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History

Dated logs and investigations. Each entry describes the code as it was on its date, says what it was checked against, and is kept as written, so a later entry or the code wins where they disagree. For how things work now, read the systems pages; for plans, the design pages.

Logs

  • Development log: the project wide record, release by release, newest first. It began as the log in PLAN.md.
  • Far rendering log: each rung of the far field, its measurements and its faults, oldest first.
  • Director log: what each director test ran on and showed.
  • Materials log: material investigations and measurements.
  • Overseer log: the overseer camera's verification record, and the client fixes DorfCraft's playtests turned up.
  • Weather log: shader weather's live checks and what was changed after each, other games' weather measured, the ripple tunings, and the storm work's status at its landing.
  • First person body log: the faults reported against the local player's own body, their causes and fixes.

Investigations and checkpoints

  • Material calibration: the offline material and water ramps of September 2026, and what they settled about plastic looking terrain, relief and smoothness.
  • Performance inventory: the source audit of 27 September 2026 that led to the render feature switches and the Lowest tier.
  • Default look checkpoint: a work in progress lighting checkpoint of September 2026.

Measurements

Reports, captures and the harnesses that made them live in docs/perf/, one folder per study, named with its date. They are kept in the repository beside the scripts that reference them and are not part of this site; browse them on GitHub.