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
Correct project shutdown lifecycle documentation
docs: sync wiki with current main (c7bd6f108bdd0ab546bcd798bafbbbe61c6e3b8d) Main c7bd6f10 on top of 65 commits since last sync (76f1f5c96): custom UI migration merged to main (custom_ui branch work through dfd7d514f): Dear ImGui vendoring (3rd_parties/imgui) and the legacy ImGui ECS path deleted; Testbed and ECS now use UiLayerSystem with UiPaintComponent paint callbacks fed by impl/ui CPU paint/layout/text plus OS clipboard/text-input services; new impl/assets/graphics/ui raster/output shaders, font_builder and ui_skin utilities. Updated 9 wiki pages to match HEAD (verified against tree): UiSystem->UiLayerSystem, UiComponent->UiPaintComponent, UiDrawContext->UiPaintContext (fields incl. clipboard/textInput/paint/ text/display/ui), Testbed UI wiring (fonts/skin/presentation, galleries), UI ctor args, bindless UI bindings, 203-nit HDR10 UI encode, float4 UI raster color (no half4), UI shader asset list.
Point launcher references at python -m launcher package
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.
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.
Sync wiki with current main
Embed wiki flow diagrams in context
Add wiki flow diagrams
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>
Expand engine wiki detail