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path: root/src/entities.cpp
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2025-03-31pke: parse uuid from scene and project filesJonathan Bradley
2025-03-27pke: entity type: don't compare mixed indexesJonathan Bradley
2025-03-21pke: first-pass level is a collection of scenesJonathan Bradley
2025-03-05pke: MemBkt_Vulkan and transient bkt passJonathan Bradley
2025-03-03pke: dynamic framebuffer length + VkPresentModeJonathan Bradley
2025-02-28pke: checkpoint: vk renames + first-pass uiJonathan Bradley
Renamed pipeline and descriptor names to be more self-descriptive. UI work is not done, and will not record. Needs vulkan items created (buffers).
2025-02-25pke: EntityType unregister callback on unloadJonathan Bradley
2025-02-25pke: EntityType handle framebuffer length changesJonathan Bradley
2025-02-24pke: EntityType swap vertex and index buffer usageJonathan Bradley
2025-01-30pke: consolidate duplicated vulkan samplerJonathan Bradley
2025-01-29pke: refactor: reduce image resource var ambiguityJonathan Bradley
2025-01-28pke: remove MAX_FRAMES_IN_FLIGHTJonathan Bradley
2025-01-23pke: first-pass 2d overlay render pass scaffoldingJonathan Bradley
2025-01-16pke: CompGrBinds sub-structsJonathan Bradley
2025-01-16chore: union use named structJonathan Bradley
2025-01-14chore: fix compiler warnings + extra includesJonathan Bradley
2025-01-14pke: camera can track a given targetJonathan Bradley
2025-01-09flatten file structure + renameJonathan Bradley
2024-11-14add pk.h and major pkmem refactorJonathan Bradley
Completely replaces the memory module with pkmem pkmem is a newer implementation of the same bucket memory structure. Also includes replacing pkstr.h with pk.h's pkstr
2024-01-18camera checkpoint - large refactor for attempting to let physics own camera ↵Jonathan Bradley
position
2024-01-16pass current level when creating generic ents to set level as parent entJonathan Bradley
2024-01-12EntityTypes set correct instance count for bucket indexJonathan Bradley
2024-01-11checkpoint - mostly working condition after changesJonathan Bradley
2024-01-10checkpoint - handle breaking ECS changes - compilesJonathan Bradley
2024-01-10checkpoint - major ECS interface refactorJonathan Bradley
2024-01-04refactor to allow unloading a single EntityTypeJonathan Bradley
2024-01-04prioritize EntityTypeDetail over EntityTypeJonathan Bradley
2024-01-03checkpoint - EntityTypeDetails arrayJonathan Bradley
2024-01-02factor out loading entity textures for reuseJonathan Bradley
2023-12-28EntityType falls back to a default texture if not providedJonathan Bradley
2023-12-28add asset type for filteringJonathan Bradley
2023-12-27assets are global and stored in the project fileJonathan Bradley
2023-12-23first pass background asset loading - buggyJonathan Bradley
2023-11-15confirm buffer size after calculating combined memory requirementsJonathan Bradley
2023-11-15physics shape initialization reorderingJonathan Bradley
2023-11-15use accurate size and usage flags for physics index bufferJonathan Bradley
2023-11-15actually |= the memoryTypeBitsJonathan Bradley
2023-11-15use convex polyhedron for debug wireframe - buggy but functionalJonathan Bradley
2023-11-15rebuild instance buffers as they become oversizedJonathan Bradley
2023-11-15use model for collision + refactor physics init and rigidbody creationJonathan Bradley
2023-11-03rebuild instance buffers as they become oversizedJonathan Bradley
2023-10-31add a new method for getting an EntityType's index by EntityHandleJonathan Bradley
2023-10-09moved texture pipelines handling to window.cpp - messyJonathan Bradley
2023-10-09Final memory management item for now - everything cleaned up before exitJonathan Bradley
2023-10-06Memory management - ctors and dtorsJonathan Bradley
2023-10-04checkpoint - first pass add instances to save fileJonathan Bradley
2023-10-02instancing now works as intendedJonathan Bradley
2023-09-29reminder commentJonathan Bradley
2023-09-28image buffer should get the image bytes, not the model bytesJonathan Bradley
2023-09-28refactor entity gltf loading to be more explicitJonathan Bradley
The _Texture pipeline expects there to be 4 buffers bound, so we need to make sure the gltf file has *all* of these. Making this more dynamic can be a future refactor when we're ready for more pipeline creation and shaders to be more dynamic