Commit Graph

293 Commits

Author SHA1 Message Date
Tom Boullay ae35eb1dfb feat(handtracking): restyle svg visualizer and add silhouette fallback 2026-06-02 19:05:39 +02:00
Tom Boullay 5b123f9704 feat(repair): soft-lock mutually exclusive replacement parts
When a replacement part with a caseLockGroup is grabbed, sibling parts
sharing the same group become non-interactable and ghosted (35% opacity)
until the held part is released. This implements the pylon cable choice
where the player picks either cable1 or cable2 (both valid) without
being able to grab both simultaneously.

- GrabbableObject: add disabled prop (skips interaction frame logic and
  unmounts InteractableObject so it does not register with the manager)
  and onGrabChange callback fired on press, release, hand grab, and hand
  release. Force-releases when disabled becomes true mid-grab.
- SimpleModel: add opacity prop, traversed onto cloned mesh materials
  (safe because cloneResources clones materials per instance).
- RepairObjectModel: forward ghosted prop as opacity 0.35.
- RepairRepairingStep: track heldPartByLockGroup and pass disabled +
  ghosted to siblings of the currently held part.
2026-06-02 18:46:34 +02:00
Tom Boullay d1bf438465 feat(repair): inject ebike + pylon parts at packderelance anchors
- Ebike replacement parts: cooling core (correct, anchored at refroidisseur)
  + four distractors anchored at cabledroit/cablegauche/pucehaut/pucebas.
  Removes the ad-hoc gant_l/talkie distractors in favor of consistent
  case-anchored visuals.
- Pylon replacement parts: cable1 + cable2 (alternative correct, both with
  caseLockGroup 'pylon-cable' for upcoming soft-lock) + refroidisseur and
  two puce distractors anchored to packderelance.
- Farm replacement parts kept as-is (caseAnchor undefined falls back to
  placeholder slot positions for backward compatibility).
- RepairGame threads anchors from RepairCaseModel through RepairMissionCase
  to RepairRepairingStep; replacement-part initial position now resolves
  to the anchor world position when caseAnchor is set, falling back to the
  legacy slot index otherwise.
2026-06-02 18:37:12 +02:00
Tom Boullay d2ce990165 feat(repair): support multiple required parts and per-part case anchor
- RepairMissionConfig.requiredReplacementPartId (string) is replaced by
  requiredReplacementPartIds (readonly string[]) so a mission can accept
  several alternative correct parts (e.g. pylon will accept either cable).
- RepairMissionPartConfig gains optional caseAnchor (where the standalone
  spawns inside packderelance), caseLockGroup (mutually exclusive parts),
  and targetNodeName (snap onto a node of the broken model rather than a
  placeholder slot in the case).
- RepairScannedBrokenPart gains targetNodeName so scan results can carry
  this hint through to the repairing step.
- RepairRepairingStep validation logic (placed/wrong/feedback) now matches
  any id in requiredReplacementPartIds. Existing data is migrated mechanically
  (single-element arrays); part-level new fields are wired in subsequent
  commits.
2026-06-02 18:26:45 +02:00
Tom Boullay 7d2a257e84 feat(repair): expose case part anchors and fix lid node name
- Fix REPAIR_CASE_LID_NODE_NAME from "partiesup" to "partsup" (the actual
  node name in packderelance.gltf), restoring the lid open/close animation
  that was silently no-oping since introduction.
- Add REPAIR_CASE_PART_ANCHOR_NAMES (cabledroit, cablegauche, pucehaut,
  pucebas, refroidisseur) and REPAIR_CASE_PART_ANCHOR_FALLBACKS for
  case-local positions used when the GLTF lacks a node (refroidisseur).
- RepairCaseModel now resolves these anchor nodes on mount, hides existing
  meshes underneath them, and creates lightweight Object3D placeholders for
  missing names so the anchoring pipeline is uniform.
- Each frame, anchor world positions are converted to step-local space and
  emitted via the new onAnchorsChange callback (debounced via signature like
  placeholders). Consumers added in subsequent commits.
2026-06-02 18:20:43 +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
math-pixel 193fc8b4b6 update 2026-06-02 16:31:36 +02:00
Tom Boullay 49ebacfbfb chore(talkie): point full-detail talkie path at model.glb
The talkie folder now ships a single binary GLB; update the four call
sites (TalkieModel, gallery, two repair mission entries) to load
model.glb. The talkie-LOD path is unchanged.
2026-06-02 15:06:44 +02:00
Tom Boullay 3e66e31117 feat(graphics): add max preset (no chunk streaming, LOD@50m)
Restore ultra to its original behaviour (50m chunk streaming, HD within
20m, no fog) and introduce a new max preset that disables chunk streaming
entirely (loads all chunks unconditionally) and pushes the HD/LOD swap
distance to 50m. Add chunkStreamingEnabled flag to GraphicsPresetConfig
so the streaming gate honours the preset. The settings card label shows
'All' when streaming is off.
2026-06-02 13:51:33 +02:00
Tom Boullay feaf502e44 feat: support webm mission notifications 2026-06-02 09:40:18 +02:00
Tom Boullay 69c720b86b fix(world): restore multi-frame shadow warmup and unblock fabrik doorway
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- Lighting: replace single-frame needsUpdate with a 3-rAF warmup that forces
  scene.updateMatrixWorld + sun.shadow.needsUpdate + gl.shadowMap.needsUpdate.
  This restores the SceneShadowWarmup behaviour (deleted in 777e51e) inline,
  so shadows survive Physics Suspense remounts and webglcontextrestored.
- octreeCollisionConfig: remove (comment out) the thin LA_FABRIK interior box
  at x=-6.93 that was sealing the doorway despite the mesh hole; fabrik mesh
  octree already provides surrounding wall collision.
- DebugOctreeVisualization: add Fabrik-only filter to inspect interior
  collisions/non-collisions in isolation.
2026-06-01 22:41:45 +02:00
Tom Boullay a1798aecb3 refactor(ui): split talkie dialogue overlay
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2026-06-01 21:43:58 +02:00
Tom Boullay 3b07f40f2d fix(ui): restore talkie idle vs active animation
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The previous talkie-overlay refactor lost the rest/active behaviour and
left the radio-shake CSS animation running constantly. Restore the
intended polish:

- Position lerp between TALKIE_REST_Y (idle) and TALKIE_ACTIVE_Y
  (raised when narrator is speaking) with a subtle floating bob.
- Subtle z-axis float at idle, faster shake when active.
- Gate the CSS radio-shake on the new --active modifier so the talkie
  is calm when no narrator dialogue is playing.
- Keep the face-camera rotation [0.18, PI, -0.08] from the original
  overlay version.

Visibility still kicks in at the reveal step (no regression on the
recent fix).
2026-06-01 17:01:08 +02:00
Tom Boullay da7d66e1fd feat(debug): add filters to octree visualization
Default visualization was unreadable because every node from depth 0 to
maxDepth was rendered with rainbow-coloured edges. Add three filters
exposed in the Debug folder:

- Octree Leaves Only (default true): skip internal nodes
- Octree Min Depth (default 4): hide the largest enclosing boxes
- Octree Opacity (default 0.35): tone down line density

Also skip nodes without triangles, drop the per-depth HSL palette in
favour of a uniform cyan, and bump default Octree Max Depth to 8.
2026-06-01 16:50:08 +02:00
Tom Boullay 5faf4b4197 fix(ui): keep talkie overlay visible after reveal step
Regression introduced by the narrator-video revert (1ad0c4d): the talkie
overlay was hidden whenever no narrator subtitle was active. Restore the
prior behaviour where the talkie stays visible from the reveal step
onward and only the --raised modifier and signal lines depend on the
active narrator dialogue.
2026-06-01 16:49:58 +02:00
math-pixel cd0afcda8c feat mission-2 2026-06-01 14:40:17 +02:00
Tom Boullay 7c35090dbd fix(ui): animate scene loading logo
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2026-06-01 14:28:48 +02:00
Tom Boullay fd0b9e2749 feat(debug): add player model and octree visualization toggles
- Show Player Model: render the main character GLTF in camera-local
  space so it stays visible at any pitch.
- Show Octree: overlay the collision octree as colored line segments,
  one wireframe per spatial cell, colored by depth.
- Octree Max Depth: cap recursion to keep the scene readable.
2026-06-01 14:14:20 +02:00
Tom Boullay 777e51efeb fix(world): centralize shadow config and remove warmup
- Extract SHADOW_CONFIG into lightingConfig.ts (bias=0, normalBias=0,
  cameraSize=95) matching the historically working values from develop.
- Drop SceneShadowWarmup; rely on sun.shadow.autoUpdate=true for
  steady-state refresh.
- Enable cloud castShadow and traverse Ebike meshes for cast/receive.
2026-06-01 14:14:14 +02:00
Tom Boullay 1ad0c4de37 revert(ui): remove narrator video on talkie 2026-06-01 14:14:03 +02:00
math-pixel 813c10f3f7 wip mission 2 refine 2026-06-01 11:49:48 +02:00
Tom Boullay bdc704fe8e feat(ui): show narrator video on talkie
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2026-06-01 10:52:28 +02:00
Tom Boullay bce7d11b66 fix(ebike): snap parked model to terrain 2026-06-01 10:52:17 +02:00
Tom Boullay dcf3a8564c feat(ui): add narrator talkie overlay 2026-06-01 01:32:46 +02:00
Tom Boullay 597ebcfbd4 fix(ebike): sync parked position from config 2026-06-01 01:32:29 +02:00
Tom Boullay aa2d411b0c fix(world): stabilize lafabrik spawn and vegetation 2026-06-01 01:32:21 +02:00
Tom Boullay 061e0dc677 feat: update ui and intro sequence 2026-06-01 00:54:59 +02:00
Tom Boullay 9ef94af488 Merge branch 'develop' into feat/polish-mission1
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2026-06-01 00:15:46 +02:00
Tom Boullay 27b4a2c392 upatde(fabrik): zone + herbe
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2026-06-01 00:14:39 +02:00
Tom Boullay 7dff4a1238 feat(characters): populate residential zones
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2026-06-01 00:09:39 +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 d26c676edf polish(ui): compact pause menu backdrop 2026-05-31 22:22:29 +02:00
Tom Boullay d3b4a55e71 fix(model): load lafabrik glb 2026-05-31 22:14:13 +02:00
Tom Boullay 4a43083178 fix(ui): preserve site cookie on restart
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2026-05-31 21:45:55 +02:00
Tom Boullay efcbf9e972 polish(ui): refine pause settings menu 2026-05-31 21:42:59 +02:00
Tom Boullay b9c5d0c563 feat(world): add lafabrik lod support 2026-05-31 21:22:48 +02:00
Tom Boullay 34c198ebfd feat(world): add map lod graphics presets 2026-05-31 19:03:55 +02:00
Tom Boullay c33d973f12 fix(ui): update logo asset path 2026-05-31 11:51:33 +02:00
Tom Boullay 396e7e4ff0 feat(ebike): add speedometer
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2026-05-31 11:36:19 +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 b578e68c2e Update SiteTransitionOverlay.tsx 2026-05-30 20:55:51 +02:00
Tom Boullay 7c691a8044 fix: show dialogue subtitles on black screen
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2026-05-30 20:25:21 +02:00
Tom Boullay e6bfcbe960 feat(intro): polish loading transition 2026-05-30 20:11:40 +02:00
Tom Boullay 970adf4853 feat(a11y): WCAG AA polish on the site onboarding flow
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- index.css: add visible :focus-visible rings for .site-card-button
  and .site-button so keyboard users can see where focus lives
- SiteCard: drop outline:none, add aria-pressed and aria-label so
  screen readers announce selection state
- SiteButton: add the .site-button class for the shared focus ring
- SiteDisclaimerScreen: keyboard skip via Enter / Space / Escape, a
  role="region" + aria-label wrapper and aria-live="polite" on the
  message; honour prefers-reduced-motion on the fade
- IntroVideoPlayer: role="region" with a skip hint in aria-label,
  preload="auto", and aria-hidden on the decorative caption span
2026-05-30 18:44:03 +02:00
Tom Boullay 07b09c22af fix(site): repair onboarding audio cleanup, redirect, and manifest fetches
- loadDialogueManifest: cache the resolved manifest at module level and
  dedupe concurrent fetches so each screen no longer re-downloads it
- useGameStore: completeIntroState now also advances intro.currentStep
  to "playing" so callers do not need a separate setIntroStep call
- SiteNamingScreen and SiteTransitionOverlay: replace ref-based guards
  with an isCancelled flag captured per effect. The previous guards
  persisted across StrictMode remounts, leaving mount 2 unable to
  re-run the effect after mount 1's chain was cancelled, which broke
  the fade animations, the second narrator dialogue and the redirect.
  Both screens now also call stopCurrentDialogue on unmount so audio
  cannot bleed across routes, and the transition gets a safety timeout
  in case the dialogue audio fails to fire its "ended" event
- SiteTransitionOverlay: keep the <Subtitles /> mount inside the
  overlay so it renders inside the z-index 1000 stacking context
  (above the black screen); the one in SiteLayout sits behind it
- IntroDialogueOverlay: route through playDialogueById instead of
  AudioManager.playSoundWithCallback so the narrator subtitles play
  in sync, and add the same isCancelled cleanup pattern
- IntroRevealOverlay: rely on completeIntro alone now that it advances
  intro.currentStep, and skip the fade when reduced motion is requested
- SiteMobileBlocker: correct logo path from public/... to /...
2026-05-30 18:43:53 +02:00
Tom Boullay 0f6860f1ae refactor(site): extract shared utilities and centralise dialogue IDs
- new src/hooks/ui/useIsMobile.ts (matchMedia + useSyncExternalStore)
  replacing the resize-handler hook inlined inside pages/site/page.tsx
- new src/hooks/ui/usePrefersReducedMotion.ts
- new src/data/site/dialogueIds.ts so site and intro components stop
  carrying hard-coded narrator IDs
- siteConfig: add SITE_BACKGROUND_STYLE shared by SiteLayout and
  SiteMobileBlocker, rename forcedName to presetPlayerName, fix the
  swapped id/label pairing on situation cards
- useSiteStore: rename selectedExperience/Situation to *Index so the
  stored value (an array index) is obvious in callers
- audioConfig: drop dead AUDIO_PATHS placeholders
- propagate the renames and SITE_BACKGROUND_STYLE through SiteLayout,
  SiteWelcomeScreen, SiteSituationScreen and pages/site/page.tsx
2026-05-30 18:43:35 +02:00
Tom Boullay 6ae21a2427 fix(site): unified card styles, import Nersans One font, native naming input
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2026-05-30 17:56:42 +02:00
Tom Boullay 29342d796c fix(site): reduce situation card font size 2026-05-30 17:21:44 +02:00
Tom Boullay 60e3c92511 fix(site): update situation cards 2026-05-30 17:06:29 +02:00
Tom Boullay 02c1fb33d0 feat(dialogues): support multi-cue subtitles
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2026-05-30 04:00:25 +02:00