Age | Commit message (Collapse) | Author |
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Original commit message:
> commit f138311d2d2e0cc9ba0496d523bb46f2c1c9fb73
> Author: rtk0c <[email protected]>
> Date: Wed Sep 20 23:58:58 2023 -0700
>
> Copy from the PlasticSCM repo, replace vendored glm wtih conan
In reality, this also introduced a few uncommitted changes in the
original PlasticSCM repo. See the modified and new files in this patch.
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Background, back in 2022, I migrated from a Git repo to PlasticSCM for
the coolness factor. I think also anticipating, if the game were to be
programmed, lots of assets would be not ideal for Git. (this didn't
happen)
The last Git commit is 54d25464 here, or changeset 33. Everything going
forward is PlasticSCM commits.
The original repository is setup to use submodules. Changed to vendored
during the migration. Probably won't change back just to keep the repo
layout simpler.
The original repository is now available as `project-brussel.old`, on
the same server as this repo. Hopefully when (if) migrating later, I
remember to move both repos at the same time.
Of course, PlasticSCM being a cloud service has the problem of bit
rot... So once development stopped (and I started getting into
homelab/self-hosting), always wanted to migrate back to Git. There's a
pretty painful journey here, see journal `2025-08-13 project-brussel
migration.org`. This was (at least) the 4th attempt in doing so. Finally succeeding.
The PlasticSCM repo is available at `project-brussel@rtk0c@cloud`, aka
the [email protected] PlasticSCM account. Alternatively, log in to
the same email's Unity account, and go to DevOps > Version Control >
Repositories. Note that repos are different from "Projects".
Or the link: https://cloud.unity.com/home/organizations/1374760256736/plastic-scm/organizations/rtk0c/repositories/project-brussel
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ago, like Jan 2023 and I forgot what they do)
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- Implement const_iterator
- Add previously missing standard named requirements
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SQLiteRunningStatement wrapper
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fullname` to `const std::string* fullname` to indicate the reference nature better
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(dangling pointer not fixed up after storing DeclEnum object into model)
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giving up on writing a clear commit message)
- stuff along the lines of cleaning up store process
- remove completed TODOs
- move code generation out of parser loop
- ^^^ also introduce some weird bugs of DeclXxx::name field disappearing -- maybe fixed, maybe didn't, can't reliably reproduce
- add infra to mangle (not included in codegen yet, also not tested)
- convert SourceFile storage map to node map, ensuring pointer stability (was broken before)
- buildsystem asan and UBsan applying to all targest
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- A clean build on the main game still works
- Generating cross-file references works now (only in a clean build, while the child classses are scanned after the parent classes though). This will still need fixing to support 1. reading from database 2. circular dependencies
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hierarchy generation
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replace embedding filename in each decl table directly
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from the enumeration value DeclEnum::underlyingType
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underlying type (EUT) scanning capability
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database. Methods incomplete.
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defined functions
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currently processed files
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out of game project (no more codegen)
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- Invoke codegen.exe once with a list of changed files, instead of individually for each changed file (this gives the codegen global access to all the code, allowing more things)
- Initial support for outputting an archive SQLite database that contains all the code info
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FromStrong
The old mechanism rely on a specific prefix to Ires and GameObject string representations, but the generator currently leaves the enum value. Therefore all editor (e.g. drag & drop) and IO (e.g. ires loading) mechanisms are broken.
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targets
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