Commit graph

9 commits

Author SHA1 Message Date
527d92411d chore: integrate main before stage 2
Preserve stage-1 stability fixes alongside v5 lighting, IPC v2, weapons and studio updates. Fix barrel AOE pointer corruption and extend modal gameplay gating.

Verify 137 editor checks, 191 ASM checks, lighting bake and preview parity. Document stage-2 scope without implementing it.
2026-10-31 22:10:07 +03:00
f42679fe62 fix: stabilize gameplay and IDE source writes
Trace shots against current map geometry instead of stale render depth. Preserve outline counters across volatile pixel calls and freeze gameplay on cinematic, transition and death ticks.

Clamp packed HP before narrowing and match legacy archetype rules. Publish IDE saves atomically; failed saves block file switches and builds. Drain compiler output while hidden.

Verify runtime/editor builds, 112 editor checks, 148 ASM checks and live preview parity. Record remaining stages in docs/STABILIZATION.md.
2026-10-31 21:56:54 +03:00
1efa1195cf feat: add static lightmap baking, dynamic lighting, player flashlight, and v5 format support 2026-10-24 19:10:49 +03:00
341966debe feat: add peaceful adventure mode, clean immersive HUD, and genre toggle 2026-10-23 09:07:57 +03:00
25bd6377a7 feat: add gameplay scripting subsystem, floating toasts, dialogue modals, and IDE quest templates 2026-10-23 08:44:37 +03:00
5c568b8cba feat: enhance Game Studio with multi-weapons, pause menu, exploding barrels, dynamic flash lighting, and IDE API catalog 2026-10-23 08:30:12 +03:00
c1da810bd5 feat: complete Game Studio IDE, entity archetypes, combat system, and standalone exporter 2026-10-22 19:44:39 +03:00
a1d1baa869 feat: complete engine and editor subsystems (Stages 1-5 from TODO_ARTEM)
- Stage 1: Eliminate fish-eye distortion with precomputed tangential ray offset table and fractional DDA depth
- Stage 2: Full asset management in EblanStudio (stb_image/stb_image_write, 128x128 BGRA texture packaging, WAV sound manager)
- Stage 3: Multi-level room streaming, LevelTransition/CELL_PORTAL trigger system, 16-frame screen fade to black
- Stage 4: 60Hz cutscene engine in pure x86 ASM (v4 binary track, waypoint camera motion, shortest-arc pan, CP1251 Russian subtitles, letterbox overlay, audio)
- Stage 5: EblanStudio cutscene timeline (F6) and windowless Live ASM Viewport over shared-memory IPC directly rendered into DX11
- Tooling & Tests: comprehensive regression test suite (94 editor + 107 engine tests), IPC tests, and cutscene demo
2026-10-22 16:24:22 +03:00
01b9aea697 feat: initial commit of EBLAN ENGINE 3D, EblanStudio editor, documentation and tooling 2026-10-20 23:46:36 +03:00