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>
This commit is contained in:
co-authored by
Claude Fable 5
parent
56f2a85478
commit
501d81e19f
@@ -36,18 +36,24 @@ public sealed class SceneManager
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/// Requests a switch to <paramref name="scene"/>. Without a transition the swap happens at
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/// the start of the next update tick; with one, the old scene is first covered.
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/// Passing null unloads the current scene. Calling during an active transition replaces
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/// the pending target scene.
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/// the pending target scene; a switch requested while a transition is revealing starts
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/// covering again from the current coverage.
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/// </summary>
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public void Switch(Scene? scene, Transition? transition = null)
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{
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_pending = scene;
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_hasPending = true;
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if (_state == State.Idle && transition is not null)
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if (transition is not null && _state != State.CoveringOut)
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{
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_transition = transition;
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if (_state == State.Idle)
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{
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_coverage = 0f;
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}
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// Из RevealingIn закрытие продолжается с текущего coverage — без скачка.
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_state = State.CoveringOut;
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_coverage = 0f;
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}
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}
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@@ -99,6 +105,13 @@ public sealed class SceneManager
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_transition!.Draw(_renderer, Math.Clamp(_coverage, 0f, 1f), phase);
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}
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/// <summary>Disposes the lazily created transition renderer. Called on host shutdown.</summary>
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internal void DisposeRenderer()
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{
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_renderer?.Dispose();
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_renderer = null;
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}
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internal void ApplyPending()
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{
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if (!_hasPending)
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