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120a57c09a
6 Commits
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9872902e4d
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Actor editor (#24)
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* Improve Lighthouse LCP and accessibility scores Preload the LCP image (install.webp) from the HTML and add fetchpriority="high" so the browser discovers it before JS executes. Use a <main> landmark for the primary content container to satisfy the "document has a main landmark" accessibility audit. * Add actor editor with animated 3D character preview Browse and customize all 66 game actors with a Three.js rendered preview featuring skeletal walk cycle animations. Click interaction matches the game's character-dependent behavior (Pepper=hat, Nick=color, etc.). - Parse WDB global parts and global textures for character assembly - Parse and serialize character data (66 entries x 16 bytes) in save files - AnimationParser for .ani binary format with hierarchical keyframe evaluation - Full g_cycles animation table (11 types x 17 animations) driven by move/sound - Per-mesh texture support for hats, torso, and face textures * Extract BaseRenderer to deduplicate actor and vehicle renderers - Extract shared Three.js setup, lighting, texture, geometry, and animation loop code into BaseRenderer base class (~170 lines) - Deduplicate WdbParser.parseGlobalParts via parsePartData delegation - Consolidate lego brown/lt grey into shared LegoColors constant - Remove dead code: updatePartColor, SUFFIX_NAMES, CharacterType, getCharacterType, partToLODIndex, unused imports and re-exports - Simplify updateCharacter and resolve methods by removing unnecessary defensive checks on frozen data and bounded UI inputs - Extract actorKey helper in ActorEditor to deduplicate key computation - Delete unused animations/manifest.json * Add reset to default button for actor editor Compare each actor's character state against ActorInfoInit defaults and show a reset button when any field differs. Resets all 10 fields (sound, move, mood, hat, colors) in a single save round-trip by extending updateSaveSlot to accept batch character updates. * Show full character names in actor editor Add ActorDisplayNames lookup with names from savegame.ksy doc comments (e.g. "Pepper Roni", "Mama Brickolini") instead of internal IDs. Widen nav label min-width to 150px to prevent button shifting. * Stabilize actor position when hat changes Override centerAndScaleModel in ActorRenderer to exclude the hat part from the bounding box calculation, so switching between hats of different sizes no longer shifts the body/head position. * Fetch assets from SI files via HTTP Range requests Replace static animation, texture, and globe bitmap files with a manifest-driven approach that extracts them directly from the game's SI files at runtime using HTTP Range requests. A new generate-manifest script scans SI files by MxCh objectId to locate each asset's byte offset(s), verifies integrity via MD5, and writes an asset-ranges.json manifest. The app consumes this manifest to fetch assets on demand, including support for files split across MxCh interleave boundaries. Also removes unused constants (ActorLODIndex, animation keyframe flag constants). * Fetch character icons from SI files via HTTP Range requests Replace static webp character icons with runtime extraction from INFOMAIN.SI, extending the bitmap manifest to support multiple SI files. Generated with [Claude Code](https://claude.ai/code) via [Happy](https://happy.engineering) Co-Authored-By: Claude <noreply@anthropic.com> Co-Authored-By: Happy <yesreply@happy.engineering> * Fix actor editor animation and interaction bugs Use mood (not sound+4*move) to select walking animation, matching FUN_10063b90. Load secondary animation tier (speed 4.0 threshold) which NPCs typically use in-game, producing the independent head/hat movement. Fix switchSound wrap to 9 values, add switchColor click remapping for claws/head/body, fix g_cycles case mismatches, add morph key visibility support, and preserve root Y-translation for vertical bounce while stripping horizontal movement. * Add click animations to actor editor Play a one-shot gesture animation when clicking an actor, matching the in-game LegoEntity::ClickAnimation behavior (objectId = m_move + 10). After the click animation finishes, the walking loop resumes. Adds the 4 click animations from SNDANIM.SI to the asset manifest and extends ActorRenderer with queue-based click animation playback. Also fixes treadmill XZ stripping for click animations where actor_01 is nested under wrapper nodes. * Add vehicle rendering to actor editor Actors with personal vehicles (skateboard, motorcycles, bicycles) can now be toggled between walking and vehicle mode via a button in the actor navigation bar. Vehicle geometries are loaded from WDB world models and rendered alongside the character with matching animations. * Add click sound playback to actor editor Plays the character's click sound (m_sound + 50) and, for Laura's SwitchMood, an additional mood sound (m_mood + 66) from SNDANIM.SI, matching the original game behavior. Sounds are fetched on demand, decoded as WAV, and cached as AudioBuffers. * Replace Range request asset loading with packed binary bundle Extract save editor assets (animations, sounds, textures, bitmaps) into a single save-editor.bin file at build time instead of fetching byte ranges from ~550MB SI files at runtime. The bundle packs an embedded JSON index and all fragment data into one file (~756KB), eliminating Range request complexity and enabling proper Workbox precaching. * Clean up actor editor branch: DRY, dead code, CSS - Extract buildNodeToPartGroupMap() in ActorRenderer to deduplicate map-building logic in loadAnimationForActor and playClickAnimation - Refactor updateMissionScore() to use getMissionScoreOffset() instead of duplicating offset calculation - Remove unused ActorPartLabels export from actorConstants - Make fetchBitmap module-private (only used by fetchBitmapAsURL) - Merge duplicate .globe-btn CSS blocks in LightPositionEditor * Add drag-to-orbit controls to vehicle and actor editors Use Three.js OrbitControls in BaseRenderer for rotation-only orbiting with damping. Vehicle editor auto-rotates and resets on part switch. Actor editor uses orbit without auto-rotate (has skeletal animations). Drag vs click detection uses pointermove threshold to avoid false positives from autoRotate damping. * Rebase WdbModelRenderer on BaseRenderer Remove duplicated scene/camera/renderer/lighting setup, geometry unpacking, animation loop, and dispose logic. Score cube gets orbit controls and drag-vs-click detection for free. * Add zoom, pan, and camera reset to 3D editors Enable zoom (scroll/pinch) and pan (right-click/two-finger drag) on all OrbitControls. Add resetView() to BaseRenderer that restores initial camera state and auto-rotate via OrbitControls.saveState/reset. Add reset camera button to EditorTooltip with mobile-friendly touch targets and hover-only highlight to avoid sticky state on touch. * Update changelog and fix sticky hover on touch devices Add actor editor features, 3D orbit/zoom/pan controls, and camera reset button to the February 2026 changelog. Wrap hover styles in @media (hover: hover) for vehicle toggle and texture buttons. * Update README with save editor setup, project structure, and Three.js |
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a85e2ab952
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Organize public assets (#22)
* Organize public assets into subdirectories Group 80+ flat files into images/, textures/, pdf/, and audio/ subdirectories for easier navigation. Update all references across 14 source files. * Add apple-touch-icon |
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39598aa3b9
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Vehicle textures (#21)
* Add vehicle texture editing Parse and serialize Act1State textures in save files. Add a texture picker modal with default presets (from .tex files) and custom uploads persisted to IndexedDB per texture name. Quantize uploaded images against the WDB palette and render texture changes in the 3D preview. Support resetting textures to the WDB default. * Fix vehicle texture not updating when switching save slots Include slot number in the part key so that switching save slots triggers a full part reload with the new slot's textures. * Preload default textures for instant texture picker opening Fetch and parse .tex files in the background when a textured part loads, and pass the results to TexturePickerModal as a prop. The modal no longer fetches on mount, eliminating the loading delay. * Cleanup: parallel fetching, error recovery, dead code removal - Fetch .tex files in parallel with Promise.all instead of sequentially - Clear cached IndexedDB promise on rejection so subsequent calls retry - Remove unused textureOrder array from Act1State parser - Unify selectDefault/applyCustom into single applyTexture function - Remove redundant squareTexture call on already-squared wdbTexture * Add vehicle texture editor to February 2026 changelog * Fix mouseenter error on non-Element targets |
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36a6e0fde9
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Feature/island sky color editor (#13)
* Add Island tab with sky color editor - Add parseVariables() to SaveGameParser to extract variable names, values, and offsets - Add updateVariable() to SaveGameSerializer for modifying variable values - Add colorUtils.js with LEGO Island's custom HSV-to-RGB algorithm - Add SkyColorEditor component with H/S/V sliders and color preview - Add Island tab to SaveEditorPage with Sky Color section - Include reset to default button when values differ from default (56/54/68) * Remove tooltip * Add light position editor to Island tab Allows users to select one of 6 sun positions using visual globe image selectors. Includes converted globe images (BMP to WebP). |
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64be72194e
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Add save game editor (#12)
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* WIP * stuff * WIP: Interactive 3D score cube for save editor * Conditionally render ScoreCube to properly clean up WebGL canvas Only mount the ScoreCube component when on the save-editor page. This ensures onDestroy is called when navigating away, properly disposing of the WebGL renderer and removing the canvas from DOM. * Refactor: Consolidate formats and genericize WDB rendering - Move parsing/serialization code to src/core/formats/: - BinaryReader.js, BinaryWriter.js (shared utilities) - SaveGameParser.js, SaveGameSerializer.js - PlayersParser.js, PlayersSerializer.js - Create formats/index.js as barrel export - Extract generic WdbModelRenderer from ScoreCubeRenderer: - WdbModelRenderer handles D3DRM geometry and paletted textures - ScoreCubeRenderer extends it with score-specific logic - Prepares for rendering other WDB models in the future - Keep savegame/constants.js for domain-specific constants - savegame/index.js remains as high-level API facade * Save editor UI improvements - Make save slot cards fixed width (85px) to prevent resizing with name length - Make save slot cards more compact (smaller icons, padding, font) - Remove Act selection from Character section - Remove box-shadow from selected character to fix collapsed section bleed * Improve score cube lighting to match in-game appearance - Use flat, even lighting (high ambient + soft front light) - Remove harsh directional shadows from edges - Adjust camera position slightly for better framing * Add spacing below score cube canvas * Add spinning loader while loading score cube * Update three.js to 0.182.0 and fix npm audit issues - Update three.js from 0.170.0 to 0.182.0 - Fix npm audit vulnerabilities (devalue, lodash, svelte) - Remaining vulns are in dev dependencies (vite, workbox-cli) * Fix score cube overflow on mobile Add max-width constraints to prevent the score cube from expanding its container on narrow viewports while preserving its natural 200x200 size on desktop. * Add save slot carousel and improve empty states - Add reusable Carousel component with arrow navigation, drag-to-scroll, and click-to-scroll-into-view functionality - Replace static save slot list with horizontal carousel - Add empty state with image when no save files exist - Add prompt state when saves exist but none is selected - Reset selected slot when entering Save Editor page * Add February 2026 changelog entry for Save Editor * Add missing January 2026 changelog entries for Safari and mobile fixes * Remove unused mission images * Refactor opfs.js to reduce code duplication - Consolidate getFileHandle to use getOpfsRoot internally - Add writeTextFile helper that uses writeBinaryFile - Extract showToast helper for toast notifications - Simplify saveConfig to use writeTextFile instead of duplicate worker - Simplify fileExists and readBinaryFile to use getFileHandle * Remove unused ScoreColorButton component * Remove unused UI components |
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804a87e687
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Migrate frontend to Svelte 5
- Replace vanilla JS with Svelte 5 components - Add Vite build system with Terser optimization - Reorganize assets into src/ and public/ directories - Update README with setup instructions |