23 Commits

Author SHA1 Message Date
f1380dcef5 Fix RmlUi colors and map content
- Prevent RmlUi shader from second convertion to SRGB format
- Doox Empire regions
- ESH regions
- Kartilia regions
- Country colors are changed
2026-10-14 17:20:55 +03:00
8c41f36e80 Map graphics
Update map rendering for drawing pretty ocean and regions.
!Changes are made with Claude!
2026-10-14 14:56:14 +03:00
1adddd3f1c Network base, new map, economy base
- Steam networking dependencies
- Full-size regions map
- Economy base structures and assets
2026-10-14 12:10:14 +03:00
5d2264e9c2 UI Overlay base 2026-06-12 19:25:22 +03:00
481512689b Rml initialization and rendering 2026-06-11 21:31:42 +03:00
eb79ff9879 Shaders SPIR-V compilation in SDK 2026-04-27 17:24:51 +03:00
7ec8c82569 Major SDK improvements + Cap'n Proto assets format 2026-04-27 03:43:45 +03:00
55258615c5 Vulkan renderer 2026-04-01 15:51:37 +03:00
0f26b7423d Minor TODOs completed
- Rename states -> regions
- Threads unregistering from Logger
- Remove unnecessary references for primitive arguments in functions
- Marking classes as final for optimization
- Remove typo in Materials implementation file name
- Move some modules to partitions
2026-02-11 03:28:33 +03:00
5837def95c Converting map script 2026-02-10 17:09:41 +03:00
3f965b2393 C++20 migration and Client
- Migrated to C++20 modules
- Worker and ThreadedWorker base classes for interthread systems
- Client class for server transport and converting game data models to render data (views)
- Update provinces render data from Client
- Renderer handles commands now
2026-02-10 04:12:04 +03:00
9d5a41b02d Assets system refactor, Save Asset 2026-01-28 19:41:07 +03:00
49affdcc38 Input manager, camera zoom 2026-01-25 03:39:50 +03:00
83f947ce1f namespaces refactor 2026-01-24 19:22:19 +03:00
6bcea3087a Rendering states in Magnum 2026-01-24 15:51:21 +03:00
a157492b4b Find map provs contour 2026-01-20 00:56:53 +03:00
0ff3a35ed3 Refactor and Magnum integration 2026-01-18 20:47:45 +03:00
945cf4b1cc UBO base 2026-01-14 15:26:09 +03:00
2e0369ee2b Vertex buffers
- Fix RenderObject comparator for storing in set
- RenderObjects get ID on register
- Transfer queue family and queue
- Command buffers for transfer queue
- PipelineFactory constructor parameters combined in PipelineBinding structure
- GPU_Vertex and GPU_Buffer structures to map GPU memory data
- Vertex buffers for world and UI RenderObjects with staging
2025-10-04 20:46:15 +03:00
1d65039e2f Swapchain presentation and GLFW
- Render objects list
- SDL2 replaced with GLFW
- Swapchain synchronization, presentation and recreation on resize
2025-09-27 12:30:00 +03:00
389ed599c8 Pipeline factory and materials
- AssetManager uses static assets ID from path hash
- PipelineFactory creates Vulkan pipelines using PipelineConfig structure depending on AssetMaterial and creation flags
- AssetMaterial describes pipelines (e.g. used shaders)
- Materials are described with JSON in sources with path references to other assets
- AssetMaterial is parsed from binary file with asset IDs in references
- compile_config tool compiles material JSON file to binary file with path references replaced with asset IDs
- Allocator supports type's constructors with arguments
- NativeFileSystem: fixed empty bufferSize and buffer trash
2025-08-29 13:13:11 +03:00
7ad2ec4dc8 Shaders assets and loading fix
- a = { ... } definitions replaced with a { ... }
- GetOverlappedResult replaced with waiting for event in Windows async file loading
- FileHandles and AssetHandles stored in heap for container element adresses consistence
- Shader assets examples
2025-08-24 14:56:17 +03:00
721e5afbac Vulkan device initialization and compilation utils
- Vulkan initialization moved to InitVulkan()
- Renderer thread processes commands from main thread
- SetupDevice() for select physical device and queue families, create logical device and queues.
2025-08-11 23:51:08 +03:00