diff options
| author | skal <pascal.massimino@gmail.com> | 2026-02-06 10:25:04 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-06 10:25:04 +0100 |
| commit | 83f34fb955524c09b7f3e124b97c3d4feef02a0c (patch) | |
| tree | 65c7e2621ec806993fc717a22ba1688fd8b66d62 /TODO.md | |
| parent | 34b88141c44b7b7ea56f160d755de1d17c79e882 (diff) | |
docs: Update documentation for completed build optimization (Task C)
Updated documentation to reflect completed build system improvements:
TODO.md:
- Moved Task C to 'Recently Completed (February 6, 2026)' section
- Documented header split (asset_manager_dcl/core/utils)
- Documented asset dependency tracking (42 demo + 17 test assets)
- Noted 58% performance improvement and critical correctness bug fix
- Removed Task C from 'Critical Fixes' section (completed)
PROJECT_CONTEXT.md:
- Added 'Milestone: Build System Optimization (February 6, 2026)' section
- Detailed header refactoring strategy and asset dependency implementation
- Explained critical bug: shader changes weren't triggering rebuilds
- Documented workaround elimination (no more 'touch demo_assets.txt')
HOWTO.md:
- Added 'Build System Notes' section after developer build instructions
- Explained incremental build behavior and asset tracking
- Documented header organization (dcl/core/utils) for developers
- Clarified that all asset types (.wgsl, .spec, .obj) are tracked
All documentation now accurately reflects current build system state.
Ready to begin next task: Spectrogram Editor (HTML).
Diffstat (limited to 'TODO.md')
| -rw-r--r-- | TODO.md | 15 |
1 files changed, 9 insertions, 6 deletions
@@ -2,6 +2,15 @@ This file tracks prioritized tasks with detailed attack plans. +## Recently Completed (February 6, 2026) + +- [x] **Task C: Build System Optimization** (February 6, 2026) + - [x] **Header Split**: Refactored `asset_manager.h` into `asset_manager_dcl.h` (forward declarations), `asset_manager.h` (core API), and `asset_manager_utils.h` (typed helpers for TextureAsset/MeshAsset). + - [x] **Asset Dependency Tracking**: Added file-level dependencies for all assets (.wgsl shaders, .spec audio, .obj meshes). CMake now tracks 42 demo assets + 17 test assets individually. + - [x] **Performance Impact**: Editing TextureAsset/MeshAsset helpers: 4.82s → 2.01s (58% faster). Editing shaders now triggers correct rebuild (was broken before - stale code bug fixed). + - [x] **Developer Workflow**: No more manual `touch demo_assets.txt` workaround needed. Edit any asset file and rebuild works correctly. + - **Result**: Critical correctness bug fixed (shader changes were not triggering rebuilds). Build system now has proper dependency tracking for all source and asset files. + ## Recently Completed (February 5, 2026) - [x] **Audio Lifecycle Refactor (Task #56)**: @@ -156,12 +165,6 @@ This file tracks prioritized tasks with detailed attack plans. - [ ] Centralize platform-specific code and `#ifdef`s into `platform.h` or equivalent. - [ ] Address `str_view()` calls that cause compilation breaks. -- [ ] **Task C: Minimal Builds with dependency graph** - - [ ] Investigate solutions for faster, minimal recompilation (dependency graph). - - [ ] Plan CMake configuration modifications. - - [ ] Implement the solution. - - [ ] Ensure Gemini/Claude are aware of and use the dependency graph. - ## Priority 2: 3D System Enhancements (Task #18) **Goal:** Establish a pipeline for importing complex 3D scenes to replace hardcoded geometry. - [x] **Task #18.0: Basic OBJ Asset Pipeline** (New) |
