Introduce a Tracy/UE-Insights-style scoped-zone profiler that instruments the
engine's core per-frame systems and reports per-module/per-zone self vs total
time plus GPU frame timing.
- common/Profile.* : core zone collector (eve::prof). EV_PROFILE_* RAII macros
push {name,module,thread,parent,depth,start,end} into per-thread buffers;
frameMark() aggregates the frame into a call tree with self/total per module
and zone, sorted by self time. Cheap single-branch no-op when disabled.
Lives in common/ so any module can instrument without layering violations.
- profiler module (SLOT profiler): script API setEnabled()/beginFrame()/
endFrame()/begin()/end()/capture()/textReport()/frameMs()/gpuFrameMs().
Installs itself as the IRenderTracer so render passes become graphics zones.
- Instrument core hot systems: physics (World/World3D), animation, particles,
audio pump, ui render, scene transforms, map tiles, crowd, event pump.
- GPU timing: Vulkan timestamp queries around the present command buffer
(whole-frame), exposed via common/GpuTimer.h IGpuTimer capability provided by
graphics; read after the synchronous submit waits the in-flight fence.
- load.nut drives frameBegin()/endFrame() + section markers, no-op when absent.
- Tests: C++ unit (core aggregation self<total, render-pass zones) + script API.
Verified: all changed TUs compile against real VKBuilder/ECS/zeroerr headers;
module_depgraph.py --check / --check-layers pass. Full-link build blocked in
this env by a prebuilt third-party Squirrel version mismatch (unrelated).
Introduce Flex containers with gap, flexGrow, align, and justify so
toolbars and panels can lay out without manual SameLine, including
Spacer and script builder APIs.
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.
- Introduced a new optional demo module that includes procedural sound effects and planet texture generation.
- Updated the build system to support the demo module with the `EVENGINE_BUILD_DEMO` option.
- Enhanced the Makefile to synchronize game assets into the APK during the build process.
- Modified the AndroidManifest to set the screen orientation to portrait for better compatibility.
- Improved documentation to reflect the new demo features and asset synchronization process.
Co-authored-by: Cursor <cursoragent@cursor.com>
- Added methods for file watching, including `watch`, `unwatch`, `unwatchAll`, `getWatchCount`, `pollWatch`, `getLastWatchPath`, and `getLastWatchRealPath`.
- Enhanced the `Filesystem` class to support monitoring file changes, allowing for real-time updates.
- Updated the `physfs` implementation to handle file watch targets and events.
- Improved documentation and added unit tests to validate the new file watching features.
Co-authored-by: Cursor <cursoragent@cursor.com>