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.