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