Inspection
Hover + Socket Overlay
Part-level debugging now runs in-viewport.
Dev Journal Entry
February 24, 2026
Units / Vehicle Rendering
Today focused on raising the quality bar for the battle tank profile, especially turret height/proportions, hull layering, and armor panel shape breakup.
Several suspicious blocky parts were revised to reduce placeholder geometry feel and improve visual coherence from side and front views.
Chain behavior work moved from simple wobble toward path-following motion, with additional debug instrumentation to inspect segment orientation and continuity.
This pass targeted flip/stiffness failures around turns and aimed at a more robust spline-driven chain solution.
Inspection
Hover + Socket Overlay
Part-level debugging now runs in-viewport.
Behavior Sync
Turret-Led Targeting
Animation and combat hooks are aligned to visual sockets.
Iteration Loop
MeshLab -> Runtime
Faster verification of generated geometry against gameplay.
Meshlab diagnostics were extended to expose part names under cursor and socket helper context, making odd meshes and misplacements easier to identify quickly.
Socket and animation integration was pushed toward gameplay parity so unit behavior can leverage turret rotation, target tracking, and ability visuals with less manual guesswork.