Sync wiki with main e93f2b194: prepared linear UASTC pairs, hardware-preferred device selection, telemetry scratch arena, input router split, descriptor reservations
- Texture-Conversion/Asset-Types/Asset-Pipeline/Asset-Flow: resolution+alpha_mode contract, implicit same-basename sidecar, linear-only runtime, TEX1 v4, prepared_textures test
- New Graphics-Device-Selection page (linked from Sidebar/Home): discrete-first preference, windowed CPU fallback, driver-sized descriptor reservations, VK_DRIVER_FILES verification
- Platform-and-GPU-Support: windowed CPU devices now admitted with hardware preference
- Bindless-Descriptor-Heap: pre-allocation driver-layout reservation pointer
- Diagnostics-and-Telemetry: BuildTelemetryReport(arena, events, scratchArena)
- Build-and-Verification: drop stale 262-count wording (no DISABLED_* retained)
- Runtime-and-ECS: router_pointer_queue/sources split
Sync wiki surface-hook exclusivity vs main f474b31fb: explicit shaders opaque-nonrefractive-only; light-space shade via surface contract (stash H04/H09/H13/H20/H39/H44/H45)
Document concrete shader asset types
Describe IShader, the fourteen concrete stage types, canonical metadata,
shared codecs and typed loading. Explain physical stages versus archive
roles, admission validation, preserved storage costs and retired syntax.
Align wiki with current runtime and authoring contracts
Document derived texture and font authoring fields
docs: sync wiki with current main
Align the GitHub wiki with the staged asset pipeline, IFilesystem mounts, terminal-only exception handling, and related contracts on main.
docs: rewrite wiki for current engine
Document HDR texture conversion
Sync wiki with current main
Update wiki for current main
Update wiki for current main
Update wiki for current main branch
Document asset registration flow
Update wiki for refractive caustics
Update wiki for material-driven transparency
Update wiki for material surface BXDF flow
Embed wiki flow diagrams in context
Correct wiki against source and generalize volatile sections
Verified all 25 pages against the engine source and fixed drift:
- Frame loop does not tick ECS; the project ticks its own world in
onUpdate (Runtime-Boot, Frame-Life-Cycle).
- Document the resource-mount res probe order.
- skin asset is cooked in impl/assets_mesh, not a separate module; add
the cook-only modules assets_volume/assets_graphics/assets_bunch.
- Add mesh reference-delta streams and skin influence types.
- CSG bounds callback is required and shapes use engine/csg/* names;
CsgFrameState carries flags/counts (work region is on CsgFrameGpuData);
AVBOIT passes interleave with the dispatches.
- Use the real ray-tracing capability log string; BVH self-tests are
three functions (refit is a phase of the build test).
- Vulkan rejects CPU-type devices (no by-name lavapipe check); note the
cooperative-vector split and unsupported SamplerFeedback/VirtualResources.
- Add CsgReceiverComponent; add logger/ and configuration/ to the
repository map; note archive stage is derived from stage.
- Frame determinism as the convergence procedure, not an in-tree test.
- Generalize the dated, untracked smoke-run sections so they do not go
stale (Testbed, Diagnostics-and-Telemetry, Renderer-Feature-Paths).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Reorder engine wiki from overview to details