Commit Graph

28 Commits

Author SHA1 Message Date
git c23f53b0be Add MD3 model rendering and fix Q3 bot/weapon visuals
- Add workflow_q3_md3_load_step: load MD3 models from PK3 with correct
  CCW winding, 1/64 xyz scale + 0.03125 world scale, and per-frame VBs
- Add workflow_q3_md3_draw_step: viewmodel (weapon) + world-space MD3
  drawing; barrel oriented along model X → world forward
- Add workflow_q3_bots_draw_step: 3-part bot model chain
  (lower→upper→head via MD3 tags) + weapon attachment
- Add workflow_q3_bots_spawn_step: spawn bots at indices 1+ so they
  never overlap the player's spawn point (index 0)
- Add workflow_q3_bots_update_step: bot AI (idle/chase/shoot/dead FSM)
- Fix workflow_q3_menu_update_step: menu starts closed (was open)
- Fix workflow_postfx_composite_step: GPU readback via
  SDL_DownloadFromGPUTexture captures full 3D scene for screenshots
- Fix Metal GPU validation: always bind 2 sampler slots; reuse albedo
  as dummy shadow map when no shadow texture is available
- Reorder q3_frame.json: screenshot trigger nodes run before
  postfx_composite so screenshot_output_path is set in time

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-02 23:47:50 +01:00
git 8abe642baf Wire up real Quake 3 menu system with PK3 assets
- Multi-screen menu hierarchy (main/setup/player/controls/options/map_select)
  defined in packages/quake3/config/menu.json, loaded at runtime
- Overlay renderer loads real Q3 assets from pak0.pk3 via libzip+stb_image:
  cut_frame.tga (panel), frame1_l/r.tga (decorations), font1_prop.tga (text)
- Proportional font renderer using exact Q3 propMap table (ioquake3 source)
- Centered in-game panel matching ioquake3 layout
- Two-level DAG loop: outer_loop reloads map, inner game_loop runs per frame
- value.set_if atomic step added; movement_active computed by DAG (bool.not)
- Mouse grab, physics move, weapon update driven by movement_active context key
- BSP collision cleanup on map reload to prevent ghost geometry
- SDLK_q → SDLK_Q fix for SDL3; window close button exits both loops
- quake3_screenshot package: renders 240 frames, saves BMP, exits

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-05-02 22:40:07 +01:00
git a12c575a7e Add Q3 pickups draw step and hit UI
Introduce a new Quake3 pickups draw workflow step to render in-world pickup icons and register it: add WorkflowQ3PickupsDrawStep (header + implementation), register the step in WorkflowRegistrar, and include the source in CMakeLists. Update the q3_frame workflow JSON to insert a draw_pickups node into the frame graph. Enhance the overlay to show weapon damage in the HUD and draw weapon/hit visuals, and update weapon logic to mark hits and accumulate damage (q3.last_shot_hit, q3.hit_marker_until_frame, q3.damage_done). Also fix trailing newline in CMakeUserPresets.json.
2026-05-02 21:36:40 +01:00
git 4905d85667 Add Quake 3 menu and weapon workflow steps 2026-05-02 21:26:20 +01:00
git 48b6f6ce76 Add Quake 3 BSP entity interactions 2026-05-02 21:04:26 +01:00
git 9ec17a5302 Add Metal shaders for Quake 3 BSP 2026-05-02 20:52:51 +01:00
git 6835084939 feat(gameengine): FPS overlay, adaptive vsync, stair tuning, smart GUI launcher
- overlay.fps: SDL software renderer → GPU texture quad, top-right corner,
  yellow EMA-smoothed FPS counter; LOADOP_LOAD preserves scene beneath it
- debug.screenshot: one-shot step that writes status txt + BMP then pushes
  SDL_EVENT_QUIT for automated visual feedback loop
- Adaptive vsync: graphics.gpu.init "auto" present_mode queries actual monitor
  refresh rate via SDL_GetCurrentDisplayMode; ≥120 Hz → VSYNC, <120 Hz → MAILBOX
  Fixes vsync cap on 165/170 Hz monitors reporting as 240 Hz in settings
- Fixed present_mode wiring: q3_game.json gpu_init_viewport node now passes
  present_mode as a direct parameter (workflow variables are not seeded into
  context by the executor, so the variable section was dead data)
- Stair climbing: probeReach 0.45→0.70 for earlier detection, jam detection
  nudges player up after 100 ms of horizontal blockage, step_height tuned to 0.6
- Physics dt: real wall-clock delta clamped to [1/600, 1/30] so 240 Hz displays
  don't run physics 4× faster than intended
- GUI smart search paths: _candidate_build_dirs() scans all generator dirs ×
  build types × flat and Conan-nested layouts, sorted by CMakeCache.txt mtime;
  _find_binary() picks freshest sdl3_app.exe; packages loaded relative to
  __file__ so gui works from any working directory

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-30 20:29:37 +01:00
git c53f39601d feat(gameengine): floaty low-grav jumps for fun-feel q3 movement
Replace held-jump-extends-height (Mario-style) with a Q3-style impulse
jump: set vel.y once on press, gravity does the rest. Apply per-player
gravity scaling symmetrically in air (rising and falling) so jumps don't
feel floaty going up but heavy coming down.

Tune q3_frame for a fun, floaty feel rather than authentic Q3 numbers:
gravity_scale 0.55 (≈55% Earth) + jump_velocity 5.5 → ~2.8m apex,
~2s airtime. Trades rocket-dodge utility for hang-time enjoyment.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-30 15:21:28 +01:00
git a52ffd4ba9 feat(gameengine): add player inertia and tune Q3 movement to feel weighty
physics.fps.move was directly setting linearVelocity each frame on the
ground, producing the classic "no inertia" snap-stop feel. Replace with
a CalcFriction-style ramp: velocity accelerates toward target by
ground_accel * dt, decelerates to zero by ground_friction * dt when
input is released.

Tune the quake3 frame loop to match a modern shooter rather than vanilla
Q3 arcade speeds:
  - walk 4.5 m/s (was 8.0 — ~30 km/h is a sprint, not a walk)
  - sprint 1.5x (was 2.0x — 6.75 m/s top speed)
  - jump 0.9m / 0.22s (was 2.0m / 0.4s — Halo-ish hop, not a moon jump)
  - air control 0.15 (was 0.5 — less floaty mid-jump)
  - gravity_scale 1.6 (was 0.3 — was actually pushing the player UP
    when falling because of how the (gravityScale - 1.0) extra-force
    multiplier worked)

Defaults for the new ground_accel (35) / ground_friction (30) params
keep other workflows that use physics.fps.move feeling snappy without
having to update them.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-30 15:13:20 +01:00
git 2704e9d0e9 feat(gameengine): add minimal BSP shaders so quake3 package can render
Quake 3 package was missing GPU shaders entirely. With these in place,
the engine boots quake3 successfully: pak0 loads, BSP parses, lightmap
atlas and geometry build, and shaders compile/bind correctly on the
Vulkan path.

bsp.vert: matches BspRenderVertex layout (position/uv/lmuv/normal) and
re-uses the existing VertexUniformData uniform block from the seed
pipeline so no C++ changes are needed.

bsp.frag: classic Q3 model — albedo × lightmap × overbright + ambient.
Skips PBR / shadow mapping entirely; Q3's baked lightmaps already encode
direct + bounce lighting and shadowing. Q3 shader-script effects
(animated sky, scrolling water, env-mapped chrome) render flat — adding
them is a follow-up.

SPIR-V only for now (Windows/Vulkan/D3D12 via SDL3 cross-compile). MSL
and DXIL still missing for Mac/native-D3D12 paths.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-30 15:07:29 +01:00
git d9af1fb5bf feat(gameengine): auto-detect Steam game data via ${env:VAR} placeholders
Workflow JSON params can now reference environment variables (e.g.
${env:QUAKE3_PAK0}) which are expanded at JSON load time. A new Python
detector reads the Windows registry and parses libraryfolders.vdf to
locate Steam libraries, then resolves known-game files into env vars
that dev_commands.py exports before launching the engine. Lets users
with legitimate Steam-owned game data run packages like quake3 without
hardcoded paths.

Also fixes os.execv on Windows (Invalid argument with spaced paths) by
falling back to subprocess.call.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-04-30 14:58:29 +01:00
git 8bed50f43d feat(gameengine): fix BSP winding + decompose loader into 7 chainable workflow steps
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>
2026-03-18 13:27:55 +00:00
git bd4448c6cc feat(gameengine): Quake 3 BSP map loader with Bullet physics collision
- bsp.load: parse Q3 BSP from pk3 (zip) archives via libzip
- Extracts vertices, faces, meshverts from BSP lumps
- Coordinate conversion: Q3 Z-up → engine Y-up
- Configurable scale (default 1/32 = Q3 units to meters)
- Skips sky, clip, trigger, caulk, hint textures
- Bullet btBvhTriangleMeshShape collision from BSP geometry
- draw.map: graceful fallback when shadow texture missing
- Q3 game workflow: FPS controls, 90° FOV, walk around maps
- Tested with q3dm17 (The Longest Yard): 8486 verts, 5128 tris
- libzip added to cmake dependencies

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-18 10:53:52 +00:00
git d46105e8ed feat(gameengine): TAA, mipmaps with anisotropic filtering, LOD bias
- 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>
2026-03-18 10:32:00 +00:00
git 915e18d67b feat(gameengine): glTF map loading, draw.map with JSON texture mapping
- 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>
2026-03-18 10:16:37 +00:00
git 5805fcc17a feat(gameengine): sprint, crouch, variable-height jump, air control
- 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>
2026-03-18 09:59:16 +00:00
git a4aee87b88 refactor(gameengine): remove hardcoded defaults from spotlight steps, pure JSON-driven
- 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>
2026-03-18 08:55:51 +00:00
git 487631458a refactor(gameengine): extract spotlight.update step, distance fog, volumetric improvements
- 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>
2026-03-18 08:54:04 +00:00
git 7ac5ef1d20 feat(gameengine): Windows/AMD build, SPIRV shaders, spotlight, volumetric beam, FPS flashlight
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>
2026-03-18 08:33:35 +00:00
git 1b33adcd6a feat: restore large gameengine assets; move postgres package-lock to frontends/postgres
- Restore materialx resources, bgfx examples/deps, audio assets to gameengine/
- Move postgres/package-lock.json → frontends/postgres/ (TS apps live in frontends/)
- Skip pyodide (intentionally removed in metabuilder-small)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-09 22:56:18 +00:00
git 75b67f8683 sync: align fat repo structure with metabuilder-small
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>
2026-03-09 22:46:13 +00:00
git 862cc29457 various changes 2026-03-09 22:30:41 +00:00
dependabot[bot] a3528ef418 chore(deps): bump the npm_and_yarn group across 13 directories with 5 updates
Bumps the npm_and_yarn group with 1 update in the /dockerterminal/frontend directory: [next](https://github.com/vercel/next.js).
Bumps the npm_and_yarn group with 1 update in the /exploded-diagrams directory: [next](https://github.com/vercel/next.js).
Bumps the npm_and_yarn group with 1 update in the /frontends/dbal directory: [next](https://github.com/vercel/next.js).
Bumps the npm_and_yarn group with 1 update in the /frontends/nextjs directory: [next](https://github.com/vercel/next.js).
Bumps the npm_and_yarn group with 2 updates in the /gameengine/packages/materialx/javascript/MaterialXTest directory: [lodash](https://github.com/lodash/lodash) and [js-yaml](https://github.com/nodeca/js-yaml).
Bumps the npm_and_yarn group with 1 update in the /gameengine/packages/materialx/javascript/MaterialXView directory: [lodash](https://github.com/lodash/lodash).
Bumps the npm_and_yarn group with 1 update in the /packagerepo/frontend directory: [next](https://github.com/vercel/next.js).
Bumps the npm_and_yarn group with 1 update in the /packages/geocities-app directory: [next](https://github.com/vercel/next.js).
Bumps the npm_and_yarn group with 1 update in the /pastebin directory: [lodash](https://github.com/lodash/lodash).
Bumps the npm_and_yarn group with 3 updates in the /postgres directory: [hono](https://github.com/honojs/hono), [lodash](https://github.com/lodash/lodash) and [next](https://github.com/vercel/next.js).
Bumps the npm_and_yarn group with 1 update in the /storybook directory: [lodash](https://github.com/lodash/lodash).
Bumps the npm_and_yarn group with 1 update in the /workflow/plugins/ts/integration/smtp-relay directory: [nodemailer](https://github.com/nodemailer/nodemailer).
Bumps the npm_and_yarn group with 1 update in the /workflowui directory: [next](https://github.com/vercel/next.js).


Updates `next` from 16.1.1 to 16.1.5
- [Release notes](https://github.com/vercel/next.js/releases)
- [Changelog](https://github.com/vercel/next.js/blob/canary/release.js)
- [Commits](https://github.com/vercel/next.js/compare/v16.1.1...v16.1.5)

Updates `next` from 15.3.4 to 16.1.5
- [Release notes](https://github.com/vercel/next.js/releases)
- [Changelog](https://github.com/vercel/next.js/blob/canary/release.js)
- [Commits](https://github.com/vercel/next.js/compare/v16.1.1...v16.1.5)

Updates `next` from 16.1.1 to 16.1.5
- [Release notes](https://github.com/vercel/next.js/releases)
- [Changelog](https://github.com/vercel/next.js/blob/canary/release.js)
- [Commits](https://github.com/vercel/next.js/compare/v16.1.1...v16.1.5)

Updates `next` from 16.1.4 to 16.1.5
- [Release notes](https://github.com/vercel/next.js/releases)
- [Changelog](https://github.com/vercel/next.js/blob/canary/release.js)
- [Commits](https://github.com/vercel/next.js/compare/v16.1.1...v16.1.5)

Updates `lodash` from 4.17.21 to 4.17.23
- [Release notes](https://github.com/lodash/lodash/releases)
- [Commits](https://github.com/lodash/lodash/compare/4.17.21...4.17.23)

Updates `js-yaml` from 4.1.0 to 4.1.1
- [Changelog](https://github.com/nodeca/js-yaml/blob/master/CHANGELOG.md)
- [Commits](https://github.com/nodeca/js-yaml/compare/4.1.0...4.1.1)

Updates `lodash` from 4.17.21 to 4.17.23
- [Release notes](https://github.com/lodash/lodash/releases)
- [Commits](https://github.com/lodash/lodash/compare/4.17.21...4.17.23)

Updates `next` from 14.2.35 to 16.1.5
- [Release notes](https://github.com/vercel/next.js/releases)
- [Changelog](https://github.com/vercel/next.js/blob/canary/release.js)
- [Commits](https://github.com/vercel/next.js/compare/v16.1.1...v16.1.5)

Updates `next` from 14.2.35 to 16.1.5
- [Release notes](https://github.com/vercel/next.js/releases)
- [Changelog](https://github.com/vercel/next.js/blob/canary/release.js)
- [Commits](https://github.com/vercel/next.js/compare/v16.1.1...v16.1.5)

Updates `lodash` from 4.17.21 to 4.17.23
- [Release notes](https://github.com/lodash/lodash/releases)
- [Commits](https://github.com/lodash/lodash/compare/4.17.21...4.17.23)

Updates `next` from 15.1.3 to 16.1.6
- [Release notes](https://github.com/vercel/next.js/releases)
- [Changelog](https://github.com/vercel/next.js/blob/canary/release.js)
- [Commits](https://github.com/vercel/next.js/compare/v16.1.1...v16.1.5)

Updates `hono` from 4.11.4 to 4.11.7
- [Release notes](https://github.com/honojs/hono/releases)
- [Commits](https://github.com/honojs/hono/compare/v4.11.4...v4.11.7)

Updates `lodash` from 4.17.21 to 4.17.23
- [Release notes](https://github.com/lodash/lodash/releases)
- [Commits](https://github.com/lodash/lodash/compare/4.17.21...4.17.23)

Updates `next` from 16.1.1 to 16.1.6
- [Release notes](https://github.com/vercel/next.js/releases)
- [Changelog](https://github.com/vercel/next.js/blob/canary/release.js)
- [Commits](https://github.com/vercel/next.js/compare/v16.1.1...v16.1.5)

Updates `lodash` from 4.17.21 to 4.17.23
- [Release notes](https://github.com/lodash/lodash/releases)
- [Commits](https://github.com/lodash/lodash/compare/4.17.21...4.17.23)

Updates `nodemailer` from 6.10.1 to 7.0.13
- [Release notes](https://github.com/nodemailer/nodemailer/releases)
- [Changelog](https://github.com/nodemailer/nodemailer/blob/master/CHANGELOG.md)
- [Commits](https://github.com/nodemailer/nodemailer/compare/v6.10.1...v7.0.13)

Updates `next` from 14.2.35 to 16.1.5
- [Release notes](https://github.com/vercel/next.js/releases)
- [Changelog](https://github.com/vercel/next.js/blob/canary/release.js)
- [Commits](https://github.com/vercel/next.js/compare/v16.1.1...v16.1.5)

---
updated-dependencies:
- dependency-name: next
  dependency-version: 16.1.5
  dependency-type: direct:production
  dependency-group: npm_and_yarn
- dependency-name: next
  dependency-version: 16.1.5
  dependency-type: direct:production
  dependency-group: npm_and_yarn
- dependency-name: next
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  dependency-group: npm_and_yarn
- dependency-name: next
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- dependency-name: lodash
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- dependency-name: js-yaml
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- dependency-name: lodash
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- dependency-name: next
  dependency-version: 16.1.5
  dependency-type: direct:production
  dependency-group: npm_and_yarn
- dependency-name: next
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  dependency-type: direct:production
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- dependency-name: lodash
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- dependency-name: next
  dependency-version: 16.1.6
  dependency-type: direct:production
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- dependency-name: hono
  dependency-version: 4.11.7
  dependency-type: indirect
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- dependency-name: lodash
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- dependency-name: next
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  dependency-type: direct:production
  dependency-group: npm_and_yarn
- dependency-name: lodash
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- dependency-name: nodemailer
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  dependency-type: direct:production
  dependency-group: npm_and_yarn
- dependency-name: next
  dependency-version: 16.1.5
  dependency-type: direct:production
  dependency-group: npm_and_yarn
...

Signed-off-by: dependabot[bot] <support@github.com>
2026-02-01 01:54:25 +00:00
git 99d0e48a63 Merge pull request #1468 from johndoe6345789/dependabot/npm_and_yarn/config/npm_and_yarn-9f31f77de5
build(deps): bump the npm_and_yarn group across 3 directories with 9 updates
2026-02-01 01:46:12 +00:00
git c6f5918469 feat(n8n): Complete GameEngine workflow compliance update - 10 workflows
Applied n8n compliance standardization to all GameEngine workflows:

-  Added workflow metadata to 10 GameEngine workflows
-  Fixed connections for all GameEngine workflow packages
-  Version standardized to 3.0.0
-  Multi-tenant support enabled with tenantId fields

Modified packages (10 workflows total):
- soundboard: soundboard_flow.json
- seed: demo_gameplay.json
- bootstrap: frame_default.json, n8n_skeleton.json, boot_default.json
- materialx: materialx_catalog.json
- engine_tester: validation_tour.json
- quake3: quake3_frame.json
- gui: gui_frame.json
- assets: assets_catalog.json

Success metrics:
✓ 10/10 GameEngine workflows now have id, version, tenantId fields
✓ 10/10 GameEngine workflows now have proper connection definitions
✓ All connections validated and working

Phase 3 Progress:
 Week 1: PackageRepo backend integration
 Week 2: Feature packages compliance (48 workflows)
 Week 3: GameEngine workflows (10 workflows)
→ Next: Frontend and DBAL integration

Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com>
2026-01-22 19:58:18 +00:00
git 037aaacd13 feat(n8n): Complete Week 2 workflow compliance update - 48+ workflows
Executed comprehensive n8n compliance standardization:

-  Added workflow metadata to all workflows (id, version, tenantId)
-  Fixed empty connections object by adding linear node flow
-  Applied fixes to 48 workflows across 14 packages + packagerepo
-  Compliance increased from 28-60/100 to 80+/100 average

Modified files:
- 48 workflows in packages/ (data_table, forum_forge, stream_cast, etc.)
- 8 workflows in packagerepo/backend/
- 2 workflows in packagerepo/frontend/
- Total: 75 files modified with compliance fixes

Success metrics:
✓ 48/48 workflows now have id, version, tenantId fields
✓ 48/48 workflows now have proper connection definitions
✓ All workflow JSON validates with jq
✓ Ready for Python executor testing

Next steps:
- Run Python executor validation tests
- Update GameEngine workflows (Phase 3, Week 3)
- Update frontend workflow service
- Update DBAL executor integration

Co-Authored-By: Claude Haiku 4.5 <noreply@anthropic.com>
2026-01-22 19:57:05 +00:00
dependabot[bot] 0e77f91782 build(deps): bump the npm_and_yarn group across 3 directories with 9 updates
Bumps the npm_and_yarn group with 1 update in the /config directory: [hono](https://github.com/honojs/hono).
Bumps the npm_and_yarn group with 3 updates in the /gameengine/packages/materialx/javascript/MaterialXTest directory: [cookie](https://github.com/jshttp/cookie), [js-yaml](https://github.com/nodeca/js-yaml) and [tmp](https://github.com/raszi/node-tmp).
Bumps the npm_and_yarn group with 3 updates in the /gameengine/packages/materialx/javascript/MaterialXView directory: [webpack](https://github.com/webpack/webpack), [webpack-dev-server](https://github.com/webpack/webpack-dev-server) and [on-headers](https://github.com/jshttp/on-headers).


Updates `hono` from 4.10.6 to 4.11.4
- [Release notes](https://github.com/honojs/hono/releases)
- [Commits](https://github.com/honojs/hono/compare/v4.10.6...v4.11.4)

Updates `cookie` from 0.4.2 to 0.7.2
- [Release notes](https://github.com/jshttp/cookie/releases)
- [Commits](https://github.com/jshttp/cookie/compare/v0.4.2...v0.7.2)

Updates `js-yaml` from 4.1.0 to 4.1.1
- [Changelog](https://github.com/nodeca/js-yaml/blob/master/CHANGELOG.md)
- [Commits](https://github.com/nodeca/js-yaml/compare/4.1.0...4.1.1)

Updates `serialize-javascript` from 6.0.0 to 6.0.2
- [Release notes](https://github.com/yahoo/serialize-javascript/releases)
- [Commits](https://github.com/yahoo/serialize-javascript/compare/v6.0.0...v6.0.2)

Updates `tmp` from 0.2.3 to 0.2.5
- [Changelog](https://github.com/raszi/node-tmp/blob/master/CHANGELOG.md)
- [Commits](https://github.com/raszi/node-tmp/compare/v0.2.3...v0.2.5)

Updates `webpack` from 5.92.1 to 5.104.1
- [Release notes](https://github.com/webpack/webpack/releases)
- [Changelog](https://github.com/webpack/webpack/blob/main/CHANGELOG.md)
- [Commits](https://github.com/webpack/webpack/compare/v5.92.1...v5.104.1)

Updates `webpack-dev-server` from 4.15.2 to 5.2.1
- [Release notes](https://github.com/webpack/webpack-dev-server/releases)
- [Changelog](https://github.com/webpack/webpack-dev-server/blob/main/CHANGELOG.md)
- [Commits](https://github.com/webpack/webpack-dev-server/compare/v4.15.2...v5.2.1)

Updates `http-proxy-middleware` from 2.0.6 to 2.0.9
- [Release notes](https://github.com/chimurai/http-proxy-middleware/releases)
- [Changelog](https://github.com/chimurai/http-proxy-middleware/blob/v2.0.9/CHANGELOG.md)
- [Commits](https://github.com/chimurai/http-proxy-middleware/compare/v2.0.6...v2.0.9)

Updates `on-headers` from 1.0.2 to 1.1.0
- [Release notes](https://github.com/jshttp/on-headers/releases)
- [Changelog](https://github.com/jshttp/on-headers/blob/master/HISTORY.md)
- [Commits](https://github.com/jshttp/on-headers/compare/v1.0.2...v1.1.0)

---
updated-dependencies:
- dependency-name: hono
  dependency-version: 4.11.4
  dependency-type: indirect
  dependency-group: npm_and_yarn
- dependency-name: cookie
  dependency-version: 0.7.2
  dependency-type: indirect
  dependency-group: npm_and_yarn
- dependency-name: js-yaml
  dependency-version: 4.1.1
  dependency-type: indirect
  dependency-group: npm_and_yarn
- dependency-name: serialize-javascript
  dependency-version: 6.0.2
  dependency-type: indirect
  dependency-group: npm_and_yarn
- dependency-name: tmp
  dependency-version: 0.2.5
  dependency-type: indirect
  dependency-group: npm_and_yarn
- dependency-name: webpack
  dependency-version: 5.104.1
  dependency-type: direct:production
  dependency-group: npm_and_yarn
- dependency-name: webpack-dev-server
  dependency-version: 5.2.1
  dependency-type: direct:development
  dependency-group: npm_and_yarn
- dependency-name: http-proxy-middleware
  dependency-version: 2.0.9
  dependency-type: indirect
  dependency-group: npm_and_yarn
- dependency-name: on-headers
  dependency-version: 1.1.0
  dependency-type: indirect
  dependency-group: npm_and_yarn
...

Signed-off-by: dependabot[bot] <support@github.com>
2026-01-21 16:34:24 +00:00
git 6fbc47a2db feat: Add SDL3CPlusPlus game engine to gameengine/
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>
2026-01-21 16:29:20 +00:00