- 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.
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.
Added DescriptorAllocator.cs to manage descriptor allocations for Direct3D 12.
Added Texture2D.cs to handle 2D textures and GPU resource creation.
Added DescriptorAllocatorExample.cs to demonstrate the new descriptor allocator interface.
Changed project files to reference Misaki.HighPerformance.LowLevel instead of Misaki.HighPerformance.Unsafe.
Changed _renderView type from IRenderer? to Renderer? in ScenePage.xaml.cs.
Changed EngineCore.cs to remove explicit graphics API specification during initialization.
Changed Logger.cs to enhance the Assert method with a DoesNotReturnIf attribute.
Changed resource types in Mesh.cs from IResource to GraphicsResource.
Removed multiple interfaces including ICommandBuffer, IDebugLayer, IGraphicsDevice, IPipelineResource, IRenderPass, IRenderer, IResource, and IResourceAllocator to simplify the graphics architecture.
Removed D3D12DebugLayer class from DebugLayer.cs to streamline the debug layer implementation.
Updated CommandList.cs and D3D12CommandBuffer.cs to implement a new command list structure for Direct3D 12.
Updated Material.cs to improve handling of constant buffers and textures.
Updated Shader.cs to include new structures for texture and property information.
Updated GraphicsPipeline.cs to support the new graphics device and resource management system.
Updated UnitTestAppWindow.xaml.cs to reflect changes in the renderer type and ensure proper resource management.
Updated BindlessMeshRenderPass.cs and MeshRenderPass.cs to implement modern rendering techniques, including bindless textures and improved shader management.
Updated CBufferCache.cs to align with the new resource management system and improve memory handling.
Added `InternalsVisibleTo` attribute for "Ghost.Graphics" and "Ghost.Editor" in `AssemblyInfo.cs`.
Added a new `EngineAssemblyAttribute` in `EngineAssemblyAttribute.cs`.
Added a reference to `Misaki.HighPerformance.Unsafe` in `Ghost.Core.csproj`.
Added a new `Bounds` struct to represent axis-aligned bounding boxes in `Bounds.cs`.
Added new `Color32` and `Color128` structs for color representation in `Color.cs`.
Changed the namespace from `Ghost.Editor.Controls` to `Ghost.Editor.Core.Controls` in multiple files.
Changed the implicit conversion operator in `ConstPtr<T>` to use a more descriptive parameter name in `ConstPtr.cs`.
Changed the `Mesh` class to use `Color128` instead of `Color32` for color representation.
Enhanced the `TypeCache` class to load types from assemblies marked with `EngineAssemblyAttribute`.
Enhanced the `ProjectService` class to improve the `GetAllProjectAsync` method by filtering out bad projects.
Enhanced the `GraphicsPipeline` class to support both DX12 and D3D12 graphics APIs.
Enhanced the `Shader` class to include methods for compiling HLSL shaders and managing root signatures.
Enhanced the `MeshRenderPass` class to utilize the new shader compilation methods.
Refactored the `AppStateMachine` class to use private fields instead of static fields for state management.
Refactored the `ComponentDataView` class to use the new namespace and improve organization.
Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones.
Made various adjustments to ensure consistency and improve code quality across multiple files.
Changed the `AppStateMachine` to implement `IDisposable` and `IAsyncDisposable` for better resource management.
Changed the `IAppState` interface to include asynchronous methods for state transitions.
Changed the `App` class to start the host asynchronously and added an `OnClosed` method for proper shutdown.
Changed the `EditorState` class to ensure the window closes correctly when exiting the state.
Changed the `LandingState` class to improve window activation and deactivation management.
Changed the `HostHelper` class to register `LandingWindow` and `EngineEditorWindow` as singletons for better performance.
Changed the `ScenePage` class to utilize a new interface for swap chain management.
Changed the `OpenProjectPage` and `CreateProjectPage` classes to enhance navigation handling.
Changed the `ConsoleViewModel` to improve log update handling with a new context structure.
Changed the `OpenProjectViewModel` to clear project lists when navigating away.
Changed the `EngineCore` class to start the graphics pipeline asynchronously.
Changed the `Logger` class to use a new context structure for log changes.
Added the `ICommandBuffer`, `IGraphicsDevice`, and `IRenderView` interfaces to enhance the rendering pipeline.
Changed the `DX12CommandBuffer`, `DX12GraphicsDevice`, and `DX12RenderView` classes for improved resource management and rendering efficiency.
Refactored the `Mesh` class to use a new `Vertex` structure for simplified vertex management.
Added the `TextureUtility` class for texture management utilities, including mip count calculation.
Changed the `launchSettings.json` to include a new profile for the graphics project with native debugging enabled.
Changed the `MeshBuilder` class to utilize the new `Vertex` structure for vertex creation.
Changed Vector3Field.cs to derive from ValueControl<Vector3> and use NumberBox controls for better UI handling.
Changed EditorControls.xaml to update resource paths for new controls.
Changed InternalControls.xaml to simplify the resource dictionary by removing unnecessary references.
Changed IComponentEditor.cs to reflect updates in the component editor's lifecycle methods.
Changed project files for Ghost.Editor and Ghost.Core to include new dependencies and project references.
Changed FileExtensions.cs and IInspectorService.cs to align with the new namespace structure.
Changed Result.cs to enhance error handling and success checking methods.
Changed TypeHandle.cs to improve type handling compatibility.
Changed AssemblyInfo.cs files to include new assembly visibility attributes for better encapsulation.
Added new graphics-related classes and interfaces in the Ghost.Engine project, including IGraphicsDevice and DX12GraphicsDevice.
Added a new Mesh class to handle 3D mesh data and provide methods for creating geometric shapes.
Added GraphicsPipeline.cs to manage the graphics rendering loop and device initialization.
Added ScenePage.xaml and ScenePage.xaml.cs to create a new page for rendering scenes.
Updated HierarchyPage.xaml.cs and InspectorPage.xaml.cs to use the new service locator pattern for service retrieval.
Updated LandingWindow.xaml.cs and EngineEditorWindow.xaml.cs to utilize the new service locator pattern for better service access.
Updated Logger.cs to enhance logging capabilities with optional stack traces and assertion logging.
Updated QueryFilter.cs and QueryEnumerable.cs to use the new TypeHandle structure for improved efficiency.
Updated WorldNode.cs and WorldNodeSerializer.cs to enhance serialization and management of world nodes.
Updated AssetDatabase and related classes to improve asset management and metadata generation.
Updated Ghost.UnitTest.csproj to include new project references and package dependencies for unit tests.