- .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
Root causes behind blurry/unphysical materials (4K pocket watch render
mushy, glass fully opaque, watch hands unreadable):
- Textures loaded via stbi had a single mip level: 4096x4096 albedo/MR
maps sampled with no LOD -> minification aliasing turned fine detail
(watch hands) into noise. Generate a full blit-based mip chain with
per-level layout transitions.
- samplerAnisotropy was never enabled on the device and every sampler
was created with anisotropy disabled: grazing-angle surfaces (watch
face, ground) collapsed into a blur. Enable the device feature and
16x anisotropic filtering on material texture samplers.
- glTF baseColorFactor was ignored: the glass material (alphaMode
BLEND, no baseColor texture, baseColorFactor.a = 0.3) fell back to
the default white texture with alpha = 1 and rendered fully opaque.
MaterialParams gains a baseColor vec4 (rgb tints albedo, a scales
the blend alpha) threaded through both PBR shaders.
- alphaMode MASK was treated as opaque: add a factors.w switch that
performs an alpha cutout test in the opaque shader.
- Fix material cache key dropping factors.z (separate-roughness
switch); it now encodes the full factors and baseColor vectors.