and subtitle language
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- Debug mode with `?debug`, lil-gui controls, game-state panel, hand-tracking panel, debug camera, physics playground, and R3F perf
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- `/editor` route for map transforms, SRT editing, dialogue manifest editing, cinematic manifest editing, preview, validation, export, and dev-server saves
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- `/docs` route that renders the repository documentation inside the app
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@@ -112,9 +112,15 @@ npm run format:check
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npm run build
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```
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Regenerate runtime map data after editing `public/map_raw.json`:
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```bash
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npm run map:transform
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```
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## Optional Hand-Tracking Backend
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The app can use browser-side MediaPipe, but the default debug source is the local backend.
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The app can use the local Python backend, but the default debug source is browser-side MediaPipe.
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```bash
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python3.11 -m venv backend/.venv
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@@ -145,6 +151,7 @@ WS ws://localhost:8000/ws
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| `docs/technical/hand-tracking.md` | Webcam, backend/browser MediaPipe, glove, and gesture flow |
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| `docs/technical/zustand.md` | Game, settings, and subtitle stores |
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| `docs/technical/three-debugging.md` | DevTools workflow for stepping into Three.js internals |
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| `docs/technical/map-performance.md` | Map draw-call bottlenecks and optimization notes |
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| `docs/technical/editor.md` | Editor implementation details |
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| `docs/technical/animation.md` | Animated, explodable, and reusable 3D model components |
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| `docs/user/features.md` | Implemented feature inventory |
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@@ -156,8 +163,7 @@ WS ws://localhost:8000/ws
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## Current Caveats
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- This is still a prototype, not a complete game runtime.
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- The repair-runtime toggle is stored in settings and displayed in the UI, but the repair game currently still runs locally in React/Three.
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- `useRepairMovementLocked()` currently returns `false`, so the movement-lock rule and indicator are present but disabled on `develop`.
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- `useRepairMovementLocked()` locks player movement during focused repair steps and drives the repair movement indicator.
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- Production editor persistence does not exist. Save endpoints in `vite.config.ts` are local Vite dev-server helpers.
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- The player uses octree collision while gameplay objects use Rapier. Keep that boundary deliberate unless the whole player controller is migrated.
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