Addresses minor issues across the engine to improve stability and UI.
- Updates ImGui window size for better rendering
- Adds macro for boolean returns (R_TRUE and R_FALSE)
- Adds missing includes and removes unused code
- Updates shader code to use the new macros and improve readability
This commit refactors the logging system by replacing direct calls to the Logger class with macros. This improves code readability and maintainability by providing a consistent and concise way to log messages throughout the engine.
The 'macro.h' header file is added and included in multiple system classes to define these logging macros, centralizing logging functionality.
Additionally, error handling is improved in imguiManager::IncrementBuildVersionInConfig by logging specific errors during file operations.
Introduces a macro to streamline logging, enhancing code readability and maintainability.
The new macro replaces direct Logger calls with more concise and expressive `LOG_INFO`, `LOG_ERROR` etc. calls, reducing boilerplate code and improving consistency in logging practices across the engine.
Updates the CI notification process to send a JSON payload to the notification service, instead of constructing the JSON string directly in the Jenkinsfile. This improves readability, maintainability, and simplifies data handling for both success and failure scenarios. It also allows for easier extension of the data being sent in the future.
Updates the Jenkinsfile to ensure proper JSON formatting for the
list of artifact URLs passed to the CI notification service.
This ensures that the recipient correctly interprets the download links.
Improves build and package processes by introducing parallel execution for debug and release configurations.
This change reduces overall execution time by building and packaging debug and release versions concurrently.
Packages debug and release builds into ZIP archives.
Updates artifact archiving to include only the ZIP packages,
rather than individual executables and DLLs. This simplifies
the artifact management process and reduces storage space.
Adds functionality to control the target FPS of the engine via the ImGui settings panel.
This includes:
- Adding target FPS variables and accessors in the application class.
- Adding a set_target_fps function to the fps_limiter class.
- Updating the ImGui engine settings panel to include a target FPS setting.
- Modifying the main loop to make use of the fps limiter and the engine target FPS.
Adds an FPS limiter to control the framerate, preventing excessive resource usage and providing a more consistent experience.
Removes the standalone FPS limiter from the imguiManager and integrates it into the system class.
Implements dynamic adjustment of screen depth and near clipping plane distances via the ImGui interface.
This allows users to modify the perspective projection in real-time, affecting the rendering of the scene.
The changes involve:
- Adding screen depth and near variables to the application class.
- Exposing these variables in the ImGui settings window.
- Adding functions to the application and d3d classes to update the projection matrix based on new screen depth and near values.
- Updates the sky sphere size to use world scale.
Refactors the Engine Settings window into a tabbed interface, enhancing usability.
Updates the sky sphere implementation to use a configurable distance.
Adjusts ImGui layout for better docking and window arrangement.
Introduces a skysphere entity to the scene.
Creates the skysphere during application initialization and manages its visibility via Z-buffer enabling/disabling in the render system.
The skysphere is now an ECS entity.
The culling thread skips the skybox entity to avoid unnecessary calculations since it's always visible.
The position of the skybox is updated with the active camera.
Implements a build versioning system to track and display the engine's build information.
- Adds a version header file defining version constants.
- Increments the build number automatically from a configuration file on each build in the binary folder.
- Displays the build version in the ImGui menu bar for easy identification.
- Persists version information by reading/writing to the config file
This provides better tracking and identification of specific engine builds.
Excludes the IntelliJ IDEA project directory from version control.
This prevents project-specific settings and configurations from being accidentally committed, ensuring a cleaner repository.
Configures Git LFS to properly track and manage binary files such as Lua libraries and DLLs.
This ensures that large binary files are stored efficiently and do not bloat the Git repository.
Adds a Lua scripting component to the engine, allowing users to attach Lua scripts to entities.
Includes necessary Lua headers and library files.
Also integrates the Lua scripting component into the editor, allowing it to be added via ImGui.
Implements a shutdown mechanism for components and entities,
ensuring proper resource release and preventing memory leaks.
This change introduces a virtual `Shutdown` method to the
`Component` class, allowing derived components to release
specific resources when they are removed from an entity or
when the entity is destroyed. The `Entity` class now calls
the `Shutdown` method on all its components during its own
release process. The `EntityManager` now calls the
`release()` method when destroying an entity.
This enhancement ensures that resources, such as FMOD sound
objects and channels in the `AudioComponent`, are properly
released, preventing potential resource leaks and improving
the stability of the engine.
Refactors scene loading to properly initialize models and textures from the scene file.
Adds audio component deserialization and file path handling.
Fixes model loading and texture application in scene manager.
Addresses potential issues with missing components during scene loading.
Adds serialization/deserialization to components,
allowing saving and loading of entity states.
Provides ImGui widgets for editing component properties,
improving editor usability.
Passes the D3D device and context to entities and
components enabling resource creation within components.
Initializes FMOD sound system within the application class and propagates it to the entity manager and entities. This allows for audio components to access and use the FMOD system for playing sounds.
Removes redundant FMOD system initialization from the audio component.
Adds a new audio component with support for loading, playing, pausing, stopping, and controlling audio properties such as volume, pan, pitch, and looping.
Implements spatialization using FMOD, enabling 3D audio effects based on object and camera positions. Includes file selection dialog and UI controls for audio properties.
Adds a new audio component with support for loading, playing, pausing, stopping, and controlling audio properties such as volume, pan, pitch, and looping.
Implements spatialization using FMOD, enabling 3D audio effects based on object and camera positions. Includes file selection dialog and UI controls for audio properties.