Commit Graph

29 Commits

Author SHA1 Message Date
Tom Boullay 47b69b01d2 feat(ebike): play narrator cues during repair flow (scan hint, diagnostic, completion) 2026-06-03 02:11:45 +02:00
Tom Boullay d217c3376b fix(handtracking): reduce GPU pressure on WebGL context loss
Several mitigations against the WebGL context lost that fires when
hand tracking starts on a loaded scene:

- Canvas: fixed DPR [1,1], antialias off, scoped id="game-canvas",
  context-lost handler releases MediaPipe and logs GPU memory counters
- optimizeGLTFScene: cap anisotropy at 2 and stop forcing mipmaps /
  needsUpdate on every pass — avoids massive texture re-uploads
- MediaPipe: force CPU delegate (HAND_TRACKING_BROWSER_DELEGATE),
  cache the landmarker instance, and expose releaseBrowserHandLandmarker
- useBrowserHandTracking / useRemoteHandTracking: idempotent cleanup
  guarded by a cleanedUp flag, try/catch around the detect loop, and
  release of the landmarker on stop
- World: mount HandTrackingGlove only when the matching hand is
  actually present in the snapshot (status connected + hands.length > 0)
- HandTrackingGlove: drop the eager useGLTF.preload that was running
  at startup whether or not hand tracking was used

Does not yet absorb the React StrictMode double-mount — that is the
follow-up commit.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-02 16:48:39 +02:00
Tom Boullay de77f76d48 fix(world): restore shadow auto-update
Reverts the manual shadow refresh throttle introduced in 6d58b90 which
prevented shadows from rendering. Renderer and sun shadow now use
autoUpdate=true and a per-frame needsUpdate=true pulse, matching the
behaviour that produced visible shadows before that commit.
2026-06-01 11:28:07 +02:00
Tom Boullay 6d58b90856 fix(world): throttle shadows and tune high preset 2026-06-01 10:45:07 +02:00
Tom Boullay 51569af7b8 feat(ui): add transient loading indicator
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2026-05-31 22:43:48 +02:00
Tom Boullay bff8a16290 feat(intro): add ebike onboarding sequence
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2026-05-31 10:42:46 +02:00
Tom Boullay a3f611e227 fix(webgl): auto-restore context after loss
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The Canvas onCreated callback used to log Context Lost but never asked
the GPU to restore it, which left the page on a frozen black canvas
until the user reloaded. We now grab the WEBGL_lose_context extension
on mount and call restoreContext() 500ms after a loss, giving the GPU
time to free memory before we ask for a new context. The existing
webglcontextrestored handler reinstates the shadow map settings, so
recovery is transparent to the user.

This does not prevent context loss itself — frequent losses still
indicate VRAM pressure or HMR-driven context churn — but it removes
the need to reload manually when the GPU recycles us.
2026-05-30 20:58:58 +02:00
Tom Boullay e6bfcbe960 feat(intro): polish loading transition 2026-05-30 20:11:40 +02:00
Tom Boullay 0fa7a82175 fix(perf): prevent Canvas double-mount on /site redirect
HomePage used to mount the Canvas before its effect fired the redirect
to /site, then unmount it as soon as the route changed. That left the
WebGL context torn down mid-load with GLTF requests still in flight,
which on slow GPUs ended in a 'Context Lost' and a stuck 1 FPS render
once the user came back from /site. The fix is a synchronous cookie
check after all hooks: if the user has not visited /site today we
return null and let the redirect happen without ever creating a GL
context.

Also drops the GameMap 'lite map skipped' log from warn to info: it
is an expected lite-loading path, not a problem worth a yellow warning.
2026-05-30 19:51:57 +02:00
Tom Boullay ce5dc8ada0 update: intro flow overlays 2026-05-30 04:00:20 +02:00
Tom Boullay 4c5e2ed945 feat(types): add SiteStep and refactor GameStep for new intro flow
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2026-05-30 02:14:10 +02:00
tom-boullay 1a91b1d7ae refactor: clean map gameplay architecture 2026-05-28 11:15:45 +02:00
Tom Boullay f2cecfbbc9 fix(lighting): keep shadows enabled after scene loading
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2026-05-28 01:33:15 +02:00
Tom Boullay 3b4c9c2529 feat: add WebGL context loss handler and GPU performance config 2026-05-14 00:16:18 +02:00
math-pixel 490f9627cc merge mission & intro 2026-05-12 14:03:53 +02:00
Tom Boullay ffca1e9e5f fix: stabilize game scene loading and player spawn 2026-05-11 23:52:57 +02:00
Tom Boullay 2c3f0db65b refactor: move mission flow state into game store
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2026-05-11 18:02:00 +02:00
Tom Boullay 91ebea8d99 Merge remote-tracking branch 'origin/develop' into feat/mission-2
# Conflicts:
#	package-lock.json
#	package.json
#	src/App.tsx
#	src/components/three/interaction/CentralObject.tsx
#	src/components/three/interaction/VillageoisHelperObject.tsx
#	src/managers/GameStepManager.ts
#	src/stateManager/AudioManager.ts
#	src/world/World.tsx
#	src/world/player/PlayerController.tsx
2026-05-11 17:46:42 +02:00
Tom Boullay c2ba26ca86 add: loading 2026-05-11 11:11:46 +02:00
math-pixel e8fb859f79 update 2026-05-11 08:56:54 +02:00
Tom Boullay c71cd35f4d fix electricienne debug model loading 2026-05-02 10:58:00 +02:00
Tom Boullay a87ffac63f Merge branch 'develop' into feat/main-feature 2026-04-30 15:48:35 +02:00
Tom Boullay b9970c4e03 add zustand game state 2026-04-30 14:29:29 +02:00
Tom Boullay 7c7dbdb588 connect game progression state to world 2026-04-30 14:24:59 +02:00
Tom Boullay b1187b68ae refactor: split hooks types and utils by domain 2026-04-30 11:49:18 +02:00
Tom Boullay 28e3ac4c06 fix: guard hand landmark visualization 2026-04-29 09:52:46 +02:00
Tom Boullay 44c27be640 Merge branch 'develop' into feat/main-feature 2026-04-28 16:27:05 +02:00
Tom Boullay a11db585de move debug components out of utils 2026-04-28 14:47:26 +02:00
Tom Boullay e01d6f27ba rename pages 2026-04-28 14:25:29 +02:00