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v0.0.3
What's Changed
- Implement visibility-driven rendering and greedy meshing by @deadronos in #72
- Integrate dynamic resolution scaling and visibility-driven rendering by @deadronos in #73
- Fix frontier and meshed render modes by @google-labs-jules[bot] in #74
- Fix frontier and meshed render modes, enhance chunk processing, and update dependencies by @deadronos in #75
- Update terrain generation and noise implementation by @deadronos in #76
- Update terrain generation and noise implementation by @deadronos in #77
- Quiet debug logs and update deprecated test import by @deadronos in #78
- Quiet debug logs and update deprecated test import by @deadronos in #79
- 🎯 Add LOD and Culling for Chunk Meshes // Deadronos/issue80 by @deadronos in #91
- Standardize logging with runtime debug toggle and production stripping by @Copilot in #90
- Add memory leak detection and lifecycle tests for chunks, workers, and Three.js objects by @Copilot in #89
- Add runtime telemetry and CI profiling for performance monitoring by @Copilot in #88
- Enhance game mechanics, refactor architecture, and improve documentation by @deadronos in #92
- chore: comment out main branch triggers in CI and profiling workflows by @deadronos in #97
- Implement chunk meshing priority queue and back-pressure by @Copilot in #93
- Implement chunk meshing priority queue and back-pressure by @deadronos in #98
- [WIP] Add versioned schema and migration framework for saves by @Copilot in #94
- [WIP] Fix worker failure handling with fallback behavior and tests by @Copilot in #95
- Add versioned save schema and migration framework by @deadronos in #99
- Add versioned save schema and improve worker failure handling by @deadronos in #100
- Add versioned save schema and migration framework by @deadronos in #101
- Implement save migration framework and meshing priority queue with back-pressure by @deadronos in #102
- Implement save migration framework and meshing priority queue with back-pressure by @deadronos in #103
- feat: Implement logistics and economy systems with hauler drones by @deadronos in #104
- Implement logistics, economy systems, and performance enhancements by @deadronos in #105
- Refactor and enhance world rendering components by @deadronos in #106
- Refactor engine.ts and extract duplicated world logic by @google-labs-jules[bot] in #107
- Refactor engine and extract world logic by @deadronos in #108
- Implement logistics and economy systems with hauler drones by @deadronos in #109
- Refactor VoxelLayerInstanced into hooks by @google-labs-jules[bot] in #110
- Add missing tests for store, economy, and chunk helpers by @google-labs-jules[bot] in #111
- Refactor VoxelLayerInstanced and enhance test coverage by @deadronos in #117
- remerge to performance by @deadronos in #118
- perf(drones): eliminate redundant per-frame material writes by @Copilot in #119
- perf: eliminate Color allocations in voxel instance updates by @Copilot in #120
- perf: reuse instanceColor buffers with power-of-two growth by @Copilot in #121
- Optimize particle spawn from O(n) to O(1) using free-list allocation by @Copilot in #122
- Offload large instance rebuilds to Web Worker with double-buffering by @Copilot in #123
- Optimize performance and memory usage in voxel rendering by @deadronos in #124
- Refactor and optimize VoxelLayerInstanced with enhanced test coverage by @deadronos in #125
- Refactor drone visuals and enhance testing coverage by @deadronos in #131
- Refactor drone visuals and enhance testing coverage by @deadronos in #132
- Fix main-thread hotpath: reduce meshing message handling from ~50% to ~20% CPU by @Copilot in #134
- Reduce main-thread CPU in RAF loop: debounce reprioritizeDirty + optional handler timing by @Copilot in #135
- Optimize performance and add comprehensive tests and documentation by @deadronos in #136
- Add configurable lazy-loaded GLB mesh for drones by @google-labs-jules[bot] in #137
- Refactor drone mesh loading and configuration by @deadronos in #138
- Optimize performance and enhance testing coverage by @deadronos in #139
- Optimize performance and enhance testing coverage by @deadronos in #141
- Maintenance: Fix test noise, logging, and type safety by @google-labs-jules[bot] in #140
- Optimize performance and enhance testing coverage by @deadronos in #142
- remerge by @deadronos in #143
- Add camera collision detection in player frame update by @deadronos in #144
- Add camera collision detection in player frame update by @deadronos in #145
- Integrate Zod for schema validation and implement smart queuing for outposts by @deadronos in #146
- Integrate Zod for schema validation and implement smart queuing for outposts by @deadronos in #147
- Add shadow bias and normal bias to sun configuration by @deadronos in #148
- Implement floating text for resource deposit events by @deadronos in #149
- Add shadow bias and floating text for deposit events by @deadronos in #150
- Enhance game mechanics, optimize performance, and improve deployment by @deadronos in #151
- fix: cleanup code quality and resolve broken tests by @google-labs-jules[bot] in #153
- Visual, UI, and Audio Enhancements by @google-labs-jules[bot] in #154
- Enhance game mechanics, visuals, and performance by @deadronos in #155
- Optimize hot-path performance: batch animations, pool allocations, cache trig by @Copilot in #156
- Refactor terrain utils duplication by @google-labs-jules[bot] in #157
- Enhance game mechanics, optimize performance, and improve visuals by @deadronos in #158
- Add touch controls and improve drone outpost selection by @deadronos in #159
- Align and Optimize Agent Instructions by @google-labs-jules[bot] in #160
- Enhance game mechanics, optimize performance, and improve documentation by @deadronos in #161
- Add visibility-aware meshing priority helper by @deadronos in #170
- Add visibility-aware meshing priority helper by @deadronos in #171
- Add comprehensive save migration edge case coverage and forward compatibility validation by @Copilot in #165
- Add progressive LOD, optional occlusion culling, and draw-call benchmarking by @deadronos in #172
- Add telemetry panel and CI performance regression detection by @Copilot in #169
- Enhance game mechanics and performance tracking by @deadronos in #173
- Use BVX for voxel keys and edit storage; disable occlusion queries until proxy rendering by @deadronos in #178
- Integrate BVX-backed voxel keying and edit storage by @deadronos in #177
- Refactor duplicate logic and fix silent catches by @google-labs-jules[bot] in #179
- Enhance game mechanics with BVX integration and performance improvements by @deadronos in #180
- merge to refactor branch by @deadronos in #181
- Extract movement helper (moveTowards → movement.ts) by @google-labs-jules[bot] in #189
- refactor: extract movement helper and update usages in tickDrones by @deadronos in #190
- Refactor drone docking logic into outpostHelpers by @google-labs-jules[bot] in #191
- Refactor tickDrones to split miner and hauler handlers by @google-labs-jules[bot] in #192
- Refactor MeshingScheduler to use generic PriorityQueue by @google-labs-jules[bot] in #193
- Extract mesh utilities from useMeshedChunks by @google-labs-jules[bot] in #194
- Refactor VoxelLayerInstanced into focused hooks by @google-labs-jules[bot] in #195
- Extract FrontierManager and OutpostManager from WorldModel by @google-labs-jules[bot] in #196
- Refactor MeshingScheduler to use generic PriorityQueue and extract movement helpers by @deadronos in #197
- Refactor MeshingScheduler and update dependencies by @deadronos in #198
- Consolidate documentation and improve code quality by @deadronos in #199
- Dev by @deadronos in #200
- Refactor VoxelLayerMeshed and related components for improved structure and performance by @deadronos in #201
- Refactor VoxelLayerMeshed for performance and structure improvements by @deadronos in #202
- Update dependencies and improve ESLint configuration by @deadronos in #203
- Update dependencies and improve ESLint configuration by @deadronos in #204
- Improve Performance, Configuration, and Drone Logic by @deadronos in #205
- Enhance Drone AI, Visuals, and Prestige Scaling by @deadronos in #206
- Game Balance Limits, Store Refactoring, and Hydration Fixes by @deadronos in #207
Full Changelog: v0.0.1.1...v0.0.3