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  • 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

    @limztudio limztudio committed Oct 16, 2026
  • Align wiki with current runtime and authoring contracts

    @limztudio limztudio committed Oct 7, 2026
  • Document compile-time graphics backend selection

    @limztudio limztudio committed Oct 3, 2026
  • Align wiki build and utility instructions with launcher Use the repository launcher for configuration, project and multi-target builds, native utility preparation and custom build directories. Correct relative utility paths and keep CTest as the test execution interface. Correct dependency_computer spelling, optional skin texture dependency behavior, launcher ownership and root namespace.h macro ownership. Validation: all 35 wiki pages and 222 links, launcher dry-run/help plans, source contracts, balanced fences, UTF-8/CRLF and git diff checks.

    @limztudio limztudio committed Oct 3, 2026
  • docs: sync wiki with current main Add the Reflections page covering hybrid screen-space/hardware tracing, settings, statistics, and measured costs. Document camera refraction (primary capture, hardware/screen resolve), reflection and refraction frame-flow domains, presentation settings, reflection smoke suites, surface specular F0/roughness authoring, and the optics domain.

    @limztudio limztudio committed Sep 9, 2026
  • docs: sync wiki with current main Document the frame-owned CPU and GPU task schedulers, persistent arena, buffer byte-range GPU synchronization, CPU profiling, and current third-party TBB/curl integration notes.

    @limztudio limztudio committed Sep 8, 2026
  • 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.

    @limztudio limztudio committed Sep 7, 2026
  • docs: rewrite wiki for current engine

    @limztudio limztudio committed Aug 31, 2026
  • docs: document GPU task graph

    @limztudio limztudio committed Aug 15, 2026
  • Sync wiki with current main

    @limztudio limztudio committed Aug 4, 2026
  • Document fbx_to_nwb importer

    @limztudio limztudio committed Aug 3, 2026
  • Update wiki for current main

    @limztudio limztudio committed Aug 3, 2026
  • Update wiki for current main

    @limztudio limztudio committed Aug 1, 2026
  • Document required descriptor-buffer renderer path

    @limztudio limztudio committed Jul 27, 2026
  • Update wiki for bindless descriptor migration

    @limztudio limztudio committed Jul 25, 2026
  • Document descriptor-buffer rollout

    @limztudio limztudio committed Jul 24, 2026
  • Document the live bindless descriptor heap and RT per-mesh migration The bindless descriptor heap is now live in the production frame loop and is the shared per-mesh geometry source for the ray tracing, shadow, caustic, and surfel-GI passes. Add a dedicated page covering the RHI primitive (descriptor indexing floor, optional heap accelerator, GpuDescriptorHandle contract, self- test), the Phase 2 migration that deleted the classic bounded per-mesh arrays and retired the 32/64-mesh scene caps, the host-index/shader-layout split, and the frozen shader/host binding contract (sets 8/9, per-class bindings). Cross-link from Architecture (graphics layer owns a live heap), Renderer Frame Flow (per-frame advanceFrame next to device GC), Renderer Feature Paths (slot-7 gap context, per-pass geometry fetch, intro pointer), Glossary, Home, and the sidebar.

    @limztudio limztudio committed Jul 22, 2026
  • Update wiki for third-party package policy

    @limztudio limztudio committed Jun 23, 2026
  • Update wiki for material surface BXDF flow

    @limztudio limztudio committed Jun 23, 2026
  • Organize wiki details by category

    @limztudio limztudio committed Jun 22, 2026
  • Embed wiki flow diagrams in context

    @limztudio limztudio committed Jun 22, 2026
  • Add wiki flow diagrams

    @limztudio limztudio committed Jun 22, 2026
  • Reorder engine wiki from overview to details

    @limztudio limztudio committed Jun 21, 2026
  • Expand engine wiki detail

    @limztudio limztudio committed Jun 21, 2026
  • Split engine overview wiki into topic pages

    @limztudio limztudio committed Jun 21, 2026
  • Expand engine overview wiki

    @limztudio limztudio committed Jun 21, 2026
  • Document Testbed runtime graphics feature selection

    @limztudio limztudio committed Jun 21, 2026
  • Initial Home page

    @limztudio limztudio committed Jun 21, 2026