Major overhaul of material palette management:
- Added two-buffer indirection (PaletteOffsetBuffer, MaterialIndexBuffer) for GPU material lookup, with incremental upload and resizing.
- MaterialPaletteStore now tracks dirty ranges, supports deferred slot reclamation, and exposes CPU-side arrays for upload.
- ResourceManager manages persistent GPU buffers and uploads only dirty subranges per frame.
- Updated HLSL and C# structs to use palette indices.
- Refactored systems/components to use new palette index and release logic.
- Added RenderContext.UploadBufferRange for partial uploads.
Minor: Fixed StbIApi interop signatures, updated test namespaces, and performed code cleanups.
Major refactor of graphics pipeline keying, shader cache, and resource allocation.
Replaced most Allocator usage with AllocationHandle, modernized logger usage,
and unified pipeline state keys. Updated MeshUtility to use AllocationHandle.FreeList.
Added new shader pipeline architecture docs and improved error handling throughout.
BREAKING CHANGE: Pipeline keying and resource allocation APIs have changed.
Introduce ICleanupComponent and cleanup archetype logic in ECS. Refactor component versioning to uint. Update IResourceDatabase to use map/unmap pattern. Decouple per-frame render requests from RenderSystem via IRenderPayload. Update render pipeline and extraction system to new API.
BREAKING CHANGE: Entity destruction and render pipeline APIs have changed. IResourceDatabase.MapResource signature is updated; all callers must use map/memcpy/unmap. RenderSystem no longer manages per-frame render requests directly.
Refactored native wrappers to use ReadOnlySpan<T> for pointer parameters, improving .NET safety and interop. Enhanced wrapper generator with $TYPE and prefix/suffix-based parameter remapping. Added platform-specific native library loading for meshoptimizer, nvtt, and ufbx. Updated D3D12GraphicsEngineFactory for native DLL resolution and removed redundant logic from UnitTestApp. Changed RenderGraphBuilder's resource extraction API to use QueryTextureExtraction/QueryBufferExtraction with explicit handles and flags. Removed IRenderer and D3D12Renderer, moving RenderContext to RenderPipeline. Improved mesh loading, resource management, and updated test shader conventions. Updated project references, build settings, and added launchSettings.json for tooling.
BREAKING CHANGE: Native wrapper APIs now use ReadOnlySpan<T> instead of pointers. RenderGraphBuilder resource extraction API has changed. IRenderer and D3D12Renderer have been removed.
Refactored all graphics resource handles to use Handle<GPUTexture> and Handle<GPUBuffer> instead of Handle<Texture> and Handle<GraphicsBuffer>. Updated all APIs, interfaces, and implementations to use the new types, including ICommandBuffer, IResourceAllocator, ISwapChain, IRenderOutput, IRenderGraphBuilder, and related classes. Introduced TempJobAllocator for frame-latency-aware allocations. Updated ResourceHandleExtensions for new conversions. Performed minor code cleanups and removed the empty ClusterLod.cs file.
BREAKING CHANGE: All usages of Handle<Texture> and Handle<GraphicsBuffer> are replaced with Handle<GPUTexture> and Handle<GPUBuffer>. This affects all APIs and resource management code. Callers must update their code to use the new handle types.
Major refactor of graphics and ECS infrastructure:
- Removed IResourceManager, IRenderSystem, IFenceSynchronizer interfaces; ResourceManager and RenderSystem are now concrete classes.
- Updated all render graph, pipeline, and context code to use concrete ResourceManager.
- Refactored camera/frustum math and render extraction for clarity and correctness; frustum now uses inline arrays.
- RenderingLayerMask is now an immutable struct with bitwise operators.
- Meshlet and meshlet group data structures improved; meshlet build callback signature updated.
- Logging system overhauled: LogMessage is now a class, LogCollection supports change events, and Logger is used directly in the debug console.
- ECS query API: ChunkView.Count renamed to EntityCount; query builder/iterators use VirtualStack.Scope.
- Updated render pipeline and passes for new resource manager and render list APIs.
- Cleaned up obsolete files, improved code style, and updated documentation.
- HLSL meshlet shader updated for new struct layout.
- Debug console now uses new logger and log collection.
BREAKING CHANGE: Public APIs for resource management, rendering, ECS queries, and logging have changed. Interfaces removed; use new concrete types and updated method signatures.
Introduced RenderExtractionSystem for entity-based render data extraction. Added MeshInstance and MeshPalette components with shadow casting support. Refactored QueryBuilder API, SharedComponentStore, and component registration for clarity and flexibility. Updated SystemManager and SystemGroup to use SystemAPI. Replaced RenderingConfig with GraphicsEngineDesc/RenderSystemDesc. RenderFrame now uses CPU/GPU fence values for sync. Removed Camera.cs in favor of ECS-based rendering. Improved Material, RenderingLayerMask, Mesh, and RenderList APIs. Updated package references and fixed naming, error handling, and disposal issues.