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>
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>
- 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.
- 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 /...
- 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