- .animctrl state machine asset (params/transitions/blend trees, 1D+2D
directional blending) with Unity Animator-style editor panel: state
list, transitions, params, directional pad preview driving live
CrossFade on the selected entity
- Split animation evaluation out of SceneRenderer into
AnimationSystem/AnimationEvaluator; skin palettes with rest-pose
fallback and blend-weight epsilon filtering
- MaterialAsset (.material) with reload-safe preview tile pool
(DropMaterial clears dirty refs before instance destruction)
- EditorGizmoPass skeleton wires + viewport joint overlay; camera
projection rework (baked Vulkan Y-flip, ortho support)
- Editor/game build split via HELLOVULKAN_EDITOR option
ScriptComponent stores only a script name string (POD, serializable);
instances are reconciled by ScriptRuntime each frame (PhysicsWorld
pattern): orphan/rename cleanup with OnDestroy, per-name instantiation
from a file-level self-registering registry (ENGINE_REGISTER_SCRIPT),
OnCreate on bind, OnUpdate after physics step on scaled dt. Engine
framerate loop only sees the base interface, so future Lua/C# behaviors
plug in as foreign ScriptBehavior implementations with zero engine
changes. Ships a Spinner sample script and Inspector script picker.