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v0.0.3

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@deadronos deadronos released this 26 Mar 17:53
· 12 commits to main since this release
7257c3f

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