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
@@ -67,6 +67,7 @@ public sealed class Renderer2D : IDisposable
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{
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_device = device;
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_options = options ?? new Renderer2DOptions();
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ArgumentOutOfRangeException.ThrowIfLessThan(_options.InitialCapacity, 1, nameof(options));
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_batcher = new SpriteBatcher(_options.InitialCapacity);
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_vertices = new VertexPositionColorTexture[_options.InitialCapacity * 4];
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_vertexBuffer = new DynamicVertexBuffer(
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@@ -201,7 +202,26 @@ public sealed class Renderer2D : IDisposable
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_device.SetVertexBuffer(_vertexBuffer);
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_device.Indices = _indexBuffer;
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// Виртуальное разрешение рисуется в letterbox-прямоугольник — тот же, по которому
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// считают ScreenToWorld/WorldToScreen; иначе картинка растягивается мимо маппинга.
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var previousViewport = _device.Viewport;
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var letterboxed = _options.VirtualResolution is not null;
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if (letterboxed)
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{
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var mapping = Camera.Mapping;
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_device.Viewport = new Viewport(
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(int)MathF.Round(mapping.Offset.X),
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(int)MathF.Round(mapping.Offset.Y),
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(int)MathF.Round(Camera.VirtualWidth * mapping.Scale),
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(int)MathF.Round(Camera.VirtualHeight * mapping.Scale));
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}
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DrawBatches(order, count);
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if (letterboxed)
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{
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_device.Viewport = previousViewport;
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}
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DrawMs = ToMs(Stopwatch.GetTimestamp() - uploadEnd);
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}
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@@ -276,7 +296,9 @@ public sealed class Renderer2D : IDisposable
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return SubmitResult.Culled;
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}
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var depth = layer.SortMode == LayerSortMode.YSort ? center.Y : sprite.Depth;
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// Y-sort по пивоту (Transform2D.Position), а не по центру квада: спрайты разной
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// высоты с origin «в ногах» сортируются по ногам, как принято в top-down.
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var depth = layer.SortMode == LayerSortMode.YSort ? transform.Position.Y : sprite.Depth;
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instance = new SpriteInstance
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{
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