# Changelog *Last updated: Tuesday, April 7, 2026* ## Active Areas | Area | Changes (30d) | Status | |------|---|---| | Main loop & systems | 9 churn | Active — explicit storage parameters | | Dialog system | 10 churn | Active — projectiles, camera, rendering | | Render core | 15 churn | Active — text pipeline, font atlas, globals | | World state | 8 churn | Active — intent storage, component management | | Player mechanics | 6 churn | Stable — character bundle, player states | | Shader system | 4 churn | Active — gizmo lines, dissolve, snow light | | Content pipeline | 1 churn | New — Blender export addon | ## Recent Changes ### System Signature Refactor (Major) - **Completed**: All 16 systems refactored to take explicit `Storage` parameters instead of `&World`/`&mut World`. - **Pattern**: Functions receive only storages they need (e.g., `camera_follow_system` takes `&Storage`, `&Storage`, `&mut Storage`). - **Benefit**: Explicit data dependencies improve borrow checker clarity and code readability. - **Main loop** (`src/main.rs`): Updated to pass individual storage fields at call sites rather than whole `World` reference. - **Affected systems**: `camera_input_system`, `camera_intent_system`, `camera_follow_system`, `camera_noclip_system`, `camera_ground_clamp_system`, `dialog_camera_transition_system`, `dialog_camera_system`, `player_input_system`, `physics_sync_system`, `render_system`, `particle_intent_system`, `particle_update_system`, `trigger_system`, `dialog_system`, `dialog_projectile_system`, all state machines. ### Intent-Based Architecture - **Completed major refactor** (3 weeks ago): Systems communicate through one-frame `Storage` intents instead of direct function calls. - **Intent types**: `FollowPlayerIntent`, `StopFollowingIntent`, `CameraTransitionIntent`, `SpawnParticleIntent`. - **Consumer pattern**: Systems read intents from world storage, act on them, then remove them. Producers don't import consumer modules. ### Dialog System Suite - **Dialog state machine**: Ink-based story progression with display timer, projectile phases, parry mechanics. - **Projectile system**: Spawns physics-driven projectiles with parry windows; detects hits vs. evasion vs. parries (I/J/L buttons). - **Dialog camera**: Auto-frames all dialog participants; transitions smoothly between follow-cam and dialog-cam via intent; computes centroid + spread. - **Bubble rendering**: Billboard-based text with word-wrap, dynamic sizing (tail height → body dimensions), border/fill colors, RGBA text atlas. ### Text & Font Rendering - **Font atlas pipeline**: Pre-rasterized glyphs (16×8 grid, 124px cells) from Departure Mono font. - **Text measurement**: Character-width aware layout with line wrapping against max bubble width. - **Vertex-based text**: Custom `TextVertex` (position, UV) fed into dedicated text pipeline with view-proj uniform. ### Particle System - **Intent-driven spawning**: `particle_intent_system` reads `spawn_particle_intents` Vec, transfers configs into persistent `ParticleBuffers`. - **Configurable emitters**: Burst count, lifetime range, speed range, directional spread (cone), gravity, size range, color gradient. - **Snow particle integration**: Spawned continuously at camera position for screen-fill effect; `spawn_snow_particles` adds particles to `ParticleBuffers`. ### Render Pipeline - **Global renderer via thread-local**: `render::global` module centralizes `Device`/`Queue` access for loaders and systems. - **Draw call generation**: `render_system` reads `entities`, `transforms`, `meshes`, `dissolves` storages; generates `DrawCall` per visible entity. - **Gizmo shader**: Fragment shader outputs world-normal as axis color (X=red, Y=green, Z=blue). - **Snow light accumulation**: Persistent texture tracking deformation; blue-noise dithering maps snow brightness into tile pattern. - **Dissolve shader**: Blue-noise masked alpha cutoff; controlled by `enable_dissolve` uniform. ### Tree Occlusion & Instances - **Tree dissolve system**: Per-instance dissolve amounts lerp toward targets; updated via `tree_occlusion_system` which reads player transforms and cameras. - **Instance buffer sync**: `tree_instance_buffer_update_system` syncs dissolve state changes to GPU buffer after state updates. ### Trigger & Event Flow - **Sphere-based triggers**: `trigger_system` runs each fixed step; reads `triggers`, `transforms`, `player_tags` storages; fires `TriggerEvent` with `Entered`/`Exited` kinds. - **Activation filtering**: `TriggerFilter::Player` specifies which entity types can activate. - **Event queue**: Events collected in `world.trigger_events` and consumed by `dialog_system` to spawn bubbles. ### Player State Machine - **State hierarchy**: Idle, Walking, Jumping, Falling, Leaping (dash), Rolling. - **Physics per-state**: `state_machine_physics_system` applies damping on enter (Idle), horizontal input application (Walking), vertical velocity control (Jumping). - **Transition logic**: Grounded checks, input presence, airtime duration. ### Editor & Inspector - **Dear ImGui integration**: Inspector window with player state display, entity transform gizmos. - **Entity selection**: Right-click picking calls `picking::pick_entity` with ray; gizmo renders for selected entity when editor active. - **UI mode gating**: Systems check `editor.wants_keyboard()`/`wants_mouse()` to suppress game input during inspector focus. ### Blender Export Addon - **Plugin**: `blender/addons/snow_trail_export.py` provides one-click glTF + EXR export from Blender 5.0. - **glTF operator** (`SNOWTRAIL_OT_export_gltf`): Exports selected mesh objects to `assets/meshes/{blend_filename}.gltf` with configurable modifiers, vertex colors, materials. - **Heightmap bake operator** (`SNOWTRAIL_OT_export_heightmap`): Calls `generate_heightmap.py` to bake terrain Z-position as 32-bit EXR to `assets/textures/terrain_heightmap.exr` (1024px default). - **UI panel**: "Snow Trail" category in 3D viewport; auto-discovers project root by walking directory tree until `assets/` and `blender/` found. ## Stability | Area | Last Changed | Status | |---|---|---| | Physics manager | 80+ days | Stable | | Camera follow | 30 days | Stable — now takes explicit storage params | | Movement component | 30+ days | Stable | | Mesh loader | 30+ days | Stable | | Spotlight sync | 30 days | Stable — explicit storage params applied | | State machine physics | 30 days | Stable | | Debug colliders | 30+ days | Stable | | System signatures | New | Stable — refactor complete, no behavioral changes | ## Open Threads - **Global renderer thread-local**: Marked for gradual migration to explicit `RenderContext` parameters on systems/loaders. - **Dialog parry mechanics**: Gameplay tuning (PARRY_WINDOW_RADIUS, HIT_RADIUS) ongoing. - **Tree occlusion performance**: Occlusion system runs every frame; no visibility culling yet. Scalability unknown for >100 trees. - **Heightmap bake normalization**: Exported EXR uses raw Z-coordinate; game may need per-level scale application.