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.
8309cdc
Update home page title to Zodiac Engine for discoverability
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
402d4a6
docs(wiki): add ZUI System architecture page + update Home index
a976cbc
docs(wiki): improve Memory Management — PoolAllocator, TLSFSlab roadmap, lifetime model, decision framework, thread safety, performance tables, platform notes
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
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)
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
1898480
docs: add UnorderedHashSet/HashSet section; note power-of-2 capacity in tests
75ee425
docs: add Containers page — Array, UnorderedHashMap, HashMap, String
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
a024d71
docs: WorldTick/WorldCommands staging buffers, mark #606/#607/#609/#568 resolved
6f6d859
docs(wiki): add Container Ownership Rules section; update Roadmap for #534
ca971ef
docs(wiki): rewrite Roadmap — reflect current 0.4.0 milestone and future plans
72f2188
docs(wiki): add Engine Architecture and Memory Management pages
5f37ff0
docs(wiki): add Shutdown/Teardown section, update known gaps for PR #611 and #612
476db29
docs(wiki): add Rendering Domain reference page
c7c16aa
Updated Roadmap (markdown)
5f714d9
Updated Roadmap (markdown)
bc69297
Updated Roadmap (markdown)
f04906c
Updated Roadmap (markdown)
a8b9f76
Updated Roadmap (markdown)
b3a4705
Created Roadmap (markdown)
0b658f8