- Added support for the WebGPU backend in the CMake configuration, enabling builds for Emscripten and native Dawn.
- Implemented conditional compilation for WebGPU-specific features, including shader management and file system handling.
- Updated the build process to exclude unnecessary modules and dependencies for WebGPU, optimizing the engine for browser environments.
- Enhanced the installation script to include WebGPU-related files and directories in the output.
- Refactored existing modules to accommodate WebGPU, ensuring compatibility and performance improvements across the engine.
- Introduced new compile options and configurations tailored for WebGPU builds, including handling of third-party libraries and assets.
Add an iOS Ninja toolchain for deps, use STATIC libs under Xcode to avoid
hashed OBJECT link failures, stub system()/ios namespace clashes, and allow
unsigned local builds when IOS_DEVELOPMENT_TEAM is unset.
Co-authored-by: Cursor <cursoragent@cursor.com>
Inject bundle game launch args, share Android-style resume surface rebuild, and skip validation layers for the first device bring-up.
Co-authored-by: Cursor <cursoragent@cursor.com>
Unpack APK game assets into internal storage, route SDL_main into the engine cmdline entry, and keep Android filesystem paths aligned with the runtime root.
Co-authored-by: Cursor <cursoragent@cursor.com>