Tessellate terrain and light-map surfaces for vertex-fog drivers, render animated water from the tiled mesh, request accurate fog and extend renderer diagnostics. Add canal-front buildings, raised quays, trees and benches while preserving the terrace and native runtime.
Update native regression coverage and shipping executables. Exclude laptop screenshots and local runtime data.
- Add ResolveHellAssetPath to automatically load *-hell variants during tournamentMode with fallback to vanilla assets
- Rebuild Hell Tower briefing menu using HellTower_menu background with smooth floor cursor and sliding callout info card
- Fix buffer overrun in RenderHellTower3D by packing helltower-menu at native 640x480 resolution with bounds-checked blit
- Temporarily disable tower background music per user request
- Add asset packing pipeline, verification tools, and automated 10-floor run-through smoke test
- Offline neural worker based on llama.cpp (fortune-engine.exe) with local Qwen3-4B model support
- Native assembly Tarot 3-card spread divination and teacher grade divination mode
- Text input dialog in MODE_FORTUNE communicating over anonymous pipes
- Clean process lifecycle management, WM_CHAR dispatch and fallback handling
- Test suites and packaging tools for offline release
- Native player-controlled stairs, upper lounge bar, and Hell Tower infernal portal
- Cabaret stage with musical acts, audience seating, and interaction
- Dedicated cash/trophy wall terminals with native balance and achievement screens
- Projecting 3D wall lanterns with ray/plane intersection
- Six roaming guests with seated poses and card rank rendering updates
- Synchronized launcher hash and updated binaries
- Billiards: add native Russian Pyramid & American Eight-Ball pool with physics prediction, controls, and regression tests
- Scratch Tickets: add dedicated counter, mat presentation, elliptical coin scraping, 4 ticket types, and payout effects
- First-Person Dice: add native dice scene, hand anchor frames, throwing animation, and table perspective
- City Wake & Weather: add arrival cutscene, alley geometry, weather/rain effects, and lighter/rocker animation
- World Dressing: add hall paintings, furniture packs, hall lighting, and scene regression tests
- Build & Tooling: update build.bat for modern MSVC toolchain, update launcher hash, and refresh shipping binaries
Implement 32x32 BFS visitor navigation and daily contracts system with companion .npc journals; add native assembly scenes for Clover slots, Pyramid cards, Blackjack Party and Russian Party; package animation and sprite packs; add comprehensive offline test suites and rebuild shipping binaries.
Add native assembly scenes and assets for Slots (777), Coin flip, and European Roulette; add 3D hall furniture packs and prompts; improve Russian UI strings in CP1251; update launcher hash and rebuild shipping binaries.
Add native Durak, poker, blackjack, roulette, Buckshot and billiards scenes with animation assets and regression tests. Improve arrival, city, hall, profiles, shops, audio and exit handling; remove the portable C game core and refresh shipping executables.
- Fix Little-Endian DIB color inversion (0000FFFFh/0000D7FFh -> 00FFFF00h/00FFD700h) restoring luxurious Gold, Emerald Felt, and Crimson Red palettes across the entire game
- Extract authentic IBM VGA 8x8 font from app866.fon fixing Cyrillic glyph distortion ('М', 'Л', 'П', 'Д')
- Implement native in-engine 2.5D Dead by Daylight Skill Check (MODE_SKILL) eliminating external console popups
- Fix audio mappings to dedicated minigame sounds with zero gunshots outside Russian roulette
- Update visual rasterization test suite and verified 640x480 preview renders