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  • docs(wiki): reflect TLSF Phase 1+2 completion, Windows memory bugs, ZUI dock fixes, swapchain sync fix Memory-Management.md: - TLSFSlab section rewritten from 'planned, not in codebase' to shipped Phase 1 (upload slabs, closure slab) + Phase 2 (typed Array/UnorderedHashMap allocator, AssetManagerSlab); Phase 3 marked blocked with reason - ArenaAllocator: documented move semantics, deleted copy ctor, AllocateNoZero, alignment precondition assert - New Windows Platform Notes subsection: the two real bugs found and fixed (CreateSubArena eager commit; m_mem_page_size 32-bit truncation on LLP64) with the actual mechanism and the general lesson - PoolAllocator double-free/exhaustion rows updated from 'not detected' to 'fixed' (#697, #681) - Thread safety table, performance table, container-ownership section all updated to match shipped state instead of roadmap language Containers.md: documented the TLSFSlab-backed init() overload for Array/ UnorderedHashMap as the fix for arena-abandonment on reserve/rehash. Rendering-Domain.md: added a gotcha note on the viewport resize swap-and-reuse section documenting the swapchain timeline backward-clamp bug (#736) and its two-part fix (#738, #739). ZUI-System.md: added a gotcha note on the docking section documenting the two-round negative-rect scissor overflow bug (#732) and its fix (#733, #737). Roadmap.md: new 'Memory and rendering hardening' section under the in-progress Stable Core milestone listing all of the above with PR links; noted ZUI's PR #679 merge; clarified the Future table's UI system row now that the editor's own UI has shipped.

    @JeanPhilippeKernel JeanPhilippeKernel committed Sep 3, 2026
    8309cdc
  • Update home page title to Zodiac Engine for discoverability

    Konan Kouassi committed Sep 1, 2026
    220a28b
  • docs(wiki): update Engine-Architecture for ZUI changes - Step 11 main thread: ImGui → ZUI overlay build/layout/interact/PreparePayload - Step 10: OnUpdate() now runs before CameraController::Update (hover gate) - Step 12: FrameRateCap unconditional — buffer-full path also calls Wait - Render thread step 6: ImGuiRenderer → ZUIRenderer::Submit - Render thread step 9: render_timer.End() → SmoothedDeltaTime update - Shutdown: ImGuiRenderer::Deinitialize → ZUIRenderer::Deinitialize - See also: add ZUI System link

    @JeanPhilippeKernel JeanPhilippeKernel committed Aug 31, 2026
    402d4a6
  • docs(wiki): add ZUI System architecture page + update Home index

    @JeanPhilippeKernel JeanPhilippeKernel committed Aug 31, 2026
    a976cbc
  • docs(wiki): improve Memory Management — PoolAllocator, TLSFSlab roadmap, lifetime model, decision framework, thread safety, performance tables, platform notes

    @JeanPhilippeKernel JeanPhilippeKernel committed Aug 31, 2026
    228badc
  • docs(roadmap): promote milestone to Stable Core (1.0.0); mark 0.4.0 completed - 0.4.0 section marked completed; all shipped items updated to include render graph redesign, deferred PBR pipeline, memory arena fixes, UIDispatcher removal, and NSOpenPanel deadlock fix - 1.0.0 section added with feature groups and dependency graph for component reflection track (jnyfah) and render pipeline completeness - Future section updated: deferred rendering removed (shipped in 0.4.x), IBL noted as partial (PBR base ships), GPU culling scoped to advanced

    Jean Philippe committed Aug 23, 2026
    e8b3b0c
  • docs(ecs): comprehensive ECS and Actor system documentation - Two-tier object model diagram (ActorManager/Actor/EntityID/Scene/ComponentStorage) - All 8 components documented with fields and constraints - Scene API: ForEach iteration model, interpolation helpers - Actor lifecycle sequence diagram with OnCreate/OnTick/OnDestroy - WorldTick: conflict rule, wave model, per-system staging buffers - WorldCommands: all 4 command kinds with Flush semantics - ECS -> Render bridge gap documented: FillRenderableTransforms exists but output is never consumed; MeshComponent.RenderInstanceId always UINT32_MAX; no bridge system wired (issue #604)

    Jean Philippe committed Aug 21, 2026
    67d628c
  • docs(rendering): update Render Graph section for redesign + deferred PBR pipeline - Render Graph API: typed RGResourceHandle, RGAccess enum, kAccessTable barriers, CurrentState vs RuntimeState, three-phase resize (swap-and-reuse) - All render targets now transient and owned by the graph - G-Buffer Layout section: 3 RTs (AlbedoAO, NormalRoughness, MetallicEmissive) + shared depth - LightingPass section: LightArrayUBO, Cook-Torrance BRDF, depth-based position reconstruction - Pass order corrected: DepthPrePass → GbufferPass → LightingPass → Skybox → Grid - PR #641 added to Recently Fixed

    Jean Philippe committed Aug 21, 2026
    1898480
  • docs: add UnorderedHashSet/HashSet section; note power-of-2 capacity in tests

    @JeanPhilippeKernel JeanPhilippeKernel committed Aug 21, 2026
    75ee425
  • docs: add Containers page — Array, UnorderedHashMap, HashMap, String

    @JeanPhilippeKernel JeanPhilippeKernel committed Aug 21, 2026
    4178197
  • docs: migrate all wiki pages to Mermaid diagrams + add Asset Manager page - Engine-Architecture: Big Picture, cross-thread comms (mailbox/MTS/RRM), WorldTick wave execution, WorldCommands merge, asset pipeline, VFS hot-reload, init sequence, and shutdown order all converted to Mermaid flowchart/sequence - Memory-Management: memory budget hierarchy graph, scratch arena sequence, deferred Vulkan destroy flow, GPU domain graph — all Mermaid; budget table updated to reflect new 8 GB root and open-world sizes (#635) - Rendering-Domain: architecture overview, per-frame sequence, scene mesh pipeline, material pipeline, RGS pass DAG, compaction sequence, shutdown order — all converted to Mermaid; recently-fixed table updated with #632-634 - Asset-Manager: new page covering pipeline position, memory layout, all four ingest flows, GPU material binding end-to-end, lookup API, thread safety, initialization contract, and known gaps - Home: added Asset Manager entry to the page index

    @JeanPhilippeKernel JeanPhilippeKernel committed Aug 20, 2026
    a024d71
  • docs: WorldTick/WorldCommands staging buffers, mark #606/#607/#609/#568 resolved

    Konan Kouassi committed Aug 19, 2026
    6f6d859
  • docs(wiki): add Container Ownership Rules section; update Roadmap for #534

    Jean Philippe committed Aug 18, 2026
    ca971ef
  • docs(wiki): rewrite Roadmap — reflect current 0.4.0 milestone and future plans

    Jean Philippe committed Aug 18, 2026
    72f2188
  • docs(wiki): add Engine Architecture and Memory Management pages

    Jean Philippe committed Aug 18, 2026
    5f37ff0
  • docs(wiki): add Shutdown/Teardown section, update known gaps for PR #611 and #612

    Jean Philippe committed Aug 18, 2026
    476db29
  • docs(wiki): add Rendering Domain reference page

    Jean Philippe committed Aug 18, 2026
    c7c16aa
  • Updated Home (markdown)

    @JeanPhilippeKernel JeanPhilippeKernel committed Dec 1, 2021
    00f1603
  • Updated Roadmap (markdown)

    @JeanPhilippeKernel JeanPhilippeKernel committed Nov 30, 2021
    5f714d9
  • Updated Roadmap (markdown)

    @JeanPhilippeKernel JeanPhilippeKernel committed Nov 30, 2021
    bc69297
  • Updated Roadmap (markdown)

    @JeanPhilippeKernel JeanPhilippeKernel committed Nov 30, 2021
    f04906c
  • Updated Roadmap (markdown)

    @JeanPhilippeKernel JeanPhilippeKernel committed Nov 30, 2021
    a8b9f76
  • Updated Roadmap (markdown)

    @JeanPhilippeKernel JeanPhilippeKernel committed Nov 29, 2021
    b3a4705
  • Created Roadmap (markdown)

    @JeanPhilippeKernel JeanPhilippeKernel committed Nov 29, 2021
    0b658f8
  • Updated Home (markdown)

    @JeanPhilippeKernel JeanPhilippeKernel committed Nov 29, 2021
    c7f52f4
  • Initial Home page

    @JeanPhilippeKernel JeanPhilippeKernel committed Oct 14, 2020
    7b96b9a