Refactor instance update flow, asset registry, and texture IO
- Renamed AddInstanceRequest to UpdateInstanceRequest; unified add/update logic for GPU instances - Introduced UpdateGPUInstanceSystem to handle changed MeshInstance components - Replaced QueryBuilder.Create() with QueryBuilder.New() for consistency - Switched versioning in ChunkView HasChanged/HasStructuralChanged to uint - Added extension-to-AssetType mapping in AssetHandlerRegistry - Changed TextureAssetHandler/Processor to use nint for image data - Enhanced DDS cache: read mipmap count, handle invalid files - Updated ProjectBrowserViewModel to use IAssetRegistry - Upgraded Misaki.HighPerformance and System.IO.Hashing packages - Set DependencyChainCapacity in JobSchedulerDesc - Fixed instance buffer logic in GhostRenderPipeline - Miscellaneous cleanups and namespace improvements
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@@ -70,6 +70,7 @@
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x:Name="ContentFrame"
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Grid.Row="2"
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IsNavigationStackEnabled="False" />-->
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<!-- Edit View -->
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<Grid Grid.Row="1" Background="{ThemeResource LayerFillColorDefaultBrush}">
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<Grid.RowDefinitions>
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<RowDefinition Height="Auto" />
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@@ -390,6 +391,7 @@
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Margin="8,0"
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PlaceholderText="Search components..." />
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<!-- Components List -->
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<ListView
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Grid.Row="2"
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Padding="4,2,0,2"
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@@ -406,6 +408,7 @@
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<TextBlock Text="Test" />
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</ListView>
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<!-- Component Properties for Selected Component -->
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<ScrollView
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Grid.Row="3"
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BorderBrush="{ThemeResource DividerStrokeColorDefaultBrush}"
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