* 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
- Temporarily expand tooltip for accurate size measurement before positioning
- Use @media (hover: hover) to prevent CSS :hover triggering on touch tap
- Await position calculation before showing tooltip
handleExtensionChange was calling handleFormChange() explicitly, but the
change event also bubbles up to the form's onchange handler which calls
handleFormChange() again - causing two saves per change.
Now handleExtensionChange only calls checkCacheStatus() since the form's
onchange already handles saving.
- Use @floating-ui/dom for intelligent tooltip placement
- Tooltips now shift/flip to stay within viewport bounds
- Collapse hidden tooltips to prevent horizontal scroll overflow
- Move tooltip setup to App.svelte for global coverage
Call showOrHideGraphicsOptions() after loading config from OPFS to ensure
Anti-aliasing and Anisotropic filtering are properly hidden when the
Software renderer is already configured in the INI file.
* Add vehicle part color editor to save editor
- Add Vehicles tab with 3D preview of customizable vehicle parts
- Support all 43 colorable parts across 4 vehicles (dune buggy, helicopter, jetski, race car)
- Implement shared LOD resolution for proper rendering of all parts
- Extract reusable NavButton and ResetButton components
- Remove debug console.log statements from ScoreCube
* Reserve space for reset button in vehicle editor to prevent layout shift
* Add tooltip to vehicle editor explaining click-to-cycle interaction
* Add scroll-into-view behavior for name slots on mobile
When name slots overflow on narrow screens, focusing a partially visible
slot now smoothly scrolls it into view. Scrollbar is hidden for cleaner UI.
* Extract EditorTooltip component for consistent tooltip positioning
Refactored tooltip markup into reusable EditorTooltip component used by
both ScoreCube and VehicleEditor. Tooltip now consistently appears in
top right corner of the editor section.
* Add transparency support to vehicle part rendering
Apply mesh alpha values from WDB to Three.js materials. In the original
game, alpha=0 means opaque while alpha>0 enables transparency. Disable
depthWrite for transparent meshes to prevent z-fighting.
* Use MeshLambertMaterial for original game-like rendering
Switch from MeshStandardMaterial (PBR) to MeshLambertMaterial for flat,
vibrant colors matching the original game. Simplify lighting setup for
solid colors without visible shadows.
* Fix WDB texture parsing for parts vs models
Parts and models have different texture info formats - models include a
skipTextures field that parts don't have. Add isModel parameter to
parseTextureInfo to handle this difference correctly. Also remove silent
catch blocks and overly defensive checks.
* 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).
* 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
Add a Node.js script that sets up LEGO Island game assets via symlinks:
- Accepts source path interactively or via --path/-p flag
- Case-insensitive file matching for cross-platform compatibility
- Validates all required files before making changes
- Supports optional extra/ and textures/ folders
- Includes --force/-f flag to skip deletion confirmation
Updates README with new setup step and script documentation.
- Allow tooltips to overflow container when section is open
- Expand touch target for tooltip triggers on mobile devices
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Show "DEVELOPMENT MODE" in footer instead of timestamp
- Disable offline install/uninstall when service worker unavailable
- Set __BUILD_TIME__ to null in dev mode for conditional rendering
- Skip service worker registration when running in dev mode to avoid 404 errors
- Add isle.js and isle.wasm copy step to production build
- Add build:ci script for CI builds without required wasm files
- 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