- Added new C# formatting rules in .editorconfig.
- Introduced `IKeyType`, `Key<T>`, and `Ptr<T>` structs.
- Updated `Result` and `Result<T>` for implicit conversions.
- Added AOT compatibility to project files.
- Introduced a `Camera` class and refactored namespaces.
- Enhanced rendering with bindless support and pipeline state management.
- Refactored `D3D12CommandBuffer` for new rendering features.
- Improved `D3D12PipelineLibrary` with disk caching methods.
- Added support for UAVs and raw buffers in `D3D12ResourceAllocator`.
- Improved shader compilation and reflection in `D3D12ShaderCompiler`.
- Refactored descriptor heap and swap chain initialization.
- Added enums and structs for rendering configurations.
- Expanded `ICommandBuffer` and `IPipelineLibrary` interfaces.
- Updated `MeshRenderPass` to align with the new pipeline.
- Consolidated namespaces and improved code maintainability.
Refactored and renamed components related to D3D12 graphics programming, replacing "descriptor" with "viewGroup" to improve resource grouping and management. Updated `D3D12CommandBuffer`, `D3D12DescriptorAllocator`, and `D3D12PipelineLibrary` to reflect these changes. Simplified material and shader creation in `D3D12ResourceAllocator`. Enhanced `D3D12ResourceDatabase` with resource naming for debugging and improved management. Refactored `Shader` and `ShaderPass` to use modern C# features and `IResourceReleasable` interface. Introduced `D3D12Utility` for centralized utility methods. Updated `Material` class for efficient buffer creation. Renamed `ShaderCompiler` to `SDLCompiler` with improved error handling. Updated `MeshRenderPass` to use new shader compilation process. Various improvements in error handling, code readability, and utility methods.
Refactored and reorganized the codebase to improve readability, performance, and maintainability. Introduced new interfaces and structs for better resource management, updated project configuration files, and refactored shader and graphics pipeline management. Improved error handling, code formatting, and removed unused code and namespaces. Updated DLL references and method signatures for consistency and maintainability.
Updated target frameworks to .NET 10.0 across multiple projects for compatibility with the latest features. Refactored namespaces and introduced new classes for shader descriptors, FMOD integration, and DirectX 12 utilities using TerraFX. Replaced `Win32` bindings with TerraFX equivalents for DirectX 12. Added a C# wrapper for FMOD Studio API, including DSP and error handling. Enhanced entity queries, component storage, and query filters for better performance and type safety. Introduced new test projects and updated the solution structure. Added `meshoptimizer` bindings and integrated `meshoptimizer_native.dll`. Improved code readability, maintainability, and performance.
- Introduced `Handle<T>` and `Identifier<T>` for lightweight, strongly-typed resource identifiers.
- Replaced `BitSet` with `UnsafeBitSet` for improved performance and memory safety.
- Refactored `Mesh` and `Material` into `MeshClass` and `MaterialClass` for better GPU resource handling.
- Added `D3D12ResourceDatabase` to centralize GPU resource tracking and lifecycle management.
- Updated `D3D12ShaderCompiler` to load shaders from disk and dynamically populate constant buffers and textures.
- Enhanced `ICommandBuffer` with new upload operations for buffers and textures.
- Refactored `Vertex` struct for simplified memory layout and better performance.
- Updated `MeshBuilder` and rendering logic to align with new resource and shader structures.
- Added `BindlessDescriptor` support to `TextureHandle` and `BufferHandle`.
- Removed unused classes and performed general cleanup.
- Updated unit tests and demos to reflect the new architecture.