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>
Count by module directory (51) throughout, and state the directory-vs-script-
class discrepancy up front: filesystem also exposes HotReload, Cmdline lives in
engine/cmdline, and data/tensor bind under different class names.
Also align the layer diagram with the script's computed depths, add math and
audio to the functional-domain table, and correct the figures that were
estimated during drafting (97 soft lookups, 202 cross-module includes,
136 Poco include sites of which 79 are JSON).
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
Analyse how the 53 modules currently collaborate and why none of them can be
trimmed outside the hardcoded WASM axis, then lay out a target architecture and
a six-step route to per-module build options.
Adds scripts/module_depgraph.py, which produces the dependency graph, the
7-layer topological ordering and the cycle list the document cites. Its --check
mode fails on any back-edge outside the 16 known ones, so it doubles as the CI
guardrail for step S1.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
Add data-driven procedural dialogue to eve.Dialogue:
- Variables: setVar/getVar*/hasVar/clearVar/clearVars with global and
scene scopes; the scene scope auto-clears when the selected Scene host
changes (polled in update()).
- Conditions: structured tables ({var,op,value} with eq/ne/gt/ge/lt/le/
has/missing, all/any/not, script predicates) + evalCondition().
- Line pools: loadPoolsFromTable() with weight/when/meta/tags, seeded
weighted selection (setRandomSeed), per-pool no-repeat history, and
playLine()/playPool() that resolve {var} interpolation or i18n keys and
auto-apply meta.expression/motion to bound avatars.
- .dnut authoring format compiled by a new C++ parser (DnutParser):
loadPoolsFromDnut(source, path) / loadPoolsFromDnutFile(path); parse
errors surface path:line via getLastPoolsError(). The previous Squirrel
compiler script and its engine wiring are removed.
- Example (examples/dialogue) uses pools.dnut with mood/hour variables,
scene-scope auto-clear demo, and hot reload via eve_asset_reload.
- Tests: C++ unit tests (dialogue_proc.cpp) covering variables,
conditions, pools, selection/dedupe, meta, i18n, scene auto-clear and
the .dnut parser; Squirrel integration test for the script-facing API.
- Docs: design doc updated with the new content model / API / format.
Adds 'eve mcp': a desktop-only headless MCP host (stdio by default, --port for TCP, --root for the project). It runs the full runtime, attaches DevTools (eve_eval / eve_run_script / snapshot), and starts the new EditorHost module that renders JSON-defined editor Views (ImGui) bound two-way to Squirrel ViewModel tables (MVVM), persists editors under editors/, and exposes the eve_host_* tool family (apply/state/set_value/events/capture/script/shutdown...). The stdio transport uses a background stdin reader and keeps stdout JSON-RPC-only; script print() is routed to stderr.
Tests: stdio handshake + tools/list round trip, host editor binding (VM<->View sync, set_value -> VM write + onChange events, save/reload persistence). Docs updated (AI与MCP支持.md, 命令行设计.md, tools/eve-mcp README) with the editor JSON protocol and Codex stdio setup.
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.
One-line story -> stage brief (parse_stage) -> creative-brain plan -> build
via scene_director -> scene-qc inspection/fix loop -> report + screenshots.
Reuses the in-repo creative-brain and scene-qc packages; ships a dry-run
in-memory executor and tests, an empty examples/ai-stage host, an openCode
subagent, and the AI场景导演 integration doc that doubles as the
agent-queryable scene-director spec.
Add the scene_director Squirrel kit (src/scripts/scene_director.nut) with
spawn/move/scale/rotate/remove/material/lighting/camera/cameras/info/modify/
reset, embedded into the engine and exposed to host games as
eve.sceneDirectorScript. New MCP tools (eve_scene_director_install/status,
eve_scene_reset, eve_scene_modify, eve_scene_info, eve_camera_generate) are
thin dispatchers over the kit, so agents can place props, set lighting,
frame cameras, inspect truth and reset the stage through MCP alone.
The kit's cross-references are written explicitly as scene_director.<field>
to avoid Squirrel table-closure his resolution, and cameras() uses a
fixed 6-way compass table (no math-lib dependency) so it works both in the
engine and in plain ssq test VMs.
Adds a vision-model bridge (devtools/RenderVision) that captures the
current frame (Graphics readback -> PNG data URL) and sends it with
engine render parameters to an OpenAI-compatible vision model over
plain HTTP, returning prose that describes the frame and explains the
render-parameter <-> visual-result correspondence for other LLM agents.
- New MCP tools:
- eve_render_describe (fresh/reason; cached otherwise)
- eve_render_vision_config (set/read config, key masked)
- Breakpoint hit and runtime-error pause auto-flag a pending dump that
McpServer::poll performs on the main (render) thread.
- Config via env (EVE_VISION_BASE_URL/API_KEY/MODEL/PATH/TIMEOUT_MS)
or the config tool.
- No TLS/OpenSSL is linked, so the endpoint must be plain HTTP (works
with local Ollama/vLLM/LM Studio).
- Compiles cleanly on MSVC (C++20); tests extended for new tools.
Move the user-maintained VKBuilder from the third-party aggregate into external/ (git submodule), and relocate the third-party DungeonTemplateLibrary and Box3D from external/ into the third-party aggregate (previously pushed to EVEngine/third-party). Update .gitmodules, include paths, DTL/box3d build wiring, and docs.
Add 18 new MCP tools to the embedded McpServer so agents can drive
the live game beyond the debugger surface:
- scene/entity query + transform mutation
- procgen recipe enumeration, map grid generation, mesh build
- 2D physics world create/list/raycast/remove
- render status + frame screenshot (PNG)
- particle emitter spawn, audio master control
Tool handlers use ModuleManager to reach Scene/Procgen/Physics/
Graphics/Particles/Audio and degrade gracefully when a module is
not mounted. Extend the tools/list and unit-test coverage.
Add mesh.skyscraper recipe producing a deterministic setback-tiered tower
with a window grid and optional spire. Window quads are raised a thin lip
above each facade so openings read under directional lighting without
coplanar z-fighting.
- Register recipe in MeshRecipeRegistry
- Add topology/height/reproducibility unit tests
- Add render smoke test outputting out/skyscraper.png
- Add interactive example examples/skyscraper-generator/
- Update procgen and module design docs
- Added functionality to enable hardware MSAA (2x, 4x, 8x) for the 3D scene color pass, enhancing edge quality for 3D models and voxels.
- Introduced `setMsaaSamples` and `getMsaaSamples` methods in the Graphics API to control MSAA sample count.
- Updated RenderControl to include MSAA as a feature, with default settings for enabling/disabling.
- Modified the rendering pipeline to accommodate MSAA, including adjustments to render passes and framebuffers.
- Enhanced documentation and tests to cover new MSAA functionality and ensure stability across various scenarios.
- Introduced CubeType to define block properties including texture mappings and orientation.
- Added CubeTypeRegistry for managing block types, including methods for adding and loading from JSON.
- Updated Voxel and VoxelWorld classes to utilize the new registry for voxel management.
- Enhanced GreedyMesher to resolve face textures based on the CubeTypeRegistry.
- Refactored existing methods to support the new block type system, ensuring backward compatibility with previous voxel ID handling.
- Added comprehensive tests for the new functionality, including multi-texture support and block type resolution.
- Updated documentation to reflect changes in voxel management and block type registration.
- Added setIcon and getIcon methods to the Window interface for managing application icons.
- Implemented setIcon in the SDL window class, ensuring compatibility with RGBA8 image formats.
- Introduced a new test case to validate icon setting and retrieval functionality.
- Updated documentation to reflect the new icon management features.
- Added a new 3D rendering pipeline section in the documentation, detailing initialization, VKBuilder, and asynchronous frame handling.
- Updated the Ambient Occlusion module to support depth-based sampling, allowing for improved visual fidelity in 3D scenes.
- Introduced new shader functionalities for ambient occlusion and global illumination, enhancing the overall rendering quality.
- Updated GBuffer to include hardware depth texture for more accurate depth sampling in 3D rendering.
- Enhanced the RenderControl to manage new features for ambient occlusion and global illumination, ensuring they are enabled by default.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>