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Merge webgl2 — full WebGL2 renderer migration
relates to #893 Replaces the canvas2D + Pixi.js map renderer with a pure WebGL2 pipeline. Map-space visuals (terrain, names, structures, units, FX, selection boxes, build ghosts, status icons, nuke trajectories, defense zones, spawn glow, water-nuke terrain deltas) all render through dedicated passes in src/client/render/gl/passes/. Controllers in src/client/controllers/ push state directly to the WebGL view; no relay events. Assets unified under resources/ + assetUrl(). Mode toggle wired to the existing darkMode UserSetting (no more day/night cycle). One input system (InputHandler + EventBus + TransformHandler). Known regressions to address in follow-up work: - [ ] webgl: highlight structures when hover on build menu - [ ] webgl: custom flags, flag atlas - [ ] webgl: territory patterns - [ ] webgl: defense post outline - [ ] webgl: territory expanse smoothing
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@@ -11,6 +11,7 @@ import {
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const HASHED_PUBLIC_ASSET_GLOBS = [
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"changelog.md",
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"manifest.json",
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"atlases/**/*",
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"cosmetics/**/*",
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"flags/**/*",
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"fonts/**/*",
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