Commit Graph

624 Commits

Author SHA1 Message Date
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 2c194cdd2e fix: use player ebike speed
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2026-06-02 09:48:44 +02:00
Tom Boullay feaf502e44 feat: support webm mission notifications 2026-06-02 09:40:18 +02:00
math-pixel 489499f5d2 Merge pull request 'Feat/polish-mission1' (#12) from feat/polish-mission1 into develop
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Reviewed-on: #12
2026-06-01 21:51:09 +00:00
Tom Boullay 39b996eb31 Update GameMapCollision.tsx
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2026-06-01 23:38:19 +02:00
Tom Boullay 134c0aecb7 fix(world): reallocate shadow map after Suspense + clear LaFabrik doorway
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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.
2026-06-01 23:37:57 +02:00
Tom Boullay b144dc1c18 Update model.gltf
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2026-06-01 22:42:21 +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 1b57a25e5f fix(world): strip blender-suffixed porte variants from la fabrik collision
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2026-06-01 22:19:58 +02:00
Tom Boullay f6db7d74e2 chore(world): add temporary diagnostics for porte strip, octree, ctx loss 2026-06-01 22:19:27 +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 27416143e3 update: add dialogue 2026-06-01 16:57:22 +02:00
Tom Boullay a2a491bd5c chore(world): add temporary shadow pipeline diagnostics
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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.
2026-06-01 16:50:21 +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
Tom Boullay bee0c7f223 fix(world): make octree collision proxies solid
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2026-06-01 15:15:55 +02:00
Tom Boullay 216d29ae59 docs(three): document sun shadow needsUpdate fix
Update three-debugging.md to reflect that the shadow intermittence
is resolved by explicit sun.shadow.needsUpdate = true at mount and
in useFrame after updateMatrixWorld.
2026-06-01 14:47:29 +02:00
Tom Boullay e13cf1e4c7 fix(world): force per-frame sun shadow refresh
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.
2026-06-01 14:46:57 +02:00
math-pixel cd0afcda8c feat mission-2 2026-06-01 14:40:17 +02:00
Tom Boullay d20bdc4934 fix(ui): render loading loader as raw image
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2026-06-01 14:39:55 +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 a766784ce8 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.
2026-06-01 14:16:01 +02:00
Tom Boullay 63952912b5 fix(world): wrap stage and player in suspense to prevent scene remount
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.
2026-06-01 14:14:27 +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
Tom Boullay 7a378afad3 feat(world): add octree collision proxies 2026-06-01 14:11:23 +02:00
Tom Boullay d52ec7e5a9 fix(model): clean lafabrik props and materials 2026-06-01 13:50:16 +02:00
math-pixel 813c10f3f7 wip mission 2 refine 2026-06-01 11:49:48 +02:00
Tom Boullay 153833deec Update favicon.ico
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2026-06-01 11:32:31 +02:00
Tom Boullay b617885aa2 chore(ui): clean loading overlay logo styling
Show the loading logo as a raw, contained image without rounded corners
or drop shadow, slightly larger to balance the empty space.
2026-06-01 11:28:15 +02:00
Tom Boullay 5d2e7e2aab fix(world): allow walking through la fabrik door
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.
2026-06-01 11:28:15 +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 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 8aa755da7a fix(model): replace electricienne animated asset 2026-06-01 10:52:08 +02:00
Tom Boullay 6d58b90856 fix(world): throttle shadows and tune high preset 2026-06-01 10:45:07 +02:00
Tom Boullay bafca5a936 fix(ui): apply mobile blocker globally 2026-06-01 09:45:45 +02:00
Tom Boullay dcf3a8564c feat(ui): add narrator talkie overlay 2026-06-01 01:32:46 +02:00
Tom Boullay bc862960a7 fix(settings): persist pause menu preferences 2026-06-01 01:32:36 +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
math-pixel d5feb07ff0 Merge pull request 'Feat/polish-perf' (#13) from feat/polish-perf into develop
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Reviewed-on: #13
2026-05-31 22:11:58 +00:00
Tom Boullay 7dff4a1238 feat(characters): populate residential zones
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2026-06-01 00:09:39 +02:00
Tom Boullay a8cd66dcaa fix(model): sync animated character textures 2026-05-31 23:59:36 +02:00
Tom Boullay 116746f838 fix(model): sync animated gerant textures 2026-05-31 23:45:36 +02:00