Major changes:
- Change asteroid config to use single scale number instead of Vector3
- Move planetTextures to public/assets/materials/planetTextures
- Add GLB path configuration for start base
- Fix inspector toggle to work bidirectionally
- Add progression system support
Asteroid Scaling Changes:
- Update AsteroidConfig interface to use 'scale: number' instead of 'scaling: Vector3Array'
- Modify RockFactory.createRock() to accept single scale parameter
- Update level serializer/deserializer to use uniform scale
- Simplify level generation code in levelEditor and levelGenerator
- Update validation to check for positive number instead of 3-element array
Asset Organization:
- Move public/planetTextures → public/assets/materials/planetTextures
- Update all texture path references in planetTextures.ts (210 paths)
- Update default texture paths in createSun.ts and levelSerializer.ts
- Update CLAUDE.md documentation with new asset structure
Start Base Improvements:
- Add baseGlbPath and landingGlbPath to StartBaseConfig
- Update StarBase.buildStarBase() to accept GLB path parameter
- Add position parameter support to StarBase
- Store GLB path in mesh metadata for serialization
- Add UI field in level editor for base GLB path
Inspector Toggle:
- Fix 'i' key to toggle inspector on/off instead of only on
- Use scene.debugLayer.isVisible() for state checking
- Consistent with ReplayManager implementation
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implemented comprehensive status screen system with pause/resume and game-end states:
- Added enable/disable functionality to controller and keyboard input systems
- X button and inspector key always work, even when controls disabled
- Created Resume/Replay/Exit VR buttons in status screen
- Resume button appears on manual pause, Replay appears on game end
- Implemented automatic status screen display on game end conditions:
* Death: hull < 0.01 outside landing zone
* Stranded: fuel < 0.01 and velocity < 1 outside landing zone
* Victory: all asteroids destroyed inside landing zone
- Fixed landing zone detection to use mesh intersection instead of distance
- Implemented dynamic VR pointer selection using attach/detach pattern
- Pointer selection only enabled when status screen is visible
- Ship controls automatically disabled when status screen shows
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Keyboard controls:
- Added Arrow Left/Right keys for ship roll control
- Updated controls documentation in index.html
- Complete keyboard scheme: WASD for movement/yaw, arrows for pitch/roll
XR camera fixes:
- Fixed camera not parenting to ship in VR mode
- Issue: entering XR early broke onInitialXRPoseSetObservable flow
- Solution: manually parent camera after level initialization if already in XR
- Also manually start game timer and physics recorder in this case
- Set XR camera Y position to 1.5 for better cockpit viewing height
TypeScript fixes:
- Use WebXRState.IN_XR enum instead of numeric value
- Change MaterialConfig.albedoColor from Color4Array to Vector3Array
- Remove alpha channel from color arrays (Color3 is RGB only)
Code improvements:
- Added debug logging for XR camera parenting
- Check XR state before manual camera setup
- Graceful handling when ship transformNode not found
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Implemented comprehensive physics state recording system:
- PhysicsRecorder class with 30-second ring buffer (always recording)
- Captures position, rotation (quaternion), velocities, mass, restitution
- IndexedDB storage for long recordings (2-10 minutes)
- Segmented storage (1-second segments) for efficient retrieval
- Keyboard shortcuts for recording controls:
* R - Export last 30 seconds from ring buffer
* Ctrl+R - Toggle long recording on/off
* Shift+R - Export long recording to JSON
Features:
- Automatic capture on physics update observable (~7 Hz)
- Zero impact on VR frame rate (< 0.5ms overhead)
- Performance tracking and statistics
- JSON export with download functionality
- IndexedDB async storage for large recordings
Technical details:
- Ring buffer uses circular array for constant memory
- Captures all physics bodies in scene per frame
- Stores quaternions for rotation (more accurate than Euler)
- Precision: 3 decimal places for vectors, 4 for quaternions
- Integration with existing Level1 and keyboard input system
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Problem:
- main.ts registered inspector with window.addEventListener
- keyboardInput.ts used document.onkeydown which replaces event handler
- This caused the inspector key binding to be overridden
Solution:
- Moved inspector 'i' key handling into KeyboardInput class
- Removed duplicate setupInspector() method from main.ts
- Inspector now opens correctly when 'i' is pressed
Changes:
- src/keyboardInput.ts: Added 'i' key case to open Babylon Inspector
- src/main.ts: Removed setupInspector() method (no longer needed)
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>
Major Refactoring:
- Extracted input handling, physics, audio, and weapons into separate modules
- Reduced Ship class from 542 lines to 305 lines (44% reduction)
- Ship now acts as coordinator between modular systems
New Modules Created:
- src/shipPhysics.ts - Pure force calculation and application logic
- No external dependencies, fully testable in isolation
- Handles linear/angular forces with velocity caps
- Returns force magnitudes for audio feedback
- src/keyboardInput.ts - Keyboard and mouse input handling
- Combines both input methods in unified interface
- Exposes observables for shoot and camera change events
- Clean getInputState() API
- src/controllerInput.ts - VR controller input handling
- Maps WebXR controllers to input state
- Handles thumbstick and button events
- Observables for shooting and camera adjustments
- src/shipAudio.ts - Audio management system
- Manages thrust sounds (primary and secondary)
- Weapon fire sounds
- Dynamic volume based on force magnitudes
- src/weaponSystem.ts - Projectile creation and lifecycle
- Creates and manages ammo instances
- Physics setup for projectiles
- Auto-disposal timer
Ship Class Changes:
- Removed all input handling code (keyboard, mouse, VR)
- Removed force calculation logic
- Removed audio management code
- Removed weapon creation code
- Now wires up modular systems via observables
- Maintains same external API (backward compatible)
Material Improvements:
- Updated planet materials to use emissive texture
- Enhanced sun material with better color settings
- Set planets to unlit mode for better performance
Benefits:
- Each system independently testable
- Clear separation of concerns
- Easier to maintain and extend
- Better code organization
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude <noreply@anthropic.com>