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- Add gl-matrix for WebGL matrix math - Add vite-plugin-wasm for WASM module support - Configure WASM Vite plugin - Fix dev proxy cookie handling for auth sessions Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Pre-built WASM binary and JS bindings for the bhop-replay-viewer Rust module. Provides BSP map parsing, MDL model loading, VTF texture decoding, and replay file playback via WebAssembly. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Core rendering and playback engine for the in-browser BSP replay viewer: - renderer.ts: WebGL renderer with lightmap atlas, texture atlas, skybox cubemap, sky depth occlusion, PVS culling, and static prop rendering with transparency support - camera.ts: First-person and free-cam camera with mouse look, WASD movement, and smooth replay-following mode - math.ts: Matrix/vector utilities and Source Engine coordinate helpers - playback.ts: Replay tick interpolation with speed control, pause, scrubbing, and button state decoding - fetchWithProgress.ts: Streaming download with progress callbacks Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Vue 3 components for the replay viewer interface: - ReplayViewerOverlay.vue: Main orchestration component handling BSP download, WASM parsing, WebGL initialization, and 7-step loading progress with fullscreen canvas overlay - ViewerControls.vue: Playback scrubber, speed selector, camera toggle, and keyboard shortcuts with 3-second auto-fade on inactivity - ViewerHUD.vue: Key press display in ShavitTimer-inspired layout showing speed, movement keys (WASD), duck, and jump states - LoadingModal.vue: Themed loading screen with dual progress bars for download and processing steps Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Add "View Replay" button to IndividualRecordView when replay is available, launching the fullscreen BSP replay viewer overlay - Update API base URL to use Vite proxy in dev mode for proper cookie forwarding and CORS handling - Reformat API module for consistency Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
…ed WASM - Fragment shader: procedural black/purple checkerboard for missing textures with proper surface-aligned UVs and lightmap support - Water render pass: separate draw after opaque geometry with 60% alpha and depth writes disabled via uAlphaOverride uniform - Updated WASM module with $color tinting, water detection, and fog color Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
After GPU upload, fetches unresolved textures from the CS:S VPK asset API, decodes them via WASM, and patches the texture atlas in-place using texSubImage2D. Textures load in batches of 10 concurrently with a progress indicator. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Pass force_opaque=true to decode_and_tile_vtf for non-translucent materials to prevent semi-transparent rendering of wall/floor textures. Uses VMT $translucent flag to determine when alpha should be preserved. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Updated WASM binary with 4096x4096 lightmap atlas and graceful overflow handling for large maps. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Use fetch_name (cubemap-stripped base name) for external texture URLs - Add prop fetching step: scan missing props, fetch MDL+VVD+VTX from API - Re-parse BSP with extras when external props are available - Updated WASM with parse_bsp_with_extras, missing_props export, and pre-allocated atlas slots for unresolved prop textures Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- Don't force alpha=255 on $alphatest materials (tree leaves, fences) so the shader's alpha discard works correctly for cutout rendering - Updated WASM with prop ambient lighting, bodypart model fix Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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offstyle tech ™️ commit description coming soon