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- 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>