Commit Graph
342 Commits
Author SHA1 Message Date
西风逍遥游 fe62cc5aeb fix(ci): stabilize eager bindings and Vulkan warmup 2026-09-02 16:14:24 +08:00
西风逍遥游andCursor 610cb70a82 feat(graphics): decode file textures on the thread pool
Queue ImageData load through IAsyncWorkExecutor so newTextureFromFile returns a stub immediately; GPU upload still uses the existing immediate path on first use. Skip a second ImGui atlas rebuild on ui.setScale so CJK glyphs are not duplicated during galgame startup.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-09-02 16:11:57 +08:00
西风逍遥游 de6a7afa7b feat(gameplay): unify player and AI control API 2026-09-02 11:27:57 +08:00
西风逍遥游 7f4818075b fix(script): preserve ECS bindings across full composition 2026-09-02 08:35:51 +08:00
西风逍遥游 47189745cf refactor(editor): split domain editors and unify results 2026-09-02 08:22:51 +08:00
西风逍遥游 2b4cb48a94 fix(script): preserve lazy ECS execution environment 2026-09-01 20:20:55 +08:00
西风逍遥游 36a1928584 fix(script): preserve ECS identity during eager binding 2026-09-01 16:48:03 +08:00
西风逍遥游 48ba682348 fix(script): restore pre-ECS native exposure order 2026-09-01 13:36:39 +08:00
西风逍遥游 91e098c4f1 fix(script): preserve ECS bindings after eager exposure 2026-09-01 11:46:04 +08:00
西风逍遥游 12e59a1b6b fix(release): stabilize strict v0.4.0 matrix 2026-09-01 10:28:31 +08:00
github-actions[bot] 9da251b7b1 release: 0.4.0 2026-08-31 17:06:49 +00:00
西风逍遥游 f3decec832 Enhance module configuration and instantiation in EveScript. Updated documentation to clarify the behavior of modules and optionalModules, ensuring only specified slots are instantiated during startup. Improved runtime checks and added support for deferred module binding. Removed deprecated compute shaders and example maps to streamline the project structure. 2026-09-01 00:56:50 +08:00
西风逍遥游 3c21fe396a Merge pull request #312 from EVEngine/codex/pixelworld-noita-tech-route
feat(pixelworld): add deterministic Noita-style simulation stack
2026-08-31 23:01:41 +08:00
西风逍遥游 b401049a37 Merge pull request #291 from EVEngine/codex/c++
Add build analysis tool and narrow public headers to reduce build fanout
2026-08-31 23:01:19 +08:00
西风逍遥游 dee118e020 Merge branch 'dev' into codex/c++ 2026-08-31 20:42:37 +08:00
西风逍遥游 5202781651 feat(gpgpu): add resident ECS simulation and script rendering 2026-08-31 18:07:52 +08:00
西风逍遥游 8ccfd5ecbe feat(pixelworld): add deterministic Noita-style simulation stack 2026-08-31 17:55:05 +08:00
西风逍遥游 74fc4467a0 procgen: coordinate scene and runtime cleanup 2026-08-31 14:13:50 +08:00
西风逍遥游 5f2de32062 procgen: unload scene cells atomically 2026-08-31 13:40:01 +08:00
西风逍遥游 50875afccf procgen: publish runtime cells atomically 2026-08-31 13:26:06 +08:00
西风逍遥游 e7ba82f9bc procgen: recover scene cells from snapshots 2026-08-31 12:40:21 +08:00
西风逍遥游 5b09e7814e procgen: publish point deltas to scene 2026-08-31 12:24:36 +08:00
西风逍遥游 8c935046f1 procgen: map point ids to scene instances 2026-08-31 12:10:29 +08:00
西风逍遥游 e2e55693bf procgen: apply scene instance deltas atomically 2026-08-31 11:58:40 +08:00
西风逍遥游 c85386f83d feat(procgen): complete script-first spatial foundation 2026-08-31 08:49:00 +08:00
西风逍遥游 67ff5d320e feat(devtools): add evidence-gated agent game development workflow 2026-08-30 21:32:08 +08:00
西风逍遥游 f2917d4632 feat(asset): add eva and evpack asset pipeline 2026-08-30 13:43:28 +08:00
西风逍遥游 c2ae0b0200 Audit and trim high-impact public headers 2026-08-30 03:36:53 +08:00
西风逍遥游 f7b732def2 feat(tactics): add deterministic battle module and KayKit showcase 2026-08-29 09:23:46 +08:00
sunxfancy 3a80a1febe fix(ci): harden dungeon generation across profiles 2026-08-28 21:56:17 +08:00
sunxfancy 11780d3629 feat(examples): render configurable 3D dungeons 2026-08-28 14:32:40 +08:00
西风逍遥游 98978157d2 fix(mcp): keep evaluation snippets in memory 2026-08-28 10:56:29 +08:00
西风逍遥游 63246b8c68 fix: complete architecture consolidation contracts 2026-08-28 00:01:55 +08:00
西风逍遥游 2c7f1dab0b fix: complete portable runtime and profile contracts 2026-08-27 16:40:17 +08:00
西风逍遥游 7ec85abbf7 fix: restore cross-platform architecture build contracts 2026-08-27 16:19:55 +08:00
西风逍遥游 293be41d66 Merge remote-tracking branch 'origin/dev' into codex/architecture-consolidation
# Conflicts:
#	cmake/module_manifest.cmake
#	docs/usr/modules/procgen.md
#	src/engine/CMakeLists.txt
#	src/engine/cmdline/Run.cpp
#	src/engine/common/ScriptModule.h
#	src/modules/animation/Animation.cpp
#	src/modules/physics/World.cpp
#	src/modules/physics/World3D.cpp
#	src/modules/procgen/Procgen.cpp
#	src/modules/procgen/Procgen.h
#	src/modules/scene/SceneCapabilities.cpp
#	src/modules/schema/Schema.cpp
#	src/modules/schema/Schema.h
2026-08-27 14:52:28 +08:00
西风逍遥游 a8b8e83128 refactor: consolidate engine architecture contracts 2026-08-27 12:54:48 +08:00
西风逍遥游 112ace39c2 feat: integrate EveScript across engine tooling 2026-08-26 21:56:34 +08:00
西风逍遥游 cf91243305 Merge branch 'dev' into codex/runtime-profiler
Bring the PR up to date with current dev (65 commits). Resolved the Run.cpp
conflict by taking dev's version: dev already fixed the scriptError handling
(simplified to 'if (report.empty())'), so the earlier profiler drive-by fixes
for it are obsolete. Profiler feature files are unchanged.
2026-08-26 18:47:11 +08:00
西风逍遥游 b4a96f3ff4 fix(cmdline): avoid MSVC C4189 false-positive on scriptError
MSVC /W4 /WX flags C4189 'scriptError: local variable is initialized but not
referenced' for the dynamic_cast local in Run.cpp's error path (a known
false-positive on the && short-circuit). Inline the cast in the condition so no
named variable exists; Windows build was failing on this warning-as-error.
2026-08-26 17:44:04 +08:00
西风逍遥游 6637614b40 fix(cmdline): restore scriptError declaration dropped on dev
Drive-by fix for a pre-existing dev regression (PR #252): Run.cpp's catch block
uses scriptError->reported() but the declaration was removed, so the Linux/
Windows/macOS builds fail with 'scriptError was not declared in this scope'.
Re-add the dynamic_cast declaration to unblock CI.
2026-08-26 15:31:16 +08:00
西风逍遥游 ef8ae7316e fix(cmdline): preserve merged runtime error report 2026-08-26 14:50:47 +08:00
西风逍遥游 556ac49f8b Merge remote-tracking branch 'origin/dev' into codex/ue-pcg-system 2026-08-26 14:50:11 +08:00
西风逍遥游 9a485b045b Merge branch 'dev' into codex/runtime-profiler 2026-08-26 14:30:50 +08:00
西风逍遥游 437a2b795a Merge branch 'dev' into codex/error-logging-audit 2026-08-26 14:29:00 +08:00
西风逍遥游 b53d6511ab Merge pull request #253 from EVEngine/codex/runtime-debug-audit
feat(devtools): runtime error sink + state-driven bug scenario replay
2026-08-26 14:25:15 +08:00
西风逍遥游 93856bab1d feat(procgen): report scene instance reuse 2026-08-26 10:30:22 +08:00
西风逍遥游 218f154af4 Merge branch 'dev' into codex/error-logging-audit 2026-08-26 09:23:13 +08:00
西风逍遥游 f9f0cd909c feat(devtools): runtime error sink + state-driven bug scenario replay
Runtime error-handler sink: wire Runtime::setErrorHandler (previously dead)
into DevTool via a new attach(Runtime&) overload, so compile/reflect/unload
errors reach the slicer/report without double-reporting uncaught script
errors. Run.cpp and the MCP host use the Runtime overload.

State-driven bug reproduction: add eve::dev::ScenarioRecorder (baseline
snapshot + per-frame input/event stream). event::Event gains a poll-observer
hook; recording captures each consumed message per frame and persists
{baseline, frames, errorReport, errorSite} to a JSON scenario. Replay
restores the baseline and re-injects the recorded events to reproduce.
Exposed as eve.dev.scenario* and driven per-frame from load.nut.

Tests: test/runtime_error_sink.cpp, test/scenario_recorder.cpp (deterministic
reproduction verified); devtools + event suites stay green.
2026-08-26 08:41:28 +08:00
西风逍遥游 336d126e1c feat(procgen): add UE-style PCG framework 2026-08-26 07:32:23 +08:00