* build(deps): add assimp library as dependency
* feat(render): add model loading and rendering pipeline
* refactor(render): rename depth player shaders to depth model and clean up
* build: add EnTT library
* feat(entity): add ECS-based entity rendering
* feat(render): add shadow pass for entity models
* refactor(render): unify model and player rendering with single shader pipeline
* refactor(collision): convert AABB to center-half representation and migrate player data to ECS
* refactor(gameplay): add base classes Chunk and World for shared logic
* feat(gameplay): implement entity movement system with collision detection
- Add Velocity and HitBoxes components to entity
- Introduce HitboxManager for loading per-entity collision AABBs from JSON
- Create MoveSystem with per-axis collision handling
- Move get_block_aabb to base World class and add virtual get_per_tick_time
- Remove static get_block_aabb from ClientWorld; use member m_per_tick_time for tick duration
* fix(gameplay): correct hitbox insertion in HitboxManager::load
* build: remove entt library
* refactor(gameplay): replace entt components with SparseVector for player data
Refactor client world to use a custom SparseVector for player data instead of entt registry. Consolidate Transform, ViewAngles, and related structs into Position, Orientation, WalkPose. Introduce PlayerData and PlayerRenderData. Remove the unused move_system.cpp. Unify player render and shadow render into a single function.
* feat(render): add model ID system with concurrent lookup and namespace-based loading
- Extract `ModelID` and `Model` struct to new `model.hpp`
- Replace `std::unordered_map` with `tbb::concurrent_hash_map` for thread safety
- Add `get_model(ModelID)`, `get_model_id`, `get_model_name` methods
- Parse model names in `namespace:name` format to construct asset paths
- Update `load_model` to accept `string_view` and use ID-based management
* refactor(gameplay): extract movement, gravity, orientation, and walk pose into structs
* refactor(gameplay): extract Entity base class from ClientPlayer
Move position, walk pose, velocity, orientation, movement, and gravity
fields and their accessors into a new Entity base class. ClientPlayer now
inherits from Entity, removing duplicated members. Also update velocity
handling to use 3D vector per axis and adjust related logic.
* feat(player): split max speed into horizontal/vertical, set spawn pos
* refactor: move movement logic into SpeedSystem and Entity components
* refactor(gameplay): extract physics and collision from ClientPlayer into PhysicalSystem
Move per-axis collision detection and move distance calculation to new
PhysicalSystem. Move SpeedSystem implementation from inline header to
separate .cpp file. Add const accessors to Entity. Replace inline AABB
helper with HitboxManager registration of player hitbox using new
PLAYER_SIZE constant. Remove obsolete members and functions from
ClientPlayer.
* refactor(gameplay): integrate model and hitbox ID system into Entity
- Introduce HitboxID, EntityID, and ModelID types for safer ID-based lookups
- Replace AABB struct with Hitbox (includes HitboxID)
- Convert ModelManager and HitboxManager to singletons with Handle structs
- Update Entity to store IDs for model and hitbox, removing direct references
- Reorganize creature model assets into subdirectories per entity type
- Add player model (player.glb) and collision data for pig
- Remove ModelManager dependency from App and Renderer
- Add namespace parsing utility for asset paths
- Mark sparse_vector::insert() with [[nodiscard]]
* build: add entt library
* refactor(gameplay): rename ClientPlayer to LocalPlayer
* refactor(gameplay): separate player logic into manager and ECS components
* feat(gameplay): add entity managers and refactor to ECS components
* refactor(gameplay): replace client thread with timer-based system and add entity manager
* feat(gameplay): implement entity system with concurrent task handling and fix model loading
* feat(gameplay): add entity destruction support
* feat(entity): add client-to-server entity creation and destruction requests
Extend the network protocol with `C2SEntityCreateRequest` and `C2SEntityDestoryRequest` packets. Refactor entity managers to split public client-facing create/destroy methods that send requests over the network, from internal handlers that process received packets. Add utility functions for converting protobuf Vec3 to glm::vec3.
* feat(gameplay): implement entity update packets
Add S2CEntityUpdate to sync entity positions from server to client, including update handling in the client entity manager and server-side AI updates.
* feat(ai): add wander AI system with move boost
Add AIBase and WanderAITag components, a WanderAISystem, and a MoveBoost component to control wandering behavior. Replace the old MoveState with MoveBoost and include a horizontal random direction helper.
* refactor(ecs): move entity physics to tick-based systems
Update PhysicalSystem and SpeedSystem to operate on entt::registry
instead of individual components. Add TickVelocity for server creatures
so movement is calculated per tick without frame delta time. LocalPlayer
now implements its own client-side physics with collision detection.
* feat(gameplay): add server-side entity movement and AI
Refactor LocalPlayer::update_physical to operate on a passed position, and run speed, physical, and wander AI systems in ServerEntityManager.
* feat(gameplay): add pig wander AI and refine speed physics
* feat(server): send entity position updates to all sessions
* fix: correct velocity clamping and hitbox loading
Preserve sign when clamping velocity; negative velocities now clamp to zero instead of flipping direction. Support loading hitbox definitions from JSON arrays and objects. Tune pig entity movement, spawn height, and wander probabilities.
* feat(creatures): refine pig movement physics
Add movement constants for pigs and switch deceleration to per-axis friction so creatures stop naturally. Extend wander boost duration for smoother behavior.
* feat(physics): implement step-up for horizontal collisions
* feat: sync entity direction and rotate models accordingly
Move direction into the transform component and include it in server-to-client entity updates. Client now sets transform direction from the network message and uses it to compute yaw for model rotation, so entities visually face their movement direction. Refactor net_utils to support arbitrary Vec3 fields.
* feat(render): interpolate entity transforms for rendering
Add RenderTransform component to smooth position/direction updates
and use it in entity and shadow passes.
* fix(server_world): send time before entity updates
* build: replace nlohmann json with rapidjson
* refactor(json): migrate from nlohmann to rapidjson
Replace nlohmann::json with rapidjson across localization, hitbox manager, server world, and sensitive filter. Add json_utils helper for converting rapidjson documents to maps, and improve parse error handling.
* feat(item): add item manager with JSON asset loading
Implement ItemManager to load and query item definitions from assets/item JSON files. Add ItemData struct, item asset metadata, CMake source registration, and initialize the manager during app startup. Also add AGENTS.md repository guidelines.
* refactor(item): decouple items from block types
The item system now supports an ItemKind and property, allowing item JSON to declare a type instead of assuming every item is a block. BlockManager was moved to its own header, redesigned around concurrent hash maps, and exposes id_from_name(). Texture and UI code now key items by ItemID, while block placement resolves the block type from the item registry.
* fix(gameplay): use inline const for static EMPTY members
Use inline const for static EMPTY members to avoid ODR and linker issues.
Add missing block_manager.hpp includes in gameplay sources.
* fix: stabilize block item registration and display
Store item names as owned strings in ItemManager, set block type
property for block items, validate item kind before placement, and
handle items without textures gracefully in inventory UI.
* feat: add pig spawn egg item
Add pig spawn egg asset and texture, parse spawn egg item kind and creature property, and spawn the configured entity when used on an empty block. Also fix item texture loading to use actual image dimensions and update selected item UI sizing.
* refactor(gameplay): update systems per entity with chunk check
Refactor server entity update flow to process entities individually,
skipping those whose chunk is not loaded. System update methods now
accept a single entity instead of iterating the full registry view,
and `ServerWorld::get_chunk_ref_count` is added to determine if an
entity's chunk is active.
* perf(render): skip entities outside loaded chunks
* feat: add --direct-enter option to skip to world scene
Support a new CLI flag that launches the app directly into the world scene. If no IP is provided, it starts a local server on the specified port and connects to 127.0.0.1; otherwise it connects to the given IP. With this flag enabled, a port must be specified via -p. Also expose SceneManager::push as public so scenes can be pushed immediately when bypassing the normal menu flow.
* refactor(localization): switch block translations to item naming
Remove the `name_key` field from block definitions and use item-based
localization keys (`item.*.name`) for inventory display. Item data now
stores the localized name at load time.
* feat(gameplay): spawn creatures during chunk generation
Add creature spawning to chunk generation with a configurable
SpawnConfig, including a default pig spawn. Spawning occurs in
the final generation phase and registers entities through the
server world's entity manager.
Also destroy entities when their chunk is unloaded to prevent
orphaned entities and expose the entity manager from ServerWorld.
* feat(gameplay): add run mode based thread pool config
Introduce RunMode enum and thread pool sizing helpers for client,
server, and hybrid modes. Add compute pool to server world and pass
mode through server/client initialization.
* perf(server): parallelize entity update loop
Use parallel_do to process entities concurrently via the compute
pool. Switch get_all_session to a thread-safe
tbb::concurrent_vector and make ChunkEntity's ref_count atomic to
avoid data races. Also remove the debug pig spawn from world init.
* feat(creatures): animate creature walk cycles
Add a Gait component synchronized over the network and procedural animation for model nodes. Load animation parameters from assets/model/creature/pig/animation.json and apply leg swing, body bob, and head motion based on gait. Refactor Gait into its own header for reuse.
* fix(gameplay): make entity interpolation frame-rate independent
* perf(render): batch model rendering with instancing
Replaces per-entity draw calls with instanced rendering for both main and shadow passes. Each model's node hierarchy is flattened once and instance matrices are updated per frame, reducing draw calls and CPU overhead.
* refactor(render): build entity instance buffers once per frame
Move instance matrix upload into build_vertices and use a precomputed
instance data map for both shadow and color passes, avoiding duplicate
GPU buffer updates.
* perf(gameplay): batch entity updates into single packet
Aggregate per-entity update messages into S2CEntityUpdateBatch and
broadcast once per tick. Reuse serialized packets in several broadcast
loops to avoid repeated make_packet calls.
* fix: correct thread count and shadow projection uniform
- Add reserved client thread count to client threads in server generation calculation.
- Set projection matrix uniform only for non-shadow rendering.
* feat(ecs): add entity type separation and creature limits
Replace generic entity creation with typed creatures and items. Rename `add_entity` to `add_creature`, enforce per-player creature cap, and track entity/creature totals for metrics. Expose run mode to dev panel and show new counts.
* perf(render): frustum cull entities before instance building
Add frustum culling to entity instance data collection using AABB vs camera frustum planes. Pass renderer into get_instances_data_map to compute MVP and extract planes. Also add "Rendered Entities" debug counter for visibility.
* feat(audio): add ambient pig sounds
Add pig call audio with randomized timing, triggered by proximity to the player as 3D positional sound.
* feat(client-entity): use snapshot history for entity interpolation
Replace exponential smoothing with a buffered snapshot system. Each entity keeps a deque of position/direction snapshots with timestamps; the render transform is interpolated at a fixed 100 ms render delay to hide network jitter. Snapshots are capped to 16 entries.
* refactor(hitbox): move player hitbox definition to JSON asset
* feat(client_player): use snapshot interpolation for remote players
Replace exponential position smoothing with snapshot interpolation. Remote player transforms are rendered from a delayed snapshot history, using linear interpolation for position and shortest-path interpolation for yaw/pitch. A 100 ms render delay compensates for network tick rate.
* build: replace FetchContent with direct includes for glm
* build(deps): replace SOIL2 with stb for image and vorbis decoding
* build: replace FetchContent with direct includes for toml++
* refactor(texture): bump block texture size to 512 and disable items tab
* feat: add hotbar system with ItemStack and RowLayout
* fix(ui): restrict Ctrl key handling to typing mode
* feat(ui): add widget border support and highlight selected hotbar slot
* fix(ui): update borders on scale change and correct Image width
- Added update_border() calls in set_scale() for Button, ChatBox, Image, Label, and TextField.
- Fixed Image::width() to multiply by width instead of height.
- Added early return in Widget::update_border() if border is not supported.
* feat(ui): add border visual feedback on slider drag
* feat(ui): add ItemSlot widget and refactor hotbar to use it
* feat(world_scene): add inventory UI and pause type enum
* feat(ui): add item slot tooltip and make window size static
* fix(ui label): account for background offset in width/height
* refactor(ui): centralize item info label in inventory and add update
* feat(ui): add hotbar interaction in inventory UI
* fix(inventory-ui): correct row creation logic for first item
The loop starting at index 0 created a new row on the first iteration
(i % 10 == 0). Shift the loop to start at 1 and adjust modulus condition
to create rows correctly every 10 items.
* feat(block): add name_key for localized block names
Add `name_key` field to all block TOML definitions, enabling per-block localization. Update `BlockData` struct and `BlockManager` with `local_name()` method that returns a localized string via the translation system. Add corresponding entries to `en_US.json` and `zh_CN.json`. Modify inventory UI to use the localized name when displaying block info, and fix a bug where emptying a hotbar slot did not clear the item locally.
* fix(ui): change inventory item slot color from white to gray
* fix(ui): add missing include for std::array
* fix(config): load config on demand in get/set instead of asserting
* feat(chat): implement in-game chat box with UTF-8 support
- Add ChatMessage struct and ChatBox widget for displaying and sending messages
- Introduce split_utf8() in text_tools for splitting UTF-8 strings by character count
- Add TimeTools utility (get_time_ticks) for message timestamps
- Update TextField with start_typing/stop_typing methods and set_typing()
- Integrate text input handling in WorldScene and WorldUIManager for chat
- Add utf8cpp library for robust UTF-8 validation and processing
- Add ChatBox rendering and input logic (src/ui/chat_box.cpp)
- Register ChatBox source in CMakeLists.txt
- Fix Renderer::render_lable to skip rendering if VAO is null
- Update credits to include utf8cpp library
* fix(ui): correct chat box layout with dynamic height and bottom anchor
* feat(chat): implement client-server chat messaging
Add protobuf definition for ChatMsg, new packet ID CHAT_MSG (4001), and
handle sending/receiving chat messages on both client and server side.
Wire up UI components (ChatBox, TextField) to allow message input and
display, including a message queue in ClientWorld for thread-safe
processing. Also add default initialization for ChatMessage::time.
* feat(chat): distinguish between send and cancel in chat input
* feat(ui): add background to Label widget and refactor debug overlay
* refactor(ui): decouple ChatBox from image dependencies, allow custom TextField backgrounds
TextField's background is now a generic `Widget` pointer, enabling use of any widget (e.g., `Rect`, `Image`) as background. `ChatBox` no longer creates its own `TextField`; it accepts one via `set_text_field`. Removed `set_d_image` and `set_default_image` in favor of `set_background`. Added a shared default image constant in `default_image.hpp`. Updated `host_game_ui.cpp`, `join_game_ui.cpp`, and `world_ui_manager.cpp` to construct backgrounds accordingly.
* refactor(ui): move width, height, and fill properties to base Widget
Consolidate width, height, and fill (fill_parent, fill_width, fill_height) into the base Widget class. Replace per-widget set_fill(bool) with set_fill_parent(bool), set_fill_width(bool), and set_fill_height(bool).
* refactor(ui): generalize Label background, add ChatBox width method
* feat(chat): implement message expiration after 5 seconds
* feat(ui): add word wrap for chat messages with font width measurement
* feat(audio): implement voice chat using Opus codec
Add voice chat support with Opus encoding/decoding, push-to-talk (V key), and new audio recording infrastructure.
* feat(audio): implement voice chat with Opus codec and streaming audio source
Add AudioStreamSource for continuous PCM playback. Refactor voice send/receive to encode with Opus and stream to a dedicated source instead of per-frame sources. Enable voice transmission over network.
* feat(audio): add spatial voice source with underwater effects
Update voice source to support spatial positioning, low-pass filter, and reverb effect for underwater immersion. Adjust source pool size and low-pass filter parameter. Correct receive_voice parameter type.
* feat(settings): add player voice volume and voice input type options
- Add player voice volume slider and voice input type combo in settings UI.
- Add localization strings for player voice and voice input types.
- Add config overloads for const char* default values.
- Implement voice input types (PTT, always, off) in world scene.
- Refactor WorldScene member order and add load_config method.
- Update audio engine to use player voice volume.
- Downgrade some logging to debug.
* fix(event): delegate error UI events to each handler
Move error UI event check from top of handle_event into each individual
event handler (mouse_move, mouse_button, mouse_wheel, key, text_input).
Also flatten window resize dispatch: all sub-handlers are called regardless
of previous handler return values, and the method always returns false.
* feat(chat): add colored system messages for player join/exit
* chore(logging): reduce verbosity for audio loading and input events
* fix(settings): fix typo in config key "vloume"
* feat(ui): add microphone icon when recording voice
* feat(voice): limit voice message range to 48 units
* chore(logging): downgrade text input log level to debug
* feat(credits): add license identifiers and reorganize license files
* feat: add sensitive word filter for chat messages
Implement AC automaton-based filtering using a sensitive lexicon loaded from a JSON asset file. The filter is applied to both player names and chat messages before broadcasting, and can be toggled via the `sensitive_filter` config option.
* feat(server): add config option to disable voice chat
* fix: correct utf8 validation, add missing include, remove debug log
* refactor(ui): replace Text with Label/Widget component system
Replace the old `Text` class with a new component-based UI system consisting of `Widget` and `Label` classes. Key changes:
- Remove `Text` class and its GPU upload logic; introduce `Label` as a `Widget` subclass with dirty-flag vertex update.
- Add `UIVertexData` struct to manage per-label vertex buffer/array and memory.
- Refactor `DebugCollector` to store labels in a `Widget` tree, removing hash-based lookup.
- Simplify `Font::vertices()` signature by removing position/scale parameters; scaling is now applied in the renderer’s model matrix.
- Update `Renderer` with `render_label()` and move UI rendering to a `render_ui()` that renders the widget tree.
- Add new source files `label.cpp`, `widget.cpp`, `ui_vertex_data.cpp` and update CMakeLists.
* refactor(render): replace UI shaders with image shaders and Image widget
* refactor(core): add event system and scene management
- Introduce Event variant and Overloaded helper for input handling
- Move game state (camera, client_world, dev_panel) from App to WorldScene
- Add SceneManager with push/pop/change operations for scene stack
- Refactor input callbacks to dispatch events through scene hierarchy
- Extract Argument struct to separate header
- Update Renderer and WorldRenderer to accept world reference
- Replace global input state with event-driven processing in ClientPlayer, Camera, etc.
* refactor: add framebuffer resize event and separate UI management
* fix(font): use correct texture format and clamp to edge for font atlas
* feat(input): add KeyAction::REPEAT for key repeat events
Add a new REPEAT value to the KeyAction enum and update the input callbacks to map GLFW_REPEAT actions to the new value instead of treating them as press.
* feat(client-player): add block cooldown and track mouse state
Introduce a time-based cooldown for block placement (PLACE_BLOCK_INTERVAL) to prevent rapid clicking. Replace the global InputState with per-player MouseState tracking in ClientPlayer. Rename place_block() to get_current_block() for clarity. Remove the old src/input.cpp and the Cubed/input.hpp header, moving input structures to Cubed/input/input.hpp.
* ui: add main menu scene and interactive button widget
- Implement MainMenuScene with a "Start Game" button that pushes the WorldScene.
- Extend Button class with background/foreground, hover detection, and size queries.
- Add virtual width/height and event handlers to Widget base class.
- Update WorldUIManager to propagate mouse move events.
- Adjust Window mouse mode based on game running state.
* feat(ui): add button scaling and change square vertices to top-left origin
* refactor(font): return TextMesh from Font::vertices to include bounding box
Replace the plain vertex vector with a TextMesh struct that carries width, height, and min coordinates. Update Label to compute and store these values immediately on text change (removing lazy dirty update). Fix Button's width/height to factor in scale and use concrete widget types for background and foreground.
* feat(ui): support scaling of labels and images
Modify width() and height() methods to multiply by m_scale for both Label and Image. Rename internal dimensions to m_real_width and m_real_height for clarity. Adjust Button foreground position to vertically center when label is scaled.
* refactor(ui): move scale property to subclasses and fix resize event handling
Remove scale from base Widget class and add per-type set_scale/scale methods to Button, Image, and Label. Dispatch separate WindowResizeEvent alongside existing FrameBufferResizeEvent. Correct centering calculations from `+` to `-` in main menu and world UI managers.
* fix(render): remove duplicate scaling in render_image model matrix
* feat(ui): introduce anchor-based widget positioning system
Replace set_position with anchor and offset for relative positioning. Add parent pointer to widget hierarchy. Remove manual resize logic in UI managers.
* feat(ui): introduce ColumnLayout widget and refactor widget parenting
- Add ColumnLayout widget that arranges children vertically with spacing.
- Refactor Widget::add_child to automatically pass `this` as parent.
- Update DebugCollector to use ColumnLayout for consistent spacing.
- Expose children() accessor in Widget for layout management.
* feat(main_menu): add exit button and refactor layout with ColumnLayout
- Add `should_close_window()` method to force window close from UI.
- Replace standalone button with ColumnLayout for proper centering.
- Add "Exit" button that calls `should_close_window()`.
- Update ESC key handling to only close window when game is not running.
- Fix ColumnLayout to respect parent's anchor instead of hardcoded TOP_LEFT.
- Remove unused parameter name in Image::update for consistency.
* feat(ui): add Rect widget with fill, color, and parent-relative sizing
* refactor(ui): extract common UI manager logic into base class
* refactor: move server logic to WorldScene and refactor UI methods
* feat(scene): implement pause menu with UI manager and escape key toggling
Add PauseMenuUIManager class and integrate pause state into WorldScene.
Escape key toggles pause in ClientPlayer and PauseMenuUIManager.
Refactor Window mouse and imgui control to support pause state.
* refactor(scene): dispatch events via typed handlers and move pause toggle to WorldScene
* feat(ui): add HUD visibility toggle and image fill features
* refactor(app): remove redundant ImGui WantCaptureMouse check in cursor callback
* feat(scene): add credits scene and UI
* feat(credits): add ESC key handling; remove about tab from dev panel
* feat(ui): add Slider widget for value selection
* refactor(ui/slider): improve track/thumb initialization and validation
Rename track/thumb accessors from set_track/set_thumb to get_track/get_thumb.
Add private init methods and a constant THUMB_WIDTH.
Add validation to set_width with log and assert.
Modify set_height to assume non-null m_thumb.
* refactor(ui): simplify Button API with property setters
* feat(ui): add label and image support to slider
- Add `set_text()`, `set_track_image()`, `set_thumb_image()` methods.
- Include label rendering and auto-scaling based on slider dimensions.
- Replace static `THUMB_WIDTH` with dynamic thumb sizing.
- Add slider thumb and track texture assets.
* feat(ui): add int slider support and fix update_text_scale calls
* refactor(config): rename hot_reload to reload_config and add settings scene
* feat(ui): add auto-scaling option for button and slider text
* feat(ui): add button enable/disable and reset on re-enter
Prevent double-clicking on buttons that push new scenes by disabling them on click and re-enabling when the UI manager's on_re_enter is called.
* fix(input): reset key status on pause
* feat(ui): add ComboButton widget and integrate into settings
Introduce ComboButton, a button that cycles through options on click.
Used in SettingsUI for fullscreen, V-Sync, and anisotropic filtering.
Adds texture reload support in SettingsScene and makes Button methods
virtual to allow overriding. Also fixes default mouse_enable to true.
* feat(ui): add child anchor and content sizing to column layout
* feat(ui): add TextField widget with UTF-8 text input support
* feat(scene): add host game scene and world parameter handling
* feat(scene): add join game scene and UI
* feat(ui): add clipboard paste to TextField
* feat(ui): add blinking cursor to text field
* feat(ui): add error UI for connection failures and network errors
Introduce ErrorUI to display error messages in-world when the client encounters connection failures or network errors. The network client now stores error strings thread-safely and exposes them via `get_error_string()`. The world scene suspends normal update/render when an error is active and shows the error overlay, allowing the user to return to the previous scene. Additionally, the client world checks for connection errors during exit to avoid hanging, and the join game UI is fixed to correctly default to client mode.
* refactor: move connect error check to WorldScene and add UI titles
* feat(ui): add error display in host and join game screens
* feat(ui): add configurable child traversal order for event handling
Add TraversalOrder enum to Widget, allowing event handlers to iterate children in back-to-front (default) or front-to-back order.
Set ColumnLayout to front-to-back order.
Change TextField mouse button handler to return false, enabling event propagation.
* fix: window build fail
* style(ui): remove extra blank line
* refactor(player): extract player rendering into PlayerRenderer class
Move player rendering code from Renderer to new PlayerRenderer class.
Add normal and tangent vertex attributes for improved per-pixel lighting.
* feat(player-renderer): add shadow rendering and include local player data
* feat(gameplay): add player yaw/pitch synchronization and rendering
* refactor(player_renderer): split rendering into per-body-part VAOs and VBOs
Move `PlayerVertex` struct to header and replace single VAO/VBO with arrays of 6 parts. Implement head pitch rotation in `render()` and `shadow_render()` by applying a separate model matrix for the head (index 0). Remove old `vao()` and `sum()` accessors. Adjust model translation for consistency.
* feat(player): add texture mapping to player model using skin
* fix(player-renderer): correct player rendering rotation and texture coordinates
* feat(gameplay): add player gait system with limb animation
* fix(player): update leg UVs and remove yaw wrap
Update left and right leg UV coordinates to align with updated player texture. Remove yaw modulo operation to allow unrestricted yaw rotation beyond 360 degrees.
* feat(camera): add third-person perspective and walk animation
- Introduce Perspective enum (FIRST_PERSON, THIRD_PERSON_BACK, THIRD_PERSON_FRONT) and m_front member for camera direction.
- Handle F5 key to cycle perspectives.
- Add angle and walk_time to ClientPlayer for walking animation.
- Update player rendering to skip local player only in first person and fix rotation sign.
- Remove redundant player info reporting; update player data with animation angle.
* fix(camera): replace magic number with constant and fix missing break
* fix(client-player): stop sprinting on forward key release
* feat: add camera collision and sphere collision for world
* fix(skin): update player001 texture
* refactor(gameplay): improve thread safety and remove debug logging
* refactor(shaders): extract shadow and normal logic into include files and add lighting to player shaders
* chore(shader): remove unused uniforms cameraPos and specularStrength
* fix: inlcude <array> header
* refactor: update water texture
* feat(gameplay): implement transparent block rendering with depth sorting
* fix(world): use camera pos for distance calculations, make water passable
* refactor(player): use ivec3 for block pass check
* feat(camera): add underwater detection
* feat(renderer): add underwater effect with framebuffer post-processing
* feat(block): add gas property and refactor solid block check
* fix(assets): set leaf block transparency to false
* fix(block): set leaf as transparent
* feat: add grass texture and update grass_block texture
* feat: add block data
* feat: add blocks_tool
* feat: add sync info and change function in blocks_tools
* feat: add check and new function
* refactor: make block texture loading data-driven
* feat: add rendering for grass
* feat: passable grass
* feat: random grass place
* fix: memory leak in TextureManager::load_cross_plane_texture