dingyuntian
|
f0bf5e47a9
|
fix(fix-system): 修复屏幕面板启动状态未置位
在启动屏幕面板流程中补充 isSystemOn 置 true,避免系统状态与 UI 激活状态不一致。
Made-with: Cursor
|
2026-03-30 16:33:56 +08:00 |
|
dingyuntian
|
57a9f9b6cb
|
Merge branch 'develop' into bugfix/打孔带重构
|
2026-03-30 16:27:38 +08:00 |
|
dingyuntian
|
f8e813f12a
|
chore(fix-system): 补齐打孔带元数据
Made-with: Cursor
|
2026-03-30 15:59:22 +08:00 |
|
dingyuntian
|
21111aa1d9
|
refactor(clue): 移除废弃线索板与旧打孔带实现
Made-with: Cursor
|
2026-03-30 15:58:09 +08:00 |
|
dingyuntian
|
6ee319ab4f
|
feat(fix-system): 重构打孔带流程并接入新收藏与插槽系统
Made-with: Cursor
|
2026-03-30 15:56:55 +08:00 |
|
bottlefish
|
e15c7c5c19
|
Merge branch 'develop' into 3.28全流程拉通
|
2026-03-30 14:28:45 +08:00 |
|
dingyuntian
|
fbfda00150
|
fix: 维修面板初始灯光状态可配置
|
2026-03-28 21:45:00 +08:00 |
|
bottlefish
|
e1562b749f
|
修复错误
|
2026-03-28 21:33:11 +08:00 |
|
bottlefish
|
fc03cfdd4a
|
feat: 梦境门、热力图、身体模块与终端 UI 全流程逻辑
Made-with: Cursor
|
2026-03-28 19:37:52 +08:00 |
|
bottlefish
|
188397cd40
|
拉通
|
2026-03-28 15:57:34 +08:00 |
|
dingyuntian
|
1d15f5daff
|
fix: 合并后编译错误
|
2026-03-27 22:43:38 +08:00 |
|
dingyuntian
|
209a795141
|
Merge branch 'develop' into bugfix/内存问题
|
2026-03-27 18:55:12 +08:00 |
|
dingyuntian
|
bf3120fc1c
|
Merge branch 'develop' into bugfix/内存问题
|
2026-03-27 16:32:27 +08:00 |
|
dingyuntian
|
9a9645dfec
|
feat: 使用 ResourceSystem 异步加载精灵与关卡配置
Made-with: Cursor
|
2026-03-27 15:42:46 +08:00 |
|
dingyuntian
|
24d0536634
|
refactor: 性能分析工具,暂时无用
|
2026-03-27 15:18:06 +08:00 |
|
bottlefish
|
f67641407d
|
fix(huoshan): 修复多轮表达重叠并支持非目标粒子数配置
Made-with: Cursor
|
2026-03-27 14:26:42 +08:00 |
|
dingyuntian
|
0ebbc9c341
|
fix(resource-kit): 修复场景资源加载器生命周期与初始化时序
Made-with: Cursor
|
2026-03-26 16:08:41 +08:00 |
|
dingyuntian
|
5879aee7a3
|
scene(peipei): 调整修复场景布局与切割线交互配置
Made-with: Cursor
|
2026-03-26 14:12:21 +08:00 |
|
dingyuntian
|
39d28c1a29
|
refactor(scene-mgmt): 移除外景专用时间轴命令并统一调用
Made-with: Cursor
|
2026-03-26 14:11:47 +08:00 |
|
dingyuntian
|
f9803d2d1a
|
refactor(fix-system): 重构身体模块材质加载为Addressables异步流程
Made-with: Cursor
|
2026-03-26 14:11:33 +08:00 |
|
dingyuntian
|
7a40dcd165
|
fix(scene-mgmt): 修复 Timeline 播放结束后可选回到起点
Made-with: Cursor
|
2026-03-25 14:44:33 +08:00 |
|
dingyuntian
|
3018f134b3
|
chore(asset-refs): 添加AssetRefs目录的meta文件
|
2026-03-24 15:36:25 +08:00 |
|
dingyuntian
|
0a339efad9
|
fix(game-loop): 统一场景路径为Scene/前缀
|
2026-03-24 15:34:56 +08:00 |
|
dingyuntian
|
c69ce0c9ce
|
fix(audio-kit): 修复场景环境音匹配路径
|
2026-03-24 15:34:29 +08:00 |
|
dingyuntian
|
a561909134
|
feat(fix-system): 添加EyeModule并重构视觉模块控制
|
2026-03-24 15:34:08 +08:00 |
|
dingyuntian
|
89f8b52423
|
feat(asset-refs): 添加资源引用集中管理系统
|
2026-03-24 15:33:58 +08:00 |
|
dingyuntian
|
e026f0e510
|
chore(eye): 删除废弃的EyeTransitionManager和相关旧资源引用
|
2026-03-24 15:33:50 +08:00 |
|
bottlefish
|
09f5ffb02e
|
Merge branch 'develop' into 火山美术合入2.11
|
2026-03-13 22:10:00 +08:00 |
|
bottlefish
|
c20c8df566
|
chore(huoshan): 添加 Effects 文件夹 meta
Made-with: Cursor
|
2026-03-13 22:08:50 +08:00 |
|
bottlefish
|
8264014ba4
|
scene(huoshan): 场景与火山表达 Timeline 配置
Made-with: Cursor
|
2026-03-13 22:08:25 +08:00 |
|
bottlefish
|
e89f8dbe23
|
feat(huoshan): 扩展火山语言系统与表情管理
|
2026-03-13 22:07:52 +08:00 |
|
bottlefish
|
c2f4c0f83b
|
feat(huoshan): 添加 Sprite 噪波 Glitch 效果
Made-with: Cursor
|
2026-03-13 22:07:36 +08:00 |
|
dingyuntian
|
e218eeb3f6
|
fix(ui): 修复终端空行不显示的问题
|
2026-03-13 22:04:20 +08:00 |
|
dingyuntian
|
e639d83c2d
|
refactor(ui): 重构文字宽度计算和对话框布局逻辑
|
2026-03-13 21:04:13 +08:00 |
|
bottlefish
|
421fc9944c
|
Merge branch 'develop' into 火山美术合入2.11
|
2026-03-13 18:33:30 +08:00 |
|
bottlefish
|
eea12c1728
|
把释放log的序列拆成两部分
|
2026-03-13 13:02:40 +08:00 |
|
dingyuntian
|
3afe9c074f
|
chore: 删除废弃的 Screen System、FixLightSystem 和相关代码
|
2026-03-12 17:50:00 +08:00 |
|
dingyuntian
|
1b43eeb6a7
|
fix(fix-system): 适配 ClinicSystem 到新资源系统
|
2026-03-12 17:47:35 +08:00 |
|
dingyuntian
|
ee6fcc7aff
|
fix: 修复条件编译和资源系统变更导致的代码问题
|
2026-03-12 17:46:51 +08:00 |
|
dingyuntian
|
d44452d3ce
|
feat(scene-mgmt): 集成 ResourceSystem 到场景加载流程
|
2026-03-12 17:46:40 +08:00 |
|
dingyuntian
|
622b12aa04
|
feat(resource-kit): 添加 ResourceSystem 和 SceneResourceLoader 实现场景级资源管理
|
2026-03-12 17:44:56 +08:00 |
|
bottlefish
|
4bfafa9f7d
|
feat(sales): 旋钮盖子开合与环形进度条
Made-with: Cursor
|
2026-03-12 17:44:38 +08:00 |
|
bottlefish
|
8b16db34d8
|
feat(language): 非目标粒子干扰效果与火山释放 log 淡出
CandidateParticle 添加干扰抖动;LanguageParticleManager 完成时淡出 panel、button、releaseLog 界面。
Made-with: Cursor
|
2026-03-12 15:26:28 +08:00 |
|
bottlefish
|
17994d4b56
|
feat(emotionwave): empty 待机态、预设切换过渡、noiseOnlyBlend、渲染优化
empty 改为极弱噪波待机态;增加预设切换 crossfade 与 flash 效果;
noiseOnlyBlend 支持纯噪波渲染;两段式归一化使 fillAmount=1 正确填满;switch_emotion_wave_config 支持 progress 参数。
Made-with: Cursor
|
2026-03-12 15:26:08 +08:00 |
|
bottlefish
|
0bcdcba8a1
|
fix(fix): 调整对话气泡加载时机与销售态槽位优先级
Enter 中先 LoadBubbles 再 SwitchCamera,避免 me: 释放log 时找不到 Player 槽位。
SalesState 中优先使用 salesManager.bubbleSlotGroup,缺失时回退 ScreenSystem。
Made-with: Cursor
|
2026-03-12 15:24:46 +08:00 |
|
bottlefish
|
faa14386f5
|
fix(fix): 调整对话气泡加载时机与销售态槽位优先级
Enter 中先 LoadBubbles 再 SwitchCamera,避免 me: 释放log 时找不到 Player 槽位。
SalesState 中优先使用 salesManager.bubbleSlotGroup,缺失时回退 ScreenSystem。
Made-with: Cursor
|
2026-03-12 15:22:39 +08:00 |
|
bottlefish
|
1f8f3be86e
|
feat(fix): 表达流程中插入火山表达深入 Timeline
Made-with: Cursor
|
2026-03-11 20:12:05 +08:00 |
|
bottlefish
|
725c841895
|
feat(expression): 表达系统目标/非目标解绑与干扰短句逻辑
Made-with: Cursor
|
2026-03-11 20:11:52 +08:00 |
|
dingyuntian
|
8cf9a72b57
|
feat(scene-mgmt): 添加 Timeline 播放时自动绑定 CinemachineBrain
|
2026-03-09 20:55:33 +08:00 |
|
dingyuntian
|
80f51677eb
|
fix(fix-system): 移除对废弃 TimelineManager 的引用
|
2026-03-09 20:55:15 +08:00 |
|