- EVENGINE_ENABLE_STRICT_WARNINGS option: MSVC /W4 /WX, GCC/Clang
-Wall -Wextra -Werror, with documented noise suppressions and
-isystem/-external:I for third-party headers; enabled on the
Windows/Linux debug CI jobs.
- Fix warnings across engine, modules and tests exposed by the gate,
including real bugs (incomplete-type deletes, Timespan microsecond
overflow, overload hiding, enum switch gaps, dead code).
- Add Linux ASan+UBSan job, example smoke step, python-tools test
job, ruff config (scripts+tools), weekly Linux coverage job and a
CodeQL workflow.
* 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)
PlacementSystem's eight function-local static registries/counters move into a single instance's member state. Editor's heightmap API is guarded by EVENGINE_HAS_PROCGEN (web builds exclude procgen) and voxel now declares its hard procgen dependency; both module layers are corrected to match their real includes so the declared-layer check passes.
Normalize all header comments to Doxygen @brief form and fill in missing class/method docs across engine common, cmdline, and module headers (~2368 @brief entries). Add root Doxyfile, 'make docs' target, CMake docs target, .gitignore for docs/api, README/docs/dev updates, and a Windows (native) + code-conventions section in AGENTS.md.
HotReload knew what lived at every watched path: it included graphics to
refresh textures, particles to reload emitter configs and map to reload tile
layers. That made the engine's lowest-level module depend on three of its
highest, and it was the only reason filesystem sat in a dependency cycle.
Each module now registers an eve::caps::IAssetReloader for the assets it owns
and HotReload only routes paths. Behaviour is unchanged: automatic dispatch
still matches by extension, an explicit bind() still targets one kind and
ignores the extension, and the texture reloader runs at kTexture priority so
the GPU upload happens before emitters and tile layers re-bind to it.
The reloadable set now follows the linked module set, so a build without
particles simply has no particle reloader rather than a dangling reference.
Reload kinds also become extensible: a module or plugin can add one without
touching filesystem.
Back-edge whitelist 14 -> 11; the dependency graph is now acyclic apart from
the event pump.
(map.render.tilesContributeDepthY fails when run after the hotreload cases both
before and after this change -- pre-existing test-order state, not from here.)
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* feat(map): add dual-grid autotile resolve for TileLayer
Implement Oskar Stålberg-style dual-grid: logic layer paints fill/empty,
display layer gets a half-tile offset 15-tile resolve. Document that Tiled
has no native dual-grid (Terrain/Wang Corner Set is same-grid only).
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* fix(map): use ComponentRef for DualGrid config access
TileLayer::config() returns ecs::ComponentRef, not a raw pointer.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* test(map): fix dual-grid filledGid expectations and clean layers
Correct corner sampling for a single logic cell (BR vs TL) and clear
layers after resolve tests to avoid ECS draw pollution.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* test(map): fix ComponentRef usage in dual-grid orientation tests
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
---------
Co-authored-by: Cursor Agent <cursoragent@cursor.com>
* feat(map): add extensible grid pathfinding with group Flow Field
Implement A* and same-goal Flow Field pathfinding on PathGrid with
pluggable topologies (ortho4/ortho8/hex) for orthogonal, isometric,
staggered, and hexagonal maps. Expose Pathfinder/Path/FlowField via
Map::newPathfinder and document the design.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* fix(map): use ComponentRef accessors in PathGrid sync
TileLayer::config()/tiles() return ComponentRef, not raw pointers.
Also cast PathTopology in zeroerr CHECKs for streamability.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* fix(map): shrink Windows export surface for pathfinding
MSVC LNK1189 (65535 library objects) is hit when WINDOWS_EXPORT_ALL_SYMBOLS
exports every PathGrid/topology symbol. Collapse grid/topology into an
internal Pathfinder impl (anonymous namespace) and a single TU so eve.exe
stays under the export limit.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* fix(windows): disable WINDOWS_EXPORT_ALL_SYMBOLS to avoid LNK1189
MSVC cannot export every symbol from eve.exe once the binary grows past
the 65535-object limit. Plugins already import EVENGINE_API symbols
(ModuleManager / ModuleRegister); keep ENABLE_EXPORTS without exporting
the entire object set.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
---------
Co-authored-by: Cursor Agent <cursoragent@cursor.com>
- Implemented multi-layer tilemap functionality, allowing for the reading and saving of Tiled JSON formats.
- Added support for various tile projections (orthogonal, isometric, staggered, hexagonal) and depth calculations.
- Introduced object layer parsing and caching for improved map object management.
- Updated the rendering system to unify 2D depth queues and enhance sprite handling.
- Added new methods for accessing object properties, including position and dimensions.
This update significantly improves the map module's capabilities and integration with the rendering system.
- Updated the physics module to include Box2D support, enabling management of physics bodies and collision events.
- Enhanced the map module to support tile layers and improved hot-reload functionality for tilemaps.
- Updated documentation to reflect the new features in the physics and map systems, including usage examples and API references.
- Modified CMakeLists.txt to include new modules for physics and font management, ensuring proper build configurations.
Co-authored-by: Cursor <cursoragent@cursor.com>