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  • The Frontend Menu Machine: how the 3D menu works and how it was decoded from retail data

    @codingncaffeine codingncaffeine committed Jul 17, 2026
  • SiegeSmith manual: Effects Lab guide, Blender terrain import, stitch ghosts, coloured editors, clickable validation

    @codingncaffeine codingncaffeine committed Jul 14, 2026
  • SiegeSmith manual: full rewrite - task-first, complete, corrected The wiki section becomes the SiegeSmith manual, organized around what the user wants to do rather than how the data works (the original Siege Editor's documentation problem, inverted): - NEW "How do I...?" page - one-line answers mapping intent to the exact control, covering terrain, placement, game-making, custom content, retail modding, and a troubleshooting table. - NEW Studio Guide - the main window: install detection, Tank Explorer (tree/search/category jumps/context menu), every format viewer including PRS live playback, GAS editing with validation, Build Tank from Folder, .ssproj projects, Build & Install, Launch. - World Builder Guide rewritten as the full reference: 19 sections with a linked contents line - every palette tab, the complete Inspector field reference (trigger rows/flags and the full condition/action verb lists, command kinds and fields, dialogue line fields), scrubbable number fields, deep zoom, Region tab (load/save, mod identity, mood, atmosphere), Map tab (names, quests, validation/diff/dependencies), World tab (stitching with the mini-map and dangling-stitch indicators), and the Custom tab (imports, template creator, custom tiles, prefabs). - Corrected wrong tab attributions in the guide and walkthrough (mood/atmosphere/mod identity live on the Region tab, not Map). - Hub page routes by intent and leads with How-do-I; Home links the whole manual.

    @codingncaffeine codingncaffeine committed Jul 10, 2026
  • SiegeSmith: full documentation section The SiegeSmith page becomes a hub (with the banner) linking three new guides: - World Builder Guide - every editor feature, what it's for and how to use it: terrain painting, scatter, multi-select and group ops, instance overrides, patrols, effects, lighting and atmosphere, triggers and the graph views, dialogue and quests, overlays and visibility eyes, undo/autosave/search, validation/diff/dependencies, prefabs, custom asset imports, and the run/sync/ship loop. - Making a Game from Scratch - the step-by-step walkthrough from an empty viewport to a playable, distributable .dsmap. - Modder's Guide - working with the original game: reading shipped data with the viewers, GAS editing, retexturing, and the folder-mod -> build-tank -> install loop. Home page links all three.

    @codingncaffeine codingncaffeine committed Jul 10, 2026
  • Alpha 0.0.1: refresh Status, add Release Archive and SiegeSmith pages

    @codingncaffeine codingncaffeine committed Jul 10, 2026
  • Update .NET version references to .NET 11

    @codingncaffeine codingncaffeine committed Jul 7, 2026
  • Wiki freshness sweep after SC-SPELL-VISUAL slices A–E Drift had accumulated across seven pages between v0.14.0 and the current state (v0.15.0 + Phase 21a/b/c/d shipped, SC-SPELL-VFX-AUDIT, SC-SPELL-VFX-MOTION-HANDLE, and SC-SPELL-VISUAL-A through -E all landed). Concrete fixes per page: - Status.md: tag bumped 0.14.0 → 0.15.0; playable summary rewritten to cover dialogue / quests / vendors / per-element spell tints; Spells table row reflects the 14-of-16 primitive coverage; queue list trimmed to actual open Phase-21 slices. - Auditing-the-Spell-Catalog.md: priority-ordered "ingredients still to build" table replaced with the post-E unhandled-verb table — every ingredient in the old table now ships. Fireball example reads PARTIAL because of waitfor, not because trackball is missing. - Architecture.md: subsystem map gains the SFX VM and particle backend rows; Spells row names SpellCatalog and the SFX dispatch chain. - Building-and-Running.md: Controls table gains the [/]/\ debug-cycle keys; new Environment Variables section documents SIEGEFX_DEBUG_SPELLS; CLI section refers to the diagnostics page instead of advertising 5 of ~20 subcommand families. - Diagnostic-CLI-Tools.md: new siegefx sfx <list|show|parse|run> section under spells; Program.cs LOC bumped 5,500 → 6,500. - Home.md: polish-plan link description rewritten so a new reader can tell Phase 20 is past tense. - Phase-20-and-v1.0-Polish-Plan.md: Phase 20 section marked SHIPPED; Phase 21 table replaced with a Shipped vs Open ledger that names the real open slices (21d-2a-x playtest, SC-SPELL-VISUAL F/G/H, SC-INV-B/SPELL-A, SC-SCROLL D–G, 21e settings, 21f release). Engine-Quirks-and-Stumbles.md was audited and has no stale claims.

    @codingncaffeine codingncaffeine committed May 3, 2026
  • Add "Auditing the Spell Catalog" page A layman walk-through of what `siegefx spells visual-audit` does, why we built it (the apprentice-zap grind made one-spell-at-a-time playtesting across 70 spells obviously untenable), and what it found in shipped DS1 data: 9 spells fully covered by current engine primitives, 47 partial, 5 sound-only stubs the original GPG team never finished — including the literal `// only a sound now, should hook up an effect. -ET` TODO from iceblast_launch.gas. Cross-linked from Home + Diagnostic CLI Tools.

    @codingncaffeine codingncaffeine committed May 2, 2026
  • Add Diagnostic CLI Tools page Documents every subcommand of the siegefx CLI shipped with SiegeFX (file-format inspectors, region/world investigations, skrit VM, templates/stats/combat/loot, audio/UI/animation), grouped by purpose and aimed at modders, expansion authors, and people building new games on top of DS1's file formats. Linked from Home. Future packaging: keep tools in-repo for now (they share format readers with the engine via SiegeFX.Core); bundle as "Dungeon Siege Editor Tools" under tools/ when v1.0 ships.

    @codingncaffeine codingncaffeine committed Apr 28, 2026
  • Build out wiki: status, dev journal, Phase 20+polish plan, architecture, build/run guide

    @codingncaffeine codingncaffeine committed Apr 25, 2026
  • Initial Home page

    @codingncaffeine codingncaffeine committed Apr 25, 2026