8 lines
4.4 KiB
JSON
8 lines
4.4 KiB
JSON
{"ts":"2026-05-08","topic":"mainline_engine_birth","summary":"Merged the native C# Aquarium Engine line to main and made it the live development branch. Removed branch-lineage memorial docs so the repo describes the current engine instead of carrying prototype-era debris.","files":["README.md","docs/branch-lineage.md"],"verification":["git merge --ff-only codex/port-bevy-features"]}
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{"ts":"2026-05-08","topic":"persistent_state_surface","summary":"Added Aquarium-owned persistent state machinery: AGENTS.md for local operating doctrine, state/map.yaml for canonical project map, state/memory.json for durable renderer/state/UI lessons, state/evidence.jsonl for compact lesson entries, and state/scratch.md for disposable working context.","files":["AGENTS.md","state/map.yaml","state/memory.json","state/evidence.jsonl","state/scratch.md"],"verification":["dotnet build Aquarium.Engine.slnx",".\\scripts\\dev-reload.ps1 -Headless -RetainSlots 4"]}
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{"ts":"2026-05-08","topic":"engine_doctrine_distillation","summary":"Distilled only engine-relevant doctrine from the older Aquarium state: camera/Grid invariants, world-space anchors/domains, shader-owned visible world, conservative raymarch broad phase, diegetic lighting, DirectWrite overlay text, CultCache reload state, and hot reload failure behavior.","files":["docs/aquarium-engine-doctrine.md","state/memory.json","state/map.yaml"],"verification":["dotnet build Aquarium.Engine.slnx",".\\scripts\\dev-reload.ps1 -Headless -RetainSlots 4"]}
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{"topic":"grid_derivative_linework","summary":"Ported the Aetheria UI isoline idea into the Aquarium Grid shader: height contours and gradient-angle field lines now derive from the deferred Grid height field, and Cartesian Gridlines use fwidth-based masks so line width stays stable in pixels across zoom.","files":["src/Aquarium.Engine/Render/Shaders/Aquarium.hlsl","docs/hlsl-renderer.md"],"verification":["dotnet build Aquarium.Engine.slnx",".\\scripts\\dev-reload.ps1 -Headless -RetainSlots 4"],"ts":"2026-05-08"}
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{"topic":"dev_reload_visible_headless_split","summary":"Fixed dev-reload so headless smoke runs use separate PID state and logs from the visible dev window, preventing headless verification from stopping the active window. Added -Reopen to relaunch the last visible slot without rebuilding.","files":["scripts/dev-reload.ps1","README.md","state/evidence.jsonl"],"verification":[".\\scripts\\dev-reload.ps1 -Reopen",".\\scripts\\dev-reload.ps1 -Headless -RetainSlots 4","visible Aquarium PID remained running after headless smoke"],"ts":"2026-05-08"}
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{"topic":"grid_far_distance","summary":"Replaced the shader fixed raymarch far distance with a per-frame value equal to camera distance from the Grid origin plus Grid radius, matching the circular Grid fade boundary.","files":["src/Aquarium.Engine/Render/D3D11Renderer.cs","src/Aquarium.Engine/Render/Shaders/Aquarium.hlsl","docs/hlsl-renderer.md"],"verification":["dotnet build Aquarium.Engine.slnx",".\\scripts\\dev-reload.ps1 -Headless -RetainSlots 4"],"ts":"2026-05-08"}
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{"topic":"watcher_renderer_contract_reload","summary":"dev-watch now fingerprints the AquariumFrame cbuffer in Aquarium.hlsl as host contract input. Ordinary shader edits can still hot reload, but cbuffer layout changes trigger a host reload so C# frame constants and shader reads stay in sync.","files":["scripts/dev-watch.ps1","docs/hlsl-renderer.md","state/evidence.jsonl"],"verification":["dotnet build Aquarium.Engine.slnx",".\\scripts\\dev-reload.ps1 -RetainSlots 4",".\\scripts\\dev-watch.ps1 -NoInitialLaunch -Once"],"ts":"2026-05-08"}
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{"topic":"volumetrics_research_sweep","summary":"Preserved a realtime volumetrics research map covering Bruneton atmospheric scattering, Wronski AC4 volumetric fog, Hillaire/Frostbite froxel volumetrics and sky/clouds, Dreams Learning from Failure, GigaVoxels, Horizon clouds, Gobo stable volume sampling, NVIDIA GDC volumetric scattering, and Unreal volumetric fog docs. Distilled the Aquarium path: explicit renderer-owned low-resolution volume pass first, Bruneton LUT atmosphere later, sparse brick streaming only if scale demands it.","files":["research/volumetrics/README.md","research/volumetrics/source-manifest.md","research/volumetrics/synthesis.md","state/map.yaml","state/memory.json",".gitignore"],"verification":["downloaded local source cache under research/volumetrics/sources","extracted working text under research/volumetrics/extracted-text","source cache and extracts gitignored due binary size and copyright"],"ts":"2026-05-08"}
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