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base repository: VF-Alpha/JavaRTS
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head repository: phu004/JavaRTS
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  • 4 commits
  • 43 files changed
  • 2 contributors

Commits on Jul 18, 2026

  1. Add procedural audio, dynamic blast lighting, camera/cursor overhaul,…

    … and migrate highscores off MySQL
    
    - New procedural sound engine (audio/SoundSynth, audio/SoundEngine): every SFX (movement,
      attack, harvest, weapon fire, explosions, building/vehicle deploy, credit earn/spend
      jingles, victory/defeat) synthesized in code with zero external audio assets.
    - Dynamic point-light illumination on 3D models from nearby explosions (polygon3D,
      solidObject, rasterizer), using face-normal-only lighting and a single strongest
      light source per model, deliberately kept simple per design constraints. Wired into
      all combat-capable entities plus gold mines, palm trees, and light poles.
    - Right-click-drag camera panning reworked from a one-shot grab-and-drag into a
      continuous hold-and-scroll model with a tunable speed curve (camera.java,
      inputHandler.java), plus a directional cursor icon and deploy-vehicle interaction
      (gameCursor.java, playerCommander.java) with new thin arrow icon assets.
    - Unit veterancy stars now show on every visible unit regardless of selection
      (AssetManager.java, postProcessingThread.java), while health bars/group info stay
      selection-gated as before.
    - Migrated the highscore backend from a raw JDBC/MySQL connection (embedded, insecure
      credentials) to Firebase Firestore's REST API (highscoreManager.java): public reads,
      anonymous-auth-gated writes, a per-identity submission cooldown, and plausibility
      bounds on submitted times to prevent the score spamming the old backend suffered from.
      Removed the now-unused mysql-connector-java dependency entirely.
    - Various fixes: refinery ore-pit rise-animation visibility, run.bat launching the game
      as a properly detached process instead of blocking the script, a Swing focus-request
      race that could leave hotkeys dead on load, and misc rendering/rasterizer cleanups.
    
    Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
    Claude-Session: https://claude.ai/code/session_01DSMrD2nQJvvAKUCmw68uWX
    Pan and claude committed Jul 18, 2026
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  2. Document the online leaderboard feature in the README

    Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
    Claude-Session: https://claude.ai/code/session_01DSMrD2nQJvvAKUCmw68uWX
    Pan and claude committed Jul 18, 2026
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  3. Redesign the UI click sound to be a crisp button tap instead of a dul…

    …l mechanical relay tick
    
    Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
    Claude-Session: https://claude.ai/code/session_01DSMrD2nQJvvAKUCmw68uWX
    Pan and claude committed Jul 18, 2026
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  4. Attenuate gunfire and explosion volume based on distance from the camera

    Sounds now fade toward a quiet floor as their world position gets further
    from the camera, instead of always playing at full volume regardless of
    where the action is on the map.
    
    Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
    Claude-Session: https://claude.ai/code/session_01DSMrD2nQJvvAKUCmw68uWX
    Pan and claude committed Jul 18, 2026
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