Interacting with the overlays also drove the game (clicks fired
weapons, scroll cycled them, keys leaked), and hovering one silenced a real
pad. Input now follows window-manager rules, mouse to the window under the
cursor, keyboard to the focused window, real pads never suppressed, via
ImGui capture flags conjoined with overlay visibility, published as atomics.
Suspend the FPS unlock while a demo-manager Exec (DD sub_82184460 / EM sub_821856F8) ticks, so the frame-locked IngameCinematics Sequencer plays at native ~30fps instead of double speed. Adds ac6_cutscene_clamp CVar (default on).
Add guest primitive-type histograms and per-frame DrawStatsSnapshot to frame capture summary so AC6 debugging can correlate point-list draws (trails) and sampler churn with native graphics planning without extra tooling.
Made-with: Cursor
Run the native renderer every frame from AC6 present timing hooks with a visible runtime status overlay so migration progress is observable in-game. Also add a tracked CMake bootstrap include and migration mapping docs so fresh clones can configure before generated glue exists.
Made-with: Cursor
- Resolve merge conflicts in CMakeLists.txt, .gitignore, and all src/ files,
keeping the HEAD (native renderer) versions throughout
- Remove stale SDK alternate-tree ref (rexglue-sdk~6e0ca2f) from index
- Drop scratch files: 'New Text Document.txt', *.bak
- Rewrite README with full setup instructions, prereqs table, build
preset table, run command, project layout overview, and Linux section