- Introduced lazy loading for room data to optimize performance and reduce initial load times.
- Updated DungeonEditor and DungeonRoomLoader to handle room graphics rendering directly from room objects.
- Refactored methods to accept room references instead of IDs for better clarity and type safety.
- Enhanced tab management in the DungeonEditor UI for improved user experience.
- Added DungeonEditorV2 to streamline dungeon editing by delegating tasks to specialized components.
- Implemented comprehensive integration tests to validate functionality and ensure proper ROM handling.
- Achieved 100% pass rate for all integration tests, enhancing reliability and performance of the editor.
- Updated test suite to include tests for the new editor, ensuring robust coverage and error handling.
- Deleted the PerformanceMonitor implementation and header files as functionality has been fully integrated into gfx::PerformanceProfiler.
- Updated all relevant source files to replace PerformanceMonitor and ScopedTimer with their gfx counterparts, ensuring consistent performance monitoring across the application.
- Refactored the LoadAllRooms method to utilize multithreading for improved performance during dungeon room loading.
- Introduced thread-safe data structures and a task-based approach to process room loading in parallel, optimizing resource usage.
- Added performance logging to track the number of threads and rooms processed, enhancing monitoring capabilities.
- Ensured thread safety when collecting results for room sizes and palettes, maintaining data integrity.
- Added performance monitoring capabilities using ScopedTimer in the DungeonEditor, PaletteEditor, ScreenEditor, MessageEditor, MusicEditor, SpriteEditor, and SettingsEditor classes to track loading times.
- Enhanced the Load methods in each editor to include timing for critical operations, improving performance analysis and optimization.
- Removed unnecessary debug output in the Sprite class to clean up the codebase.
- Updated CMakeLists.txt to silence C++23 deprecation warnings and added definitions for intrinsic int128 support.
- Modified GitHub Actions workflow to handle missing asset directories gracefully and ensure correct versioning in Info.plist.
- Refactored string handling in multiple source files to use std::memcpy for safer string copying, preventing potential buffer overflows.
- Improved font loading logic and ensured consistent handling of theme properties in the editor.
- Added 'absl::numeric' to the AdditionalLibraryDirectories in yaze.vcxproj for enhanced functionality.
- Refactored string handling in multiple source files to use std::strncpy for safer string copying and prevent buffer overflows.
- Cleaned up unnecessary whitespace and improved code readability across various files.
- Removed the homepage display logic and replaced it with a welcome screen that appears when no ROM is loaded or no active editors are present.
- Enhanced session management by iterating through all sessions to check for active editors, allowing for better multi-session docking.
- Introduced new methods for generating unique editor titles based on session context and added feature flags for per-session configurations.
- Added safeguards for ROM loading state checks in editor methods to prevent operations on unloaded ROMs.
- Introduced new rendering methods for various object types including stairs, chests, doors, walls, pots, and sprites, improving visual representation in the dungeon canvas.
- Updated the DrawDungeonCanvas method to streamline object rendering and enhance graphics handling.
- Added detailed layer information overlay to provide context on room objects and sprites.
- Implemented object dimension calculations for walls to ensure accurate rendering based on size properties.
- Improved fallback rendering for objects without valid graphics, enhancing user experience during object placement and editing.
- Integrated new components: DungeonToolset, DungeonObjectInteraction, DungeonRenderer, DungeonRoomLoader, and DungeonUsageTracker to streamline dungeon editing functionalities.
- Updated DungeonEditor to utilize the new components for room loading, object interaction, and rendering, improving code organization and maintainability.
- Enhanced object selection and placement features, including drag-and-drop functionality and improved UI interactions.
- Removed legacy methods and refactored existing code to delegate responsibilities to the new components, ensuring a cleaner architecture.
- Added support for usage tracking of blocksets, spritesets, and palettes across dungeon rooms, providing insights for optimization.
- Added methods for object selection rectangle handling, including CheckForObjectSelection, DrawObjectSelectRect, and SelectObjectsInRect.
- Enhanced DungeonEditor to support right-click drag selection for multiple objects, improving user interaction and object management.
- Updated the UI in DungeonObjectSelector to optimize object previews and improve layout for better visibility.
- Refactored various sections of DungeonEditor for code clarity and consistency, including adjustments to object rendering and selection processes.
- Deleted the `dungeon-integration-tests.md` file, which contained comprehensive integration tests for the dungeon object rendering system.
- Added `dungeon-object-system.md`, detailing the architecture, object types, placement processes, rendering pipeline, and user interface components of the YAZE Dungeon Object System.
- Enhanced the DungeonEditor and DungeonObjectSelector with improved UI methods and object selection callbacks for better user interaction and object management.
- Replaced vertical separators with standard separators in the EditorManager's menu bar for consistency.
- Introduced a new room selection callback mechanism in DungeonRoomSelector to facilitate room selection events.
- Enhanced DungeonEditor with drag-and-select functionality for object placement, improving user interaction.
- Added an object browser in DungeonObjectSelector for better object management and preview capabilities.
- Streamlined object rendering and selection processes, ensuring a more intuitive editing experience.
- Introduced a detailed design plan document for the Yaze Dungeon Editor, outlining the current architecture, main components, and core systems.
- Documented identified issues and applied fixes, including crash prevention and UI simplification, along with a roadmap for future development phases.
- Enhanced clarity on the implementation guidelines, testing strategies, and performance considerations to support ongoing development efforts.
- Established a structured approach for new developers to understand the codebase and contribute effectively to the project.
- Introduced new classes for DungeonRoomSelector and DungeonObjectSelector to enhance room and object management within the dungeon editor.
- Implemented UI components for selecting rooms and entrances, allowing users to easily navigate and manage dungeon layouts.
- Added functionality for rendering room graphics and object previews, improving the visual editing experience.
- Updated the DungeonEditor class to integrate the new selectors, streamlining the overall editing workflow.
- Enhanced error handling and validation in room and object management processes to ensure robust functionality.
- Refactored the DungeonEditor class to include new methods for loading and rendering room graphics, improving the overall graphics management system.
- Introduced LoadAndRenderRoomGraphics and ReloadAllRoomGraphics methods to streamline the loading process for room graphics.
- Updated the UI to provide buttons for loading room graphics and reloading all graphics, enhancing user interaction.
- Improved background rendering logic by adding RenderRoomBackgroundLayers, ensuring proper layering of graphics.
- Adjusted data types in UI text displays for better accuracy and consistency in rendering information.
- Introduced a new documentation file detailing the Yaze Dungeon Editor, covering its architecture, core components, coordinate system, object rendering system, user interface, and integration with ZScream.
- Included sections on usage examples, testing and validation strategies, and future enhancements to provide a complete overview of the editor's capabilities.
- Removed the outdated dungeon object rendering refactor documentation to streamline resources and focus on the comprehensive guide.
- Enhanced clarity and organization of the documentation to support both novice and expert users in effectively utilizing the dungeon editing tools.
- Introduced a new DungeonEditorSystem to streamline dungeon editing functionalities, including room properties management and object editing.
- Enhanced the DungeonEditor class to initialize the new editor system and manage room properties effectively.
- Added comprehensive object editing capabilities with a dedicated DungeonObjectEditor, supporting object insertion, deletion, and real-time preview.
- Implemented improved UI components for editing dungeon settings, including integrated editing panels for various object types.
- Enhanced error handling and validation throughout the dungeon editing process to ensure robust functionality.
- Updated integration tests to cover new features and validate the overall performance of the dungeon editing system.
- Introduced new object rendering features in DungeonEditor, allowing for improved visualization of dungeon objects with options to show outlines, render objects, and display object information.
- Implemented a caching mechanism for rendered objects to optimize performance.
- Added functionality to load and manage room layouts, including walls, floors, and other structural elements, enhancing the overall editing experience.
- Refactored object handling in Room and RoomObject classes to support new rendering logic and ensure compatibility with the updated layout system.
- Introduced ObjectParser for efficient parsing of object data directly from ROM, improving reliability and performance in object rendering.
- Removed unused functions and streamlined shortcut registration in EditorManager for better readability.
- Updated lambda captures to use 'this' pointer for consistency and clarity.
- Refactored DungeonEditor to utilize ranges for sorting and filling operations, enhancing performance and readability.
- Simplified table setup in DungeonEditor by using a static array for tool names, improving maintainability.
- Replaced platform backend references with a dedicated Window class for better encapsulation of window and audio device management.
- Updated various files to include the new window header, enhancing clarity and reducing dependencies on the platform backend.
- Removed obsolete platform backend code to streamline the codebase and improve maintainability.
- Refactored controller and editor classes to utilize the new window management system, ensuring consistent handling of window creation and rendering.
- Updated various graphics loading functions to ensure consistent use of semicolons in ASSIGN_OR_RETURN statements.
- Changed set_filename method in Rom class to accept std::string_view for improved efficiency.
- Enhanced code readability and maintainability across multiple files by standardizing syntax.
- Replaced instances of Renderer::GetInstance() with Renderer::Get() for consistency across the codebase.
- Updated various rendering methods to streamline bitmap updates and enhance performance.
- Removed unused includes and comments to improve code clarity and maintainability.
Refactor the handling of graphics sheets by introducing a singleton class `GraphicsSheetManager`. This centralizes the management of graphics sheets, replacing direct access through the `Rom` object. Key changes include:
- Updated various methods across multiple classes to use `GraphicsSheetManager::GetInstance()` for accessing and manipulating graphics sheets.
- Introduced standalone functions `LoadLinkGraphics`, `LoadAllGraphicsData`, and `SaveAllGraphicsData` for loading and saving graphics data.
- Refactored the `Rom` class to remove methods and member variables related to graphics sheet management.
- Updated `OverworldEditor` to use `std::array` for `maps_bmp_` and added error handling for `std::bad_alloc` exceptions.
- Improved code modularity and error handling throughout the application.