* 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
- 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
* 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.
- 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