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e40962f
Audio: FMOD playback backend + Vercidium ray-traced acoustics (both o…
sheazywi Sep 7, 2026
bf87229
Audio: VA acoustics at full output, 3D debug view, FMOD Studio pipeline
sheazywi Sep 9, 2026
e13049b
Audio: play FMOD Studio events from AudioSourceComponent
sheazywi Sep 9, 2026
bda9f36
Sample: LuxTestEvent, a 3D FMOD Studio event for verifying the event …
sheazywi Sep 9, 2026
70af3ca
Editor: FMOD Studio settings and bank controls in Project Settings
sheazywi Sep 9, 2026
f2a1c23
Audio: bank-aware event picking, and a source that only owns what it …
sheazywi Sep 9, 2026
e6af491
Renderer: depth-tested collider pass, and point-sampled selection out…
sheazywi Sep 9, 2026
d1a7e6a
Editor: world-space gizmos, scale snap, and a non-singular editor camera
sheazywi Sep 9, 2026
15e97e2
Sample: give LuxTestEvent an actual sound
sheazywi Sep 9, 2026
f46dd4f
Sample: re-save AudioTest with current scene defaults
sheazywi Sep 9, 2026
8eaef3e
Docs: full audio system plan
sheazywi Sep 9, 2026
c08c975
Audio phase 1: harden Studio bank builds and editor feedback
sheazywi Sep 10, 2026
787d6c1
Audio phase 2: harden event instances and source ownership
sheazywi Sep 10, 2026
d9b6cb2
Audio phase 3: rework listeners and prefab target ownership
sheazywi Sep 10, 2026
eb1be7b
Audio phase 4: expose FMOD playback and bank loading to C#
sheazywi Sep 10, 2026
2f0fb96
Audio phases 1-4: integrate bank lifetime, scene state and serialization
sheazywi Sep 10, 2026
fa679b3
Audio backend: remove miniaudio and require FMOD plus VA
sheazywi Sep 10, 2026
39fca82
Sample: add scripted FMOD demo scene and setup guide
sheazywi Sep 10, 2026
75cd43e
Editor: save Audio Debugger window and table layout
sheazywi Sep 10, 2026
099c2d0
Audio phase 5: package FMOD banks and bootstrap runtime audio
sheazywi Sep 11, 2026
32ff5b0
Audio phase 6: remove legacy playback and use Studio events exclusively
sheazywi Sep 11, 2026
d82aabe
Audio phase 7: add acoustic materials and per-surface VA settings
sheazywi Sep 11, 2026
b00b50b
Audio phase 8: add zones, ambience blending and FMOD snapshots
sheazywi Sep 11, 2026
e53cc3d
Serialization: report stream I/O failures and support checked flush
sheazywi Sep 13, 2026
2e1a54b
Audio phase 9: add surface tables, footsteps and physics contact sounds
sheazywi Sep 13, 2026
4fa628a
Audio phase 10: add interactive music director and timeline callbacks
sheazywi Sep 14, 2026
e5ce0b9
Audio phase 11: add localized dialogue, programmer sounds and subtitles
sheazywi Sep 14, 2026
f9ca17b
Audio phase 12: add accessibility controls, captions, cues and narration
sheazywi Sep 14, 2026
7e9ecda
Audio phase 13: add dynamic acoustic geometry and room portals
sheazywi Sep 15, 2026
120f38d
Audio phase 14: add voice budgets, distance culling and validation
sheazywi Sep 15, 2026
d00322e
Audio phase 15: add desktop profiles, SDK discovery and focus behavior
sheazywi Sep 16, 2026
55ad9f5
Fix Linux runtime resource copies on repeated builds
sheazywi Sep 16, 2026
836da68
Fix sample audio export blocker and show validation errors
sheazywi Sep 16, 2026
71eb9b3
Fix GPU reset and Vulkan sync hazards in deferred lighting
sheazywi Sep 16, 2026
a4c2bfe
Fix Beam multi-cursor crash and monospace text layout
sheazywi Sep 17, 2026
e48e753
Add plan-le, profile and shader-debug skills; ImGui correctness rule
sheazywi Sep 17, 2026
748dd7e
Update sample project asset registry, FMOD event metadata and editor …
sheazywi Sep 17, 2026
e71635f
Plan the Beam editor rework; add self-contained product principle
sheazywi Sep 17, 2026
a51e701
Fix FMOD update failing every frame with Live Update; close leaked Im…
sheazywi Sep 17, 2026
b2cba42
CI: strip FMOD and Vercidium Audio libraries from editor artifacts
sheazywi Sep 17, 2026
5715ee2
CI: pull FMOD and Vercidium Audio SDKs from a private repository
sheazywi Sep 17, 2026
633b8ca
Build Coral.Managed in Release for every solution configuration
sheazywi Sep 18, 2026
2ab15e0
CI: build Linux on ubuntu-26.04 for Vercidium Audio's glibc 2.43 requ…
sheazywi Sep 18, 2026
b2c2fa0
Sample: update FMOD demo scene and FMOD Studio events
sheazywi Sep 18, 2026
98be134
Docs: material editor plan (standard material, instances, node graph)
sheazywi Sep 18, 2026
a0862ce
Editor: Material Editor with live preview, per-slot materials, and ma…
sheazywi Sep 18, 2026
7077571
Renderer: Lux Standard material inputs (material editor phase 3a)
sheazywi Sep 18, 2026
5c7dd6c
Address review feedback: surface table limit, contact event race, buf…
sheazywi Sep 18, 2026
fb2ec7d
Sample: start on the FMOD demo scene and add desktop audio profiles
sheazywi Sep 20, 2026
4f67e69
Relicense from GPL-3.0 to Apache-2.0
sheazywi Sep 20, 2026
8c0860c
Docs: rewrite the README for Windows and Linux
sheazywi Sep 20, 2026
2d2f4ff
Remove the last references to miniaudio
sheazywi Sep 20, 2026
fd4275a
Add SPDX headers to the material editor sources
sheazywi Sep 20, 2026
5eeb1c9
Docs: correct the README's CI and Ubuntu claims
sheazywi Sep 20, 2026
c17373c
Docs: verify the Fedora and openSUSE package lists
sheazywi Sep 21, 2026
e2b1a67
Docs: record the audio table asset size limits in the architecture doc
sheazywi Sep 21, 2026
b2f947a
Docs: document the audio system in the editor docs
sheazywi Sep 21, 2026
fcd275b
Renderer: cutout alpha mode (material editor phase 3b)
sheazywi Sep 21, 2026
9c68f73
Sample: add the MusicAmbiance event and its music asset
sheazywi Sep 21, 2026
c2042b9
Sample: wire VA occlusion to the event EQ cutoff
sheazywi Sep 21, 2026
ae71b2b
Sample: send both events to the Reverb return, driven by ReverbSend
sheazywi Sep 21, 2026
1de9137
Sample: make Fart's EQ band A a lowpass so occlusion muffles it
sheazywi Sep 21, 2026
c12f90d
Sample: place the MusicAmbiance emitter inside the building
sheazywi Sep 21, 2026
49aeebf
Sample: give each demo surface its own acoustic material
sheazywi Sep 21, 2026
9c1552c
Sample: texture the demo and make the building a real building
sheazywi Sep 21, 2026
99192c3
Audio: keep culled emitters audible on re-entry
sheazywi Sep 21, 2026
5a344a7
Audio: move to Vercidium Audio 1.9.0
sheazywi Sep 21, 2026
859a72b
Runtime: fix the solid-magenta frame and keep ImGui out of Dist
sheazywi Sep 21, 2026
38d4a84
Fix shutdown AV and minimize crash in the Vulkan driver
sheazywi Sep 21, 2026
b7a5c9e
Editor: selectable controller for ImGui gamepad navigation
sheazywi Sep 21, 2026
616ee12
Input: standard-layout gamepad API for C# scripts, used by FlyCamera
sheazywi Sep 21, 2026
6e8e926
Input: DualSense adaptive triggers for C# scripts
sheazywi Sep 21, 2026
84a7e3b
Input: gamepad rumble for C# scripts across controller families
sheazywi Sep 21, 2026
b0adeb7
Audio: join the VA batch before destroying an emitter
sheazywi Sep 21, 2026
1b60273
Audio: document why IsPlaying counts STOPPING
sheazywi Sep 21, 2026
993bb1d
Docs: explain FMOD and Vercidium Audio licensing for shipped games
sheazywi Sep 21, 2026
d8775d8
Input: gamepad type, connect events, mapping DB, PlayStation lights
sheazywi Sep 21, 2026
34c4d4a
Audio: reference-count Studio bus channel-group locks
sheazywi Sep 22, 2026
95561be
Project: carry the fixed render size into runtime exports
sheazywi Sep 22, 2026
60e31bf
Editor: start each runtime export from an empty folder
sheazywi Sep 22, 2026
624f662
Docs: bring the audio plan and accessibility guide up to date
sheazywi Sep 22, 2026
380e269
Sample: editor re-save of the asset registry and FMOD demo scene
sheazywi Sep 22, 2026
1e24889
Editor: update the saved ImGui layout
sheazywi Sep 22, 2026
da9556e
Tests: fix the Linux audio runner for current premake and bus locks
sheazywi Sep 24, 2026
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30 changes: 30 additions & 0 deletions .agents/skills/plan-le/SKILL.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,30 @@
---
name: plan-le
description: LuxEngine implementation planning — a source-grounded, phased plan with a verified current-state ledger, user decisions, engine-fit analysis (systems, threads, ownership), independently verifiable phases, risks, and open questions. Use before multi-file or multi-session work, or when asked for a plan, design, or roadmap. Plans only.
---

# plan-le (Codex adapter)

**The workflow body is `.claude/skills/plan-le/SKILL.md`. Read it and follow it.** This file exists
only for Codex discovery and tool translation; it deliberately does not restate the workflow, so the
two cannot drift.

## Translation notes

- `/plan-le` in shared docs means this skill, normally invoked as `$plan-le`.
- `$ARGUMENTS` is the goal to plan. With no arguments, ask what to plan.
- "Ask the user" and "plan mode" in the body describe intended actions. Use Codex's equivalent
(a direct question, or its planning/approval flow); where none exists, present the plan in chat
and wait for approval.
- Claude-specific tool names describe an intended action. Use the equivalent Codex-native tool.
- Step 4 (web research) needs a web search/fetch capability. If this Codex environment has none,
say so in the plan, mark the Research brief as not done, and list what should be researched.
- Paths starting with `.claude/`, `.agents/`, `docs/`, or `scripts/` are relative to the repository
root.
- `/dev`, `/cr`, `/send-pr`, and `/profile` in the body refer to the repository skills of the same
names.

## Boundary

`plan-le` does not edit engine code, commit, push, or open pull requests. Writing a
`docs/<AREA>_PLAN.md` file is the only file it may create, and only when the user agrees.
27 changes: 27 additions & 0 deletions .agents/skills/profile/SKILL.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,27 @@
---
name: profile
description: LuxEngine performance investigation — rule out the present/VSync ceiling, decide CPU- vs GPU-bound, capture Tracy/RenderDoc when needed, and report before/after numbers on a fixed protocol. Use for low FPS, hitches, slow loads, or optimization and benchmark requests.
---

# profile (Codex adapter)

**The workflow body is `.claude/skills/profile/SKILL.md`. Read it and follow it.** This file exists
only for Codex discovery and tool translation; it deliberately does not restate the workflow, so the
two cannot drift.

## Translation notes

- `/profile` in shared docs means this skill, normally invoked as `$profile`.
- `$ARGUMENTS` is the symptom or target supplied with the invocation. With no arguments, run the
triage in Step 1.
- Claude-specific tool names in the body describe an intended action. Use the equivalent
Codex-native tool.
- Paths starting with `.claude/`, `.agents/`, `docs/`, `scripts/`, or `tests/` are relative to the
repository root.
- Steps that need the running editor (panels, Tracy connection, RenderDoc) require the user unless
you can launch and observe the app; say which measurements you could not take yourself.
- `/cr` in the body refers to the `cr` repository skill.

## Boundary

`profile` does not commit, push, or open pull requests.
2 changes: 1 addition & 1 deletion .agents/skills/send-pr/SKILL.md
Original file line number Diff line number Diff line change
Expand Up @@ -12,7 +12,7 @@ deliberately does not restate the rules, so the two cannot drift.
## Translation notes

- `/send-pr` in shared docs means this skill, normally invoked as `$send-pr`.
- The rule list in the body (rules 1–19, tiered must-fix / should-fix / consider) is shared with
- The rule list in the body (rules 1–20, tiered must-fix / should-fix / consider) is shared with
`dev` and `cr`. It is maintained in one place; do not fork it here.
- Claude-specific tool names describe an intended action; use the equivalent Codex-native tool and
preserve every safety gate.
Expand Down
27 changes: 27 additions & 0 deletions .agents/skills/shader-debug/SKILL.md
Original file line number Diff line number Diff line change
@@ -0,0 +1,27 @@
---
name: shader-debug
description: LuxEngine shader debugging — compile errors, edits with no visible effect, black or garbage output, startup crashes after a shader change, binding collisions, and device-lost or vendor-specific GPU faults. Use whenever a .glsl/.glslh/.hlsl change misbehaves or rendering output is wrong.
---

# shader-debug (Codex adapter)

**The workflow body is `.claude/skills/shader-debug/SKILL.md`. Read it and follow it.** This file
exists only for Codex discovery and tool translation; it deliberately does not restate the workflow,
so the two cannot drift.

## Translation notes

- `/shader-debug` in shared docs means this skill, normally invoked as `$shader-debug`.
- `$ARGUMENTS` is the symptom supplied with the invocation; use it to pick the triage section.
- Claude-specific tool names in the body describe an intended action. Use the equivalent
Codex-native tool.
- Paths starting with `.claude/`, `.agents/`, `docs/`, `scripts/`, or `tests/` are relative to the
repository root. Shader and cache paths under `Resources/` are relative to the `Editor/` folder.
- Steps that need the running editor (Ctrl+Shift+R, Renderer Debugger views, RenderDoc) require the
user unless you can launch and observe the app; the offline `glslc` / `spirv-val` path works
without it.
- `/cr` in the body refers to the `cr` repository skill.

## Boundary

`shader-debug` does not commit, push, or open pull requests.
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