> ControllerArts

// Development Log

[MOTD]

Dev_log session started. Updates synchronized strictly post-compiler validation.

[FILE]

Archiving architectural modifications, optimizations, and inevitable regressions.

// DATA_SELECTION

// MAR.03-2026


// V0.1.0-Alpha

Vid.01 - Alpha build concept: Primitive geometry (cube) output displayed inside the pixel-art framework.

> Core Runtime Initialization

The transition from conceptual drafting to active environment execution has begun. The Godot Engine runtime has been initialized as the primary host for the GTE Studio spatial editor. Core interaction layers are now operational, focusing on viewport navigation and basic spatial manipulation.

> Changelog

    [+ADD]

    Environment: Godot runtime integration finalized as the primary engine backend.

    [+ADD]

    Camera Kinematics: Implemented non-inertial viewport controls including Euler-based orbit, affine pan, and focal scaling (Zoom).

    [+ADD]

    Gizmo v1: First-iteration spatial manipulator operational; support for single-axis translation enabled.

> Future Execution Pipeline

The engineering focus for the next cycle shifts towards extending the transformation suite and establishing the asset injection pipeline.

    [PEND]

    Transform Suite: Extension of the translation gizmo to support quaternionic rotation and scaling matrices (local/global).

    [PEND]

    Primitive Factory: Implementation of geometric injection methods for standard primitives (Box, Sphere, Cylinder, T-Rex).

    [PEND]

    I/O Pipeline: Asset streaming via OS-native Drag & Drop interface for texture injection.

    [PEND]

    UV_MAP: Integrated suite for surface coordinate projection and remapping.


// EOF