Shadows occasionally failed to render on initial load and the Fabrik
doorway sometimes blocked the player. Both issues are tracked down to
geometry that mounts after Lighting:
- Shadows: GLTFs and the merged static map mount imperatively after
Lighting, so materials get compiled against a renderer state that
pre-dates the final scene and bake a 'no shadow map' permutation,
silently dropping shadows. A WebGL context-restore cycle fixes it,
but is too invasive. New 'useShadowMapWarmup' hook replays it
cheaply: once the scene mesh count has been stable for ~1s, it
disposes the directional shadow map (three.js reallocates it on
the next render) and marks every material 'needsUpdate' so shaders
rebind to the freshly created shadow sampler.
- Doorway: the door slab + its Solidify-modifier frame (children of
the 'Thicken' parent in the LaFabrik GLTF) sat inside the doorway
AABB and prevented the player from walking through. Stripped from
the collision octree alongside the existing 'porte' slab; visual
rendering is unaffected.
Also: extract sun-relative-to-camera placement into a small helper,
remove the temporary diagnostic logs, and document the shadow warmup
in three-debugging.md.
- 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.
Shadows still go missing intermittently despite the per-frame
needsUpdate fix. Add temporary console logs to narrow down the cause:
- [shadow:mount]: one-shot snapshot of renderer shadow flags and a
scene.traverse count of meshes with castShadow / receiveShadow at
Lighting mount time.
- [shadow:tick]: every 2s during useFrame, log shadow map enabled flag,
autoUpdate, sun.castShadow, sun intensity, shadow map texture
presence, sun and target world positions, and renderer draw calls.
To be removed once the root cause is identified.
Restore sun.shadow.needsUpdate = true at mount and in useFrame
after updateMatrixWorld. Lost during SHADOW_CONFIG centralization.
Matches develop's belt-and-suspenders pattern; autoUpdate alone
is insufficient because the sun follows the camera (matrix dirty
every frame) and three.js can skip shadow map re-render.
- 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.
Late asset loads inside GameStageContent (e.g. EbikeSpeedometer's
useTexture) and the spawn-player block were bubbling Suspense up to the
root boundary in pages/page.tsx, which unmounted World mid-load and
triggered a redundant octree rebuild + shadow re-config. Localize the
suspension by wrapping each block in its own Suspense fallback.
Also mount DebugOctreeVisualization conditionally on the new debug
toggle.
- 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.
Strip the 'porte' mesh from the cloned scene used to build the la fabrik
collision octree. The wall geometry already has a doorway cutout, so
removing the door slab leaves the opening passable. The visual model is
rendered separately by MergedStaticMapModel and is unaffected.
Drops the stop-gap LA_FABRIK_COLLISION_Y_OFFSET added during debugging.
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.
This log fires every time the lite map loader skips heavy nodes, which
is the expected fast-path. It does not need to show up in a normal
console session — moving it to logger.debug keeps it accessible under
?debug for diagnostics while removing the noise from default runs.
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.
- Fix all 63 ESLint errors across codebase
- Consolidate MaterialWithTextureSlots type in src/types/three/three.ts
- Add CSS custom properties for design tokens
- Extract ebike constants to src/data/ebike/ebikeConfig.ts
- Add proper TypeScript types for window extensions
- Fix React hooks violations (refs during render, setState in effects)
- Remove unused exports and redundant CSS
- Add type guards for Three.js material handling
- Clean up AI slop comments and legacy CSS patterns