Commit Graph

637 Commits

Author SHA1 Message Date
Tom Boullay c75c4e0be6 fix(site): keep white card border visible when selected
Replace the border swap with an outer green outline so the white
border stays in place. Selected = white border + green outline,
unselected = white border only.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-03 01:46:13 +02:00
Tom Boullay 5f113cbba4 feat(tutorial): add movement and hand-tracking onboarding overlays
Mount two first-time tutorial overlays driven by the game state machine:

- MovementTutorial: visible during the intro reveal and the free-walk
  step before the ebike mount, dismissed on the first Z/Q/S/D keydown.
- HandTrackingTutorial: visible during the early ebike repair steps
  (fragmented, scanning, inspected), dismissed when MediaPipe detects
  any hand on screen.

Both share a generic TutorialOverlay shell (transparent panel, dark
blue border, lucide-react Hand / inline ZQSD keycap icons, centered
text). The overlay sits at z-index 14, behind Subtitles (15) and
the talkie overlay (16), so dialogue/subtitle UI stays in front.

Dismissals stay persistent for the session: keyboard-triggered uses
event-handler setState; hand-detection uses a guarded effect-driven
setState (same pattern as PylonDownedPylon resync).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-03 01:43:25 +02:00
Tom Boullay 1cc3b0e47e feat(audio): swap to repair music while a mission is in repair flow
Switch background music to musique-reparation.mp3 whenever any mission
(ebike / pylon / farm) is in the repair mini-game step range
(inspected → done) and back to musique-jeu.mp3 once the mission
leaves that range. Reuses AudioManager.playMusic which handles the
swap cleanly when the path changes.
2026-06-03 01:00:29 +02:00
Tom Boullay 00b1ff9e93 fix(ebike): unlock walking during breakdown + hide interact prompt + 450m ride
Three fixes for the ebike-breakdown substep:

1. PlayerController: the previous `if (!isEbikeBreakdown)` guard
   zeroed _wishDir for everyone during breakdown, including the
   player after they had been auto-dismounted to walk mode. Narrow
   the guard to `isEbikeMounted && isEbikeBreakdown` so the bike
   stops accepting drive input but the player on foot can move.

2. Ebike: track `window.ebikeBreakdownActive` in component state
   and hide the InteractableObject (and therefore the interact
   prompt UI) while the breakdown sequence is active. The bike must
   read as inert and non-interactive while the panne dialogue plays
   and during the auto-dismount that follows.

3. ebikeConfig: bump EBIKE_INTRO_BREAKDOWN_DISTANCE from 15 m to
   450 m so the panne triggers after a real ride instead of a few
   meters from the parked spawn.
2026-06-03 00:46:30 +02:00
Tom Boullay 675a45f02b Update ebikeConfig.ts 2026-06-03 00:44:00 +02:00
Tom Boullay bbae199105 docs(handtracking): document SVG-primary path and isFist origin
Reflect the current runtime in docs/technical/hand-tracking.md:

- SVG visualizer is now the primary hand UI; the 3D glove is opt-in
  via the Show Model debug toggle.
- Reorder the runtime flow to put HandTrackingVisualizer before
  HandTrackingGlove and make explicit that grab, fist detection, SVG
  and optional 3D glove are independent consumers of the same
  landmark snapshot.
- New Fist Detection section showing how isFist() in
  browserHandTracking.ts derives the flag from landmarks alone (palm
  centroid + 4 fingertip distances), and confirming GrabbableObject
  reads that flag directly - no glove involvement.
- Describe the SVG visualizer styling and the feMorphology outline
  trick.
- Mark HandTrackingFallback and the gant_l/_pad assets as legacy in
  the limitations list.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-03 00:42:14 +02:00
Tom Boullay c4cad629c9 feat(handtracking): redesign SVG hand as primary visualization
Rewrite the live hand visualizer as a light-blue silhouette with a
crisp dark-blue outline, suitable as the primary hand UI (replacing
the buggy 3D glove for the default flow):

- Palm polygon (landmarks 0,1,5,9,13,17) and five finger tubes merged
  via an SVG feMorphology filter, so the outline is a single
  continuous ring with no internal seams.
- Q curves bow out to two synthetic wrist corners (perpendicular to
  the palm centerline) for a rounded heel of palm.
- Straight L edges between MCPs along the top - the filter dilation
  rounds the corners visually, no creux.
- Each finger path starts half a stroke inside the palm so the round
  base cap is hidden under the palm fill.
- Whole silhouette shrunk to 65% of the tracked hand size around the
  centroid, with 0.8 group opacity, and a faint MediaPipe skeleton
  overlay (lines + dots) on top.

Update the static fallback silhouettes (HandTrackingFallback) to a
matching curved-path look in a 100x120 viewBox.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-03 00:42:05 +02:00
Tom Boullay ff4ead1d24 fix(lint): satisfy react-hooks immutability + set-state-in-effect rules
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The new react-compiler-aware lint rules flag legitimate Three.js
external-system synchronizations (texture/uniform/AnimationAction
mutations) and a derived-state reset in PylonDownedPylon. None of
these are bugs — they're the canonical way to bridge React state
with imperative graphics objects — so they're annotated with
targeted eslint-disable comments and a small reorder.

- EbikeGPSMap: disable on uniform/texture sync effects
- EbikeSpeedmeter: disable around the canvas+texture useFrame sync
- PylonFarmerNPC: disable around playAnim (drei AnimationAction
  fadeIn/fadeOut/setLoop/clampWhenFinished) and the effects/frame
  callbacks that invoke it
- PylonDownedPylon: move showUpright/isPylonInteractive declarations
  above the useFrame that reads them (fixes access-before-declared)
  and disable set-state-in-effect on the per-step isRaised reset
2026-06-03 00:04:14 +02:00
Tom Boullay 974f340d33 style: prettier reflow pylon config and lighting effect
Mechanical formatting cleanup carried over from the develop merge:
inline single-line tuples and break long lines per project prettier
config. No behavior change.
2026-06-03 00:03:59 +02:00
Tom Boullay c6283d492c refactor(debug): rename hand-tracking SVG toggle to Model
The debug control now reflects what it actually gates: the 3D hand
model rendering (used by World.tsx to decide whether to show the
hand-tracking gloves), not the legacy SVG visualizer.

- Debug.ts: rename showHandTrackingSvg → showHandTrackingModel
  (state, GUI label "Show Model", getter/setter)
- World.tsx: gate showHandTrackingGloves on the new toggle and
  drop the unused HandTrackingGloveHandedness import
2026-06-03 00:03:44 +02:00
Tom Boullay 83194df14f fix(ebike): allow player input during mount/dismount camera transition
Add lockInput option (default true) to animateCameraTransformTransition
so ebike mount/dismount can keep player input active during the 1s
camera tween instead of locking via setCinematicPlaying.

Also drop the unused camPointPos/dropPointPos debug vars and the
matching debugRestingPosition state — the consuming JSX has been
commented out for a while.
2026-06-03 00:03:29 +02:00
Tom Boullay 918ee49d7c Merge branch 'develop' of https://git.fabrik.mathieu-chavanel.fr/math-pixel/La-Fabrik into develop
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2026-06-02 23:47:10 +02:00
Tom Boullay c0e7567849 fix(ebike): hide interact prompt while actively riding the bike
While the player is mounted on the e-bike and pressing a movement key,
the persistent 'Descendre du bike' prompt was visible on screen and
polluted the view during gameplay. The InteractableObject is now
unmounted as soon as window.ebikeDriveInputActive flips to true and
remounted the moment the bike comes to a stop.

The driving signal is read in a useFrame and only flips React state
on transitions, so this adds zero per-frame re-renders.
2026-06-02 23:36:13 +02:00
Tom Boullay 931308c92c fix(ui): tone down InteractPrompt and support empty label
- Smaller boxes (36x36 key + 36px-tall label) instead of the previous
  oversized white pills.
- Dark translucent background (rgba(10, 12, 20, 0.55)) with a 1px
  white outline (rgba(255, 255, 255, 0.7)), no border-radius and
  white text so the prompt blends with the dark UI instead of being a
  bright blob over the 3D scene.
- Key cube now has a 3D keyboard-key effect (inset top highlight +
  inset bottom darkening + small bottom drop) so it reads as a
  physical key.
- Key and label are visually separated (gap: 8px) but share the same
  height for alignment.
- InteractPrompt no longer renders the label box when focused.label is
  empty/whitespace, so callers can show the key prompt alone.
2026-06-02 23:27:07 +02:00
Tom Boullay 4e1ca708b2 docs(repair-game): document focus bubble + recursive explosion drill
- Add RepairFocusBubble + useRepairFocusStore to the main files table.
- New 'Focus Bubble' section documenting the shroud lifecycle, the
  cocoon decor pass and the vegetation/zone-overlay hide hook.
- Update the 'Fragmented' section to describe the recursive descent in
  ExplodedModel.createParts and the new modelRotation field used to
  align the fragmented model with the world-space source.
- Drop the stale reference to useRepairMovementLocked (removed in a
  prior commit).
2026-06-02 23:00:30 +02:00
Tom Boullay ca6c8e00b6 feat(repair): hide vegetation and zone overlays during repair focus
When the repair focus bubble is active the vegetation system and zone
debug visuals are unmounted so trees and gizmos don't clip through the
dark sphere shroud. Terrain, water, sky, clouds and grass remain
visible behind the bubble per Option (a).
2026-06-02 22:59:04 +02:00
Tom Boullay 220a661d6d feat(repair): introduce focus bubble shroud for repair mini-game
Adds a dark expanding sphere around the repair model when the player
enters the immersive repair phases (fragmented / scanning / repairing /
reassembling). The bubble grows from 0 to 10m using GSAP expo.out over
2.5s and reverses on focus end, visually isolating the player from the
surrounding map.

- New useRepairFocusStore tracks active state + world center.
- New RepairFocusBubble renders a BackSide sphere shell + a soft cocoon
  decor pass (grid floor + directional light + ambient) inside.
- RepairGame drives setFocus from its lifecycle effect.
- Mounted in both GameStageContent and TestMap so behaviour matches in
  the production scene and the physics test scene.

Also drops the now-unused EBIKE_CONFIG_KEY constant in
GameStageContent.tsx (leftover from a previous remount-key strategy).
2026-06-02 22:57:18 +02:00
math-pixel 0a3966a339 animate and fix electricienne
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2026-06-02 22:53:34 +02:00
Tom Boullay be5d03a30c feat(ui): redesign InteractPrompt per Figma DA
- Larger label box and key cube on white-translucent backgrounds
  (rgba(255, 255, 255, 0.92)) with black Inter 900 text and rounded
  12px corners + soft drop shadow.
- Move from bottom: 30% to bottom: 12% so the prompt sits closer to
  the visual center of attention near focused world objects.
- Key cube grown 24x24 -> 64x64 / font 13 -> 32, label padding 0 ->
  16x24 / font 13 -> 22, both bold instead of regular.
2026-06-02 22:53:06 +02:00
Tom Boullay ed0683d814 feat(ebike): rename interact label to 'Lancer le repair game'
Clarifies that interacting with the parked Ebike during the ebike
mission opens the repair mini-game rather than directly performing
a repair action.
2026-06-02 22:52:00 +02:00
Tom Boullay d9a92e336c fix(repair): drill explosion to natural group + apply mission rotation
- ExplodedModel.createParts now descends recursively through single
  mesh-bearing wrapper nodes (e.g. Scene > Moto > Eclatement) until
  reaching a node with multiple mesh-bearing children. Previously the
  first wrapper was used as root, so models with extra Empty/group
  parents fell back to flat leaf meshes lerping in local space.
- Add optional modelRotation field on RepairMissionConfig so fragmented
  + repairing models can match the world-space rotation of the source
  inspection model (parked Ebike).
- Ebike mission now uses EBIKE_WORLD_ROTATION_Y/EBIKE_WORLD_SCALE
  directly so the fragmented bike lines up with the parked bike.
2026-06-02 22:51:35 +02:00
Tom Boullay 89050331df chore(electricienne): switch to idle/walk animations
Replaces the placeholder Dance animation set on the electricienne
character with the standard idle/walk loop used by the other animated
NPCs.
2026-06-02 22:15:36 +02:00
Tom Boullay 0f211cc169 chore(format): apply prettier formatting 2026-06-02 22:15:25 +02:00
Tom Boullay 6a0215d1a6 fix(repair): keep ebike at zone Y in test scene
Adds an opt-out 'snapToTerrain' prop on Ebike so the parked position
keeps the explicit Y supplied by callers instead of resolving against
the world terrain GLTF. TestMap passes snapToTerrain={false} since it
does not render the world terrain — without this the bike was being
positioned at the invisible terrain height, far above the test floor,
and looked missing.
2026-06-02 22:10:31 +02:00
Tom Boullay 2a6a028e1d revert(repair): remove player movement lock during repair
Drops the useRepairMovementLocked hook, the RepairMovementLockIndicator
overlay, and all PlayerController gating tied to repair sub-states.
The repair flow no longer freezes player movement or shows a lock
banner; the player keeps full control while interacting with the case.
2026-06-02 22:04:05 +02:00
Tom Boullay a609314411 feat(repair): mount Ebike on TestMap and snap repair to parked position
The Physique test scene now mounts the real Ebike component for the
ebike repair zone, mirroring GameStageContent so the bike model and
its interactions (mount/dismount, parked position tracking) are
available when testing the repair flow.

RepairGame derives its live world position from
window.ebikeParkedPosition once the ebike mission leaves the
locked/waiting phase, so the repair sequence happens wherever the
player parked the bike rather than at the static zone anchor.
2026-06-02 22:00:01 +02:00
Tom Boullay d1665891f4 feat(repair): filter debug sub-state options by current mission
Pylon-only mission steps (approaching/arrived/npc-return/narrator-outro)
no longer appear in the GameStateDebugPanel sub-state dropdown for the
ebike or farm missions, which use the shorter
locked/waiting/inspected/fragmented/scanning/repairing/reassembling/done
flow.
2026-06-02 21:59:54 +02:00
math-pixel eb5d4076d1 la correction de merde x)
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2026-06-02 20:54:16 +02:00
math-pixel 5177f43d96 Merge branch 'develop' into feat/polish-mission-2
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2026-06-02 20:43:00 +02:00
math-pixel 7f37f9a747 Merge branch 'develop' into feat/e-bike
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2026-06-02 20:36:04 +02:00
math-pixel ff1ec56729 Merge branch 'develop' into feat/polish-mission-2 2026-06-02 20:27:48 +02:00
math-pixel 386abf06b6 Merge branch 'develop' into feat/e-bike 2026-06-02 19:23:01 +02:00
math-pixel a73f9fb951 fixed ebike 2026-06-02 19:21:52 +02:00
Tom Boullay d29b01e398 feat(repair): broken parts spawn from exploded model node positions
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Render the exploded mission model during the repairing step so broken
nodes (e.g. ebike refroidisseur) stay visible in the world, and surface
their world positions to RepairRepairingStep so broken pieces spawn
from where they belong on the model rather than from a static offset.

- ExplodableModel: add hideNodeNames (mesh visibility off, restored on
  unmount) and nodeAnchorNames + onNodeAnchorsChange (per-frame world
  positions debounced via signature so React state updates only when
  the values actually move).
- RepairGame: render ExplodableModel during 'repairing' with the broken
  node names hidden + anchors forwarded; threads brokenAnchors state
  to RepairRepairingStep.
- RepairScanSequence + RepairRepairingStep: propagate targetNodeName
  through scanned and fallback broken-part lists.
- RepairRepairingStep: broken parts spawn at brokenAnchors[targetNodeName]
  when set, falling back to legacy BROKEN_PART_START_OFFSETS otherwise.
2026-06-02 19:12:38 +02:00
Tom Boullay 6edc5f7972 docs: refresh hand-tracking notes and drop context-lost investigation 2026-06-02 19:06:32 +02:00
Tom Boullay ae35eb1dfb feat(handtracking): restyle svg visualizer and add silhouette fallback 2026-06-02 19:05:39 +02:00
Tom Boullay 4de86f4e58 feat(repair): align mission data with new pylone glb and broken-part workflow
- Update pylone path references from /models/pylone/model.gltf to .glb
  (galleryModels, mapInstancingConfig, repairMissions). The new glb
  exports a single cable node 'cable2' (no cable1).
- Pylon brokenParts: drop lampe and panneau2; the pylon design no longer
  has detached broken pieces (the cable is just missing from the model).
- Pylon replacement cables target the pylon's 'cable2' node world position
  via targetNodeName (used by the upcoming broken-anchor wiring).
- Ebike refroidisseur replacement and brokenPart both target the bike's
  'refroidisseur' node so the broken piece spawns from its original
  location and the replacement can install in the same slot.
2026-06-02 19:01:47 +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 58eb60292f update: model pylone 2026-06-02 18:01:14 +02:00
Tom Boullay 73c6d7d50d fix(handtracking): bump browser camera to 640x480 for detection
The browser MediaPipe model (hand_landmarker.task float16) was failing
to detect hands at 320x240 — MediaPipe ran for 10s straight without
ever returning a hand. Bumping the requested camera resolution to
640x480 (browser only — backend still ships 320x240 JPEGs over the
WebSocket) makes the model reliably pick hands up.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-02 17:39:43 +02:00
Tom Boullay d9cacdad12 fix(handtracking): stabilize provider root and linger enabled
(1) HandTrackingProvider always renders the same JSX root
(HandTrackingRuntime) so toggling `enabled` no longer remounts the
<Canvas> below — that remount was destroying the WebGL context every
time the player entered an interaction zone.

(2) Add HAND_TRACKING_LINGER_MS (2s) cooldown on `enabled` so brief
walk-throughs of a trigger zone don't tear down MediaPipe before it
has time to initialize the webcam + model + first frame (cold start
~800ms).

Resolves the WebGL context lost + respawn loop and restores visible
hand tracking in the backend runtime. Browser JS runtime detection
quality is a separate follow-up.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-02 17:27:04 +02:00
Tom Boullay ab88ab722f Update intro.mp4 2026-06-02 17:24:56 +02:00
Tom Boullay a30a9a2d29 fix(handtracking): absorb React StrictMode double-mount
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In dev, <StrictMode> intentionally mounts → unmounts → remounts each
effect to surface non-idempotent code. The hand tracking hooks were
calling getUserMedia and creating MediaPipe / WebSocket runtimes on
every mount, which in practice ran the full start/stop/start cycle
inside a few milliseconds and pushed WebGL over its limit on top
of the loaded scene → context lost.

Add HAND_TRACKING_RUNTIME_START_DELAY_MS (80ms) and delay the actual
start() call behind a setTimeout in both useBrowserHandTracking and
useRemoteHandTracking. The cleanup clears the timer, so a fast
mount/unmount never reaches start(). 80ms is invisible to the user
(<5 frames at 60fps) and also absorbs rapid `nearby` toggles at
trigger borders.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-02 16:54:28 +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 864e075b42 chore(debug): keep hand tracking source controller display in sync
Store the lil-gui Source controller so setHandTrackingSource() from
the settings menu can refresh its display, and log the transition
for traceability.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-02 16:34:05 +02:00
Tom Boullay 3fe5b32de2 fix(player): scope pointer lock and ground snap to game scene
PointerLockControls now targets #game-canvas and respects the
settings menu, and document.exitPointerLock() only runs when a
pointer lock is actually active. The terrain ground snap in
PlayerController is gated on sceneMode === "game" so it doesn't
fight the physics test scene's flat floor.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-06-02 16:33:54 +02:00
Tom Boullay 72cb9f5be6 update: ebike model 2026-06-02 16:33:42 +02:00