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authorskal <pascal.massimino@gmail.com>2026-02-06 10:25:04 +0100
committerskal <pascal.massimino@gmail.com>2026-02-06 10:25:04 +0100
commit83f34fb955524c09b7f3e124b97c3d4feef02a0c (patch)
tree65c7e2621ec806993fc717a22ba1688fd8b66d62 /TODO.md
parent34b88141c44b7b7ea56f160d755de1d17c79e882 (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).
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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)