avatar/database/dialogue/sceneloader/stylize/virtualgeometry now list
getName(); camera spells getTargetX/Y/Z out in full. These chapters are
gated by scripts/check_bindings.py --strict in CI.
- New user docs: avatar, buildingfx, camera, database, dialogue, grid,
housegen, sceneloader, stylize, virtualgeometry (all written against the
actual addFunc surfaces; API quick-refs included). Wire them into MODULES.md.
- examples/voxel: streaming terrain + place/break demo (procedural atlas,
setTerrain + streamAround, DDA raycast picking, orbit camera). Script logic
verified locally (no script errors; 16 chunks / 3117 rects selected).
- README gallery links in both Readme.md and Readme.en.md.
- Script binding fixes discovered while writing the docs/examples:
* Graphics.setCanvas accepts null (and Canvas instances) so canvas sessions
can be ended from scripts; begin3DFrame/setMesh3DViewProj/setMesh3DView/
setMesh3DCameraPos now exposed for script-driven 3D (voxel etc.).
* SceneLoader.load/host exposed (previously only reload/status were bound).
- Add RGBA-float drawSolidRect/drawTexturedRect overloads so the C++ names
match the script-facing API (script already bound those names).
- Add string-based setTextureSampler(Texture*, filter, mipmap, aniso, lodBias)
overload with strict magic-string validation (unknown filter/mipmap now
throws instead of silently falling back to linear); keep
setTextureSamplerParams as a deprecated alias. Script binding now targets
the overload with an explicit cast.
- Document error contracts: DataModule encode/decode (new[] ownership +
throws), Filesystem setSource/mount/unmount (false on recoverable failure,
no throw), ModelData getMesh vs numeric getters (nullptr vs throw), plus a
two-state error-semantics section in API-CONVENTIONS.md.
- Tests: TextureSampler string validation (valid + deprecated alias + typo
throws), headless test now exercises the RGBA-float overloads.
Render 14 examples with the prebuilt eve host and capture the actual
swapchain frame via gfx.saveFramePng (capture_root.nut wrapper), then
publish the PNGs under docs/images/examples with a gallery README and a
link from the user guide.
Adds scripts/capture_example.ps1 + scripts/capture_root.nut for
regenerating the captures on any example.
- devlab: flagship --debug example (console/snapshot/AI panel/pause/hot
reload/error slice), make devlab target with RUN_ARGS support
- ai-game: agent-drivable live game + agent_demo.py (pause/read/mutate/
verify/snapshot/restore/screenshot loop)
- ai-editor: headless eve mcp editor host demo (JSON View + ViewModel MVVM)
- examples: fill all missing READMEs + config.nut, add examples/ index
- load.nut: add key_just_pressed/clampf/persist helpers; dedupe 19 examples
- rpg/cardgame: move JSON definitions to data files
- fix eve mcp crash: ModuleManager::requireAll() instantiates modules in
the headless host (IEditorHost etc. were null)
- graphics: actionable screenshot error when readback was just enabled
- CI: smoke all examples (devlab with --debug) + DevLab hot-reload test
Fixes surfaced by the new CI smoke (examples had never been smoke-tested):
- scene_director kit: camera slot doubled as function + instance and was
nulled by reset(); move the live Camera3D into cameraObj
- readTextFile used non-existent readn()/len(); use file.read()
(rpg/cardgame/hex-levels)
- daynight used non-existent keyboard.wasPressed() -> key_just_pressed
- outline passed ints to float-only drawSolidRect; linear-structures
slider passed an int value
- scene-ecs beginNode() requires (id, name); ai-stage guarded compilestring
- smoke_examples.sh: timeout -k 3 so SIGTERM-ignoring hosts cannot hang CI
- Readme (zh/en): make "download prebuilt SDK, no build" the primary path for
game developers; move build-from-source content under an engine-developers
section.
- Rewrite docs/usr/README.md: download/run, capabilities, debugging,
packaging, and a "things to keep in mind" section.
- Unify wording in MODULES/TRIMMING/dev docs and the SDK README.
- Replace the JS treeview with a plain-HTML static sidebar (home, user guide,
module handbook grouped into 5 categories, API indexes) so docs navigate
without JavaScript.
- Add a Doxygen landing page and page-hierarchy wrappers generated by
docs/CMakeLists.txt; tune Doxyfile for the static layout.
- Image: expose newImageData(newImageDataFromFile)/newEmptyImageData/isCompressed and a
full ImageData script class (getWidth/Height/Format/Size, pixel get/set, paste, clone,
rotate). ImageData is now registered once by the Image module; drop the duplicate
minimal registrations in Font and Model3D that could overwrite each other.
- Joystick: expose getJoystick/getJoystickFromID/getIndex/addJoystick/removeJoystick and a
Pad class with raw axes/buttons/hats, GameController axis/button names, device info,
and vibration. Pads stay owned by the module (non-owning script handles).
- Mouse: expose setRelativeMode/getRelativeMode plus setVisible/setPosition/setX/setY/
setGrabbed/isGrabbed (SDL backend already implemented them).
- Tests: add image.nut/image_script.cpp and joystick.nut/joystick_script.cpp script tests,
extend mouse.nut with relative-mode/visibility checks, wire into test CMake and the nut
embed template.
- Docs: update image/joystick/mouse user chapters, MODULES.md and the REVIEW log.
* chore(ci): add clang-format gate, CODEOWNERS and agent collaboration rules
* refactor(modules): clear remaining back-edges and split the largest TUs
Three known dependency back-edges are gone (module_depgraph.py KNOWN_BACK_EDGES
is now empty; --check passes with 0 violations, 0 cycles):
- window -> graphics: window queries the new IWindowSurfaceHost capability
(common/WindowSurfaceHost.h) instead of holding a Graphics pointer;
Window::setGraphics was removed and all call sites updated.
- window -> image: Window::setIcon was replaced by setIconRGBA(const uint8_t*,
w, h); the window no longer decodes ImageData.
- scene -> graphics: pickScreenAt / collectFrustumIdsAt implementations moved
to graphics/ScenePicking.cpp (graphics -> scene is a legal downward edge);
scene now depends only on spatial.
TU splits (pure moves, verified identical method sets and brace balance):
- vulkan/Graphics.cpp (5118 lines) -> Graphics.cpp (lifecycle), GraphicsPipeline,
Graphics2D, Graphics3D, GraphicsMesh + shared GraphicsInternal.h.
- scene/Scene.cpp -> Scene.cpp (script layer / host lifecycle / serialization)
+ SceneNodes.cpp + shared SceneInternal.h.
Verified with a real build (MSVC 19.51, prebuilt third-party): full build green;
window.* and Scene.* suites pass, including scene picking/culling and GPU cases.
* refactor(graphics): narrow Graphics interfaces and clear public-header leaks
Step 4 — interface segregation:
- New lean interfaces: IGraphics2D, IGraphics3D, IResourceFactory, IPostFX
(pure virtuals, forward-declared types only; graphics/Color.h extracted from
Canvas.h so modules that only need the color type stop pulling Canvas.h).
- Graphics now implements all four facets; consumers can depend on the narrow
interface they use instead of the 129-method god class.
- Migrated voxel (VoxelWorld::drawVisible -> IGraphics3D*) and model3d
(ModelRenderer::buildRenderable(s) -> IResourceFactory&).
- Graphics.h slims from 24 sub-header includes to a handful of small type
headers + forward declarations; the destructor moved out-of-line so
unique_ptr effect members are destroyed where types are complete.
Step 5 — header leaks (module_depgraph.py '*' marks: 14 -> 7):
- map/TileLayer.h, particles/ParticleEmitter.h, avatar/AvatarInstance.h,
animation/SpineAnim.h, map/TileSystem.h, model3d/ModelData.h,
model3d/ModelRenderer.h, audio/Audio.h + Source.h, image/ImageData.h +
Image.h, dialogue/Dialogue.h, procgen Palette/OutputSpec/TextureRecipe/
PbrMaterial -> forward declarations, includes moved to .cpp.
- voxel/VoxelWorld.h: terrain sampler Pimpl'd (unique_ptr + out-of-line
destructor), removing the procgen header dependency.
- gpgpu/vulkan backend headers stop pulling graphics/vulkan/Graphics.h.
- Remaining '*' marks are deliberate: tiny POD/enum headers (GridConfig,
MapObject, BlendMode, Color), an internal backend header
(GraphicsInternal.h -> filesystem), and lean interface references.
Verified with a full clean build (MSVC) and tests: window/Scene/voxel/
RenderSystem/Quad/shader/TextureSampler/resourceLifetime pass; broad suite
only shows the pre-existing PHYSFS-init filesystem-environment failures.
* feat(resources): revive ResourceManager as unified IAssetReloader-backed cache
* fix(resources): leak ResourceManager singleton to avoid exit-time teardown crashes
Cached CPU resources may own third-party handles (FreeType faces, Assimp
scenes, image decode handlers) whose libraries are torn down at process
exit in an unspecified TU order; destroying cached entries from the
singleton destructor can segfault at exit (seen on CI Windows in
model3d.materialApi.objMtl). Keep the singleton alive until OS reclaim;
explicit unload()/clear() still release entries during the run.
* refactor(devtools): consume business modules through capability interfaces
DevTools / cmdline no longer include business-module headers, so trimming
scene / physics / procgen / particles / audio / ui / graphics no longer
requires disabling devtools, and devtools can be switched off with
-DEVENGINE_MODULE_DEVTOOLS=OFF.
New capability interfaces in common/:
- ISceneQuery (scene) - host/node inspection + mutation + transform sync
- IRenderCapture (graphics) - render status, PNG capture, camera control,
visible-entity snapshot, entity-ID mask, G-buffer PNGs
- IPhysicsQuery (physics) - 2D world lifecycle + ray casts
- IProcgenQuery (procgen) - recipe listing, map/mesh generation
- IParticlesQuery (particles) - emitter status + one-shot emit
- IAudioQuery (audio) - volume / stop-all
- IEditorHost (ui) - declarative editor host (used by cmdline too)
Providers register in their module constructors. DevTools rewires McpServer
(render/scene/procgen/physics/particles/audio/host tools), SceneInspect
(now delegates to ISceneQuery + IRenderCapture) and RenderVision (uses
IRenderCapture::capturePngDataUrl); cmdline/Mcp.cpp uses IEditorHost.
manifest: devtools DEPS graphics scene physics procgen particles audio ui
image event filesystem -> event; cmdline DEPS filesystem ui -> filesystem.
Verified: full build green; devtools.mcp.* tests pass; broad suite shows
only the pre-existing PHYSFS-init filesystem-environment failures.
* style: apply clang-format to changed lines after dev merge
* fix(webgpu): include RenderControl/TextureSampler explicitly after Graphics.h slimming
* fix(webgpu): provide newFont/print stubs to satisfy IGraphics2D/IResourceFactory vtables
* fix(common): make ProcgenQuery.h self-sufficient (cstdint/utility for GCC)
- Updated `.gitignore` to reflect changes in documentation generation commands.
- Modified `CMakeLists.txt` to set a new version format and streamline documentation handling by adding a subdirectory for docs.
- Removed the outdated `Doxyfile` and replaced it with a new configuration in `docs/Doxyfile.in`.
- Updated README files to reference the new documentation structure and generation process.
- Deleted unused `imgui.ini` and API conventions documentation file to clean up the repository.
ModelData gains material accessors (base color, metallic/roughness, opacity, two-sided), texture queries by type name (base_color/diffuse/normals/height/...), and embedded texture decode to RGBA8 ImageData. New model3d::buildRenderable(s) helpers assemble Renderable3D from a decoded model (node transform baked, material/PBR/textures applied), bound to Squirrel as Model3D::createRenderable.
Normals for assets missing authored normals now default to smooth generation: CMake applies an idempotent configure-time patch to medialoader switching aiProcess_GenNormals -> aiProcess_GenSmoothNormals.
TileRenderSystem::collect walks the global ECS, so leftover TileLayer
entities from earlier cases made tilesContributeDepthY (and dual-grid
depth sort) see extra draw items. Hide other layers first, matching
the rest of the map suite.
drawMeshShader always runs inside an open 3D pass, so lazily calling
vkCreateGraphicsPipelines for the xray variant crashed Lavapipe.
Create that pipeline with the shader (and recreate it on MSAA/RP
change) instead, and skip the draw if it is still missing.
Also refresh module counts after rebasing onto grid / buildingfx.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
Marks the architecture document as implemented, replaces the roadmap section
with what each step actually landed and the measured result, and regenerates
the module inventory against the post-change dependency graph (scene is L1 now,
gameplay modules no longer pull data, and each row names the first profile that
includes it).
Adds docs/usr/TRIMMING.md for the user-facing side: profiles, per-module
switches, how dependency closure and the configure-time conflict errors behave,
has_module() in scripts, what cannot be trimmed and why, and measured savings.
Linked from the user and developer indexes.
Headline numbers after S1-S6: dependency cycles 26 -> 0, layering back-edges
16 -> 3, JSON implementations 6 -> 1, modules using Poco 15 -> 9, boot scripts
2 -> 1, and any module trimmable on desktop where none were before.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
Add a development-server based remote hot reload so script/resource changes
made on the host are synced and reloaded live on devices whose game bundle is
read-only (iOS app bundle, Android APK).
- Implement the previously stubbed `eve dev` command as a small HTTP file
server (GET /manifest, /raw/<path>, /ping) serving a game directory.
- Extend HotReload with a background remote-sync client: poll the server
manifest, compare mtime/size, download changed files into a writable overlay
directory mounted at "/" via the new Filesystem::mountRealDirectory, and
queue changed virtual paths for the script layer to dofile/reload.
- Wire it into load.nut: config.devServer/devSyncMs, shared handle_change(),
poll_remote_reload(), and a `eve run --dev-server <url>` CLI override.
- Add iOS/Android hot-reload dir helpers and cleartext-HTTP platform config
(iOS ATS + NSLocalNetworkUsageDescription, Android usesCleartextTraffic).
- Add test/remotesync.cpp covering overlay shadowing, end-to-end sync, and
unreachable-recovery; update docs.
Add an i18n module (eve.I18n) for game localization:
- Load per-language JSON locale tables from VFS or raw JSON.
- Dot-path key lookup with {name} placeholder substitution.
- CLDR-style plural rules (en/fr/ru/pl/cs/zh and more).
- Fall back to default language, then to the raw key.
- Optional file auto-reload via update(dt).
Self-contained JSON parser (no Poco) so it builds on WASM too.
Includes C++ + Squirrel script tests, user/module docs, an
examples/i18n demo, and i18n integration in the dialogue example.
Integrate the latest main (weather system, outline shader, camera controller,
model converter, hidpi-ui). Resolve additive conflicts in shared registration
files so both the day/night and weather modules are registered:
- src/modules/CMakeLists.txt, src/engine/CMakeLists.txt, test/CMakeLists.txt
- src/scripts/load.nut, docs/usr/MODULES.md
Add a DayNight module (src/modules/daynight) exposing eve.DayNight() to script:
- A 24-hour clock (configurable speed / pause) derives the sun elevation and
azimuth each frame, repositioning the directional light so the sun sweeps the
sky over the day and fades to zero below the horizon.
- A procedural IBL sky cubemap (sky gradient + sun disc + deterministic night
stars) is regenerated per sun-angle bucket and registered as the 3D env map,
so both the skybox angle and the reflected sky follow the sun.
- Night light systems, each a set of Light3D entities toggled by name:
moonlight (cool directional), starlight (ambient boost), fire (warm point
light at a set position) and fireflies (a ring of gently-drifting points).
Add examples/daynight: a 3D diorama with a UI panel and hotkeys to pause/speed
the clock and toggle moonlight, fire and fireflies.
Add test/daynight.cpp (9 cases) and docs/usr/modules/daynight.md. Verified with
a syntax-only compile per the weather module precedent.
Add a Weather module (src/modules/weather) exposing eve.Weather() to script:
- Rain and snow rendered as camera-facing billboards animated in the vertex
shader from a few per-frame uniforms (time/wind/intensity), with alpha-tested
procedural streak/flake textures and distance fog.
- Wind exposed as a global vector field (speed + direction) feeding the
precipitation shaders for tilt and drift.
- Lightning: jagged, midpoint-displaced bolts (tapered quad strips) that flicker
and decay, with an optional key-light flash value for the scene.
- Presets: clear / drizzle / rain / storm / snow / fog, with smooth intensity
transitions and storm mood (sky darkening, sun falloff, fog, ambient).
Add examples/weather: a 3D diorama (trees, pillars, rocks, ground) with a UI
panel and hotkeys to switch weather and tune intensity/wind/lightning.
Docs: docs/usr/modules/weather.md with API reference and notes on mature weather
rendering techniques. Weather module verified with a syntax-only compile.