• Joined on 2026-04-25
max pushed to main at max/terainia 2026-05-24 19:07:34 -05:00
b2e50b62b5 Cubic chunks + no Y limit (foundation for LOD)
max pushed to main at max/terainia 2026-05-24 18:47:36 -05:00
c8def4ae45 ui-settings-sliders: fix step-alignment test
max pushed to main at max/terainia 2026-05-24 18:41:07 -05:00
3ed16c2aaf Performant UI test harness — attach to real Chrome
max pushed to main at max/terainia 2026-05-24 18:22:31 -05:00
a01d5c1fa9 Quiet the debug-noise that was lagging the browser
max pushed to main at max/terainia 2026-05-24 18:18:42 -05:00
d622cdb330 Verify debugging functions work as functional contracts
max pushed to main at max/terainia 2026-05-24 17:21:22 -05:00
20bb4f9448 Measurement-driven perf: bench-flag toggles + uncapped frame_dt
max pushed to main at max/terainia 2026-05-24 17:03:42 -05:00
d460891dbd Bug-fix: tame shafts / disc brightness so the scene doesn't blow out
max pushed to main at max/terainia 2026-05-24 16:52:49 -05:00
6a1dc2da83 Cut god-rays + FXAA cost (still all features, just cheaper)
max pushed to main at max/terainia 2026-05-24 16:44:17 -05:00
bb006839cc Runtime perf: cheap fog, sky overdraw kill, fewer cloud octaves, in-game FPS HUD
max pushed to main at max/terainia 2026-05-24 13:07:17 -05:00
3187b9ca07 Death overlay no longer covers the settings menu
max pushed to main at max/terainia 2026-05-24 13:04:10 -05:00
5effb79f0a Heightmap sky_vis + progressive chunk load: 32s → 0.4s page load
max pushed to main at max/terainia 2026-05-24 12:49:11 -05:00
c0589d0dfc Tick/toc instrumentation across build + test + mesh phases
max pushed to main at max/terainia 2026-05-24 12:29:57 -05:00
e7a232ba97 test harness: default to localhost, not the prod deploy
max pushed to main at max/terainia 2026-05-24 11:51:19 -05:00
f1e007dd63 Test harness: declarative Playwright scenarios + wasm state bindings
dccb06dddf Round D: bake bounce_color + material per vertex; specular for ice/snow (#7, #9, #15, #17 foundation)
0dca49f475 Round C: typed camera accessors, post-pass helper, leaf translucency (#20, #23, #25)
bd6b3fadb0 Round B: screen-space god rays + FXAA (#12, #14)
94585b1ab2 Round A: sunset family + ACES tonemap (#1-4, #6)
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max pushed to main at max/terainia 2026-05-24 01:00:06 -05:00
511798b6eb Phase 1 lighting: bake per-vertex sky visibility from voxel construction
max pushed to main at max/terainia 2026-05-24 00:33:04 -05:00
8aafc7a939 Add ARCHITECTURE.md mapping the functional-core/imperative-shell split
max pushed to main at max/terainia 2026-05-24 00:27:15 -05:00
55276b7ce0 Phase 4: split state.rs → bridges.rs + app.rs
549662ddc8 Phase 3: extract render/ module from state.rs
accbf67bf2 Phase 2: shader decomposition + Rust-shared constants
989de4f43d Phase 1: sim/lighting + sim/visibility + mesh utilities
Compare 4 commits »
max pushed to main at max/terainia 2026-05-23 23:52:45 -05:00
c6f50bcb50 DEPLOY.md: add active-deployment runbook for voxel.mxvs.art
max pushed to main at max/terainia 2026-05-23 19:55:26 -05:00
e4cf5a9bed Refactor: extract functional core into sim/ and net/
f239a939ce Add Docker + Caddy deploy for voxel.mxvs.art
b52c1927cf Render + UI polish since pre-alpha-0.0.1
Compare 3 commits »
max pushed tag alpha-0.0.2 to max/terainia 2026-05-23 19:55:26 -05:00