# Changelog *Last updated: Friday, April 3, 2026* ## Active Areas | Area | Changes (30d) | Status | |------|---|---| | Main loop & systems | 9 churn | Active — intent-based architecture solidifying | | 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 | ## Recent Changes ### Intent-Based Architecture - **Completed major refactor** (3 weeks ago): Systems now 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. - **Documented pattern** in `docs/intent-based-architecture.md` with full execution order contract. ### 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**: `SpawnParticleIntent` queues particle emissions; `particle_intent_system` transfers 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. ### Render Pipeline - **Global renderer via thread-local**: `render::global` module centralizes `Device`/`Queue` access for loaders and systems; long-term goal is explicit `RenderContext` params. - **Gizmo shader**: Fragment shader outputs world-normal as axis color (X=red, Y=green, Z=blue) for entity transform editing. - **Snow light accumulation**: Persistent texture tracking deformation; blue-noise dithering maps snow brightness into tile pattern (brightness > threshold → dither step). - **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 at configurable speed. - **Occlusion detection**: Instances between camera and player dissolve based on perpendicular distance to camera-to-player ray. - **Instance buffer sync**: Tree instances updated into GPU buffer after dissolve state changes. ### Trigger & Event Flow - **Sphere-based triggers**: Continuous state tracking (Idle ↔ Inside); 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. - **Transition logic**: Grounded checks, input presence, airtime duration. - **Physics per-state**: Damping on enter (Idle), horizontal input application (Walking), vertical velocity control (Jumping). ### Editor & Inspector - **Dear ImGui integration**: Inspector window with player state display, entity transform gizmos. - **Entity selection**: Right-click picking; 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. ## Stability | Area | Last Changed | Status | |---|---|---| | Physics manager | 80+ days | Stable | | Camera follow | 30 days | Stable — intent system reduced coupling | | Movement component | 30+ days | Stable | | Mesh loader | 30+ days | Stable | | Spotlight sync | 30 days | Stable | | State machine physics | 30 days | Stable — core transitions unchanged | | Debug colliders | 30+ days | Stable | ## Open Threads - **Global renderer thread-local**: Marked for gradual migration to explicit `RenderContext` parameters on systems/loaders. Current implementation works; refactor is low-priority. - **Text rendering completeness**: Font atlas + text pipeline in place; scaling and color support functional. No known issues. - **Dialog parry mechanics**: Projectile system complete; integration with Ink outcomes working. 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.