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… bundling binary files
For some reason scenes are not showing? Remains to be seen if that is because they aren't loading or if it's because they aren't rendering
…of possible performance issues
* Github actions build * (CI) And so it begins * (Not CI?!) Fix CI build error * (CI) KILL TESTS * (CI) Ngl I dont care enough about windows clang to fix this * (CI) Matrix my matrix my compiler my matrix * (CI) Oh.... MSVC does not support C++23 fully * (CI) Cache Meson dependencies * (CI) Cleaner artifact uploads
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Pull Request Overview
This PR implements a state refactor by removing legacy engine loader modules (textures, shaders, scenes, and generic file I/O) and updating the game interface and build scripts. Key changes include:
- Removal of deprecated loader files, shader program implementations, and scene construction code.
- Simplification of game APIs in game.h with updated function signatures.
- Enhancements to the Meson build configuration, embedded binary generation, and continuous integration workflows.
Reviewed Changes
Copilot reviewed 64 out of 64 changed files in this pull request and generated no comments.
Show a summary per file
| File | Description |
|---|---|
| src/engine/loader/texture.* | Removed texture loading header and implementation files. |
| src/engine/loader/shader/* | Removed shader program and graphics/compute shader files. |
| src/engine/loader/scene.* | Removed scene loading and processing logic. |
| src/engine/loader/generic.* | Removed generic file I/O functions. |
| src/engine/game.h | Updated game header to adopt simplified function interfaces. |
| meson.build | Updated dependency list, added spdlog and embedded binary processing. |
| release.ps1, debug.ps1, .github/workflows/build.yml | Added CI workflow and improved build script error handling. |
| resources/static/, resources/assets/shaders/ | Added/updated shader files for error handling and material changes. |
Comments suppressed due to low confidence (1)
resources/assets/shaders/frag.frag:89
- Using a constant exponent of 1 for specular highlights appears to override the intended material.shininess value. Consider restoring the use of material.shininess to properly control the specular exponent.
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 1); // material.shininess);
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