- Introduced a new `CANVAS_GUIDE.md` file detailing the Canvas system, including core concepts, usage patterns, and features such as tile painting, selection, and custom overlays.
- Created `CANVAS_REFACTORING_STATUS.md` to summarize the current state of refactoring efforts, including completed tasks and outstanding issues.
- Enhanced `overworld_editor` functionality by implementing critical fixes for rectangle selection and painting, ensuring proper handling of large map boundaries.
- Updated `canvas_utils.h` to include configuration options for rectangle clamping, preventing wrapping issues during tile selection.
- Refactored `canvas.cc` and `canvas.h` to improve method signatures and documentation, facilitating better understanding and usage of the Canvas API.
- Improved overall documentation structure for clarity and ease of access, consolidating multiple files into focused references.
- Introduced a new CanvasInteractionHandler for managing tile interactions, including painting and selection modes.
- Added CanvasContextMenu for improved user interaction with context-specific options.
- Implemented CanvasPerformanceIntegration to monitor and report performance metrics during canvas operations.
- Developed CanvasUsageTracker to track user interactions and usage patterns within the canvas.
- Refactored existing canvas utilities and integrated new modal systems for enhanced user experience.
- Updated CMake configuration to include new canvas components and ensure proper linking with existing libraries.
- Introduced BPPFormatManager for handling various bitmap formats (2BPP, 3BPP, 4BPP, 8BPP) with conversion capabilities.
- Enhanced AtlasRenderer to support bitmap addition with BPP format optimization and added methods for optimized rendering.
- Implemented GraphicsOptimizer for analyzing and optimizing graphics sheets based on BPP formats, including memory and performance considerations.
- Developed BppFormatUI for user interface interactions related to BPP format selection and conversion previews.
- Integrated BPP format management into the canvas system, allowing for format selection and conversion within the GUI.
- Updated CMake configuration to include new source files related to BPP management and optimization.
- 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.
- Removed the Windows ARM64 configuration from the GitHub Actions release workflow to streamline the build process.
- Deleted the generate-vs-projects.py script as it was no longer needed for project setup, simplifying the codebase.
- Updated the OverworldEditor header to improve clarity by renaming a method parameter for better understanding.
- Refactored the Emulator class to enhance the rendering interface, improving the user experience in the emulator's GUI.
- Simplified logic for determining area size usage by removing unnecessary condition for version check.
- Ensured consistent handling of area sizes across relevant methods in OverworldEditor, enhancing compatibility with different ROM versions.
- Merged the old PerformanceMonitor interface into gfx::PerformanceProfiler, providing a unified performance monitoring system.
- Updated header files to maintain backward compatibility with aliases for PerformanceMonitor and ScopedTimer.
- Removed legacy timer methods and integrated memory pool for efficient data handling in performance profiling.
- Enhanced PerformanceDashboard to utilize the new profiler, including controls for enabling monitoring and clearing data.
- Improved performance reporting with detailed statistics and memory usage insights.
- Removed unnecessary build flags for Yaze minimal builds in release.yml.
- Updated version number to 0.3.2 in yaze.h to reflect recent changes.
- Enhanced OverworldEditor with new method to scroll the blockset canvas to the currently selected tile, improving navigation.
- Implemented logic to handle area size checks for ZSCustomOverworld v3, ensuring compatibility with different ROM versions.
- Refactored tile selection and drawing logic in Tile16Editor for improved accuracy and user interaction.
- Updated context menu in OverworldEditor to include a refresh option for map changes, enhancing usability.
- Introduced a new scratch space feature in OverworldEditor, allowing users to save, load, and clear selections in dedicated slots.
- Implemented methods for transferring selections between the overworld and scratch space, enhancing user interaction and flexibility.
- Added dynamic bitmap handling for scratch spaces, ensuring accurate visual representation of selected tiles.
- Refactored existing drawing methods to accommodate the new scratch space functionality, improving overall usability and performance.
- Fixed non-functional file dialogs in minimal builds by implementing a Windows COM-based fallback for file open, save, and folder selection dialogs.
- Ensured dialogs work correctly regardless of NFD (Native File Dialog) availability, enhancing user experience across all Windows builds.
- Bump project version to 0.3.2 in CMakeLists.txt, vcpkg.json, and relevant headers.
- Increase Windows stack size to 8MB to prevent stack overflow during asset loading.
- Isolate development utilities from CI builds to ensure cleaner release artifacts.
- Implement comprehensive bounds checking and fix segmentation faults in the graphics system.
- Update documentation to reflect new build instructions and stability improvements.
- Increased stack size for Windows builds to prevent stack overflow during asset loading and testing.
- Added separate executable for rom_patch_utility to enhance modularity and maintainability.
- Updated target link libraries for both extract_vanilla_values and rom_patch_utility to ensure proper dependencies are included.
- Added conditional checks to prevent building development-only utilities in CI environments.
- Updated Tile16Editor to utilize a fixed height for the scrollable child window, enhancing user interface consistency.
- Simplified pixel data handling by removing unnecessary remapping for the display tile, ensuring accurate palette representation.
- Enhanced Bitmap palette application logic to directly use the specified index for 8-color palettes, preventing errors in color mapping.
- Improved error handling for palette length validation and ensured the complete palette is retained for compatibility with other editors.
- Refactored palette synchronization to ensure consistent application of the complete 256-color overworld palette across all graphics.
- Implemented new methods for accurate palette slot mapping and sheet index retrieval, enhancing color alignment during tile editing.
- Updated the user interface for better visual hierarchy and modern styling, improving the overall user experience in the Tile16Editor.
- Enhanced logging for palette updates and tile interactions to provide clearer feedback and facilitate debugging.
- Modified tile16 editing workflow to prevent immediate ROM updates, allowing users to preview changes before saving.
- Improved tile8 selection logic with right-click functionality to pick tiles from tile16, enhancing usability.
- Enhanced palette synchronization to ensure consistent application across all graphics, aligning with the overworld palette.
- Updated logging for tile interactions and palette changes to provide better feedback and debugging insights.
- Adjusted tile8 source canvas dimensions for better scaling in Tile16Editor.
- Enhanced click detection and selection logic for tile editing, ensuring a smoother user experience.
- Implemented critical fixes for palette application consistency, aligning with the overworld palette for accurate color representation.
- Improved logging for tile interactions and palette updates to facilitate debugging and user feedback.
- Updated Tile16Editor to ensure consistent palette application across all graphics, aligning with the overworld palette for accurate color representation.
- Added functionality to immediately apply palette changes in Tile16Editor, enhancing visual consistency during editing.
- Implemented critical fixes to refresh all graphics with the correct overworld palette, improving user experience and reducing discrepancies in tile appearance.
- Enhanced logging for palette updates to facilitate debugging and provide user feedback on changes.
- Updated tile selection handling in Tile16Editor to prevent conflicts with dragging, ensuring a smoother user experience.
- Improved click detection for tile selection and painting, enhancing accuracy and responsiveness.
- Added logging for tile interactions to facilitate debugging and user feedback.
- Implemented critical fixes to ensure consistent behavior during tile editing operations.
- Improved handling of single and double clicks for tile selection and editing in OverworldEditor, allowing for more intuitive user interactions.
- Added logging for tile selection actions to aid debugging and user feedback.
- Updated Tile16Editor to ensure proper synchronization with the overworld editor during tile changes, enhancing workflow reliability.
- Implemented critical fixes in Canvas to prevent ImGui assertions by ensuring minimum canvas size during rendering.
- Updated Tile16Editor to regenerate blockset atlas directly from ROM data, bypassing problematic tile cache.
- Enhanced clipboard functionality to extract tile data directly from the atlas, improving reliability.
- Refactored Arena class shutdown process to ensure safe cleanup of resources, preventing double-free issues.
- Optimized Canvas rendering logic to utilize pre-calculated values for improved performance with large selections.
- Added RefreshMultiAreaMapsSafely method to handle large, wide, and tall area maps without recursion, preventing segmentation faults.
- Updated tile application logic to directly use the currently selected tile, enhancing stability during rectangle selections.
- Improved logging for tile updates and error handling, ensuring better debugging and user feedback.
- Cleared selection state after applying changes to maintain a clean editor state.
- Added logging for rectangle selection and tile processing to aid debugging.
- Implemented bounds checks during tile selection to prevent crashes.
- Disabled sibling refresh for large maps to avoid infinite recursion, addressing segmentation faults.
- Updated comments for clarity and future implementation considerations.
- Removed pre-rendering of tiles to avoid issues with tile cache.
- Updated tile drawing logic to directly use the atlas texture, enhancing stability and performance.
- Added bounds checks and UV coordinate calculations for improved rendering accuracy.
- Integrated performance profiling using ScopedTimer in GraphicsEditor and ScreenEditor for better timing insights.
- Implemented batch texture updates in GraphicsEditor and ScreenEditor to reduce individual texture update calls, improving rendering efficiency.
- Enhanced tile rendering in ScreenEditor with pre-allocated vectors for batch operations, optimizing drawing performance.
- Added safety checks and validation in various components to prevent crashes and ensure data integrity during rendering operations.
- Updated Bitmap and Arena classes to support improved texture management and synchronization, enhancing overall graphics performance.
- Added RenderBitmap and GetUVCoordinates methods to AtlasRenderer for improved bitmap rendering capabilities.
- Introduced RenderTilesBatch function in Tilemap for batch rendering of tiles using atlas, reducing draw calls and enhancing performance.
- Updated Clear method in AtlasRenderer to properly clean up SDL textures.
- Enhanced performance monitoring in PerformanceDashboard to include atlas renderer statistics.
- Added unit tests to benchmark atlas rendering performance, confirming efficiency improvements over individual rendering.
- Deleted clipboard-related files (clipboard.cc, clipboard.h, clipboard.mm) to streamline the codebase.
- Added a performance dashboard in the EditorManager to monitor performance metrics and improve user experience.
- Integrated performance monitoring capabilities across various editors, allowing for detailed timing of critical operations.
- Updated the graphics system with batch processing for texture updates, significantly improving rendering performance.
- Introduced a memory pool allocator for efficient memory management during graphics operations.
- Introduced a new PerformanceProfiler class for detailed timing and performance measurement across graphics operations.
- Implemented a smart tile cache with LRU eviction in the TileCache structure to optimize memory usage and improve tile rendering efficiency.
- Updated various graphics components to utilize the new caching system, reducing redundant texture updates and enhancing overall performance.
- Added dirty region tracking in Bitmap for efficient texture updates, minimizing the area that needs to be refreshed during rendering.
- Enhanced existing methods to leverage performance monitoring, providing insights into operation durations and potential bottlenecks.
- Implemented on-demand refresh for overworld maps, optimizing updates based on visibility and modifications.
- Introduced a new method to ensure textures are loaded before drawing, improving user experience with loading indicators.
- Increased the number of textures processed per frame for faster loading times, enhancing performance during map transitions.
- Updated the release workflow to enable additional testing configurations for YAZE builds.
- Introduced a new feature flag for performance monitoring in the FeatureFlags class, allowing users to enable or disable monitoring.
- Updated the ScopedTimer class to respect the performance monitoring flag, ensuring that timing operations are no-ops when monitoring is disabled.
- Enhanced the PerformanceMonitor class with methods to set and check the enabled state of performance monitoring, improving flexibility for production builds.
- 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.
- Introduced PerformanceMonitor and ScopedTimer classes for tracking operation durations, enhancing performance analysis during ROM loading and rendering.
- Integrated performance monitoring into the OverworldEditor and Overworld classes, allowing for detailed timing of critical operations.
- Implemented deferred texture creation strategies to optimize loading times and reduce main thread blocking.
- Updated relevant methods to utilize performance monitoring, providing insights into loading efficiency and potential bottlenecks.
- Introduced a detailed documentation guide for testing the YAZE overworld implementation, covering unit tests, integration tests, end-to-end tests, and golden data validation.
- Added a new script to orchestrate the complete testing workflow, including building the golden data extractor, running tests, and generating reports.
- Implemented new test files for end-to-end testing and integration testing, ensuring compatibility with ZScream logic and validating overworld data integrity.
- Enhanced the Overworld class with additional methods for expanded tile and entrance handling, improving test coverage and functionality.
- Updated the concurrency group in the release workflow to use a more consistent reference for tags.
- Enhanced the release notes generation logic for clarity and consistency.
- Improved logging in Tile16Editor to provide better insights during bitmap updates and error handling.
- Refactored the UpdateBlocksetBitmap method to ensure proper handling of active bitmaps and pixel copying, enhancing the editor's responsiveness.
- Changed the storage of current tile16 data from a static variable to an instance variable for better persistence.
- Added a new method to update the blockset bitmap displayed in the editor, ensuring it reflects the current tile16 data.
- Enhanced the DrawToCurrentTile16 method to include updates to the blockset bitmap after drawing.
- Updated the CMake configuration for the tile edit table to ensure proper initialization.
- Added preprocessor directives to include testing-related headers and initialize test suites only when YAZE_ENABLE_TESTING is defined.
- This change enhances the modularity of the code by allowing for optional testing features based on the build configuration.
- Removed the custom target for copying assets and integrated post-build commands directly into the yaze target.
- Updated commands to create necessary directories and copy asset files (fonts, themes, layouts, libraries) to the output directory, streamlining the build process for Windows and Linux.
- Updated `CMakeLists.txt` to configure asset deployment for macOS, Windows, and Linux, ensuring proper handling of resource files based on the target platform.
- Added custom build steps in `app.cmake` to copy asset files (fonts, themes, layouts, libraries) to the output directory for Windows and Linux builds, improving the build process and asset accessibility.
- Organized asset files into source groups for better project structure and clarity.
- Updated `CMakeLists.txt` to improve the generation and inclusion of `yaze_config.h` by specifying source and binary directories.
- Added include directories in various CMake files to ensure proper access to generated headers, enhancing build reliability and maintainability.
- Set properties for the generated header to improve IDE integration and organization within the project structure.
- Commented out a significant number of unused variable declarations and code segments in the `LoadSongs` function to enhance readability and maintainability.
- This change does not impact functionality but reduces clutter, preparing the code for future enhancements.
- Commented out a large number of unused variable declarations and code segments in the `SaveSongs` function to improve readability and maintainability.
- This change does not affect the functionality but prepares the code for future enhancements by reducing clutter.
- Deleted references to `system_editor.cc` and `system_editor.h` from YAZE.vcxproj and YAZE.vcxproj.filters to clean up the project structure.
- Updated `room_object.cc` to use a direct assignment for `gfx::TileInfo` and commented out unused code in `room.cc` and `tracker.cc` for clarity and future reference.
- Introduced new E2E test suite for comprehensive ROM testing, validating the complete ROM editing workflow.
- Added ZSCustomOverworld test suite to validate version upgrades and data integrity.
- Updated `EditorManager` to register the new test suites.
- Enhanced CMake configuration to include the new test files.
- Updated README to reflect the new testing capabilities and best practices for AI agent testing.
- Created a new Visual Studio solution file (YAZE.sln) to manage the project structure.
- Added a project file (YAZE.vcxproj) with configurations for Debug and Release builds across multiple platforms (Win32, x64, ARM64).
- Established initial project structure with relevant source and header files included for compilation.
- Updated theme manager to remove unnecessary logging statements, streamlining the code for better readability.
- Eliminated all references to PNG and ZLIB dependencies in CMake configuration and project files.
- Updated documentation to reflect the removal of PNG support and related functionalities.
- Adjusted build scripts and source files to remove unused code related to PNG handling, ensuring a cleaner codebase.
- Added a comment to indicate that the LoadSystemFonts function is intended for loading Linux system fonts into ImGui.
- Maintained the function for compatibility while ensuring it does not perform any operations on Linux, as system font loading is now handled by NFD (Native File Dialog).
- Removed Windows-specific font loading code to streamline the font loading process.
- Updated the LoadSystemFonts function to indicate that system font loading is now handled by NFD (Native File Dialog) for Linux.
- Maintained the function for compatibility while ensuring it does not perform any operations on Linux.
- Added additional Abseil flags modules to the CMake configuration for better support.
- Refactored Windows-specific font loading code to avoid namespace conflicts by using the `::` prefix for Windows API calls.
- Improved error handling and ensured proper memory management when retrieving font paths from the Windows registry.
- Improved buffer size calculations for font name and data to enhance safety and prevent overflow.
- Streamlined the maximum font loading limit to ensure efficient font management while maintaining clarity in the code.