Age | Commit message (Collapse) | Author |
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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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(rendering broken) including saving and loading config files
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- Camera: project matrix shouldn't need to handle eye position
- SimpleGeometryObject: mesh coordinates should be local
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