When Conan's build output layout changes (e.g. build/generators/ vs
build/Release/generators/), CMakeUserPresets.json accumulates includes
that define the same preset names, causing CMake to fail with
"Duplicate preset". The fix detects preset name collisions across
included files and keeps only the newest, in addition to pruning
missing files.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Add explicit search paths for python.org installer (%APPDATA%\Python),
Chocolatey, macOS system Python (~/Library/Python), and ~/.local/bin.
Document coverage matrix for Windows (Store/python.org/Chocolatey),
macOS (Homebrew/system/pyenv), and Linux (apt/dnf/pip --user).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Searches PATH, interpreter/user Scripts dirs, site-packages sibling
dirs, and falls back to module invocation. Covers system Python,
Homebrew, Windows Store Python, pyenv, conda, pip --user, and venvs.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Windows Store Python installs packages without adding Scripts to PATH,
causing FileNotFoundError when invoking conan directly.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Fix CW→CCW winding bug on polygon/mesh faces (types 1,3) that caused
backface culling to discard half the geometry. Decompose the monolithic
bsp.load step (1028 lines) into atomic workflow steps chainable via
JSON connections — each step only runs when connected:
- bsp.load: open pk3, read + validate BSP, store raw data in context
- bsp.lightmap_atlas: build lightmap atlas, upload to GPU
- bsp.parse_spawn: parse entity lump for spawn point
- bsp.build_geometry: build face geometry with CW→CCW winding fix
- bsp.extract_textures: load textures from pk3 with mipmaps
- bsp.upload_geometry: upload merged VB/IB to GPU
- bsp.build_collision: create Bullet physics convex hull collision
Shared BSP structs extracted to bsp_types.hpp. Workflow JSON updated
to chain: load → lightmap → geometry → textures → upload → collision → spawn.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- postfx.taa: temporal anti-aliasing with Halton jitter, neighborhood clamping,
Karis tonemap for stable history, configurable blend_factor from JSON
- Texture loader: auto-generate full mipmap chain via SDL_GenerateMipmapsForGPUTexture
- 16x anisotropic filtering on all textures
- LOD bias 0.5 to reduce moire patterns on high-frequency textures at distance
- TAA shader: 3x3 neighborhood clamp with expanded bbox to reduce flicker
- Ping-pong history buffers for temporal accumulation
- Sub-pixel jitter via Halton(2,3) sequence, 16-frame cycle
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- map.load: Assimp-based glTF/GLB scene loader with auto physics generation
- draw.map: renders all map meshes with JSON-driven texture-to-mesh mapping
- export_room_gltf.py: exports seed workflow physics bodies to GLB
- Seed demo room exported as map.glb (14 static meshes)
- Texture mapping configurable per mesh name pattern in workflow JSON
- Maps can be edited in Blender and re-exported
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Shift to sprint (1.8x speed), Ctrl to crouch (0.4x speed + lower camera)
- Smooth animated crouch via eye height lerp (no snap)
- Variable-height jump: hold space longer = jump higher, release for short hop
- Raycast ground detection for reliable jump triggering
- Air control for mid-air strafing (Quake-style)
- Configurable gravity scale for floaty/snappy feel
- All parameters driven from workflow JSON (no hardcoded values)
- Ctrl polled in input.poll step
- Camera reads crouch height override from physics.fps.move context
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- spotlight.setup: generic parameter passthrough, no hardcoded defaults
- spotlight.update: all values from spotlight.state JSON, zero fallbacks
- aim_distance now explicit in workflow JSON (was hardcoded 50.0f)
- C++ steps are pure executors, all config lives in workflow definitions
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Extract spotlight logic from render.prepare into dedicated spotlight.update step
- render.prepare now only handles camera, shadow, and lighting uniforms
- spotlight.update runs per-frame after render.prepare, reads spotlight.state from context
- Aim distance configurable via JSON (aim_distance parameter)
- Camera-local offset for spotlight origin (matches viewmodel position)
- Direction computed from torch position toward camera aim point (natural beam alignment)
- Add distance fog to whole room (exponential, dark blue-grey)
- Volumetric beam: 48 steps, UE4 interleaved gradient noise, cubic cone falloff
- Fog density increased for visible beam effect
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Build system:
- Fix generate_cmake.py backslash paths and UTF-8 encoding for Windows
- Auto C++20 in conan deps, auto-detect VS install location
- dev_commands.py: add generate, all --run commands, platform-aware bootstrap
- Add assimp to cmake_config.json link libraries
- Fix CMakeUserPresets.json duplicate preset issue
Cross-platform C++:
- UUID generation: Windows rpc.h/UuidCreate with #ifdef _WIN32
- HOME env var fallback to USERPROFILE on Windows
- Shader format detection for D3D12/DXIL Vulkan driver
Shader pipeline (12 new SPIRV shaders):
- Port all Metal shaders to Vulkan GLSL (PBR, shadows, post-FX, compute)
- SDL3 GPU descriptor set convention (set 0-3)
- Combined image samplers for Vulkan compatibility
- Bootstrap-driven shader path rewriting (msl↔spirv automatic per platform)
Rendering features:
- spotlight.setup: generic atomic workflow step, attach to camera or static
- PBR spotlight with cone attenuation, distance falloff, wrap lighting
- Volumetric light beam (16-step ray march through dust/fog in spotlight cone)
- geometry.create_flashlight: procedural flashlight mesh (cylinder + head + lens)
- draw.viewmodel: FPS weapon-style rendering locked to camera view
- model.load: Assimp-based 3D model loader (OBJ/GLB/FBX/BLEND)
- Indoor ambient lighting fix, SSAO bypass for Vulkan clip-space
Performance:
- Frame loop logging suppressed via _in_frame_loop context flag
Assets:
- Real PBR textures from ambientCG (CC0): wood floor, concrete ceiling
- Seed demo: dark room + flashlight beam + Quake-style viewmodel
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Remove stale dirs/files superseded by metabuilder-small's reorganization:
- Old YAML entity/seed files (migrated to JSON)
- Root-level workflowui/ (moved to frontends/workflowui/)
- Prisma, Pyodide, old hooks, bun.lock artifacts
- Legacy scratch docs (txt/, docs/, deployment/*.md)
- Stale CI workflows consolidated in small
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Moves 45 documentation files from centralized /docs/ to subproject directories
following proximity-based organization principle. All moves use git mv to preserve history.
Changes:
- workflow/ docs: Move 27 files from docs/workflow/ to workflow/docs/
- DAG executor docs, workflow compliance, executor analysis, loaderv2 guides, etc.
- Result: workflow/docs/ now has 27 files
- dbal/ docs: Move 11 files from docs/dbal/ to dbal/docs/
- DBAL architecture, analysis, integration, and workflow integration docs
- Result: dbal/docs/ now has 18 files (11 new + 7 pre-existing)
- gameengine/ docs: Move 7 files from docs/gameengine/ to gameengine/docs/
- GameEngine compliance audits, packages, Quake3, soundboard, engine tester
- Result: gameengine/docs/ now has 20 files (7 new + 13 pre-existing)
Benefits:
- Docs are now closer to their code (easier to keep in sync)
- Reduces /docs/ clutter
- Establishes pattern for per-subproject documentation
- All git history preserved via git mv
Next phases:
- Phase 2: Move package-specific docs to /packages/{id}/docs/
- Phase 3: Separate N8N compliance docs by scope
- Phase 4: Organize UI documentation
- Phase 5: Create cross-project indices
Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com>
Import SDL3CPlusPlus C++ game engine with:
- SDL3 + bgfx rendering backend
- Vulkan/Metal/DirectX shader support
- MaterialX material system
- Scene framework with ECS architecture
- Comprehensive test suite (TDD approach)
- Conan package management
- CMake build system
This provides the native C++ foundation for the Universal Platform's
Game and 3D capability modules.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>