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Shaders
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fix(lighting): port ACME lighting constants replacing guessed values
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2026-04-13 22:01:28 +02:00 |
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CameraController.cs
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feat(app): Phase B.2 — CameraController chase mode
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2026-04-12 14:29:47 +02:00 |
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CellVisibility.cs
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feat(render): portal-based EnvCell visibility (Step 4)
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2026-04-13 22:20:52 +02:00 |
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ChaseCamera.cs
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feat(app): Phase B.2 — ChaseCamera (third-person follow camera)
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2026-04-12 14:26:20 +02:00 |
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FlyCamera.cs
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feat(app): slow default fly speed and add Shift-boost
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2026-04-11 19:19:12 +02:00 |
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FrustumCuller.cs
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feat(app): Phase A.2 — FrustumCuller + FrustumPlanes (Gribb-Hartmann)
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2026-04-12 08:49:17 +02:00 |
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GameWindow.cs
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chore: strip debug logging from collision diagnostics
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2026-04-14 12:16:57 +02:00 |
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ICamera.cs
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feat(app): extract ICamera interface from OrbitCamera
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2026-04-10 20:24:29 +02:00 |
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InstancedMeshRenderer.cs
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feat(render): portal-based EnvCell visibility (Step 4)
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2026-04-13 22:20:52 +02:00 |
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OrbitCamera.cs
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feat(app): extract ICamera interface from OrbitCamera
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2026-04-10 20:24:29 +02:00 |
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Shader.cs
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perf(rendering): true DrawElementsInstanced — one draw call per (GfxObj × sub-mesh)
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2026-04-13 18:51:49 +02:00 |
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StaticMeshRenderer.cs
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fix(app): multi-point Z sampling + never-cull player landblock
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2026-04-12 21:29:54 +02:00 |
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TerrainAtlas.cs
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feat(core+app): per-cell terrain texture blending (Phase 3c.4)
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2026-04-11 14:02:15 +02:00 |
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TerrainChunkRenderer.cs
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fix(lighting): port ACME lighting constants replacing guessed values
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2026-04-13 22:01:28 +02:00 |
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TerrainRenderer.cs
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perf(terrain): single shared VAO/VBO/EBO for all landblocks
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2026-04-13 21:30:43 +02:00 |
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TextureCache.cs
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feat(net+app): SubPalette overlays applied to palette-indexed textures (Phase 5b)
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2026-04-11 16:30:08 +02:00 |