Collisions: init bucket heads to -1 (QueryAabb hung before the first rebuild), reset query stamps on truncated QueryAabb (later queries silently dropped entities), inside-origin raycasts hit at fraction 0 for circles too, exactly-touching boxes now pair like touching circles. Graphics: render into the letterbox viewport so the picture matches ScreenToWorld/WorldToScreen instead of stretching; Y-sort by the transform pivot rather than the quad center; lock-free snapshot LayerRegistry (parallel submit read it unsynchronized); validate InitialCapacity; warn when UseRenderer2D drops options of a later scene. Core: scenes are explicitly single-use (re-loading threw silently duplicated systems/entities before — now it throws), Scene.RegisterUnload for per-scene resources, a switch requested during the reveal phase covers again instead of hard-swapping, borderless fullscreen (HardwareModeSwitch off), InputCapture service for input-suppressing overlays, host disposes the transition renderer and IDisposable services on shutdown. Input: game input reads as released while InputCapture is held; mouse position and wheel freeze so deltas stay zero. DevConsole: holds InputCapture while open (typing no longer drives the camera), Revision increments only under the lock, quoted command arguments, history capped at 256. UI: scene Desktop skips Myra input processing while the console is open (clicks no longer fall through), is disposed on scene unload, and Myra init no longer depends on a process-static flag. Audio: validate channel count/sample rate before stopping the previous track, empty looped oggs no longer hang FillBuffers, the instance stops when a non-looping track drains (IsPlaying was stuck true). Atlases: metadata v2 stores per-source size+mtime snapshots, so timestamp-preserving copies and renames invalidate correctly; loader checks the version and disposes pages on partial load failure; shared pages never exceed a non-POT MaxPageSize; oversized items pack first onto exact-size pages instead of splitting an open shared page; the CLI validates numeric options. Assets.Generator: file names are escaped in XML docs and string literals, members no longer collide with the enclosing class (CS0542), and the Assets root is resolved against build_property.projectdir so nested "Assets" directories do not shift region paths. Pathfinding: queries throw when the grid was resized after construction; generation stamps survive int overflow. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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co-authored by
Claude Fable 5
parent
56f2a85478
commit
501d81e19f
@@ -54,9 +54,14 @@ public sealed class CollisionWorld
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}
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_cellSize = cellSize;
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Array.Fill(_bucketHeads, -1); // пустой хэш до первого ребилда: обход бакета сразу завершается
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}
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/// <summary>Pairs found by the last rebuild.</summary>
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/// <summary>
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/// Pairs found by the last rebuild. Order is deterministic for identical registration
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/// history; it may differ between sessions whose peak collider count differed
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/// (the hash table only grows and its size affects bucket iteration order).
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/// </summary>
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public ReadOnlySpan<CollisionPair> Pairs => _pairs.AsSpan(0, _pairCount);
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/// <summary>Colliders registered in the last rebuild.</summary>
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@@ -134,6 +139,7 @@ public sealed class CollisionWorld
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{
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if (found == results.Length)
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{
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ResetQueryStamps(); // иначе следующий запрос пропустит помеченные записи
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return found;
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}
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@@ -150,6 +156,8 @@ public sealed class CollisionWorld
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/// <summary>
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/// Casts a segment and returns the closest hit among colliders whose
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/// <see cref="Collider.Layer"/> intersects <paramref name="mask"/>.
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/// A ray starting inside a collider hits it at fraction 0. Linear scan over all
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/// registered colliders — fine for occasional rays, not for thousands per tick.
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/// </summary>
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public bool Raycast(Vector2 from, Vector2 to, out RaycastHit hit, uint mask = uint.MaxValue)
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{
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@@ -280,7 +288,9 @@ public sealed class CollisionWorld
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if (a.Shape == ColliderShape.Box && b.Shape == ColliderShape.Box)
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{
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return a.Aabb.Intersects(b.Aabb);
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// Включительно (касание = пара) — единообразно с кругами; RectF.Intersects строгий.
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return a.Aabb.Left <= b.Aabb.Right && b.Aabb.Left <= a.Aabb.Right &&
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a.Aabb.Top <= b.Aabb.Bottom && b.Aabb.Top <= a.Aabb.Bottom;
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}
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// circle vs box
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@@ -305,6 +315,11 @@ public sealed class CollisionWorld
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var b = 2f * Vector2.Dot(f, d);
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var c = Vector2.Dot(f, f) - radius * radius;
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if (c <= 0f)
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{
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return true; // старт внутри круга — попадание в точке старта (как и у AABB)
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}
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var discriminant = b * b - 4f * a * c;
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if (discriminant < 0f)
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{
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@@ -313,11 +328,6 @@ public sealed class CollisionWorld
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var sqrt = MathF.Sqrt(discriminant);
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var t = (-b - sqrt) / (2f * a);
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if (t < 0f)
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{
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t = (-b + sqrt) / (2f * a); // старт внутри круга
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}
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if (t < 0f || t > 1f)
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{
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return false;
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