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path: root/src/util/asset_manager.cc
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2026-02-03fix(assets): Resolve static initialization order fiascoskal
Replaces the global array with which wraps a local static array. This ensures the asset table is initialized on first use, preventing crashes when other globals (like shader strings) try to access assets during dynamic initialization.
2026-02-02refactor(build): Centralize generated files and clean up project layoutskal
- Task A: Centralized all generated code (assets, timeline) into a single directory to create a single source of truth. - Task A: Isolated test asset generation into a temporary build directory, preventing pollution of the main source tree. - Task B: Vertically compacted all C/C++ source files by removing superfluous newlines. - Task C: Created a top-level README.md with project overview and file descriptions. - Task D: Moved non-essential documentation into a directory to reduce root-level clutter.
2026-02-01feat(gpu/assets): Fix tests, integrate bumpy 3D renderer and procedural assetsskal
- Fixed test_sequence by restoring MainSequence::init_test for mocking. - Corrected CMakeLists.txt dependencies and source groupings to prevent duplicate symbols. - standardizing Effect constructor signature for seq_compiler compatibility. - Implemented Hybrid3DEffect using bumpy Renderer3D and procedural NOISE_TEX. - Updated MainSequence to support depth buffer for 3D elements. - Formatted all source files with clang-format.
2026-02-01feat(assets): Implement procedural asset generation pipelineskal
- Updated asset_packer to parse PROC(...) syntax. - Implemented runtime dispatch in AssetManager for procedural generation. - Added procedural generator functions (noise, grid, periodic). - Added comprehensive tests for procedural asset lifecycle.
2026-02-01feat(asset_manager): Implement array-based cachingskal
- Refactored asset manager to use a static array for caching, improving performance and memory efficiency. - Updated asset_packer to correctly generate ASSET_LAST_ID for array sizing. - Modified asset_manager.h to use a forward declaration for AssetId. - Updated asset_manager.cc to use the conditional include for generated asset headers. - Added a test case in test_assets to verify the array-based cache and ASSET_LAST_ID logic.
2026-02-01clang-formatskal
2026-01-31style: add vertical compression rules to clang-formatskal
- Enabled AllowShortFunctionsOnASingleLine: All - Enabled AllowShortBlocksOnASingleLine: Always - Enabled AllowShortIfStatementsOnASingleLine: Always - Enabled AllowShortLoopsOnASingleLine: true - Set MaxEmptyLinesToKeep: 1 - Applied formatting to all source files.
2026-01-31refactor: move generated asset files to src/generated/skal
- Updated CMakeLists.txt to generate assets.h and assets_data.cc in src/generated/. - Updated scripts/gen_assets.sh to reflect the new output location. - Modified asset_packer.cc to generate correct include paths in assets_data.cc. - Updated source files (main.cc, asset_manager.cc, test_assets.cc) to include headers from the 'generated/' subdirectory. - Ensured all targets have correct include paths to find generated headers. - Removed stale generated files from src/.
2026-01-31enforce code styleskal
2026-01-28refactor(assets): Optimize asset retrieval using array lookupskal
This refactors the asset management system to be more efficient and cleaner. - Moved common GetAsset/DropAsset logic to src/util/asset_manager.cc. - Changed retrieval to use an array of records (AssetRecord) for O(1) lookups instead of a switch statement. - Updated asset_packer to generate only raw data and the record array.