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Raw Metal renderer — replaced RealityKit with a custom MTKView pipeline, eliminating 67.5% main thread blocking in re::DrawingManager::commitFrameInternal() and 13.5% VFX lock contention from ParticleEmitterComponent
GPU procedural nebulae — fBm noise billboards rendered entirely in Metal fragment shaders, replacing RealityKit particle emitters
Blinn-Phong lighting — sphere impostor nodes use analytical normal reconstruction with Blinn-Phong shading tuned for dark-background aesthetic
Opaque rendering — fog baked into base_color in shaders instead of .transparent blending, avoiding GPU depth sorting of 55K+ triangles
Search spotlight — suppressed recall glow on non-matching nodes for cleaner visual contrast
EngramModels library extraction — core model types (Memory, Edge, Checkpoint, HookState) moved into a separate SPM target; EngramKit re-exports via @_exported import EngramModels
Account UI — Apple and Google Sign-In via AuthenticationServices and GoogleSignIn-iOS, posting identity tokens to cloud sync backend
Streaming graph load — batched node loading off main actor for faster initial render
GraphRenderStore — bypass SwiftUI observation for 3D render data, reducing unnecessary view recomputation
Project labels in 3D view — project name labels rendered in the 3D scene with tighter clustering
Lattice dependency switched from local path to remote URL (0.4.0)
Fixed
Node flicker during force simulation convergence
FTS5 full-text search query handling
GPU compute label batch sizing and edge buffer synchronization